Alice Final Test Test
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| A. A variable is a placeholder that can hold a value. You can use that variable in your code as needed, and change its value at any time. An example is “x set value to 5”. Now anytime you refer to x, the computer knows you really mean the number 5.B. The frame where you can put your objects and create your animation in Alice. It is a 3D world, where objects have 3 dimensions: width, height and depth.C. It is a variable that you create on the World “properties” tab in Alice. This variable will be accessible and updatable by ANY method in your Alice project, regardless if it is on the world level or on a class level. That is why it is called “global”. D. Using “isShowing” (true/false) or “opacity” (number from 0 to 1).E. It is when an object moves with respect to the world. So this motion changes the object’s position in the world. Example, move, move to, move towards, etc…F. Functions do NOT correspond to actions; instead they calculate a value and return it back so we can use that value in our code as needed. Examples are “distance to”, “is smaller than”, “width”, “height”, etc.G. It evaluates a condition and based on the value, it executes code. So if the condition is True, then it will execute the code in the first block (under the If line). If it is False, it will execute the code in the “Else” block.H. “Concrete” / “real” means “actual”. It is the actual object found in your Alice world and you can control with your code.I. Properties are the characteristics of the object, such as color, opacity. You can change the properties during scene setup and runtime. For example, “cookie set vehicle to tortoise”. J. Objects are always NOT capitalized, but “camel cased”, example “boy”, “table”, “airplane”, “toySoldier”, etc.K. It is a value you pass to a method (or function) in order to be used in the method’s code. It allows your method to be more flexible and applicable to multiple scenarios. For example, iceSkater.skate(10) will make the skater go 10 meters.L. Interactive programs allow the user to provide input during the runtime of an animation. The program responds to the user’s input with specific behavior defined in an event-handling method. Examples of input from user are “mouse clicks” and “key strokes”.M. “As Seen By” option.N. “Abstract” means “theoretical” or “conceptual”. It is not the actual object that you can control with your code; it just defines what an object of this class will look like, its properties and methods and functions will be once used in an Alice world.O. Methods are used to define new “ACTIONS” for the object, but functions are used to calculate new values about the object and return that value back to the function call in order to use it in your code.P. It is when an object moves (rotates) around its own center. It does not move with respect to the world – it stays in place. Examples are roll, turn, turn to face, etc…Q. You can use the “For all in order” to make them do the actions one at a time, or “For all together” to make them all do the actions at the same time.R. The print statement is located on the bottom of the code editor, next to the Do in order and Do together constructs. It is used to print phrases or even the values of variables in your program right onto the screen during the runtime of the animation.S. It is the “Loop” construct. It specifies exactly how many times should the loop repeat. Example: “Loop 10 times” will make the code inside it repeat exactly 10 times.T. YES! |
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