COP1000 Intro to Computer Programming Alice Video Quizzes
In the proximityEntered procedure, you must specify what will happen when the objects from one array collide with the objects from another array, within the numeric value passed to the proximityEntered procedure.
True
In the scene editor, click on the "MyClasses" tab to select a previously exported/saved class from another project.
True
In the scene editor, there are 3 sets of arrows called camera controllers, to set the camera's point of view for an animation.
True
In the scene editor, you can select an object, and then press the one-shot button to try any of the methods you want to experiment with, before dragging the tile to the code in the code editor.
True
It is a good idea to save the project you are creating in Alice every 15 minutes. You should save the project with a different version number each time.
True
It is recommended to place a camera marker at the starting scene of your Alice program.
True
Object markers in Alice are used to remember the position (not the orientation) of the object at the time that the marker was created.
True
Once the proximity event is triggered, it will not be triggered again unless you move the object far away and then move it back within the proximity range.
True
The "add object mover for..." is a listener that will allow the object to be moved by pressing the left/right and top/bottom arrows on a keyboard.
True
The "scene activated" event is provided by Alice as a default in the "Initialize Event Listeners" procedure.
True
The 3 sets of arrows in the scene editor of Alice change both the camera orientation and position.
True
The 5 camera views are: 1. starting camera view 2. layout scene view 3. top 4. front 5. side
True
The Alice system does not require you to refer to the x, y, z coordinates of an object.
True
The camera is an object itself, which can turn, roll, and move.
True
The default handle can be used to move an object forwards and backwards, or to pivot it to the left or right.
True
The layout scene view gives an overhead view of the scene, and allows you to see if all objects are aligned to each other in a straight line.
True
The penguin should face the bowling ball and the pin should also face the bowling ball.
True
The procedures tab shows tiles that represent "methods".
True
There are 4 handle styles in Alice with which to manipulate objects in the code editor.
True
There is an "addProximityEnterListener" in Alice.
True
To add a procedure at a class level, you must first go to the scene tab and select the specific class you want to add a procedure to.
True
To check the proximity of one object to another in Alice, you can create an event to check for proximity. That event will need 2 arrays and 1 numeric value that is the proximity threshold.
True
To create an object marker, you must first select the object and then position the object in the desired position. Then, you must click the +add object marker, and give it a name.
True
To detect collision, there is a "collisionStartListener" event listener that should be established.
True
A class is a blueprint for an object.
True
A function can ONLY run embedded in another procedure, to fulfill the need for a value provided by the function.
True
A function is found by first selecting a specific object, and then selecting the function tab in the code editor.
True
A method is an action performed on an object, such as an animal, person, prop, etc.
True
A procedure is a block of related code statements that together, perform a specific task. For example, the runningMotion procedure created within the Curupira class.
True
A viewpoint is a camera's position and orientation in the virtual world.
True
After selecting an object in the scene editor, you can see some of the properties of the object such as opacity, vehicle, and position.
True
Alice allows you to save a class into your own class folder, so you can re-use the class in another project.
True
An action listener is a programming element that will activate actions when a specific event occurs.
True
An arithmetic expression can contain functions such as max, min, absolute value, round, ceiling, floor, sqrt, pow, exp, E, sin, cos, tan, acos, atan, atan2, PI
True
An example of why you would use a one-shot procedure for an object's subparts is to open the lid of the treasure chest object.
True
An object is an instance of a class.
True
By selecting the "add Default Model Manipulation" procedure and dragging it to the "Initialize Event Listeners" procedure, the object will now be move-able at runtime and not just at design time of the program.
True
Every object in Alice has a pivot point, from which a roll, turn, or move will occur.
True
Every object in Alice has a pivot point, which is usually at the base of the object.
True
Every object's motion in Alice is based on its own orientation.
True
In a class procedure, you can overcome the limitation of only accessing the specific class by passing another object as a parameter.
True
In order to line up the Penguin to the bowling ball to the bowling pin, you must first use a one-shot procedure to move and orient the bowling pin to the bowling ball. Then you must use a one-shot procedure to move the ball backward 3.25 meters, to align the ball with the pin.
True
In order to manipulate a subpart of a class, you first have to select the instance menu item named "this", and then select the right arrow next to it in order to see all the subparts. Select the desired subpart, and then drag the appropriate tile onto the code editor.
True
In the code editor, procedural methods are actions and behaviors that an object can perform.
True
In the code editor, the functions tab describe questions we can ask of the objects, and they return an answer.
True
A function must always have a parameter passed to it.
False
An arithmetic expression in Alice can only consist of addition, subtraction, multiplication, and division.
False
Camera markers are only used to change a camera's position.
False
In the addCollisionStartListener procedure, you only need 1 array of objects.
False
Move, turn, and roll all change the x, y, z coordinates of an object.
False
Once the specific class page is opened, you can click on the button that says "add property" in order to add a procedure to your class.
False
Once you save an Alice class from another project, you can import it into a new project by going to the File --> import menu option.
False
One-shot procedures can be accessed from both the scene editor and the code editor.
False
The "add mouse click on object" event listener does not require the use of an if-statement.
False
The "key pressed" procedure can only process 1 key press at a time, during runtime.
False
The camera marker is visible when the project runs.
False
The object gallery can only be browsed in one way.
False
The object marker has a different orientation than the object.
False
There is no difference between collision detection and proximity detection.
False
To add an event listener to Alice, you must first click on the "Scene" tab, and then press the "edit" button to edit the "Handle active change" procedure.
False
To better position an object, and see if it is aligned with other objects, you may want to use the starting camera view.
False
To make an object larger in Alice, you should use the translation handle.
False
Using a one-shot procedure, you canNOT manipulate an object's position in all 6 directions.
False
When an object rolls, it also changes directions.
False
When passing a parameter to a procedure, a new dialog box pops up, ONLY requesting that the programmer enter the name of the parameter.
False
When returning to the front view, we will se the same view that the user sees when the program is running.
False
When using the "add key press listener", you must use a switch statement to figure out what key was actually pressed.
False
When you save your class, Alice saves an *.zip file to the folder you indicated (MyClasses by default).
False
When you switch to another camera view in the scene editor, that view will remain when you go back to the code editor.
False
Within a procedure created at a class level, you can directly access other classes in the scene.
False
You can drag a function to the code editor and it can run standalone just like a procedure.
False
To use a class, and all the customized procedures you have created for it, in another Alice project, you must first go to the class menu (hexagon symbol) from the code editor, and select the class. The, from the class menu, select the "save to class file" button.
True
To use an object marker in the code editor, first select the object, and then drag the tile that says "move and orient to" and select the name of the object marker.
True
When adding a parameter to a procedure, we must remember to find all calls to that procedure and pass it the value for the parameter.
True
When an object is selected in the "move" handle, 3 arrows appear around the object for you to be able to move the object up/down, forward/backward, or left/right.
True
When an object is selected with a rotation handle, 3 rings appear around the object to allow you to turn an object left/right or forward/backward, roll an object forwards or backward, to set the desired orientation of the object.
True
When selecting the parameter type being passed to a procedure, you can select a superclass as the type, so that multiple subtypes of that superclass can also be passed as parameters to the procedure.
True
When using a "key event listener", the "key pressed" procedure must go through a series of if-statements to check which key was pressed and how the program will react to these key presses.
True
When you click the "Add Event Listener" button, there are 4 types of events that can be added to an Alice program, to make it react interactively with the user's actions. 1.) Scene Activation/Time event 2.) Keyboard event 3.) Mouse event 4.) Position/Orientation event
True
Whenever you have a numeric value in a procedure or function, it can be substituted with an arithmetic expression.
True
Within a procedure created at a class level, you can only access that class and its subparts.
True
You can use one-shot procedures to manipulate the position of a subpart of an object.
True