True/False Indicate whether the
statement is true or false.
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1.
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Unlike most programs, Alice requires a special installer.
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2.
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To start Alice, just double-click the Alice icon on
your desktop.
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3.
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Programming in Alice is similar to filmmaking.
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4.
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When filmmakers begin a film project, they begin filming right away.
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5.
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A shot is a piece of the story that is told with the camera in multiple
positions.
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6.
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In programming terminology, a sequence of steps that solve a problem is called
an algorithm.
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7.
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Each distinct screen in a computer application requires a different
sketch.
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8.
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In a movie, there are no special events, so the transition diagram is a simple
linear sequence.
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9.
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The event tree is where the objects in your world are listed.
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10.
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Unlike other objects in Alice, the light cannot be moved.
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11.
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The functions pane lists the messages we can send that object to get information
from it.
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12.
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Programmers often use the phrases “run a program” and “execute
a program” interchangeably.
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13.
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The items in the Alice gallery are objects.
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14.
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If you do not like the name Alice gives an object, you can always rename
it.
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15.
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The messages we can send an object are listed under the properties tab of the
details area.
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16.
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Every object in Alice has a bounding box.
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17.
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Alice programming consists largely of sending messages to objects.
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18.
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Alice consistently uses the color red to indicate that you should do
something.
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19.
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Finding and fixing errors is called debugging the program.
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20.
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Software engineering provides a methodical way to build computer
programs.
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21.
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After you set an object’s property to a value within the properties pane,
it can no longer be changed.
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22.
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Behavior-generating messages can be sent to any Alice object.
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23.
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Methods are messages that we can send to an object to retrieve information from
it.
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24.
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The group of world functions is identical to the group of camera
functions.
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25.
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By default, ADD OBJECTS displays just the world
window.
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Multiple Choice Identify the
choice that best completes the statement or answers the question.
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26.
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A short prose version of a film is called a(n) ____.
a. | take | c. | summary | b. | treatment | d. | variation |
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27.
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A(n) ____ in a story is usually made up of multiple shots.
a. | montage | c. | scene | b. | collage | d. | act |
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28.
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A(n) ____ story is a prose description of what software is to do, from the
perspective of a person using the software.
a. | programmer | c. | short | b. | user | d. | viewer |
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29.
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The____ in a story (for example, Alice, the White Rabbit) correspond to the
objects we need to place in the Alice world.
a. | adjectives | c. | prepositions | b. | verbs | d. | nouns |
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30.
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A(n) ____ is a drawing of a shot, with arrows to show movements of the
characters or camera within the shot.
a. | panel | c. | storyboard | b. | frame | d. | segment |
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31.
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In the context of a storyboard-sketch, an object’s ____ indicates which
direction it is facing.
a. | orientation | c. | position | b. | viewpoint | d. | pose |
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32.
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A(n) ____ diagram shows any special events that are required to make the
transition from one sketch to the next.
a. | event | c. | transition | b. | object | d. | state |
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33.
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With a user story, storyboard-sketches, and transition diagram in hand, the
program’s ____ is done.
a. | implementation | c. | testing | b. | design | d. | revision |
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34.
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The ____ menu at the top of the Alice window lets you examine your world’s
statistics and error console.
a. | File | c. | Help | b. | Edit | d. | Tools |
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35.
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In the details area in the Alice window, the ____ pane lists the changeable
attributes of a selected object.
a. | settings | c. | routine | b. | properties | d. | procedure |
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36.
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The ____ area in the Alice window is where you edit or build the program that
controls an animation.
a. | editing | c. | modification | b. | events | d. | input |
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37.
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To alter the style in which Alice displays a program, click the ____ menu,
followed by the Preferences choice, and Alice will display the Preferences window.
a. | Tools | c. | Help | b. | File | d. | Edit |
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38.
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Each object in Alice is made from a(n) ____.
a. | function | c. | class | b. | event | d. | method |
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39.
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When you click an object in the object tree, Alice draws a(n) ____ around that
object in the world window.
a. | sphere | c. | pyramid | b. | box | d. | cylinder |
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40.
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Any statements you place within the ____ control will be performed in the order
they appear, top-to-bottom.
a. | forAllTogether | c. | forAllInorder | b. | doTogether | d. | doInOrder |
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41.
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In Alice, behavior-producing messages are called ____.
a. | routines | c. | procedures | b. | methods | d. | actions |
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42.
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By clicking the ____ button, we are testing the program, to see if it produces
the desired result.
a. | Play | c. | Redo | b. | Create new method | d. | Edit |
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43.
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By clicking on the ____ to the right of a message in the editing area, you can
customize various attributes of that message.
a. | next... | c. | more... | b. | property... | d. | continue... |
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44.
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Using a fontSize no smaller than ____ ensures that
letters display well on high-resolution computers.
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45.
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A computer program consists of a collection of ____..
a. | attributes | c. | properties | b. | statements | d. | signals |
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46.
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In ____ execution, statements are performed in order.
a. | sequential | c. | repetitive | b. | conditional | d. | random |
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47.
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When the program performs a(n) ____ statement, all statements within it are
performed simultaneously.
a. | loop | c. | doTogether | b. | while | d. | doInOrder |
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48.
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Alice’s ____ area provides three tabbed panes.
a. | editing | c. | events | b. | details | d. | object tree |
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49.
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An object’s ____ to another object refers to how close or how far the
other object is.
a. | proximity | c. | temporal relation | b. | logical relation | d. | connection |
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50.
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The ____ view in Alice provides the world window, plus views from the top,
right, and front of the scene.
a. | universal | c. | quad | b. | global | d. | local |
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