1. A sequence of instructions that tell the computer what to do is known as a ______?
a. help screen
b. mouse click
c. computer program
d. keystroke
2. Actions to be performed in programs are known as ______.
a. instructions
b. events
c. objects
d. placements
3. In computer language, a description of the problem or task is formally known as a(n) ______.
a. implementation
b. program guide
c. instruction
d. scenario
4. In computer terms, the idea of planning ahead before writing code describes the idea of ______.
a. implementation
b. design
c. testing
d. preparation
5. Writing the code of a computer program is known as ______the program.
a. testing
b. implementing
c. describing
d. designing
6. Creating a computer program is a four-step process. Label the following steps in the correct order, so that the first step is labeled 1, the second step is labeled 2, and so on.
___ Test
___ Read the scenario
___ Implement
___ Design
7. Program design becomes less important as programs become increasingly complex.
a. True
b. False
8. Select the question below for which the answer can be found in an Alice world scenario.
a. What story is to be told?
b. What objects are needed?
c. What actions are to take place?
d. All three questions are answered in the scenario.
9. A ______is a technique used by Alice programmers in designing a sequence of scenes.
a. storyboard
b. design layout
c. testing pack
d. reel
10. A sketch in a storyboard is a representation of a(n) ______in the animation.
a. event
b. pause
c. mapping
d. state
11. Snapshots in a storyboard are associated with objects in certain positions, colors, sizes, and poses.
a. True
b. False
12. Snapshots in a storyboard must collectively fit onto one large sheet of paper.
a. True
b. False
13. Which of the following are contained in the storyboard template presented by the textbook authors. Select all that apply.
a. scene number
b. description
c. sound
d. text
14. Textual storyboards serve as an alternative to visual storyboards.
a. True
b. False
15. Indentation makes textual storyboards easier to read but is not absolutely necessary.
a. True
b. False
16. In computer terminology, a textual storyboard is called a(n) ______.
a. program
b. test set
c. algorithm
d. scenario
17. Since the actions in a textual storyboard are often very close to actual program code, the statements in a textual storyboard are often known as ______.
a. pseudocode
b. a design
c. a scenario
d. an implementation
18. Once a storyboard is created and the implementation step begins, the storyboard cannot be modified.
a. True
b. False
19. What is the name for a block of program code that defines how to perform a specific task?
a. a class
b. a method
c. the World
d. a segment
20. The first editing pane in Alice is always given what default name?
a. World
b. My first method.world
c. World.my first method
d. My first method
21. What allows the programmer to tell Alice whether to perform actions in order, or simultaneously?
a. Alice asks the user when the program is run
b. blocks
c. all actions are performed in order
d. control statements
22. An item of information that must be supplied in a method call so that Alice can execute a specified action is formally known as a(n) ______.
a. argument
b. direction
c. statement
d. method
23. An instruction is composed of ______.
a. a method name and potentially multiple arguments
b. one single argument
c. just the method name
d. a method name and one single argument
24. What is the purpose of the "+" to the left of some objects' names in the Object tree?
a. there never is any "+" sign
b. to give the programmer access to the subparts of an object
c. the "+" symbolizes when more than one of that object has been added to the world
d. the "+" symbolizes that the object is a person object
25. The concept of writing one program statement inside of another program statement is known as ______.
a. indenting
b. combining
c. condensing
d. nesting
26. Comments are instructions that cause some action to take place.
a. True
b. False
27. It is not possible to change the color of an object "at runtime", (that is, "once the animation begins running").
a. True
b. False
28. There is no difference between the "turn to face" and "point at" methods. Some objects have a "turn to face" method, while other objects have the "point at" method instead.
a. True
b. False
29. When onlyAffectYaw is true, the point at instruction works the same as a turn to face instruction.
a. True
b. False
30. There is no difference between the move to and move toward methods.
a. True
b. False