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Section 1 - Welcome and Introduction


Prueba: Welcome: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)

1. What is the course goal?

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(1) Puntos

Learn the basic elements of computer programming


Learn the basics of the Java programming language
Write programs
All of the above (*)
Correct
2. Throughout this course you will learn how to program in:

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(1) Puntos

SQL
C++
Java (*)
All of the above
Correct
3. The Oracle Academy Java Fundamentals and Java Programming courses
help you prepare for what exam?

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(1) Puntos

Microsoft certification exam


Oracle Certified Associate, Java SE7 (*)
IBM certification exam
None of the above
Correct
4. Which of the following courses are part of the Oracle Academy Java
training?

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(1) Puntos

(Seleccione todas las respuestas correctas)


Java Programming (*)
Java Application Development
Java Fundamentals (*)
Animating with Java
Correct
5. Which of the following instructional methods are included in this course?

Quizzes and exams

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(1) Puntos

Journaling and blogging


Practice activities
Lectures
All of the above (*)
Correct
6. The teaching strategy for the Oracle Academy Java training includes lectures
and practical exercises.

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(1) Puntos

Verdadero (*)
Falso
Correct
7. Oracle iLearning is used to access everything in the course except what?

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(1) Puntos

Quizzes
Slides
Exams
Java IDE (*)
Correct
8. What is the learning management system used in this course?

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(1) Puntos

Alice 3
Greenfoot
iLearning (*)
BlueJ
Eclipse
Correct
9. What does IDE stand for in this course?

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(1) Puntos

International development environment


Interactive design environment
Integrated development environment (*)
Correct
10.An IDE includes tools for which tasks?

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(1) Puntos
Writing code
Compiling code
Editing code
Debugging programs
All of the above (*)
Correct
11.Why is teamwork important?

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(1) Puntos

Individuals must work together effectively for companies to remain


competitive.
Goals can be reached faster and more efficiently.
Teamwork can result in new and innovative ideas.
All of the above (*)
2 and 3 only
Correct
12.Effective teamwork is essential for organizations to realize their full
potential and to meet certain goals.

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(1) Puntos

Verdadero (*)
Falso
Correct

Prueba: Introduction: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las respuestas correctas
estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. Why is it useful to learn Alice 3 and Greenfoot?

(Seleccione todas las respuestas correctas)


They both teach you how to code objects to move. (*)

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(1) Puntos

They both allow you to drag and drop objects. (*)


They both allow you to learn the fundamental ideas in programming by creating objects in
a virtual world. (*)
None of the above
Correct
2. Alice is a good introduction to learning how to program for which of the following reasons?
1. It uses the Alice+ programming language syntax.
2. It is easy to drag and drop objects on the screen rather than type.
3. You learn fundamentals of computer programming by creating animations.

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(1) Puntos

1 only
2 only
3 only
1, 2, and 3
2 and 3 only (*)
Correct
3. Which of the following steps is not needed to generate an animation in Alice or to create a game
in Greenfoot?

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(1) Puntos

Test
Implement
Import graphical objects (*)
Create a scenario
Design a storyboard
Correct
4. When designing the scenario for a game or animation, what questions should you answer?

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(1) Puntos

(Seleccione todas las respuestas correctas)


What programming constructs are needed?
What objects are needed? (*)
What actions should take place? (*)
What story is to be told? (*)
Correct
5. The list below provides good characteristics of a team, except which one?

Shared responsibility
Clear roles
Clearly defined tasks

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(1) Puntos

Regular participation
A single leader (*)
Correct
6. Which of the following components can help a team be successful?
1. A common goal
2. Shared responsibility
3. A project plan clearly defining roles and tasks
4. Equal participation and attendance at all meetings

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(1) Puntos

1 only
1 and 2 only
1, 2, and 3 only
1, 2, 3, and 4 (*)
Correct
7. In a team assessment rubric, which of the following would earn a 4 (the highest score) in the
Collaboration category?

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(1) Puntos

Rarely listens to, shares with, and supports the efforts of others. Often is not a good team
player.
Almost always listens to, shares with, and supports the efforts of others. Tries to keep
people working well together and mentors team members when appropriate. (*)
Usually listens to, shares, with, and supports the efforts of others. Does not cause "waves"
in the group.
Often listens to, shares with, and supports the efforts of others, but not always.
Correct
8. In a team assessment rubric, which of the following would earn a 1 (the lowest score) in the
attitude category?

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(1) Puntos

Is often publicly critical of the project or the work of other members of the group. Is often
negative about the task(s). (*)
Is rarely publicly critical of the project or the work of others. Often has a positive attitude
about the task(s).
Is never publicly critical of the project or the work of others. Always has a positive attitude
about the task(s).
Is occasionally publicly critical of the project or the work of other members of the group.
Usually has a positive attitude about the task(s).
Correct
9. The following provides examples of a team rubric, except which one?

Ensures that there will be no errors in the project. (*)


Set of rules and standards.
Helps the team meet its criteria for success.
Defined by the team.
Correct

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(1) Puntos

10. Why might you create a journal for programming?


1. To document new concepts and techniques.
2. To track problems in your code and how you solved them.
3. To serve as a review guide when preparing for an exam.

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(1) Puntos

1 only
2 only
2 and 3 only
1, 2, and 3 (*)
Correct
11. What kind of information is useful in a programming journal?

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(1) Puntos

New programming concepts


Problems encountered and how you solved them
Both 1 and 2 (*)
Neither 1 nor 2
Correct
12. Which of the following is not a good tip for protecting information and systems (cyber security)?

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(1) Puntos

Share strong passwords. (*)


Keep anti-virus software up-to-date.
Only open emails from trusted sources.
Follow your organization's cybersecurity rules and report issues when they happen.
Correct
13. Which of the following is an example of behaving ethically online?

Copying and pasting parts of someone elses work into your own without giving them
credit.
Posting information about people at school that they would never want shared.
Pretending you are someone else in an online chat room.
Starting a cruel social network page about members of the community.
Refraining from using rude or bad language online. (*)
Correct

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(1) Puntos

Section 2 - Using Alice 3


Prueba: Get Started with Alice 3: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las respuestas correctas
estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. What do moving objects provide to your scene?

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(1) Puntos

The sky and ground


The action (*)
The procedures
The non-moving scenery
Correct
2. In Alice, where are objects added and positioned in the scene?

The Code editor


The gallery

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(1) Puntos

The Scene editor (*)


The template
Correct
3. Which button is selected in the Alice file menu to save a version of an animation?

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(1) Puntos

File
New
Save As... (*)
Open
Correct
4. Alice 3 will periodically remind you to save your project. True or false?

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(1) Puntos

Verdadero
Falso (*)
Correct
5. In Alice, once an instance is added to the scene, it cannot be deleted. True or false?

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(1) Puntos

Verdadero
Falso (*)
Correct
6. When is an instance created in Alice?

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(1) Puntos

After the code is created.


After the scenario is saved.
After the folder is selected in the gallery.
After the class icon is dragged into the scene. (*)
Correct
7. Creating multiple versions of your Alice project saves time. True or false?

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(1) Puntos

Verdadero (*)
Falso
Correct
8. After objects are positioned in the scene, it is wise to save multiple versions of the
project, giving each version the same name. True or false?

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(1) Puntos
Verdadero
Falso (*)
Correct
9. How do you create a programming instruction in Alice?

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(1) Puntos

Click and drag the desired programming instruction into the Procedures tab.
Click and drag the desired programming instruction into the myFirstMethod tab. (*)
Click and drag the desired programming instruction into the Scene editor.
Click and drag the desired programming instruction into the Functions tab.

10. How do you view the results of procedures entered in the Alice code editor?

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(1) Puntos

Select the Play button.


Select the Run button. (*)
View the procedures in the gallery.
Save the scene.
Correct
11. Copying programming instructions saves time when programming your Alice project.
True or false?

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(1) Puntos

Verdadero (*)
Falso
Correct
12. Which option copies a programming instruction to the clipboard?

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(1) Puntos

Clipboard
Is Enabled
Copy to Clipboard (*)
Paste
Correct
13. When something is broken or doesn't work as intended in a software program, it is
referred to as a _________?
Bug (*)

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(1) Puntos

Debug
Error
Code
Correct
14. Debugging is the process of finding bugs in a software program. True or false?

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(1) Puntos

Verdadero (*)
Falso
Correct

Prueba: Add and Position Objects: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las respuestas correctas
estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. Saved Alice projects can be opened and edited. True or false?

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(1) Puntos

Verdadero (*)
Falso
Correct
2. Which of the following are ways to open an existing Alice project file after launching Alice?

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(1) Puntos

(Seleccione todas las respuestas correctas)


Click and drag the file from your computer into Alice 3.
Select the project from the My Projects tab. (*)
Browse for the project using the File System tab. (*)
Double-click on the project file name in the folder it is stored in on your computer.
Correct
3. In Alice, where are objects added and positioned in the scene?

The Code editor


The gallery
The Scene editor (*)
The template

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(1) Puntos

Correct
4. In Alice, there is a limit of 10 objects per scene. True or false?

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(1) Puntos

Verdadero
Falso (*)
Correct
5. In Alice, what does the resize handle style do?

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(1) Puntos

Simple rotation and movement


Rotate about the x, y, and z axes
Change size of the object and stretch it along the x, y, and z axes (*)
Move along the x, y, and z axes
Correct
6. Manually manipulating an Alice object with your cursor is a way to precisely position an object.
True or false?

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(1) Puntos

Verdadero
Falso (*)
Correct
7. Which of the following is not an example of a one-shot procedure?

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(1) Puntos

Roll
Move
Turn
Spin (*)
Correct
8. Only acting objects have one-shot procedures. True or false?

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(1) Puntos

Verdadero
Falso (*)
Correct
9. When you edit an object's properties in the Scene editor, the changes do not take effect until the
Run button is clicked. True or false?
Verdadero

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(1) Puntos

Falso (*)
Correct
10. One type of object property is an object's position in the scene. True or false?

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(1) Puntos

Verdadero (*)
Falso
Correct
11. Which of the following is not one of the positioning axes used in Alice 3?

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(1) Puntos

x
z
w (*)
y
Correct
12. In Alice, where does an instance's axes intersect?

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(1) Puntos

At the instance's head.


At the instance's feet.
At the instance's center point. (*)
At the world's center point.
Correct
13. Which handle style would be used to rotate an object's sub-part about the x, y, and z axes?

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(1) Puntos

Rotation (*)
Default
Translation
Resize
Correct
14. Rings will appear around a sub-part indicating how you can reposition it. True or false?

Verdadero (*)
Falso
Correct

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(1) Puntos

Prueba: Use Procedures and Arguments: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las respuestas correctas
estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. To access the Alice Code editor from the Scene editor, which button do you click?

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(1) Puntos

Access Code Editor


Code Editor
Edit Code (*)
Code
Correct
2. The Alice Scene editor contains tools to rotate the camera view. True or false?

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(1) Puntos

Verdadero (*)
Falso
Correct
3. In Alice the Functions tab will display the pre-defined functions for the selected instance.
True or false?

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(1) Puntos

Verdadero (*)
Falso
Correct
4. The Procedures tab and the Functions tab are the two tabs available in the Alice
methods panel. True or false?
Verdadero (*)
Falso
Correct

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(1) Puntos

5. Which of the following instructions turns the clown fish left 5 meters?

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(1) Puntos

this.clownFish turn Left 5.0 (*)


this.clownFish turn Left 0.5
this.clownFish turn Left 5
this.Fish turn Left 5
Correct
6. Which of the following procedures turns an object to face another object?

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(1) Puntos

turn
turnToFace (*)
orientToUpright
moveToward
Correct
7. Which of the following is the default control statement in myFirstMethod?

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(1) Puntos

Count
Do Together
Do In Order (*)
Comment
Correct
8. To add a procedure to myFirstMethod, right-click on the procedure you wish to add and
select the Add button. True or false?

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(1) Puntos

Verdadero
Falso (*)
Correct
9. The Alice move procedure contains which arguments?

(Seleccione todas las respuestas correctas)


Object
Direction (*)
Amount (*)
Text

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(1) Puntos

10. An argument is a value that the procedure uses to complete its task. True or false?

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(1) Puntos

Verdadero (*)
Falso
Correct
11. Programming comments do not affect the functionality of your Alice animation. True or
false?

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(1) Puntos

Verdadero (*)
Falso
Correct
12. What is the first step to entering comments in an Alice program?

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(1) Puntos

Type comments that describe the sequence of actions in the code segment.
Drag and drop the comments tile above a code segment. (*)
Drag and drop the comments tile below a code segment.
Select the instance from the instance menu.
Correct
13. Which of the following ways can you alter a procedure in Alice?

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(1) Puntos

(Seleccione todas las respuestas correctas)


Copy (*)
Count
Disable (*)
Reorder (*)
Correct
14. When you disable a programming instruction, it is still executed when you run the Alice
animation. True or false?

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(1) Puntos

Verdadero
Falso (*)
Correct
15. After each execution of your Alice animation, what element or elements could be
adjusted in your code?
Control statements

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(1) Puntos

Procedures
Arguments
All of the above (*)
Correct
16. It is important to save often while debugging your program. True or false?

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(1) Puntos

Verdadero (*)
Falso
Correct

Prueba: Add Rotation and Randomization: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.Which Alice control statement executes a set of procedures
simultaneously?

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(1) Puntos

Together
Do together (*)
Do in order
While
2.Which Alice execution task corresponds with the following storyboard
statement?
Cat rolls to the left.

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(1) Puntos

roll Left 1
this.Cat roll Left 1.0 (*)
Cat roll Left 1
Cat roll Right 1
3.In Alice, control statements are dragged into the Code editor. True or
false?

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(1) Puntos

Verdadero (*)
Falso
4.In Alice, the while control statement executes a set of procedures a
specific number of times. True or false?

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(1) Puntos

Verdadero
Falso (*)
5.In Alice, the computer specifies the low and high range values for the
range of numbers from which to pull a randomized number. True or
false?

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(1) Puntos

Verdadero
Falso (*)
6.In Alice, which of the following arguments could be replaced with a
random number?

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(1) Puntos

(Seleccione todas las respuestas correctas)


Distance (*)
Object name
Duration (*)
Direction
Procedure name

Prueba: Declare Procedures: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. In Alice, what are the forms of a scenario?

(Seleccione todas las respuestas correctas)


A section of code to write.
A problem to solve. (*)
A task to perform. (*)

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(1) Puntos

A person to help.
A system to start.
2. An animation gives the scenario a purpose. True or false?

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(1) Puntos

Verdadero
Falso (*)
3. Breaking down a problem or process into smaller parts makes it
easier to manage. True or false?

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(1) Puntos

Verdadero (*)
Falso
4. A textual storyboard helps the reader understand the actions that will
take place during the animation. True or false?

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(1) Puntos

Verdadero (*)
Falso
5. Which Alice tool is used to demonstrate the process flow of an
animation?

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(1) Puntos

Visual storyboard
Textual storyboard
Flowchart (*)
World
Pie chart
6. A flowchart is a useful way to illustrate how your Alice animation's
characters will look. True or false?

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(1) Puntos

Verdadero
Falso (*)
7. From your Alice lessons, what does inheritance mean?

Each class inherits the methods and properties of all classes


available in Alice.
Each superclass inherits the methods and properties of its

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(1) Puntos

subclass.
Each subclass inherits the methods and properties of its
superclass. (*)
Each class has its own methods and properties that are nontransferable to any other class.
8. Which of the following would a clown fish object in Alice inherit
from its class?

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(1) Puntos

Fins
Two eyes
Procedures
Functions
All of the above (*)
9. Procedural abstraction may need to be implemented if an object in
Alice needs to perform an action, but there isn't an inherited
procedure that accomplishes that action. True or false?

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(1) Puntos

Verdadero (*)
Falso
10.Which of the following is a reason why procedural abstraction may
be used in programming an animation?

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(1) Puntos

(Seleccione todas las respuestas correctas)


The code is too long. (*)
The programmer wants to save the animation.
The code is difficult to read. (*)
The programmer wants to reuse the code. (*)
11.In Alice, new procedures are declared in the Scene editor. True or
false?

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(1) Puntos

Verdadero
Falso (*)
12.In Alice, you could identify when new procedures need to be
declared by reviewing the textual storyboard for the animation. True
or false?
Verdadero (*)
Falso

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(1) Puntos

13.In Alice, which of the following situations could benefit from


declaring a new procedure?

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(1) Puntos

(Seleccione todas las respuestas correctas)


An object needs to move forward, then move up 10 meters.
An object needs to say three statements.
An object does not have a default procedure for a motion, such
as swimming. (*)
Multiple objects need to use a motion, such as bunnies hopping.
(*)
A single motion, such as walking, takes up a lot of room in
myFirstMethod. (*)
14.In Alice, if only objects that walk on four legs need to use a
procedure, in which superclass would the procedure be declared?

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(1) Puntos

Quadruped (*)
Biped
Swimmer
Prop

Prueba: Use Control Statements: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.In Alice, which of the following is not a control statement?

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(1) Puntos

Do In Order
While
Count
Move (*)
2.In Alice, which control statement is used to invoke simultaneous
movement?
Do Together (*)
Do In Order

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(1) Puntos

While
Count
Variable
3.In Alice, a walking motion for a bipedal object can be achieved
without the Do Together control statement. True or false?

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(1) Puntos

Verdadero
Falso (*)
4.In Alice, different programming is not required for different objects,
because all objects move the same way. True or false?

Marcar para Revisin


(1) Puntos

Verdadero
Falso (*)
5.In Alice, when two objects are synchronized and move together, this
means that one object is:

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(1) Puntos

A vehicle of another (*)


A class of another
An object of another
An instance of another
6.In Alice, which procedure is used to assign one object as the vehicle of
another?
setClassVehicle
setObjectVehicle
setVehicle (*)
Vehicle

Prueba: Use Functions: Quiz


Revise las respuestas, los resultados y las puntuaciones de las
preguntas que se muestran a continuacin. Las respuestas correctas
estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.In Alice, where can you view the list
of functions available for an object?

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(1) Puntos

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(1) Puntos

Class description in the Scene


editor.
Functions tab in the methods
panel. (*)
Instance pull-down menu.
Properties tab in the methods
panel.
2.In Alice, functions ask questions
about an object. True or false?

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(1) Puntos

Verdadero
Falso (*)

Prueba: Use the IF and WHILE Control Structures:


Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.In Alice, the If control structure can process one true and one false
response. True or false?

Marcar para Revisin


(1) Puntos

Verdadero (*)
Falso
2.The Alice If control structure requires the false statement to be
populated. True or false?

Marcar para Revisin


(1) Puntos

Verdadero
Falso (*)
3.A conditional loop is a loop that will continue forever. True or false?

Marcar para Revisin


(1) Puntos

Verdadero
Falso (*)
4.In Alice, we use the While control statement to implement the
conditional loop. True or false?

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(1) Puntos
Verdadero (*)
Falso

Prueba: Use Expressions: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.An example of an expression is:

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(1) Puntos

"I feel happy."


If or Where
3x3=9 (*)
Move forward 1 meter
2.Alice uses built-in math operators. They are:

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(1) Puntos

Add
Subtract
Multiply
Divide
All of the above (*)
3.In Alice, which of the following programming statements moves the
alien backward the distance to the asteroid, minus 2 meters?
x

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(1) Puntos

this.Alien move backward {this.Alien getDistanceTo this.Asteroid


-2} (*)
this.Alien move backward {this.Alien getDistanceTo this.Asteroid
* 2}
this.Asteroid move backward {this.Alien getDistanceTo
this.Asteorid / 2}
this.Alien move forward {this.Asteroid getDistanceTo this.Alien /
2}

4.In Alice, which of the following programming statements moves the


cat forward the distance to the bird?

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(1) Puntos

this.Cat move forward {this.Bird getDistanceTo this.Cat / 2}


this.Cat move {this.Bird getDistanceTo this.Cat / 2}
this.Bird move forward {this.Bird getDistanceTo this.Cat}
this.Cat move forward {this.Cat getDistanceTo this.Bird} (*)

Prueba: Use Variables: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.Which is an example of the Boolean variable type?

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(1) Puntos

3
Hello World
True or False (*)
An object
2.The initializer of a variable with a TextString value type could be
(select all that apply):

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(1) Puntos

(Seleccione todas las respuestas correctas)


"Greetings" (*)
"Howdy" (*)
"4" (*)
None of the above.

Prueba: Use Keyboard Controls: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.With keyboard controls, you can create Alice animations where the user
controls an object that interacts with other objects. True or false?
Verdadero (*)
Falso

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(1) Puntos

2.Event listeners look for and resopnd to the interactivity of the computer.
True or false?
Verdadero
Falso (*)

Prueba: Develop a Complete


Animation: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas
que se muestran a continuacin. Las respuestas correctas estn marcadas
con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. As the Alice programmer, you render the
animation on your own. True or false?

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(1) Puntos

Verdadero
Falso (*)
2. In Alice, what are the forms of a
scenario?

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(1) Puntos

(Seleccione todas las respuestas


correctas)
A section of code to write.
A problem to solve. (*)
A task to perform. (*)
A person to help.
A system to start.
3. What can be used as a guideline to ensure
your Alice animation fulfills animation
principles?
The Internet
An animation checklist (*)
A close friend
Other programmers

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(1) Puntos

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(1) Puntos

4. The animation checklist helps you


confirm that all elements of the Alice
animation are operating as expected.
True or false?

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(1) Puntos

Verdadero (*)
Falso
5. Which of the following elements of the
Alice animation should be tested before
the animation is considered complete?

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(1) Puntos

Math calculations operate as


expected.
Objects move with smooth timing.
Comments are added to each
sequence of instructions.
Control statements are operating as
expected.
All of the above. (*)
6. The Alice animation should be tested
throughout development, not just at the
end of the animation's development. True
or false?

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(1) Puntos

Verdadero (*)
Falso
7. What type of Alice listener object is
required to target a mouse-click on any
object in the scene, allowing the user to
drag that object around the scene when
the animation is running?

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(1) Puntos

addDefaultManipulation procedure
addMouseListener procedure
addDefaultModelManipulation
procedure (*)
addListener procedure
8. In which Alice class is the
addDefaultModelManipulation procedure
located?
Object class

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(1) Puntos

Scene class (*)


myFirstMethod class
Quadruped class
9. When presenting your Alice animation,
ensure that your presentation is
thoroughly tested and complete. True or
false?

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(1) Puntos

Verdadero (*)
Falso
10.When presenting your Alice animation, it
is not important to give the audience a
reason to listen to the presentation. True
or false?

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(1) Puntos

Verdadero
Falso (*)

Prueba: Correlating Java Variables, Data Types, and


Expressions with Alice 3 Tools: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. The list below describes variables. All are correct except which one?

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(1) Puntos

A place in memory where data of a specific type can be stored for later
retrieval and use.
Has a unique name.
Has a type associated with it.
Arranged in rows and columns. (*)
2. Examine the following code. What are the variables?

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(1) Puntos

args
n
i
t
All of the above are variables. (*)
3. The following are examples of what in Java?
boolean
byte
char
short
int
long
float
double

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(1) Puntos

Types (*)
Expressions
Variables
Specifications
4. The list below displays valid primitive types in Java, except which one?

boolean
String (*)
long

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(1) Puntos

int
double
5. The list below displays valid arithmetic operators in Java, except which one?

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(1) Puntos

+
/
*
% (*)
6. Results of arithmetic operations cannot be stored in a variable. True or false?

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(1) Puntos

Verdadero
Falso (*)
7. Expressions with relational operators produce true and false values. True or
false?

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(1) Puntos

Verdadero (*)
Falso
8. What is the result of the following code?

x>y:x>y

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(1) Puntos

x<y:x<y
x>y:1
x<y:0
x>y:0
x<y:1
x > y : true
x < y : false (*)
x > y : false
x < y : true
9. If a value has been assigned to (is stored in) a variable, that value will be
overwritten when another value is assigned to the variable using the
assignment = operator. True or false?

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(1) Puntos

Verdadero (*)
Falso
10What is the output produced by the following code?
.

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(1) Puntos

j is 5
k is 5 (*)
j is 10
j is 5
k is 5
j is 10
k is 10
j is 15
k is 15

Prueba: Correlating Java Methods, Classes, and

Other Structures with Alice 3 Tools: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. The list below contains method descriptions. All are correct except which
one?

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(1) Puntos

(Seleccione todas las respuestas correctas)


A subprogram that acts on data and often returns a value. (*)
A set of code that is referred to by name. (*)
Can be called at any point in a program simply by utilizing its name.
Is associated with an instance variable.
2. Main is an example of what in the following code?
public static void main (String[] args) {
System.out.println{"Hello World!");
}

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(1) Puntos

An instance
A method (*)
A class
A variable
3. You have a Class representing Cat. A cat can meow, purr, catch mice, and so
on. When you create a new cat, what is it called?

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(1) Puntos

A submethod
A subprogram
An instance (*)
A subclass
A variable class
4. You want a block of code to be executed only once if certain conditions are
met. What type of Java construct would you use?

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(1) Puntos

while loop
if (*)
array
boolean
5. If you want one message to display if a user is below the age of 18 and a
different message to display if the user is 18 or older, what type of construct
would you use?

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(1) Puntos

for all loop


do loop
while loop
if (*)
6. If you need to repeat a group of Java statements many times, which Java
construct should you use?

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(1) Puntos

(Seleccione todas las respuestas correctas)


repeat...until
do while loop (*)
while loop (*)
if
7. Review the code below.

Select the result from the following statements about what happens when the
loopVal >= 5 .
The message "Printing Some Text" will be printed until loopVal is no
longer less than 5.
The variable loopVal is initialized to 0.
The condition loopVal < 5 is tested before executing anything further in
the program. (*)

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(1) Puntos

The condition loopVal < 5 returns a boolean value.


None of the above.
8. Which of the following statements about methods is false?

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(1) Puntos

Classes must be defined directly within a method definition. (*)


Methods whose return type is not void are required to include a return
statement specifying what to return.
The order in which methods are listed within the class is not important.
Java does not permit nesting one method definition within another
method's definition.
9. In Java, a function is a method that must return a value. True or false?

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(1) Puntos

Verdadero
Falso (*)
10What do lines 7, 10 and 13 do in the following code?
.

Export files called A, B, and num3.


Create a single file containing A, B, and the value of num3.
Print "A", "B" and the value of num3 on the screen. (*)
None of the above.

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(1) Puntos

11Consider the following: You want to use the BufferedReader and


. InputStreamReader classes to get user input from the command line. Which
one of the following import statements must you use?

x
x
x

import java.awt.*;
import java.buffer.*;
import java.io.*; (*)
import java.io.input.*;

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(1) Puntos

ection 3 - Using Greenfoot


Prueba: Getting Started with Greenfoot: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.In Greenfoot, what happens to an instance when the Act button is
clicked in the environment?

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(1) Puntos

Only one instance moves until the pause button is clicked.


The instance executes all of the programming statements in their
class's act method once. (*)
The instance executes all of the programming statements in their
class's act method repeatedly until the scenario is stopped.
The instance executes all of the programming statements in their
class's act method two times until the scenario is stopped.
The class executes all of the programming statements in their
instance's act method two times until the scenario is stopped.
2.In Greenfoot, the Run button repeatedly executes all of the
programming statements in the class's act method in sequential order
until the pause button is clicked. True or false?

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(1) Puntos

Verdadero (*)
Falso
3.An object is an instance of a class. True or false?

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(1) Puntos

Verdadero (*)
Falso
4.In Greenfoot, the class holds the general attributes of an instance, such
as the methods it inherits. True or false?
Verdadero (*)
Falso

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(1) Puntos

5.A subclass has what kind of relationship to a superclass?

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(1) Puntos

"for-what"
"a-is"
"is-a" (*)
"is-by"
6.What does an instance of the World class do?

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(1) Puntos

Provide the acting objects for the scenario.


Provide the background scenery for the scenario. (*)
Provide the superclass for acting objects.
Provide the source code for instances.
7.In Greenfoot, after a subclass is created, what has to occur before
instances can be added to the scenario?

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(1) Puntos

Creation of an instance
Compilation (*)
Creation of source code
Editing of source code
8.In Greenfoot, after a subclass is created and compiled, you cannot edit
the subclass's source code. True or false?

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(1) Puntos

Verdadero
Falso (*)

Prueba: Using Methods, Variables and Parameters:


Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. In Greenfoot, the move method expects what type of information in
its parameters?

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(1) Puntos

Degrees to turn
True or false response
String statement
Integer of steps to move forward (*)
2. In Greenfoot, the turn method expects what type of information in its
parameters?

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(1) Puntos

Degrees to turn (*)


True or false response
String statement
Integer of steps to move forward
Parameter void
3. Using the Greenfoot IDE, only five instances can be added to a
scenario. True or false?

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(1) Puntos

Verdadero
Falso (*)
4. In Greenfoot, the instance has a source code editor. True or false?

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(1) Puntos

Verdadero
Falso (*)
5. In the Greenfoot IDE, an instance's position is on the x and y
coordinates. True or false?

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(1) Puntos

Verdadero (*)
Falso
6. In Greenfoot, which of the following options are not possible when
associating an image file with an instance?
Add a video (*)
Draw an image
Import an image
Select an image from the Greenfoot library

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(1) Puntos

7. An instance variable can be saved and accessed later, even if the


instance no longer exists. True or false?

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(1) Puntos

Verdadero
Falso (*)
8. A variable is also known as a ____________.

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(1) Puntos

Instance
Class
Field (*)
Syntax
Method
9. In Greenfoot, the body of the method is located in between which of
the following characters?

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(1) Puntos

Parnetheses ( )
Curly brackets { } (*)
Square brackets [ ]
Asterisks **
10.In Greenfoot, methods can be called in the act method. When the Act
button is clicked in the environment, the methods in the method body
of the act method are executed. True or false?
Verdadero (*)
Falso

Prueba: Working with Source


Code and Documentation: Quiz
Revise las respuestas, los resultados y las puntuaciones de las
preguntas que se muestran a continuacin. Las respuestas correctas
estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.The list below provides actions you
can perform in the Greenfoot code
editor except one. Which one should

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(1) Puntos

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(1) Puntos

be removed?
Write source code to tell the
class how to act in the scenario.
Review the class's inherited
methods and properties. (*)
Write and edit source code.
Write and edit comments.
2.The list below displays components
of the Greenfoot source code editor
except one. Which one should be
removed?

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(1) Puntos

Documentation
Comments
Method body
Instance creator (*)
Class description
3.In a Greenfoot if-statement, the
programming statements that the ifstatement executes are written in
curly brackets. True or false?

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(1) Puntos

Verdadero (*)
Falso
4.An if-statement requires which type
of information returned from the
condition?

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(1) Puntos

Integer
Action
True or false (*)
Method
5.In Greenfoot, which of the
following methods display an
object's orientation?
(Seleccione todas las respuestas
correctas)
void move()

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(1) Puntos

int getRotation() (*)


int getX() (*)
void turn()
6.In Greenfoot, which of the
following methods return the world
that the instance lives in?

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(1) Puntos

World getClass()
World getWorld() (*)
getRotation()
getXY()

Prueba: Developing and Testing an Application: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.Which of the following is an incorrectly written programming
statement?

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(1) Puntos

move(): (*)
move(2);
turn(25);
turn(2);
2.Which of the following features of Greenfoot will teach you how to
identify bugs in your program?

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(1) Puntos

Code editor
Compilation (*)
Instance creation
Documentation
3.In object oriented programming, programmers analyze a problem and
create objects to solve the problem. True or false?
Verdadero (*)
Falso

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(1) Puntos

4.From your Greenfoot lessons, Which of the following statements is


most correct?

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(1) Puntos

My program is complete when it compiles.


My program is complete when I add music to it.
My program is complete when it runs and I've tested the code. (*)
My program is complete when I add images to it.

Prueba: Using Randomization and Understanding


Dot Notation and Constructors: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. Which of the following Greenfoot methods returns a random number
between 0, up to and including 10,000?

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(1) Puntos

Greenfoot.getRandomNumber(10,000)
Greenfoot.getRandomNumber(10,001) (*)
Greenfoot.getRandomNumber(9,999)
Greenfoot.getRandomNumber(0-10,000)
2. What does the following Greenfoot programming statement tell the
class to do?
if (Greenfoot.getRandomNumber(100) < 6) { turn(18); }

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(1) Puntos

If a random number is returned that is greater than 6, turn 18


degrees.
If a random number is returned that is less than 6, move 18 steps.
If a random number is returned that is less than 6, turn 18
degrees. (*)
Turn 6 degrees, then turn 18 degrees.
3. Which of the following comparison operators represents "greater
than or equal"?
>
>= (*)
==

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(1) Puntos

!=
4. In Greenfoot you can use comparison operators to compare a
variable to a random number. True or false?

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(1) Puntos

Verdadero (*)
Falso
5. An if-else statement executes its first code block if a condition is
true, and its second code block if a condition is false, but not both.
True or false?

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(1) Puntos

Verdadero (*)
Falso
6. The first step to executing an if-else statement is to:____________.

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(1) Puntos

Execute the if statement


Execute the else statement
Evaluate the class
Evaluate the condition (*)
7. The list below displays characteristics of a Greenfoot world
constructor, except for one. Which one should be removed?

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(1) Puntos

Defines the instance's size and resolution.


Has a void return type. (*)
Has no return type.
Has the same name as the name of the class.
Executed automatically when a new instance of the class is
created.
8. In Greenfoot, which keyword calls the World superclass?

world
constructor
super (*)
addObject
new

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(1) Puntos

9. In Greenfoot, which of the following is the correct notation for


calling a method for an instance of a class?

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(1) Puntos

object-name.method-name(parameters); (*)
class-name.method-name(parameters);
Method-name.object-name(parameters);
Method-name.object-name;
10.In Greenfoot, a semicolon is not necessary at the end of a method
that uses dot notation. True or false?

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(1) Puntos

Verdadero
Falso (*)
11.In Greenfoot, the origin of the world coordinate system (0,0) starts in
the center of the world. True or false?

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(1) Puntos

Verdadero
Falso (*)
12.Which keyword indicates that Greenfoot needs to create a new
object?

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(1) Puntos

new (*)
addObject
newObject
newClass

Prueba: Defining Methods: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.In the Greenfoot IDE, any new methods you create are written in the
class's source code, below the act method. True or false?

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(1) Puntos

Verdadero (*)
Falso
2.In reference to Greenfoot, if the following method was defined in a

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superclass,

(1) Puntos

public void lookForEdge(){


...
}
all subclasses of the superclass will inherit the method.
True or false?
Verdadero (*)
Falso

Prueba: Using Sound and Keyboard Control: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.In Greenfoot, the sound file must be saved in the scenario and written
in the source code for it to play. True or false?

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(1) Puntos

Verdadero (*)
Falso
2.You cannot record unique sounds in Greenfoot. You can only use the
sounds that are stored in the Greenfoot library. True or false?

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(1) Puntos

Verdadero
Falso (*)
3.What type of parameter does the keyDown method expect?

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(1) Puntos

The password that will protect the class.


The name of the key to press on the keyboard. (*)
The name of the class that will use the key.
The name of the sound file to play when the key is pressed.

Prueba: Creating a World, Animating Actors, and


Ending a Game: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).

Section 1
(Responder todas las preguntas de esta seccin)
1. In Greenfoot, which method body correctly adds an instance of the
World to a scenario, with size x = 300 y = 300 and a resolution of 2
pixels per cell?

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(1) Puntos

world(300, 300, 2);


Super(300,300,2);
super(2,300,300);
super(300,300,2); (*)
2. A constructor is executed once in the course of a Greenfoot scenario.
True or false?

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(1) Puntos

Verdadero
Falso (*)
3. Which of the following Greenfoot programming statements creates a
new instance of Duke, and places him at x = 140, y = 130 in the
world?

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(1) Puntos

addObject(new( ), 140, 130);


addObject(new Duke( ), 140, 130); (*)
new(addObject(Duke ), 140, 130);
new(Duke( ) 140, 130);
4. Which keyword is used to add an actor to a Greenfoot world?

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(1) Puntos

addObject
add
new (*)
super
5. Which of the following is the correct syntax for declaring a variable
in Greenfoot?
(Seleccione todas las respuestas correctas)
public variable-type variable-name; (*)
private variable-name, variable-type;
public variable-name variable type;

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(1) Puntos

private variable-type variable-name; (*)


6. In Greenfoot, what is the purpose of the variable type?

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(1) Puntos

Defines the access specifier used with the variable.


Defines what kind of data to store in the variable. (*)
Defines which class the variable is associated with.
Defines the instance that the variable is associated with.
7. Which operator is used to test if values are equal?

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(1) Puntos

<
== (*)
>
!>
8. In Greenfoot, the == operator is used to test if two values are equal.
True or false?

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(1) Puntos

Verdadero (*)
Falso
9. The GreenfootImage class enables Greenfoot actors to maintain their
visible image by holding an object of type GreenfootImage. True or
false?

Marcar para Revisin


(1) Puntos

Verdadero (*)
Falso
10.What does the following programming statement mean?
image1 = new GreenfootImage("duke12.png);
The variable, image1, cannot use the image file, duke12.png.
The image file, duke12.png, has just been drawn and imported
into the scenario.
The image file, duke12.png, is assigned to the variable image1.
(*)
Image files from 1-119 are associated with image1.

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(1) Puntos

11.In Greenfoot, which method is used to end a game?

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(1) Puntos

Class.stop( );
Greenfoot.stop( ); (*)
Duke.stop( );
Game.stop(1);
12.Where can we review the available classes and methods in
Greenfoot, including the stop method?

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(1) Puntos

Class menu
Object menu
Class Application Programmers' Interface (API)
Greenfoot Application Programmers' Interface (API) (*)

Prueba: Understanding Abstraction: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.From your Greenfoot lessons, which of the following are examples of
when abstraction techniques are used?

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(1) Puntos

Assigning a sound file to an instance.


Assigning a keyboard key to an instance.
Assigning an image file to an instance.
All of the above. (*)
2.Abstraction occurs in many different ways in programming. True or
false?

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(1) Puntos

Verdadero (*)
Falso

Prueba: Using Loops, Variables, and Strings: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1

(Responder todas las preguntas de esta seccin)


1. From your Greenfoot lessons, which of the following are examples
of actions that can be achieved using the while loop?

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(1) Puntos

Create 50 instances of the Duke class.


Call the move method 1 million times.
Call the move and turn methods 10 times.
Create 100 instances of an Actor subclass.
All of the above. (*)
2. Which of the following is not a component of a while loop?

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(1) Puntos

Local variable
Control operator
Loop variable
if statement (*)
while keyword
3. If an end to a while loop is not established, what happens?

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(1) Puntos

The code stops after 10 executions.


The code stops after 20 executions.
The condition becomes false after one minute of executions.
The code executes and does not stop. (*)
4. Infinite loops are a common cause of errors in programming. True or
false?

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(1) Puntos

Verdadero (*)
Falso
5. An array is an object that holds multiple methods. True or false?

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(1) Puntos

Verdadero
Falso (*)
6. In Greenfoot, arrays are a way to hold and access multiple variables,
and assign different values to new instances each time the while loop

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executes and produces a new instance. True or false?

(1) Puntos

Verdadero (*)
Falso
7. Which of the following Greenfoot logic operators represents "not"?

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(1) Puntos

&
&&
=
! (*)
8. In the Greenfoot IDE, what does the AND operator (&&) do?

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(1) Puntos

Compares two boolean values, and returns a boolean value


which is true if and only if both of its operands are true. (*)
Compares two boolean values, and returns a boolean value
which is true if and only if one of its operands are true.
Compares two boolean values and returns a boolean value which
is true if either one of the operands is true.
Compares two boolean variables or expressions and returns a
result that is true if either of its operands are true.
9. In Greenfoot, a local variable is declared at the beginning of a class.
True or false?

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(1) Puntos

Verdadero
Falso (*)
10.In Greenfoot, what types of values cannot be stored in a local
variable?

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(1) Puntos

Class name
Objects
Integers
World name
Method (*)
11.In Greenfoot, string concatenation reduces the number of redundant
characters or phrases you need to type into each array. True or false?

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(1) Puntos

Verdadero (*)
Falso
12.Which of the following is an example of string concatenation?

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(1) Puntos

Instead of entering ".png" after each image file name, add &&
".png" after the imageName value in the programming statement.
Instead of entering ".png" after each image file name, add =
".png" after the imageName value in the programming statement.
Instead of entering ".png" after each image file name, add +
".png" after the imageName value in the programming statement.
(*)
Instead of entering ".png" after each image file name, add ".png"
after the imageName value in the programming statement.

Prueba: Creating an Inventory of Java


Fundamentals: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.From your Greenfoot lessons, the __________ control structure is used to compare and make a
decision.

Marcar par

Conditional (*)
Repetition
Obsolete
Rewind
2.From your Greenfoot lessons, the __________ control structure is often referred to as loops.

Marcar par

Conditional
Repetition (*)
Obsolete
Rewind
3.The construct listed below is described as a __________________.
/**

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* Get value and store in variable


*/
Method
Comment (*)
Variable Assignment
Instruction
4.The construct listed below is described as a __________________.

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termvar = scanterm.nextLine();
Method
Comment
Variable Assignment (*)
Instruction
5.What is wrong with the following line of code?

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System.out.println(termvar+; +termdef);
There are parenthesis instead of brackets.
There are parenthesis instead of curly braces.
There are single quotes instead of double quotes. (*)
The command is incorrectly capitalized.
Nothing is wrong with the code.
6.Which line of code contains a syntax error?

2
3 (*)
4
5

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6
7.In which step to create a Greenfoot game do you find and resolve errors in the game?

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Define the problem


Design the solution
Program the solution
Test the solution (*)
8.In which step to create a Greenfoot game is the solution implemented?

Marcar par

Define the problem


Design the solution
Program the solution (*)
Test the solution
9.From your Greenfoot lessons, which of the following are examples of Q/A test variations?

Marcar par

Change the environment, change the programmer, change the execution


Change the execution, change the data, change the environment (*)
Change the environment, change the execution, change the language
All of the above.
. 10The variations listed below are examples of changing what part of Q/A testing?

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Input numbers when characters are expected


Input characters when numbers are expected
Input symbols
Change the environment
Change the execution
Change the data (*)
None of the above

Prueba: Java Fundamentals Midterm Exam


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).

Section 2
(Responder todas las preguntas de esta seccin)
1. Before you can begin to develop the animation storyboard, what must be defined?

The code
The debugging process
The scenario (*)
The control statements

2. From your Alice lessons, inheritance means that the superclass inherits its traits from the subclass. True o

Verdadero
Falso (*)
3. In Alice, objects inherit the characteristics of their:

Code
Project
Class (*)
Program
4. From your Alice lessons, what is a one-shot procedural method?

A procedure that is invoked when the Run button is clicked.


A procedure that is used to make a scene adjustment. (*)
A procedure that is dragged into the Code editor.
A procedure that is used to launch the program.
5. In Alice, the procedures' arguments allow the programmer to adjust the object, motion, distance amount,
false?
Verdadero (*)
Falso
6. Which of the
following actions
would require a
control statement

to control
animation timing?
(Seleccione todas las respuestas correctas)
A biped object walking. (*)
A rock object turning.
A fish swimming. (*)
A bird flying. (*)

7. In Alice, a computer program requires functions to tell it how to perform the procedure. True or

Verdadero
Falso (*)
8. An Alice event is considered what?

A party with at least 20 people.


An object's orientation.
Error handling.
A keystroke or mouse click. (*)
9. Which of the following statements about methods is false?

Classes must be defined directly within a method definition. (*)


Methods whose return type is not void are required to include a return statement specifyin
The order in which methods are listed within the class is not important.
Java does not permit nesting one method definition within another method's definition.
10. What do lines 7, 10 and 13 do in the following code?

Export files called A, B, and num3.


Create a single file containing A, B, and the value of num3.
Print "A", "B" and the value of num3 on the screen. (*)
None of the above.
11. From your Alice lessons,
which programming
instruction represents the
following movement: A
turtle moves forward half
the distance to the flower.

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(1) Puntos

this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 2.0 (*)


this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 0.5
this.Turtle move Forward this.Turtle getDistanceTo this.Flower / 1.0
this.Turtle move Forward this.Turtle getDistanceTo this.Flower * 2
12. A loop can be infinite (continue forever) or conditional (stops upon a condition).
True or false?
Verdadero (*)
Falso
13. In Alice, we can avoid object collision using what?

Slowing movements down.

Using math operators. (*)


Downloading the Alice 3 collision detector app.
Using object detection.
14. In Alice, which of the following programming statements moves the butterfly
forward, double the distance to the tree?
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree * 2} (*)
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree * 2}
this.Butterfly move backward {this.Butterfly getDistanceTo this.Tree / 2}
this.Butterfly move forward {this.Butterfly getDistanceTo this.Tree / 2}
15. From your Alice lessons, what does the Count control statement do?

Executes statements a random number of times.


Executes statements simultaneously.
Executes statements a specific number of times. (*)
Executes statements while a condition is true.
16. From your Alice lessons, if
you examined a science
process that had many steps,
which of the following is a
way that you could apply
functional decomposition to
this process?

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(1) Puntos

1. Present the problem as an animation.


2. Further refine and define the tasks needed for each high level step.
3. Identify the high level steps for the science concept.
1. Identify the detailed steps for the science concept. No correcta
2. Present the problem as an animation.
1. Present the problem as an animation.
1. Identify the high level steps for the science concept.
2. Further refine and define the tasks needed for each high level step.
3. Present the problem as an animation. (*) correcta
17. From your Alice lessons, the "Checklist for Animation Completion" does not ask
questions about the scenario and storyboards, because these are not valid parts of
the animation creation process. True or false?
Verdadero

Falso (*)
18. Which of the following is not a reason for why comments are helpful in an Alice
program?
Comments change the functionality of the program. (*)
Comments describe the intention of the programming instructions.
Comments can outline the programming instructions.
Comments help during debugging and testing so the tester knows how the
programming statements are supposed to work.
19. If the value already exists in the variable it is overwritten by the assignment
operator (=). True or false?
Verdadero (*)
Falso
20. Which of the following is not a valid primitive type in Java?

boolean
String (*)
long
int
double
21. From your
Alice
lessons,
variables
are fixed
and cannot
be
changed.
True or
false?

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(1) Puntos

Verdadero
Falso (*)

22. Which of the following programming instructions commands the fish to continuously move forward a ra
between 0.5 and 1.0 meters, minus 0.25 meters, until it collides with the shark?

(*)

Section 3
(Responder todas las preguntas de esta seccin)
23. In Greenfoot, what happens if the condition is false in an if-statement?

The programming statements are executed.


The if-statement is executed.

The act method is deleted.


The programming statements are not executed. (*)
24. From your Greenfoot lessons, what are the ways that you can view a class's methods?

(Seleccione todas las respuestas correctas)


In the scenario
In the class's documentation (*)
By right-clicking on an instance (*)
In the Greenfoot gallery

25. Which of the following type of audience should you ask to play your Greenfoot game during the testing

Testing
Target (*)
Primary
Programmer
26. When
designing a
game in
Greenfoot, it
helps to
define the
actions that
will take
place in a
textual
storyboard.
True or false?

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(1) Puntos

Verdadero (*)
Falso
27. What type of parameter does the Greenfoot playSound method
expect?
name of a sound file (as String) (*)
name of an integer (as int)
name of a keyboard key (as String)

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(1) Puntos

name of the class (as String)


28. From your Greenfoot lessons, the reset button resets the
scenario back to its initial position. True or false?

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(1) Puntos

Verdadero (*)
Falso
29. From your Greenfoot lessons, a scenario is a game or
simulation implemented in Greenfoot. True or false?

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(1) Puntos

Verdadero (*)
Falso
30. Use your Greenfoot knowldege: Abstraction occurs in many
different ways in programming. True or false?

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(1) Puntos

Verdadero (*)
Falso
31. In Greenfoot, the
properties of an
instance can be
modified in the
documentation.
True or false?

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(1) Puntos

Verdadero
Falso (*)
32. What type of Greenfoot method would be used to turn an
object?

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(1) Puntos

orientTo( );
turnAround( );
move ( );
turn( ); (*)
33. In the Greenfoot IDE, which type of variable allows
instances to store information?
Method variable
Instance variable (*)

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(1) Puntos

Class variable
World variable
34. From your Greenfoot lessons, to view the methods that a
class inherits, open the code editor and select
documentation from the Tools menu. True or false?

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(1) Puntos

Verdadero (*)
Falso
35. In Greenfoot, a local variable is declared at the beginning
of a class. True or false?

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(1) Puntos

Verdadero
Falso (*)
36. In Greenfoot,
what happens
if the end to a
while loop
isn't
established?

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(1) Puntos

The code will keep executing and will never stop. (*)
The code will execute once and then stop, due to controls
in Greenfoot.
The code will prompt you to enter a loop counter.
The code will not execute.
37. From your Greenfoot lessons, which symbol represents string
concatenation?

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(1) Puntos

Symbol &
Symbol <
Symbol =
Symbol + (*)
38. In a Greenfoot loop constructor, which component is a
counter that controls how many times the statement is
executed?
Local loop
While loop
Loop variable (*)

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(1) Puntos

Condition
39. In Greenfoot, objects are created from:

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(1) Puntos

Methods
Classes (*)
Signatures
Parameters
40. From your Greenfoot lessons, what is incorrect in this code
example:

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(1) Puntos

setLocation(getX(), (int) (altitude);


Spacing
Capitalization
Parenthesis (*)
Comma
41. From your
Greenfoot
lessons,
which of the
following is
an example
of changing
test data
during a
Q/A test
cycle?

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(1) Puntos

Use a different operating system.


Use the mouse instead of the keyboard.
Use symbols instead of numbers. (*)
All of the above.
42. In Greenfoot, a way to have all subclasses of a superclass inherit
a method is by adding the method to the superclass. True or
false?
Verdadero (*)
Falso

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(1) Puntos

43. In Greenfoot, defined methods must be used immediately. True


or false?

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(1) Puntos

Verdadero
Falso (*)
44. Use your Greenfoot knowledge to answer the question: Where
are defined variables typically entered in a class's source code?

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(1) Puntos

In the defined method in the source code.


Between the constructors and methods in the source code.
After the constructors and methods in the source code.
At the top of the source code, before the constructors and
methods. (*)
45. In Greenfoot, which method is used to add a new instance to a
scenario when the world is initialized?

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(1) Puntos

addClass
addWorld
addObject (*)
addInstance
46. From your
Greenfoot
lessons,
where
should the
stop method
be inserted
into the
source
code?

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(1) Puntos

In the defined method.


In the act method. (*)
In the import statement.
In the class header.
47. From your Greenfoot lessons, which type of constructor can be
used to automate creation of Actor instances?
Animal

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(1) Puntos

World (*)
Actor
Vector
48. From your Greenfoot lessons, which axes define an object's
position in a world?

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(1) Puntos

(Seleccione todas las respuestas correctas)


x (*)
z
y (*)
w
49. In Greenfoot, you can use comparison operators to compare a
variable to a random number. True or false?

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(1) Puntos

Verdadero (*)
Falso
50. Use you Greenfoot knowledge: What range of numbers does the
following method return?
Greenfoot.getRandomNumber(30)
A random number between 1 and 30.
A random number between 0 and 30.
A random number between 0 and 29. (*)
A random number between 1 and 29.

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(1) Puntos

Section 4 - Using Eclipse


Prueba: Compiling with Eclipse - A First Program:
Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. When Eclipse launches, the Welcome page displays. Once this page is
closed you cannot return to the resources available on this page. True or
False?

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(1) Puntos

Verdadero
Falso (*)
2. Eclipse provides an edit area to help you navigate a hierarchy of information.
True or False?

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(1) Puntos

Verdadero
Falso (*)
3. Eclipse provides views to help you navigate a hierarchy of information. True
or False?

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(1) Puntos

Verdadero (*)
Falso
4. Tabs are used when more than one file is open in the edit area. True or
False?

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(1) Puntos

Verdadero (*)
Falso
5. A perspective is described as:

A combination of views and editors (*)


A combination of views and windows

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(1) Puntos

A combination of editor tabs


None of the above
6. The ______________ is the location into which you will store and save your
files.

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(1) Puntos

Perspective
Workspace (*)
Editor
None of the above
7. A workspace can have one or more stored projects. True or false?

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(1) Puntos

Verdadero (*)
Falso
8. Identify the components in the image below.

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(1) Puntos

A-Main Method, B-Class, C-Package


A-Class, B-MainMethod, C-Package
A-Package, B-Main Method, C-Class (*)
None of the above
9. In Eclipse, when you run a Java Application, the results may be displayed in
the Console View. True or False?

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(1) Puntos

Verdadero (*)
Falso
10.A _______________ is used to organize Java related files.

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(1) Puntos

Project
Workspace
Package (*)
Collection
11.You need to _______________ Java code to generate a .class file

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(1) Puntos

Collect
Compile (*)
Package
Assemble
12.In a project, 2 of the classes must contain a main method. True or False?

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(1) Puntos

Verdadero
Falso (*)
13.For every opening curly brace { there must be a closing curly brace} or the
program will not compile without error. True or False?

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(1) Puntos

Verdadero (*)
Falso
14.Semi-colons at the end of each line are not required to compile successfully.
True or False?

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(1) Puntos

Verdadero
Falso (*)
15.What symbols are required for a compiler to ignore a comment?

// (*)

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(1) Puntos

/*
*/
/*/
16.When converting gallons to liters its best to put the calculation result into a
variable with a _______________ data type.

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(1) Puntos

int
double (*)
boolean
None of the above
17.Two variables are required to support a conversion of one unit of measure to
another unit of measure. True or False?

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(1) Puntos

Verdadero (*)
Falso

Prueba: Using Object Classes and Driver


Classes: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1Which of the two diagrams below illustrate the general form of a Java program?
.

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Revisin
(1) Puntos

Example A
Example B (*)
2When importing another package into a class you must import the entire package
. as well as the package classes that will be called. True or False?

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Revisin
(1) Puntos

Verdadero
Falso (*)
3Which of the following defines a driver class?

Marcar para

Revisin
(1) Puntos
Contains a main method and other static methods. (*)
Contains classes that define objects.
Contains a main method, a package, static methods, and classes that define
objects.
None of the above.

4Which of the following defines an object class?


.

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Revisin
(1) Puntos

Contains a main method and other static methods.


Contains classes that define objects. (*)
Contains a main method, a package, static methods, and classes that define
objects.
None of the above.
5The following defines a package keyword:
.

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Revisin
(1) Puntos

Defines where this class lives relative to other classes, and provides a level of
access control. (*)
Provides the compiler information that identifies outside classes used within
the current class.
Precedes the name of the class.
6The following defines an import keyword:
.

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Revisin
(1) Puntos

Defines where this class lives relative to other classes, and provides a level of
access control.
Provides the compiler information that identifies outside classes used within
the current class. (*)
Precedes the name of the class.
7The following defines a class keyword:
.

Defines where this class lives relative to other classes, and provides a level of
access control.

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Revisin
(1) Puntos

Provides the compiler information that identifies outside classes used within
the current class.
Precedes the name of the class. (*)

Prueba: Programming with Data Types


and Operators: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1What is the output of the following lines of code?
.
int j=7,k=5,m=8,result;
result=j/m*k;
System.out.println(result);

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para Revisin
(1) Puntos

0 (*)
4.375
0.175
280
2What is the output of the following lines of code?
.
int j=7,k=5,m=8,result;
result=j-k%3*m;
System.out.println(result);

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para Revisin
(1) Puntos

0
16
2
-9 (*)
3Which of the following is not correct Java code?
.

double x=Math.sqrt(16);
double x=Math.pow(3,4)*5.0;
double x=Math.PI*5.0;
double x=Math.pow; (*)

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para Revisin
(1) Puntos

4Which line of Java code assigns the value of 5 raised to the power of 8 to a?
.

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para Revisin
(1) Puntos

double a=15^8;
double a=Math.pow(5,8); (*)
int a=Math.pow(8,5);
int a=Math.pow(5,8);
double a=pow(8,5);
5Write a declaration statement that will hold a number like 2.541.
.

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para Revisin
(1) Puntos

char number;
int number;
float number; (*)
boolean number;
6Which of the following is the name of a Java primitive data type?
.

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para Revisin
(1) Puntos

String
int (*)
Rectangle
Object
7Which of the following is not a legal name for a variable?
.

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para Revisin
(1) Puntos

R2d2
dgo2sleep
4geeks (*)
to_be_or_not_to_be
8Which of the following examples of Java code is not correct?
.

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para Revisin
(1) Puntos

int x=6;
double d=4.5;
boolean b=1; (*)
char c='r';
9Which of the following statements correctly assigns "3 times 10 to the 4th power" to the
. variable number?

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para Revisin
(1) Puntos

double number=3*10^4;
double number=3(e4);
double number=3e4; (*)
double number=3*10e4;
1Which line of code does not assign 3.5 to the variable x?
0
.

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para Revisin
(1) Puntos

double x=3.5
x=3.5;
3.5=x; (*)
x=7.0/2.0;
1Consider the following:
1
. You are writing a class and are using a global variable. Inside a method you declare a
local variable with the same name as the global variable.

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para Revisin
(1) Puntos

This programming style is poor because inside the method the global variable will have
precedence over the local variable with the same name.
True or false?
Verdadero
Falso (*)
1What will the method methodA print to the screen?
2
.

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para Revisin
(1) Puntos

18 (*)
15
6
3
1Which line of Java code properly calculates the volume of a cone using
3
.
where r and h are Java primitive integers?

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para Revisin
(1) Puntos

double V=1/3*3.14*r*r*h;
double V=(double)1/3*Math.PI*Math.pow(r,2)*h; (*)
double V=1/3*Math.PI*Math.pow(r,2)*h;
double V=(double)1/3*Math.PI*Math.pow(2,r)*h;
double V=1/3*3.14*r(2)*h;
1Given the following declaration: int z=5,m=6;
4
. Which line of Java code properly casts one type into another without data loss?
double x=(double)z/m; (*)
double x=z/m;
double x=(double)(z/m);
double x= double z/m;

Prueba: Using Strings: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran
a continuacin. Las respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1Consider the following code snippet. What is printed?
.

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para Revisin

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para Revisin
(1) Puntos

String river = new String("Hudson");


System.out.println(river.length());

(1) Puntos

6 (*)
7
8
Hudson
river
2Which of the following creates a String reference named str and
. instantiates it?

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(1) Puntos

String str;
str="str";
String s="str";
String str=new String("str"); (*)
3Declaring and instantiating a String is much like any other type of
. variable. However, once instantiated, they are final and cannot be
changed. True or false?

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(1) Puntos

Verdadero (*)
Falso
4Which of the following statements declares a String object called
. name?

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(1) Puntos

String name; (*)


String name
int name;
double name;
5Suppose that s1 and s2 are two strings. Which of the statements or
. expressions are valid?

(Seleccione todas las respuestas correctas)


String s3 = s1 + s2; (*)
String s3 = s1 - s2;

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(1) Puntos

s1 <= s2
s1.compareTo(s2); (*)
int m = s1.length(); (*)
6Consider the following code snippet. What is printed?
.

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(1) Puntos

PoliiPolii (*)
Polii
auaacauaac
auaac
ArrayIndexOutofBoundsException is thrown
7What will the following code segment output?
.

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(1) Puntos

"\\\\\"
\"\\\\\"
"\\" (*)
"\\\"
8What will the following code segment output?
.

""\\"
""\"
""\
" (*)
"""\
""
""\
""

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(1) Puntos

9The following program prints "Equal". True or false?


.

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(1) Puntos

Verdadero (*)
Falso
1Which of the following creates a String named string?
0
.

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(1) Puntos

char string;
String s;
String string; (*)
String String;
String char;
1Given the code below, which of the following would equate to true?
1
. String s1 = "yes";
String s2 = "yes";
String s3 = new String(s1);

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(1) Puntos

(Seleccione todas las respuestas correctas)


s1 == s2 (*)
s1 = s2
s3 == s1
s1.equals(s2) (*)
s3.equals(s1) (*)
1The String methods equals and compareTo perform the exact same
2function. True or false?
.
Verdadero
Falso (*)

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(1) Puntos

1The == operator can be used to compare two String objects. The result
Marcar
3is always true if the two strings are identical. True or false?
para Revisin
.
(1) Puntos
Verdadero
Falso (*)
1The following program prints "Equal". True or false?
4
.

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para Revisin
(1) Puntos

Verdadero
Falso (*)
1Given the code below, which of the following calls are valid?
5
. String s = new String("abc");

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(1) Puntos

(Seleccione todas las respuestas correctas)


s.trim() (*)
s.replace('a', 'A') (*)
s.substring(2) (*)
s.toUpperCase() (*)
s.setCharAt(1,'A')
1Consider the following code snippet. What is printed?
6
. String ocean = new String("Atlantic Ocean");
System.out.println(ocean.indexOf('a'));

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(1) Puntos

0
2
3 (*)
11
12
1Consider the following code snippet. What is printed?
7

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(1) Puntos

55555
87668 (*)
AtlanticPacificIndianArcticSouthern
The code does not compile.
An ArrayIndexOutofBoundsException is thrown.
1Consider the following code snippet. What is printed?
8
.

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(1) Puntos

55555
87658
AtlanticPacificIndianArcticSouthern
The code does not compile.
An ArrayIndexOutofBoundsException is thrown. (*)

Prueba: Using Scanner and Conditional


Statements: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.What will print if the following Java code is executed?

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(1) Puntos

0
3 (*)
4
5
2.Which of the following correctly initializes an instance of Scanner, called "in", that
reads input from the console screen?

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(1) Puntos

Scanner in = new Scanner(System.in); (*)


Scanner in = new Scanner("System.in");
Scanner in = Scanner(System.in);
System.in in = new Scanner();
3.Which of the two diagrams below illustrate the correct syntax for variables used in
an if-else statement?

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(1) Puntos

Example A (*)
Example B
4.In an if-else construct, the condition to be evaluated must be contained within
parentheses. True or False?

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(1) Puntos

Verdadero (*)
Falso
5.The six relational operators in Java are:

>,<,=,!,<=,>=
>,<,=,!=,=<,=>
>,<,=,!=,<=,>=

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(1) Puntos

>,<,==,!=,<=,>= (*)
6.Determine whether this boolean expression evaluates to true or false:
!(3<4&&5>6||6<=6&&7-1==6)

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(1) Puntos

Verdadero
Falso (*)
7.The three logic operators in Java are:

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(1) Puntos

!=,=,==
&&, ||, ! (*)
&&,!=,=
&,|,=
8.What is the difference between the symbols = and == ?

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(1) Puntos

The symbol = is used in if statements and == is used in loops.


The symbol == is used to assign values to variables and the = is used in
declarations.
The = is use to assign values to variables and the == compares values. (*)
There is no difference.
9.In Java, each case seqment of a switch statement requires the keyword break to avoid
"falling through".

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(1) Puntos

Verdadero (*)
Falso
1The following code fragment properly implements the switch statement. True or
0.false?
default(input)
switch '+':
answer+=num;
break;
case '-':

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(1) Puntos

answer-=num;
break;
!default
System.out.println("Invalid input");
Verdadero
Falso (*)
1How would you use the ternary operator to rewrite this if statement?
1.
if (skillLevel > 5)
numberOfEnemies = 10;
else
numberOfEnemies = 5;

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(1) Puntos

numberOfEnemies = ( skillLevel > 5) ? 5 : 10;


numberOfEnemies = ( skillLevel < 5) ? 10 : 5;
numberOfEnemies = ( skillLevel >= 5) ? 5 : 10;
numberOfEnemies = ( skillLevel >= 5) ? 10 : 5;
numberOfEnemies = ( skillLevel > 5) ? 10 : 5; (*)
1How would you use the ternary operator to rewrite this if statement?
2.
if (gender == "male")
System.out.print("Mr.");
else
System.out.print("Ms.");

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(1) Puntos

System.out.print( (gender == "male") ? "Mr." : "Ms." ); (*)


System.out.print( (gender == "male") ? "Ms." : "Mr." );
(gender == "male") ? "Mr." : "Ms." ;
(gender == "male") ? "Ms." : "Mr." ;

Prueba: Using Program Control


Statements: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. What is a loop?

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(1) Puntos

A keyword used to skip over the remaining code.


A set of logic that is repeatedly executed until a certain condition is met.
(*)
A segment of code that may only ever be executed once per call of the
program.
None of the above.
2. It is necessary to end all loops at some point in your Java program. True or
false?

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(1) Puntos

Verdadero (*)
Falso
3. Which of the following are types of loops in Java?

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(1) Puntos

(Seleccione todas las respuestas correctas)


while (*)
if/else
do-while (*)
for (*)
4. What is the function of the word "break" in Java?

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(1) Puntos

It exits the current loop or case statement. (*)


It continues onto the next line of code.
It stops the program from running.
It does not exist in Java.
5. Identify which situation could be an example of a while loop.

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(1) Puntos

Taking coins out of a pile one at a time and adding their value to the
total until there are no more coins in the pile to add.
Attending class while school is not over for the day.
Petting each animal at the pet store one at a time until all the animals
have been petted.
All of the above. (*)
6. What is one significant difference between a while loop and a do-while
loop?

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(1) Puntos
There is no difference between a DO-WHILE loop and a WHILE loop.
A DO-WHILE loop does not exist in Java and a WHILE loop does.
A DO-WHILE loop includes an int that serves as a counter and a
WHILE loop does not.
A DO-WHILE loop will always execute the code at least once, even if
the conditional statement for the WHILE is never true. A WHILE loop is
only executed if the conditional statement is true. (*)
7. A counter used in a for loop cannot be initialized within the For loop
statement. True or False?

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(1) Puntos

Verdadero
Falso (*)
8. The syntax below represents a valid initialization of a for loop counter. True
or False?

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(1) Puntos

public class ForLoop {


public static void main (String args[])
{
for (int i=10; i <20; i++)
{System.out.println("i: "+i); }
}
}
Verdadero (*)
Falso
9. For both the if-else construct and the for loop, it is true to say that when the
condition statement is met, the construct is exited. True or False?

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(1) Puntos

Verdadero
Falso (*)
10.In a for loop, the counter is automatically incremented after each loop
iteration. True or False?

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(1) Puntos

Verdadero
Falso (*)
11.Which of the following correctly initializes a for loop that executes 5 times?

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(1) Puntos

for(int i = 0; i == 6; i++)
for(int i = 1; i < 6; i++) (*)
for(int i = 0; i < 5; I++)
for(int i = 1; i < 5; I++)

Section 6 - Using Arrays and Exceptions


Prueba: Using Arrays: Quiz
Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. Which of the following statements is a valid array declaration?

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(1) Puntos

(Seleccione todas las respuestas correctas)


int number();
float average[]; (*)
double[] marks; (*)
counter int[];
2. The following array declaration is valid:
int[] y = new int[5];

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Revisin
(1) Puntos

Verdadero (*)
Falso
3. Which of the following declares a one dimensional array named "score" of type
int that can hold 9 values?

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(1) Puntos

int score;
int[] score;
int[] score=new int[9]; (*)
int score=new int[9];
4. Which of the following declares and initializes a one dimensional array named
words of size 10 so that all entries can be Strings?

String words=new String[10];


char words=new char[10];

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(1) Puntos

char[] words=new char[10];


String[] words=new String[10]; (*)
5. Which of the following declares and initializes a two dimensional array?

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(1) Puntos

int[][] array={{1,1,1},{1,1,1},{1,1,1}}; (*)


int[] array={{1,1,1},{1,1,1},{1,1,1}};
int[][] array={1,1,1},{1,1,1},{1,1,1};
int[][] array={1,1,1,1,1,1,1,1,1};
6. What is the output of the following segment of code?

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(1) Puntos

222220
0 (*)
220
2
This code does not compile.
7. What is the output of the following segment of code?

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(1) Puntos

1286864
643432
262423242322
666666 (*)
This code does not compile.
8. Which of the following declares and initializes a two dimensional array named
values with 2 rows and 3 columns where each element is a reference to an

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Revisin

Object?

(1) Puntos

String[][] values={"apples","oranges","pears"};
String[][] values=new String[3][2];
String[][] values=new String[2][3]; (*)
String[][] values;
9. Which of the following declares and initializes a two dimensional array where
each element is a reference type?

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(1) Puntos

String words=new String[10];


char[][] words;
char[][] words=new char[10][4];
String[][] words=new String[10][3]; (*)
10Which of the following statements print every element of the one dimensional
. array prices to the screen?

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(1) Puntos

for(int i=0; i < prices.length; i++){System.out.println(prices[i]);} (*)


System.out.println(prices.length);
for(int i=1; i <= prices.length; i++){System.out.println(prices[i]);}
for(int i=0; i <= prices.length; i++){System.out.println(prices[i]);}
11What is the output of the following segment of code?
.

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(1) Puntos

753
6
7766554433221
7531 (*)
This code does not compile.
12The following creates a reference in memory named y that can refer to five
. different integers via an index. True or false?
int[] y = new int[5];

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(1) Puntos

Verdadero (*)
Falso
13The following creates a reference in memory named z that can refer to seven
. different doubles via an index. True or false?
double z[] = new double[7];

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(1) Puntos

Verdadero (*)
Falso
14What is the output of the following segment of code if the command line
. arguments are "apples oranges pears"?

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(1) Puntos

apples
pears (*)
oranges
args
This code does not compile.
15What is the output of the following segment of code if the command line
. arguments are "apples oranges pears"?

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Revisin
(1) Puntos

0
1
2
3 (*)
This code does not compile.
16What will be the content of array variable table after executing the following
. code?

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(1) Puntos

000
000
000
100
010
0 0 1 (*) la correcta
1 0 0 no es correcta
110
111
001
010
100
17What is the output of the following segment of code?
.

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(1) Puntos

1286864 (*)
643432
262423242322
666666
This code does not compile.
18After execution of the following statement, which of the following are true?
.
int number[] = new int[5];
number[0] is undefined
number[4] is null
number[2] is 0 (*)

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(1) Puntos

number.length() is 6
19The following array declaration is valid. True or false?
.
int x[] = int[10];

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Revisin
(1) Puntos

Verdadero
Falso (*)

Prueba: Sorting and Searching: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1. Which of the following best describes lexicographical order?

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(1) Puntos

A simple sorting algorithm that is inefficient on large arrays.


An order based on the ASCII value of characters. (*)
A complex sorting algorithm that is efficient on large arrays.
The order of indicies after an array has been sorted.
2. Which of the following is the correct lexicographical order for the conents of
the int array {17, 1, 1, 83, 50, 28, 29, 3, 71, 22}

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(1) Puntos

{71, 1, 3, 28,29, 50, 22, 83, 1, 17}


{83, 71, 50, 29, 28, 22, 17, 3, 1, 1}
{1, 1, 17, 22, 28, 29, 3, 50, 71, 83}
{1, 2, 7, 0, 9, 5, 6, 4, 8, 3}
{1, 1, 3, 17, 22, 28, 29, 50, 71, 83} (*)
3. Bubble Sort is a sorting algorithm that involves swapping the smallest value
into the first index, finding the next smallest value and swapping it into the
next index and so on until the array is sorted. True or false?

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(1) Puntos

Verdadero
Falso (*)
4. Which of the following sort algorithm was used to sort the char array {'M',
'S', 'A', 'T', 'H'}. The steps are shown below: {'M', 'S', 'A', 'T', 'H'} {'M', 'A',
'S', 'T', 'H'} {'A', 'M', 'S', 'T', 'H'} {'A', 'M', 'S', 'H', 'T'} {'A', 'M', 'H', 'S', 'T'}

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(1) Puntos

{'A', 'H', 'M', 'S', 'T'}


Selection Sort
Merge Sort
Bubble Sort (*)
Sequential Search
Binary Search
5. Selection sort is efficient for large arrays. True or false?

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(1) Puntos

Verdadero
Falso (*)
6. Selection sort is a sorting algorithm that involves finding the minimum value
in the list, swapping it with the value in the first position, and repeating these
steps for the remainder of the list. True or false?

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(1) Puntos

Verdadero (*)
Falso
7. Binary searches can be performed on sorted and unsorted data. True or false?

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(1) Puntos

Verdadero
Falso (*)
8. Which searching algorithm involves using a low, middle, and high index
value to find the location of a value in a sorted set of data (if it exists)?

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(1) Puntos

Sequential Search
Merge Sort
Selection Sort
Binary Search (*)
All of the above
9. A sequential search is an iteration through the array that stops at the index
where the desired element is found. True or false?
Verdadero (*)
Falso

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(1) Puntos

10.Why might a sequential search be inefficient?

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(1) Puntos

It utilizes the "divide and conquer" method, which makes the algorithm
more error prone.
It requires incrementing through the entire array in the worst case, which
is inefficient on large data sets. (*)
It involves looping through the array multiple times before finding the
value, which is inefficient on large data sets.
It is never inefficient.
11.Big-O Notation is used in Computer Science to describe the performance of
Sorts and Searches on arrays. True or false?

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(1) Puntos

Verdadero (*)
Falso
12.Of the options below, what is the fastest run-time?

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(1) Puntos

n
n^2
lg(n) (*)
n*lg(n)

Prueba: Handling Errors: Quiz


Revise las respuestas, los resultados y las puntuaciones de las preguntas que se muestran a continuacin. Las
respuestas correctas estn marcadas con un asterisco (*).
Section 1
(Responder todas las preguntas de esta seccin)
1.Which of the following would give you an array index out of bounds
exception?
Misspelling a variable name somewhere in your code.
Refering to an element of an array that is at an index less than the length
of the array minus one.
Using a single equal symbol to compare the value of two integers.
Refering to an element of an array that is at an index greater than the
length of that array minus one. (*)
Unintentionally placing a semicolon directly after initializing a for loop.

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(1) Puntos

2.What exception message indicates that a variable may have been mispelled
somewhere in the program?

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(1) Puntos

variableName cannot be resolved to a variable (*)


method methodName(int) is undefined for the type className
Syntax error, insert ";" to complete statement
All of the above
3.Which of the following defines an Exception?

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(1) Puntos

A very severe non-fixable problem with interpreting and running your


code.
Code that has no errors and therefore runs smothly.
A problem that can be corrected or handled by your code. (*)
An interpreter reading your code.
4.What do exceptions indicate in Java?

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(1) Puntos

(Seleccione todas las respuestas correctas)


The code has considered and dealt with all possible cases.
A mistake was made in your code. (*)
There are no errors in your code.
Exceptions do not indicate anything, their only function is to be thrown.
The code was not written to handle all possible conditions. (*)
5.Which line of code shows the correct way to throw an exception?

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(1) Puntos

new throw Exception("Array index is out of bounds");


throw new Exception("Array index is out of bounds"); (*)
throw Exception("Array index is out of bounds");
throws new Exception("Array index is out of bounds");
6.What does the interpreter look for when an exception is thrown?

It does not look for anything. It just keeps reading through your code.
It does not look for anything. It stops interpreting your code.

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(1) Puntos

The end of the code.


A catch statement in the code. (*)
7.Which of the following would be a correct way to handle an index out of
bounds exception?

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(1) Puntos

(Seleccione todas las respuestas correctas)


Throw the exception and catch it. In the catch, set the index to the index
of the array closest to the one that was out of bounds. (*)
Do nothing, it will fix itself.
Throw the exception that prints out an error message. There is no need to
have the catch handle the exception if it has already been thrown.
Rewrite your code to avoid the exception by not permititng the use of an
index that is not inside the array. (*)
8.A computer company has one million dollars to give as a bonus to the
employees, and they wish to distribute it evenly amongst them.
The company writes a program to calculate the amount each employee
receives, given the number of employees.
Unfortunately, the employees all went on strike before they heard about the
bonus. This means that the company has zero employees.
What will happen to the program if the company enters 0 into the employment
number?
(Seleccione todas las respuestas correctas)
An unfixable error will occur.
The program will calculate that each employee will receive zero dollars
because there are zero employees.
An exception will occur because it is not possible to divide by zero. (*)
The programmers will have proven their worth in the company because
without them the company wrote faulty code.

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(1) Puntos

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