1. An Alice event is considered what?
Mark for Review
(1) Points
 A party with at least 20 people.
 An object's orientation.
 Error handling.
 A keystroke or mouse click. (*)
 Incorrect. Refer to Section 2 Lesson 11.
 2. In Alice, which of the following is the most likely situation where procedural
abstraction could be used? Mark for Review
(1) Points
 Five dogs all need to bark and run at the same time. (*)
 One fish needs to swim forward 1 meter.
 Two fish say something to each other.
 One person moves up 10 meters.
 Correct
 3. What does a visual storyboard help the reader understand? Mark for Review
(1) Points (Choose all correct answers)
 The components of the scene. (*)
 How the initial scene will be set up. (*)
 The actions that will take place. (*)
 The code that is debugged.
 Incorrect. Refer to Section 2 Lesson 5.
 4. Defining the scenario, and the Alice animation to represent the scenario, is the first
step to programming your animation. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
 5. In Alice, which of the following programming statements moves the butterfly
forward, double the distance to the tree? Mark for Review
(1) Points
 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}
 Correct
6. In Alice, we can avoid object collision using what? Mark for Review
(1) Points
 Slowing movements down.
 Using math operators. (*)
 Downloading the Alice 3 collision detector app.
 Using object detection.
 Incorrect. Refer to Section 2 Lesson 9.
 7. From your Alice lessons, random numbers are numbers generated by the user with a
pattern in their sequence. True or false? Mark for Review
(1) Points
 True
 False (*)
 Incorrect. Refer to Section 2 Lesson 4.
 8. What is the purpose of a function in Alice? Mark for Review
(1) Points
 To define how the object should execute a task.
 To compute and answer a question about an object. (*)
 To position the object in the Scene editor.
 To save the project.
 Incorrect. Refer to Section 2 Lesson 3.
 9. Which of the following programming instructions commands the fish to continuously
move forward a random speed between 0.5 and 1.0 meters, minus 0.25 meters, until it collides
with the shark? Mark for Review
(1) Points
 (*)
 Incorrect. Refer to Section 2 Lesson 10.
 10. Define the value of the variable LapCount based on the following math calculation:
LapCount + 10 = 15 Mark for Review
(1) Points
 2
 5 (*)
 15
 10
11. In Alice, functions are dragged into the control statement, not the procedure. True or false?
 Mark for Review
(1) Points
 True
 False (*)
 Correct
 12. In Alice, the procedures' arguments allow the programmer to adjust the object,
motion, distance amount, and time duration. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
 13. In Alice, Do In Order and Do Together: Mark for Review
(1) Points
 Are move statements
 Are control statements (*)
 Are complex statements
 None of the above
 Correct
 14. In Alice, a computer program requires functions to tell it how to perform the
procedure. True or false? Mark for Review
(1) Points
 True
 False (*)
 Incorrect. Refer to Section 2 Lesson 6.
 15. What should you refer to for the animation's design specifications as you program
your Alice animation? Mark for Review
(1) Points
 Code
 Scene editor
 Storyboard (*)
 Scenario
 Correct
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? Mark
for Review
(1) Points
 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.
 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. (*)
 Correct
 17. Expressions with relational operators produce true and false values. True or false?
 Mark for Review
(1) Points
 True (*)
 False
 Incorrect. Refer to Section 2 Lesson 13.
 18. Which of the following does not describe variables? Mark for Review
(1) Points
 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. (*)
 Incorrect. Refer to Section 2 Lesson 13.
 19. From your Alice lessons, what is a one-shot procedural method? Mark for
Review
(1) Points
 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.
 Incorrect. Refer to Section 2 Lesson 2.
 20. In Alice, we use the WHILE control statement to implement the conditional loop.
True or false? Mark for Review
(1) Points
 True (*)
 False
 Incorrect. Refer to Section 2 Lesson 8.
 21. 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? Mark for
Review
(1) Points
 for all loop
 do loop
 while loop
 if (*)
 Incorrect. Refer to Section 2 Lesson 14.
 22. When you want specific code to be executed only if certain conditions are met, what
type of Java construct would you use? Mark for Review
(1) Points
 while loop
 if (*)
 array
 boolean
 Incorrect. Refer to Section 2 Lesson 14.
 Section 3 (Answer all questions in this section) 23. In Greenfoot, the
image below is an example of what construct?
 Mark for Review
(1) Points
 Method
 Conditional (*)
 Variable Assignment
 Class
 Incorrect. Refer to Section 3 Lesson 12.
 24. From your Greenfoot lessons, which of the following is an example of changing the
environment during a Q/A test cycle? Mark for Review
(1) Points
 Use a different operating system. (*)
 Use the mouse instead of the keyboard.
 Use symbols instead of numbers.
 All of the above.
 Incorrect. Refer to Section 3 Lesson 12.
 25. From your Greenfoot lessons, what is incorrect in this code example:
setLocation(getX(), (int) (altitude);
 Mark for Review
(1) Points
 Spacing
 Capitalization
 Parenthesis (*)
 Comma
 Incorrect. Refer to Section 3 Lesson 12.
26. In Greenfoot, you can use comparison operators to compare a variable to a random number.
True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
 27. From your Greenfoot lessons, which of the following is not a characteristic of a
static method? Mark for Review
(1) Points
 Belongs to a class itself
 Belongs to an instance itself (*)
 Available for other classes to use with dot notation
 Signature contains the word static
 Is a method
 Correct
 28. From your Greenfoot lessons, which axes define an object's position in a world?
 Mark for Review
(1) Points (Choose all correct answers)
 x (*)
 y (*)
 Incorrect. Refer to Section 3 Lesson 5.
 29. From your Greenfoot lessons, which type of constructor can be used to automate
creation of Actor instances? Mark for Review
(1) Points
 Animal
 World (*)
 Actor
 Vector
 Incorrect. Refer to Section 3 Lesson 5.
 30. Which of the following type of audience should you ask to play your Greenfoot
game during the testing phase? Mark for Review
(1) Points
 Testing
 Target (*)
 Primary
 Programmer
 Incorrect. Refer to Section 3 Lesson 4.
31. Using the Greenfoot IDE, which of the following programming statements tells the object to
turn 38 degrees? Mark for Review
(1) Points
 move():
 move(2);
 turn(38); (*)
 turn(38):
 Incorrect. Refer to Section 3 Lesson 4.
 32. Use your Greenfoot knowldege: Abstraction occurs in many different ways in
programming. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
 33. 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? Mark for Review
(1) Points
 True (*)
 False
 Incorrect. Refer to Section 3 Lesson 6.
 34. Use your Greenfoot knowledge to answer the question. One reason to write a
defined method in a class is to change the behavior of the class. True or false? Mark for
Review
(1) Points
 True
 False (*)
 Incorrect. Refer to Section 3 Lesson 6.
 35. From your Greenfoot lessons, what are the ways that you can view a class's
methods? Mark for Review
(1) Points (Choose all correct answers)
 In the scenario
 In the class's documentation (*)
 By right-clicking on an instance (*)
 In the Greenfoot gallery
 Incorrect. Refer to Section 3 Lesson 3.
36. From your Greenfoot lessons, which of the following methods return the current rotation of
the object? Mark for Review
(1) Points
 World getClass()
 World getWorld()
 int getRotation() (*)
 getXY()
 Incorrect. Refer to Section 3 Lesson 3.
 37. In the Greenfoot IDE, which of the following is not a property of an instance?
Mark for Review
(1) Points
 Position
 Inherited methods
 Scenario name (*)
 Defined methods
 Incorrect. Refer to Section 3 Lesson 2.
 38. 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? Mark for Review
(1) Points
 True (*)
 False
 Correct
 39. From your Greenfoot lessons, instances do not have any memory. True or false?
 Mark for Review
(1) Points
 True
 False (*)
 Incorrect. Refer to Section 3 Lesson 2.
 40. In the Greenfoot IDE, which type of variable allows instances to store information?
 Mark for Review
(1) Points
 Method variable
 Instance variable (*)
 Class variable
 World variable
 Incorrect. Refer to Section 3 Lesson 2.
41. In Greenfoot, what is a common letter used for the loop variable? Mark for Review
(1) Points
 A
 I (*)
 Y
 Correct
 42. How would the following sentence be written in Greenfoot source code? If Duke's
leg is down, and the keyboard key "d" is down... Mark for Review
(1) Points
 if (&&isDown ! Greenfoot.isKeyDown("d") )
 if (!isDown && Greenfoot.isKeyDown("d") )
 if (isDown && Greenfoot.isKeyDown("d") ) (*)
 if (!Greenfoot.isKeyDown && isDown("d") )
 Incorrect. Refer to Section 3 Lesson 10.
 43. From your Greenfoot lessons, which of the following logic operators represents
"and"? Mark for Review
(1) Points
 &
 && (*)
 Incorrect. Refer to Section 3 Lesson 10.
 44. In Greenfoot, which statement is a correct example of string concatenation?
Mark for Review
(1) Points
 Duke duke = new Duke(keyNames[i], soundNames[i]);
 Duke duke = (keyNames[i], soundNames[i] + ".wav");
 Duke duke = new Duke(keyNames[i], soundNames[i] + ".wav"); (*)
 Duke duke = (soundNames[i] + ".wav");
 Incorrect. Refer to Section 3 Lesson 10.
 45. Which method is used to play sound in your Greenfoot game? Mark for
Review
(1) Points
 getSound method
 findSound method
 playSound method (*)
 importSound method
 Correct
46. In Greenfoot, which of the following are execution controls? Mark for Review
(1) Points (Choose all correct answers)
 Run (*)
 Act (*)
 Speed (*)
 Move
 Turn
 Incorrect. Refer to Section 3 Lesson 1.
 47. Which of the following Java syntax is used to correctly create a Duke subclass?
Mark for Review
(1) Points
 private Dog extends World
 public class Dog extends World
 public class Duke extends Animal (*)
 private class extends Actor
 private class extends Duke
 Correct
 48. From your Greenfoot lessons, what is the parameter of the following constructor
that creates a new image, and designates it to the Actor class?
setImage (new GreenfootImage("duke100.png")); Mark for Review
(1) Points
 setImage
 GreenfootImage
 duke100.png (*)
 new
 Incorrect. Refer to Section 3 Lesson 8.
 49. In Greenfoot, actor constructors can be used to create images or values and assign
them to the variables. True or false? Mark for Review
(1) Points
 True (*)
 False
 Incorrect. Refer to Section 3 Lesson 8.
 50. Specific to the Greenfoot IDE, which of the following stop methods is written
correctly? Mark for Review
(1) Points
 stop.Greenfoot( );
 Greenfoot(stop);
 Greenfoot.stop( ); (*)
 Greenfoot.stop(key);
 Incorrect. Refer to Section 3 Lesson 8.
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a
correct answer.
 Section 2
 (Answer all questions in this section)
 1.A loop can be infinite (continue forever) or conditional (stops
 Mark for Review
 upon a condition). True or false?
 (1) Points
 True (*)
 False
 Correct
 2.Which of the following would not be an argument in an Alice
 Mark for Review
 programming instruction that commands a person object to move
 (1) Points
 forward 2 meters?
 Number of seconds to execute the programming instruction
 Direction to move
 Distance to move forward
 Person's height (*)
 Correct
 3.In Alice, the setVehicle procedure will associate one object to
 Mark for Review
 another. True or false?
 (1) Points
 True (*)
 False
 Incorrect. Refer to Section 2 Lesson 6.
 4.In Alice, a computer program requires functions to tell it how to
 Mark for Review
 perform the procedure. True or false?
 (1) Points
 True
 False (*)
 Incorrect. Refer to Section 2 Lesson 6.
 5.In Alice, Do In Order and Do Together:
 Mark for Review
 (1) Points
 Are move statements
 Are control statements (*)
 Are complex statements
 None of the above
 Correct
6. Which of the following is not a type of event listener in Alice? Mark for Review
(1) Points
 Scene Activation/Time
 Cursor (*)
 Keyboard
 Mouse
 Position/Orientation
 Incorrect. Refer to Section 2 Lesson 11.
 7. In Alice, which of the following programming statements moves the butterfly
forward, double the distance to the tree? Mark for Review
(1) Points
 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}
 Correct
 8. In Alice, we can avoid object collision using what? Mark for Review
(1) Points
 Slowing movements down.
 Using math operators. (*)
 Downloading the Alice 3 collision detector app.
 Using object detection.
 Incorrect. Refer to Section 2 Lesson 9.
 9. Alice objects move relative to the orientation of the person viewing the
animation. True or false? Mark for Review
(1) Points
 True
 False (*)
 Incorrect. Refer to Section 2 Lesson 2.
 10. In Alice, declaring a new procedure to shorten code and make it easier to read is
a procedural abstraction technique. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
11. From your Alice lessons, a flowchart could be created in a software program, or
documented in a journal. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
 12. In Alice, objects inherit the characteristics of their: Mark for Review
(1) Points
 Code
 Project
 Class (*)
 Program
 Incorrect. Refer to Section 2 Lesson 5.
 13. A complete Alice instruction includes which of the following components?
Mark for Review
(1) Points (Choose all correct answers)
 Image
 Class
 Procedure (*)
 Direction (*)
 Amount (*)
 Incorrect. Refer to Section 2 Lesson 4.
 14. From your Alice lessons, a textual storyboard provides a detailed, ordered list of
the actions each object performs in each scene of the animation. True or false? Mark for
Review
(1) Points
 True (*)
 False
 Correct
 15. From your Alice lessons, animations should be tested by the programmer before
they are considered complete. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
16. Java programs can be simple programs that run from the command line, or they can have
complex graphical user interfaces. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
 17. If you need to repeat a group of Java statements many times, which Java
construct should you use? Mark for Review
(1) Points (Choose all correct answers)
 repeat...until
 do while loop (*)
 while loop (*)
 if
 Incorrect. Refer to Section 2 Lesson 14.
 18. From your Alice lessons, which programming instruction represents the
following movement: A turtle moves forward half the distance to the flower. Mark for
Review
(1) Points
 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
 Incorrect. Refer to Section 2 Lesson 7.
 19. Which of the following is not a relational operator? Mark for Review
(1) Points
 <
 // (*)
 >
 Correct
 20. In Java, which symbol is used to assign one value to another? Mark for
Review
(1) Points
 <
 >
 = (*)
 //
 Correct
21. Which of the following programming instructions commands the fish to continuously
move forward a random speed between 0.5 and 1.0 meters, minus 0.25 meters, until it
collides with the shark? Mark for Review
(1) Points
 (*)
 Correct
 22. A variable is a named location inside the computer's memory; once there, the
information can be retrieved and changed. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
 Section 3 (Answer all questions in this section) 23. In Greenfoot,
constructors can be used to create new instances of objects. True or false? Mark for
Review
(1) Points
 True (*)
 False
 Incorrect. Refer to Section 3 Lesson 8.
 24. When you re-initialize a scenario, Greenfoot automatically displays an instance
of the World subclass in the scenario. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
 25. In Greenfoot, actor constructors can be used to create images or values and
assign them to the variables. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
Section 3 (Answer all questions in this section) 26. In Greenfoot, which method
checks if a key on the keyboard has been pressed? Mark for Review
(1) Points
 keyPress method
 keyUp method
 keyDown method (*)
 keyClick method
 Incorrect. Refer to Section 3 Lesson 7.
 27. Use your Greenfoot skills to answer the question. What is incorrect in this code?
 Mark for Review
(1) Points
 Spacing missing
 Curly brace missing
 Parenthesis missing (*)
 Comma missing
 Correct
 28. In Greenfoot, in which programming task are the objects identified? Mark
for Review
(1) Points
 Define the problem.
 Design the solution.
 Program the solution. (*)
 Test the solution.
 Incorrect. Refer to Section 3 Lesson 12.
 29. From your Greenfoot lessons, which of the following are examples of Q/A test
variations? Mark for Review
(1) Points
 Change the environment.
 Change the execution.
 Change the data.
 All of the above. (*)
 Correct
 30. Use your Greenfoot knowldege: Abstraction occurs in many different ways in
programming. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
Section 3 (Answer all questions in this section) 31. In Greenfoot, instances inherit
the characteristics of the subclass they belong to, but not the superclass. True or false?
Mark for Review
(1) Points
 True
 False (*)
 Incorrect. Refer to Section 3 Lesson 2.
 32. From your Greenfoot lessons, when a method needs additional data to perform a
task, this data comes from parameters. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
 33. From the Greenfoot IDE, where are inherited methods located? Mark for
Review
(1) Points
 In the computer network
 In the Greenfoot image gallery
 In the Scene editor
 In the documentation (*)
 Incorrect. Refer to Section 3 Lesson 2.
 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? Mark for
Review
(1) Points
 True (*)
 False
 Correct
 35. From your Greenfoot lessons, a comparison operator returns what value when a
number meets its requirement? Mark for Review
(1) Points
 0
 VOID
 1 (*)
 NULL
 Incorrect. Refer to Section 3 Lesson 5.
36. Read the following method signature. Using your Greenfoot experience, what does this
method do?
public static int getRandomNumber (int limit) Mark for Review
(1) Points
 Returns a random number less than 10.
 Returns a random coordinate position in the world.
 Returns a random number between zero and parameter limit. (*)
 Returns a random number for instances in the animal class only.
 Incorrect. Refer to Section 3 Lesson 5.
 37. In a Greenfoot if-else statement, if the condition is true, the if-statement is
executed, and then the else-statement is executed. True or false? Mark for Review
(1) Points
 True
 False (*)
 Incorrect. Refer to Section 3 Lesson 5.
 38. From your Greenfoot lessons, what can methods belong to? Mark for
Review
(1) Points (Choose all correct answers)
 Galleries
 Classes (*)
 Scenarios
 Objects (*)
 All of the above
 Incorrect. Refer to Section 3 Lesson 5.
 39. How would the following sentence be written in Greenfoot source code? If
Duke's leg is down, and the keyboard key "d" is down... Mark for Review
(1) Points
 if (&&isDown ! Greenfoot.isKeyDown("d") )
 if (!isDown && Greenfoot.isKeyDown("d") )
 if (isDown && Greenfoot.isKeyDown("d") ) (*)
 if (!Greenfoot.isKeyDown && isDown("d") )
 Incorrect. Refer to Section 3 Lesson 10.
 40. Use your Greenfoot knowledge: An array object holds a single variable. True or
false? Mark for Review
(1) Points
 True
 False (*)
 Correct
41. From your Greenfoot lessons, which of the following logic operators represents "and"?
 Mark for Review
(1) Points
 &
 && (*)
 Incorrect. Refer to Section 3 Lesson 10.
 42. Use your Greenfoot knowledge to answer the question: String concatenation is a
way to avoid having to write additional characters in your source code. True or false?
Mark for Review
(1) Points
 True (*)
 False
 Incorrect. Refer to Section 3 Lesson 10.
 43. From your Greenfoot lessons, an instance inherits all of the characteristics of the
class, and those characteristics cannot be changed. True or false? Mark for Review
(1) Points
 True
 False (*)
 Incorrect. Refer to Section 3 Lesson 1.
 44. From your Greenfoot lessons, to create a new instance of the Duke class, you
right-click on the class, then select which of the following commands in the class menu?
Mark for Review
(1) Points
 New subclass...
 Set image...
 new Duke() (*)
 Inspect
 Remove
 Correct
 45. From your Greenfoot lessons, in an if-statement, the programming statements
written in curly brackets are executed simultaneously. True or false? Mark for Review
(1) Points
 True
 False (*)
 Correct
46. From your Greenfoot lessons, if the condition in an if-statement is true, the first code
segment is executed. True or false? Mark for Review
(1) Points
 True (*)
 False
 Incorrect. Refer to Section 3 Lesson 3.
 47. From your Greenfoot lessons, how do you test that your code does not contain
bugs? Mark for Review
(1) Points
 Write the code.
 Inspect the instances.
 Review the documentation.
 Compile the code. (*)
 Correct
 48. When designing a game in Greenfoot, it helps to define the actions that will take
place in a textual storyboard. True or false? Mark for Review
(1) Points
 True (*)
 False
 Correct
 49. 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? Mark for Review
(1) Points
 True (*)
 False
 Incorrect. Refer to Section 3 Lesson 6.
 50. From your Greenfoot lessons, to save space in the act method, you can write an
entirely new method below it, called a _____________. Mark for Review
(1) Points
 Class method
 Instance method
 Defined method (*)
 World method
 Code method
 Incorrect. Refer to Section 3 Lesson 6.
1.From your
 Mark for Review
 Alice
 (1) Points
 lessons, a
 flowchart
 could be
 created in a
 software
 program, or
 documented
 in a journal.
 True or
 false?
 True (*)
 False
 Correct
 2. From your Alice lessons, which of the following is a
 Mark for Review
 tool to show the logic of an animation?
 (1) Points
 Visual storyboard
 Flowchart (*)
 Pie chart
 Scene editor
 Class chart
 Incorrect. Refer to Section 2
 Lesson 5.
 3. In Alice, you examine code where a bird moves its
 Mark for Review
 wings forward and backward while moving forward
 (1) Points
 simultaneously across the scene. You notice that this
 set of procedures are repeated in the Code editor ten
 times to achieve this motion. How could procedural
 abstraction be used to make the code simpler and easier
 to read?
 (Choose all correct answers)
 Do not make any changes to the code.
 Use the Count control statement to execute the
 forward motion of the body and up and down
 motion of the wings 10 times. (*)
 Use the Scene editor to position the wings so that
 they are up as the body moves forward.
 Declare a separate "fly" procedure for the body
 moving forward and wings moving up and down.
 (*)
 Incorrect. Refer to Section 2
 Lesson 5.
 4. All objects in Alice have three dimensional coordinates
 Mark for Review
 on which axes?
 (1) Points
 (Choose all correct answers)
 x (*)
 y (*)
 z (*)
 w
 All of the above
 Incorrect. Refer to Section 2
 Lesson 2.
 5. The first step to using a top-down approach to
 Mark for Review
 programming is to create a table to align the storyboard
 (1) Points
 steps to the programming instructions. True or false?
 True
 False (*)
 Correct
6.An Alice
 Mark for Review
 event is
 (1) Points
 considered
 what?
 A party with at least 20 people.
 An object's orientation.
 Error handling.
 A keystroke or mouse click. (*)
 Incorrect. Refer to Section 2
 Lesson 11.
 7. From your Alice lessons, functional decomposition is the
 Mark for Review
 process of taking a complex problem or process and
 (1) Points
 growing it into larger parts that are easier to manage.
 True or false?
 True
 False (*)
 Incorrect. Refer to Section 2
 Lesson 12.
 8. From your Alice lessons, a textual storyboard provides a
 Mark for Review
 detailed, ordered list of the actions each object performs
 (1) Points
 in each scene of the animation. True or false?
 True (*)
 False
 Correct
 9. The say procedure in Alice plays an audio file. True or
 Mark for Review
 false?
 (1) Points
 True
 False (*)
 Incorrect. Refer to Section 2
 Lesson 3.
 10. If you want one message to display if a user is below the
 Mark for Review
 age of 18 and a different message to display if the user is
 (1) Points
 18 or older, what type of construct would you use?
 for all loop
 do loop
 while loop
 if (*)
 Incorrect. Refer to Section 2
 Lesson 14.
11.Main is an example of
 Mark for
 what in the following
 Review
 code?
 (1) Points
 public static void main
 (String[] args) {
 System.out.println{"Hello
 World!");
 }
 An instance
 A method (*)
 A class
 A variable
 Correct
 12. Identify an example of an Alice
 Mark for Review
 expression.
 (1) Points
 "I feel happy."
 If or Where
 3x3=9 (*)
 None of the above
 Incorrect. Refer
 to Section 2
 Lesson 9.
 13. In Alice, which of the following
 Mark for Review
 programming statements moves the cat
 (1) Points
 backward, half the distance to the bird?
 this.Cat move backward {this.Bird
 getDistanceTo this.Cat / 2}
 this.Cat move forward {this.Bird
 getDistanceTo this.Cat / 2}
 this.Bird move forward {this.Bird
 getDistanceTo this.Cat / 2}
 this.Cat move backward {this.Cat
 getDistanceTo this.Bird / 2} (*)
 Incorrect. Refer
 to Section 2
 Lesson 9.
 14. In Java, which symbol is used to assign
 Mark for Review
 one value to another?
 (1) Points
 <
 >
 = (*)
 //
 Incorrect. Refer
 to Section 2
 Lesson 13.
 15. Which of the following is not a valid
 Mark for Review
 arithmetic operator in Java?
 (1) Points
 +
 /
 -
 *
 %
 None of the above (*)
 Incorrect. Refer
 to Section 2
 Lesson 13.
16.The Alice
 Mark for Review
 IF control
 (1) Points
 structure
 requires
 the false
statement
to be
populated.
True or
false?
 True
 False (*)
 Correct
 17. Define the value of the variable LapCount based on the
 Mark for Review
 following math calculation: LapCount + 10 = 15
 (1) Points
 2
 4
 5 (*)
 15
 10
 Incorrect. Refer to Section 2 Lesson 10.
 18. Which of the following is not an Alice variable value
 Mark for Review
 type?
 (1) Points
 Color
 Decimal Number
 Whole Number
 Function (*)
 Incorrect. Refer to Section 2 Lesson 10.
 19. Which of the following actions would require a control
 Mark for Review
 statement to control animation timing?
 (1) Points
 (Choose all correct answers)
 A biped object walking. (*)
 A rock object turning.
 A fish swimming. (*)
 A bird flying. (*)
 Incorrect. Refer to Section 2 Lesson 6.
 20. In Alice, Do In Order and Do Together:
 Mark for Review
 (1) Points
 Are move statements
 Are control statements (*)
 Are complex statements
 None of the above
 Incorrect. Refer to Section 2 Lesson 6.
 2In
 Mark for
1.Alice,
 Review
 the
 (1) Points
 setVeh
 icle
 proced
 ure
 will
 associa
 te one
 object
 to
 anothe
 r. True
 or
 false?
 True (*)
 False
 Correct
 22. From your Alice lessons, which programming instruction represents
 Mark for
 the following movement: A turtle moves forward half the distance to
 Review
 the flower.
 (1) Points
 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
 Incorrect. Refer to Section 2 Lesson 7.
 Section 3
 (Answer all questions in this section)
 23. Use your Greenfoot knowledge: A specification of a method is
 Mark for
 called a __________________.
 Review
 (1) Points
 Subclass
 Class
 Signature (*)
 Parameter
 Correct
 24. From your Greenfoot lessons, which of the following is an example
 Mark for
 of changing test data during a Q/A test cycle?
 Review
 (1) Points
 Use a different operating system.
 Use the mouse instead of the keyboard.
 Use symbols instead of numbers. (*)
 All of the above.
 Incorrect. Refer to Section 3 Lesson 12.
 25. In Greenfoot, the image below is an example of what construct?
 Mark for
 Review
 (1) Points
 Method
 Conditional (*)
 Variable Assignment
 Class
 Incorrect. Refer to Section 3 Lesson 12.
26.From
 Mark for Review
 your
 (1) Points
 Greenfoot
 lessons,
 which of
 the
 following
 methods
 return the
 current
 rotation
 of the
 object?
 World getClass()
 World getWorld()
 int getRotation() (*)
 getXY()
 Incorrect. Refer to Section 3
 Lesson 3.
 27. From your Greenfoot lessons, source code is written in
 Mark for Review
 the Code editor. True or false?
 (1) Points
 True (*)
 False
 Incorrect. Refer to Section 3
 Lesson 3.
 28. In Greenfoot, what happens if the end to a while loop isn't
 Mark for Review
 established?
 (1) Points
 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.
 Incorrect. Refer to Section 3
 Lesson 10.
 29. In Greenfoot, what type of symbol is used to connect
 Mark for Review
 boolean expressions?
 (1) Points
 String concatenation
 Logic operators (*)
 Integers
 Keyboard key names
 Incorrect. Refer to Section 3
 Lesson 10.
 30. In the Greenfoot IDE, what symbols indicate that the
 Mark for Review
 variable is an array?
 (1) Points
 Square brackets [ ] (*)
 Curly brackets { }
 Semicolon ;
 Colon :
 Incorrect. Refer to Section 3
 Lesson 10.
31.In
 Mark for Review
 Greenfoot,
 (1) Points
 when is a
 local
 variable
 most often
used?
 Within the scenario
 Within the act method
 Within the world constructor
 Within loop constructs (*)
 Incorrect. Refer to Section 3
 Lesson 10.
 32. In Greenfoot, a subclass is a specialization of a
 Mark for
 superclass. True or false?
 Review
 (1) Points
 True (*)
 False
 Correct
 33. Which of the following demonstrates a Greenfoot
 Mark for
 subclass/superclass relationship?
 Review
 (1) Points
 A dog is a subclass of the cat superclass.
 A rose is a subclass of the flower superclass. (*)
 A computer is a subclass of a video game superclass.
 A single person is a superclass of the human
 subclass.
 Incorrect. Refer to Section 3
 Lesson 1.
 34. From your Greenfoot lessons, the keyDown method is
 Mark for
 located in which class?
 Review
 (1) Points
 Actor
 Greenfoot (*)
 GreenfootImage
 World
 Incorrect. Refer to Section 3
 Lesson 7.
 35. In the Greenfoot IDE, which of the following is not a
 Mark for
 property of an instance?
 Review
 (1) Points
 Position
 Inherited methods
 Scenario name (*)
 Defined methods
 Incorrect. Refer to Section 3
 Lesson 2.
36.From your
 Mark for Review
 Greenfoot
 (1) Points
 lessons,
 when a
 method
 needs
 additional
 data to
 perform a
 task, this
 data comes
 from
 parameters.
 True or
 false?
 True (*)
 False
 Incorrect. Refer to Section 3
 Lesson 2.
 37. What type of Greenfoot method would be used to turn an
 Mark for
 object?
 Review
 (1) Points
 orientTo( );
 turnAround( );
 move ( );
 turn( ); (*)
 Incorrect. Refer to Section 3
 Lesson 2.
 38. What does the following Greenfoot programming
 Mark for
 statement do?
 Review
 (1) Points
 turn(18);
 Turn the object 36 degrees.
 Turn the object 18 degrees. (*)
 Turn the object 18 steps forward.
 Move the object 18 steps forward.
 Incorrect. Refer to Section 3
 Lesson 2.
 39. Use your Greenfoot knowledge to answer the question.
 Mark for
 One reason to write a defined method in a class is to
 Review
 change the behavior of the class. True or false?
 (1) Points
 True
 False (*)
 Correct
 40. In Greenfoot, a way to have all subclasses of a
 Mark for
 superclass inherit a method is by adding the method to
 Review
 the superclass. True or false?
 (1) Points
 True (*)
 False
 Correct
41.Use your
 Mark for Review
 Greenfoot
 (1) Points
 knowldege:
 Abstraction
 occurs in
 many
 different
 ways in
 programming.
 True or false?
 True (*)
 False
 Incorrect. Refer to Section 3
 Lesson 9.
 42. From your Greenfoot lessons, where should the stop
 Mark for
 method be inserted into the source code?
 Review
 (1) Points
 In the defined method.
 In the act method. (*)
 In the import statement.
 In the class header.
 Incorrect. Refer to Section 3
 Lesson 8.
 43. In Greenfoot, an if-statement is used to alternate
 Mark for
 between displaying two images in an instance. True or
 Review
 false?
 (1) Points
 True
 False (*)
 Incorrect. Refer to Section 3
 Lesson 8.
 44. From your Greenfoot lessons, what is the parameter
 Mark for
 of the following constructor that creates a new image,
 Review
 and designates it to the Actor class?
 (1) Points
 setImage (new GreenfootImage("duke100.png"));
 setImage
 GreenfootImage
 duke100.png (*)
 new
 Incorrect. Refer to Section 3
 Lesson 8.
 45. From your Greenfoot lessons, when does an if-else
 Mark for
 statement execute it's second code segment?
 Review
 (1) Points
 When a random number is less than 10.
 When an instance is created.
 After the first code segment is executed.
 If a condition is false. (*)
 If a condition is true.
 Incorrect. Refer to Section 3
 Lesson 5.
46.From your
 Mark for Review
 Greenfoot
 (1) Points
 lessons,
 which type
 of
 constructor
 can be
 used to
 automate
 creation of
 Actor
 instances?
 Animal
 World (*)
 Actor
 Vector
 Incorrect. Refer to Section 3
 Lesson 5.
47. From your Greenfoot lessons, what can methods belong
 Mark for
 to?
 Review
 (1) Points
 (Choose all correct answers)
 Galleries
 Classes (*)
 Scenarios
 Objects (*)
 All of the above
 Correct
48. In Greenfoot, you can use comparison operators to
 Mark for
 compare a variable to a random number. True or false?
 Review
 (1) Points
 True (*)
 False
 Incorrect. Refer to Section 3
 Lesson 5.
49. From your Greenfoot lessons, a problem statement
 Mark for
 defines the purpose for your game. True or false?
 Review
 (1) Points
 True (*)
 False
 Correct
50. In Greenfoot, you will not receive an error message if
 Mark for
 your code is incorrect. It will simply not work, and you
 Review
 will have to determine why the code doesn't work. True
 (1) Points
 or false?
 True
 False (*)
 Incorrect. Refer to Section 3
 Lesson 4.
Section 2
 (Answer all questions in this section)
 1. Which of the following is not an example of the logic of an IF control structure?
 Play the video three times. (*)
 If the play button is pressed, then play the video one time.
 If the doorbell rings, then the door opens.
 If the bird rings the bell, a treat is dispensed.
 Incorrect. Refer to Section 2 Lesson 14.
 2. 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.
 Correct
 3. Which of the following is not a type of event listener in Alice?
 Scene Activation/Time
 Cursor (*)
 Keyboard
 Mouse
 Position/Orientation
 Incorrect. Refer to Section 2 Lesson 11.
 4. A variable is a named location inside the computer's memory; once there, the
 information can be retrieved and changed. True or false?
 True (*)
 False
 Correct
 5. Which of the following is not an Alice variable value type?
 Color
 Decimal Number
 Whole Number
 Function (*)
 Correct
6.InAlice,which
 function is
 used to move
 an object
 directly to the
 center point of
 anotherobject?
 getObject
 getDuration
 getDepth
 getDistance (*)
 Incorrect. Refer to Section 2 Lesson 7.
 7. Which of the following does not describe variables?
 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. (*)
 Incorrect. Refer to Section 2 Lesson 13.
 8. The following are examples of what in Java?
 boolean
 bite
 char
 short
 int
 long
 float
 double
 Types (*)
 Expressions
 Variables
 Specifications
 Incorrect. Refer to Section 2 Lesson 13.
 9. Which of the following would not be an argument in an Alice
 programming instruction that commands a person object to move forward
 2 meters?
 Number of seconds to execute the programming instruction
 Direction to move
 Distance to move forward
 Person's height (*)
 Incorrect. Refer to Section 2 Lesson 3.
 10. 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.
 Correct
11.From your
 Alice lessons,
 the IF control
 structure can
 process one
 true and one
 false
 response.
 True or false?
 True (*)
 False
 Incorrect. Refer to Section 2 Lesson
 8.
 12. Which Alice execution task corresponds with the following
 storyboard statement?
 Cat turns to face mouse.
 this.mouse turnToFace this.cat
 mouse turnTo cat
 this.cat turnToFace this.mouse (*)
 cat TurnTo mouse
 Correct
 13. In Alice, which of the following programming statements
 moves the cat backward, half the distance to the bird?
 this.Cat move backward {this.Bird getDistanceTo this.Cat
 / 2}
 this.Cat move forward {this.Bird getDistanceTo this.Cat /
 2}
 this.Bird move forward {this.Bird getDistanceTo this.Cat
 / 2}
 this.Cat move backward {this.Cat getDistanceTo this.Bird
 / 2} (*)
 Incorrect. Refer to Section 2 Lesson
 9.
 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}
 Correct
 15. 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?
 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.
 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. (*)
 Incorrect. Refer to Section 2 Lesson
 12.
16. What should
 you refer to for
 the animation's
 design
 specifications
 as you
 program your
 Alice
 animation?
 Code
 Scene editor
 Storyboard (*)
 Scenario
 Incorrect.
 Refer to
 Section 2
 Lesson 12.
 17. In Alice, declaring a new
 procedure to shorten code
 and make it easier to read is
 a procedural abstraction
 technique. True or false?
 True (*)
 False
 Incorrect.
 Refer to
 Section 2
 Lesson 5.
 18. From your Alice lessons, a
 flowchart could be created
 in a software program, or
 documented in a journal.
 True or false?
 True (*)
 False
 Correct
 19. In Alice, which of the
 following are benefits of
 separating out motions into
 their own procedures?
 (Choose all correct answers)
 It makes the animation
 easier to run.
 It makes the scene easier
 to view.
 It simplifies code and
 makes it easier to read.
 (*)
 It allows many objects
 of a class to use the
 same procedure. (*)
 It can allow subclasses
 of a superclass to use a
 procedure. (*)
 Incorrect.
 Refer to
 Section 2
 Lesson 5.
 20. In Alice, a computer
 program requires functions
 to tell it how to perform the
 procedure. True or false?
 True
 False (*)
 Incorrect.
 Refer to
 Section 2
 Lesson 6.
21. Which of the
 following
 actions would
 require a control
 statement to
 control
 animation
 timing?
 (Choose all correct
 answers)
 A biped object walking.
 (*)
 A rock object turning.
 A fish swimming. (*)
 A bird flying. (*)
 Incorrect.
 Refer to
 Section 2
 Lesson 6.
 22. In Alice, Do In Order and
 Do Together:
 Are move statements
 Are control statements
 (*)
 Are complex statements
 None of the above
 Correct
 Section 3
 (Answer all questions in this section)
 23. From your Greenfoot
 lessons, which of the
 following is an example of
 changing test data during a
 Q/A test cycle?
 Use a different
 operating system.
 Use the mouse instead
 of the keyboard.
 Use symbols instead of
 numbers. (*)
 All of the above.
 Incorrect.
 Refer to
 Section 3
 Lesson 12.
 24. From your Greenfoot
 lessons, what is incorrect in
 this code example:
 setLocation(getX(), (int)
 (altitude);
 Spacing
 Capitalization
 Parenthesis (*)
 Comma
 Incorrect.
 Refer to
 Section 3
 Lesson 12.
 25. In Greenfoot, the image
 below is an example of
 what construct?
 Method
 Comment
 Constructor (*)
 Class
 Incorrect.
 Refer to
 Section 3
 Lesson 12.
26. From your
 Greenfoot
 lessons, to
 create a new
 instance of the
 Duke class, you
 right-click on
 the class, then
 select which of
 the following
 commands in
 the class menu?
 New subclass...
 Set image...
 new Duke() (*)
 Inspect
 Remove
 Correct
 27. In Greenfoot, a subclass is created by
 right-clicking on a superclass. True or
 false?
 True (*)
 False
 Correct
 28. From your Greenfoot lessons, the
 keyDown method is located in which
 class?
 Actor
 Greenfoot (*)
 GreenfootImage
 World
 Incorrect. Refer to
 Section 3 Lesson 7.
 29. Which of the following type of audience
 should you ask to play your Greenfoot
 game during the testing phase?
 Testing
 Target (*)
 Primary
 Programmer
 Incorrect. Refer to
 Section 3 Lesson 4.
 30. From your Greenfoot lessons, how do you
 test that your code does not contain bugs?
 Write the code.
 Inspect the instances.
 Review the documentation.
 Compile the code. (*)
 Correct
31. From your
 Greenfoot lessons,
 what types of
 values cannot be
 stored in a local
 variable?
 (Choose all correct answers)
 Class name
 Objects
 Integers
 World name
 method (*)
 Incorrect.
 Refer to
 Section 3
 Lesson 10.
32. In Greenfoot, which
 Mark for Review
 statement is a correct example
 (1) Points
 of string concatenation?
 Duke duke = new
 Duke(keyNames[i],
 soundNames[i]);
 Duke duke =
 (keyNames[i],
 soundNames[i] +
 ".wav");
 Duke duke = new
 Duke(keyNames[i],
 soundNames[i] +
 ".wav"); (*)
 Duke duke =
 (soundNames[i] +
 ".wav");
 Incorrect.
 Refer to
 Section 3
 Lesson 10.
33. Use your Greenfoot
 knowledge to answer the
 question: String
 concatenation is a way to
 avoid having to write
 additional characters in your
 source code. True or false?
 True (*)
 False
 Correct
34. In Greenfoot, what happens if
 the end to a while loop isn't
 established?
 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.
 Incorrect.
 Refer to
 Section 3
 Lesson 10.
 35. 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?
 True (*)
 False
 Correct
36. In Greenfoot,
 defined methods
 must be used
 immediately.
 True or false?
 True
 False (*)
 Correct
 37. In Greenfoot, actor constructors can be
 used to create images or values and assign
 them to the variables. True or false?
 True (*)
 False
 Correct
 38. In Greenfoot, a constructor has a void
 return type. True or false?
 True
 False (*)
 Incorrect. Refer to
 Section 3 Lesson 8.
 39. Which Greenfoot control operator is used
 to test if two values are equal?
 >= operator
 == operator (*)
 = operator
 != operator
 Correct
 40. From your Greenfoot lessons, which of the
 following methods return the current
 rotation of the object?
 World getClass()
 World getWorld()
 int getRotation() (*)
 getXY()
 Correct
1.Which of the following programming instructions commands the fish to continuously
 move forward a random speed between 0.5 and 1.0 meters, minus 0.25 meters, until it Mark for
 collides with the shark? Review
 (1) Points
 (*)
 Correct
 2. From your Alice lessons, variables are fixed and cannot be changed. True or false?
 True
 False (*)
 Incorrect. Refer to Section 2 Lesson 10.
 3.
 Which of the following is an example of nesting in an Alice
 program?
 Text is
 nested
 inside of a
 comments
 tile.
 Distance, duration, and direction arguments are nested inside of a procedure.
 A move procedure is nested inside of a turn procedure.
 Five Do Together statements are nested inside of a Do In Order statement. (*)
 Correct
4.
4. From your
 Alice lessons, Mark for Review
 complete the (1) Points
 following
 sentence:
 When coded,
 an event
 triggers a
 ___________.
 Infinite loop
 Gallery
 Procedure (*)
 Scene
 Incorrect. Refer to Section 2 Lesson 11.
5. In Alice,
 we use Mark for Review
 the WHILE (1) Points
 control
 statement
 to
 implement
 the
 conditional
 loop. True
 or false?
 True (*)
 False
 Correct
6. Which of
 the Mark for Review
 following (1) Points
 is not a
 valid
 primitive
 type in
 Java?
 boolean
 String (*)
 long
 int
 double
 Incorrect. Refer to Section 2 Lesson 13.
7. Results of
 arithmetic Mark for Review
 operations (1) Points
 cannot be
 stored in
 a variable.
 True or
 false?
 True
 False (*)
 Correct
 8. You have a Class representing Cat. Each Cat can meow, purr, catch mice,
 and so on. When you create a new cat, what is it called? Mark for Review
 (1) Points
 A submethod
 A subprogram
 An instance (*)
 A subclass
 A variable class
 Incorrect. Refer to Section 2 Lesson 14.
 9. In Java, a function is a method that returns a value. True or false?
 Mark for Review
 (1) Points
 True (*)
 False
 Correct
10. From
 your Mark for Review
 Alice (1) Points
 lessons,
 built-in
 functions
 provide
 precise
 property
 details
 for the
 following
 areas:
 Proximity and size.
 Distance to and nesting.
 Proximity, size, spatial relation, and point of view. (*)
 Proximity and point of view.
 Incorrect. Refer to Section 2 Lesson 7.
 11. From your Alice lessons, functional decomposition is the process of taking a complex problem or process
 and growing it into larger parts that are easier to manage. True or false?
 True
 False (*)
 Incorrect. Refer to Section 2 Lesson 12.
12. From your
 Alice Mark for Review
 lessons, at (1) Points
 what point in
 the
 animation
 process do
 you confirm
 the items on
 the
 "Checklist for
 Animation
 Completion"?
 Before designing the animation.
 During and after the animation process. (*)
 At the beginning of the animation process.
 After adding each procedure to the Code editor.
13. In Alice,
 you can Mark for Review
 define (1) Points
 your own
 procedures
 for a class,
 but not
 your own
 functions.
 True or
 false?
 True
 False (*)
 Correct
 14. In Alice, a
 computer Mark for Review
 program (1) Points
 requires
 functions to
 tell it how to
 perform the
 procedure.
 True or false?
 True
 False (*)
 Incorrect.
 Refer to
 Section 2
 Lesson 6.
 15. In Alice, the
 setVehicle Mark for Review
 procedure will (1) Points
 associate one
 object to
 another. True
 or false?
 True (*)
 False
 Correct
16. In Alice,
 Do In Mark for Review
 Order (1) Points
 and Do
 Together:
 Are move statements
 Are control statements (*)
 Are complex statements
 None of the above
 Incorrect. Refer to Section 2 Lesson 6.
 17. From your Alice lessons, a flowchart could be created in a software
 program, or documented in a journal. True or false? Mark for Review
 (1) Points
 True (*)
 False
 Correct
 18. Before you can begin to develop the animation storyboard, what must be
 defined? Mark for Review
 (1) Points
 The code
 The debugging process
 The scenario (*)
 The control statements
 Incorrect. Refer to Section 2 Lesson 5.
 19. In Alice, which of the following are benefits of separating out motions into
 their own procedures? Mark for Review
 (1) Points
 (Choose all correct answers)
 It makes the animation easier to run.
 It makes the scene easier to view.
 It simplifies code and makes it easier to read. (*)
 It allows many objects of a class to use the same procedure. (*)
 It can allow subclasses of a superclass to use a procedure. (*)
 Incorrect. Refer to Section 2 Lesson 5.
 20. Alice uses built-in math operators; they are:
 Mark for Review
 (1) Points
 Add and subtract
 Multiply and divide
 All of the above (*)
 None of the above
 Incorrect. Refer to Section 2 Lesson 9.
21. In Alice,
 which of the Mark for Review
 following (1) Points
 programming
 statements
 moves the
 cat
 backward,
 half the
 distance to
 the bird?
 this.Cat move backward {this.Bird getDistanceTo this.Cat / 2}
 this.Cat move forward {this.Bird getDistanceTo this.Cat / 2}
 this.Bird move forward {this.Bird getDistanceTo this.Cat / 2}
 this.Cat move backward {this.Cat getDistanceTo this.Bird / 2} (*)
 Correct
 22. From your Alice lessons, what is a one-shot procedural method?
 Mark for Review
 (1) Points
 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.
 Correct
 Section 3
 (Answer all questions in this section)
 23. From your Greenfoot lessons, classes can only use the methods they
 have inherited. They cannot use methods from other classes. True or Mark for Review
 false? (1) Points
 True
 False (*)
 Correct
 24. From your Greenfoot lessons, which axes define an object's position in a
 world? Mark for Review
 (1) Points
 (Choose all correct answers)
 x (*)
 z
 y (*)
 Correct
 25. From your Greenfoot lessons, which programming statement creates a
 new Duke object, and places it at x = 120, y = 100 in the world? Mark for Review
 (1) Points
 addObject (new Duke( ), 120, 100); (*)
 addClass (new Duke( ), 120, 100);
 addWorld (new Duke( ), 120, 100);
 Move(120,100);
 Correct
26. From your
 Greenfoot Mark for Review
 lessons, (1) Points
 which type
 of
 constructor
 can be
 used to
 automate
 creation of
 Actor
 instances?
 Animal
 World (*)
 Actor
 Vector
 Correct
 27. In Greenfoot, a defined variable is a variable that is defined in an
 instance. True or false? Mark for Review
 (1) Points
 True
 False (*)
 Incorrect. Refer to Section 3 Lesson 8.
 28. Use your Greenfoot knowledge to answer the question: Where are defined
 variables typically entered in a class's source code? Mark for Review
 (1) Points
 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.
 (*)
 Incorrect. Refer to Section 3 Lesson 8.
 29. Using the Greenfoot IDE, when is a constructor automatically executed?
 Mark for Review
 (1) Points
 When source code is written.
 When a new image is added to the class.
 When a new instance of the class is created. (*)
 When the act method is executed.
 Incorrect. Refer to Section 3 Lesson 8.
 30. From your Greenfoot lessons, which of the following are properties of an
 instance? Mark for Review
 (1) Points
 Size
 Color
 Image file
 Methods
 All of the above (*)
 Incorrect. Refer to Section 3 Lesson 2.
31. In Greenfoot,
 instances Mark for Review
 inherit the (1) Points
 characteristics
 of the
 subclass they
 belong to, but
 not the
 superclass.
 True or false?
 True
 False (*)
 Correct
 32. In the following Greenfoot method signature, which is the method
 name? Mark for Review
 (1) Points
 void turnLeft()
 ()
 void
 turnLeft (*)
 Left
 Incorrect. Refer to Section 3 Lesson 2.
 33. What type of Greenfoot method would be used to turn an object?
 Mark for Review
 (1) Points
 orientTo( );
 turnAround( );
 move ( );
 turn( ); (*)
 Incorrect. Refer to Section 3 Lesson 2.
 34. In Greenfoot, what happens if the condition is false in an if-statement?
 Mark for Review
 (1) Points
 The programming statements are executed.
 The if-statement is executed.
 The act method is deleted.
 The programming statements are not executed. (*)
 Incorrect. Refer to Section 3 Lesson 3.
 35. From your Greenfoot lessons, source code is written in the Code editor.
 True or false? Mark for Review
 (1) Points
 True (*)
 False
 Correct
36. In Greenfoot,
 dot notation is Mark for Review
 used to call a (1) Points
 _____________
 from another
 class.
 Method (*)
 Class
 Signature
 Parameter
 Correct
 37. In Greenfoot, objects are created from:
 Mark for Review
 (1) Points
 Methods
 Classes (*)
 Signatures
 Parameters
 Correct
38. In Greenfoot, you may perform the programming tasks of create and
 test many times. True or false? Mark for Review
 (1) Points
 True (*)
 False
 Correct
39. In the Greenfoot IDE, what symbols indicate that the variable is an
 array? Mark for Review
 (1) Points
 Square brackets [ ] (*)
 Curly brackets { }
 Semicolon ;
 Colon :
 Incorrect. Refer to Section 3 Lesson 10.
40. In Greenfoot, a local variable is declared at the beginning of a class.
 True or false? Mark for Review
 (1) Points
 True
 False (*)
 Correct
 41. How would the following
 sentence be written in Mark for Review
 Greenfoot source code? If (1) Points
 Duke's leg is down, and the
 keyboard key "d" is down...
 if (&&isDown !
 Greenfoot.isKeyDown("d")
 )
 if (!isDown &&
 Greenfoot.isKeyDown("d")
 )
 if (isDown &&
 Greenfoot.isKeyDown("d")
 ) (*)
 if (!Greenfoot.isKeyDown
 && isDown("d") )
 Correct
 42. Use your Greenfoot knowledge:
 An array object holds a single Mark for Review
 variable. True or false? (1) Points
 True
 False (*)
 Incorrect. Refer to Section
 3 Lesson 10.
43. From your Greenfoot lessons,
 the reset button resets the Mark for Review
 scenario back to its initial (1) Points
 position. True or false?
 True (*)
 False
 Correct
44. Which of the following are
 examples of a Greenfoot Mark for Review
 superclass? (1) Points
 (Choose all correct answers)
 Dog
 Cat
 Parrot
 Actor (*)
 World (*)
 Incorrect. Refer to Section
 3 Lesson 1.
45. When designing a game in
 Greenfoot, it helps to define the Mark for Review
 actions that will take place in a (1) Points
 textual storyboard. True or
 false?
 True (*)
 False
 Correct
 46. In Greenfoot,
 you will not Mark for Review
 receive an error (1) Points
 message if your
 code is incorrect.
 It will simply not
 work, and you
 will have to
 determine why
 the code doesn't
 work. True or
 false?
 True
 False (*)
 Incorrect.
 Refer to
 Section 3
 Lesson 4.
47. From your
 Greenfoot Mark for Review
 lessons, (1) Points
 abstraction
 techniques can
 only be used
 once in a class's
 source code.
 True or false?
 True
 False (*)
 Correct
48. In Greenfoot,
 what type of Mark for Review
 parameter does (1) Points
 the keyDown
 method expect?
 String (*)
 Boolean
 Integer
 Method
 Incorrect.
 Refer to
 Section 3
 Lesson 7.
49. From your
 Greenfoot Mark for Review
 lessons, how do (1) Points
 you call a
 defined method?
 Call the
 method
 from the act
 method. (*)
 Call the
 method
 from the
 defined
 method.
 Write the
 method in
 the World
 superclass.
 Write the
 method in
 the
 instance.
 Write the
 method in
 the source
 code.
 Correct
50. In Greenfoot, a
 way to have all Mark for Review
 subclasses of a (1) Points
 superclass inherit
 a method is by
 adding the
 method to the
 superclass. True
 or false?
 True (*)
 False
 Correct
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Top of Form
 Section 2
 (Answer all questions in this section)
 1. Which of the following does not describe methods?
 Mark for Review
 (1) Points
 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. (*)
 Incorrect. Refer to Section 2 Lesson 14.
2. What do lines 9 and 11 do in the following code?
 Mark for Review
 (1) Points
 Accept user input and store them in the variables num1 and num2. (*)
 Scan the next page in the scanner.
 Examine a file and scan the next line.
 None of the above.
 Incorrect. Refer to Section 2 Lesson 14.
3. From your Alice lessons, which of the following are types of storyboards?
 Mark for Review
 (1) Points
 (Choose all correct answers)
 Actual
 Textual (*)
 Factual
 Visual (*)
 Fictional
 Incorrect. Refer to Section 2 Lesson 5.
4. In Alice, which of the following is the most likely situation where procedural abstraction could be used?
 Mark for Review
 (1) Points
 Five dogs all need to bark and run at the same time. (*)
 One fish needs to swim forward 1 meter.
 Two fish say something to each other.
 One person moves up 10 meters.
 Incorrect. Refer to Section 2 Lesson 5.
 5. In Alice, procedural abstraction is the concept of making code easier to understand and reuse. True or false?
 Mark for Review
 (1) Points
 True (*)
 False
 Incorrect. Refer to Section 2 Lesson 5.
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Top of Form
 Section 2
 (Answer all questions in this section)
 6. Which of the following does not describe variables?
 Mark for Review
 (1) Points
 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. (*)
 Incorrect. Refer to Section 2 Lesson 13.
 7. Which of the following is not a relational operator?
 Mark for Review
 (1) Points
 <
 // (*)
 >
 Incorrect. Refer to Section 2 Lesson 13.
8. In Alice, the procedures' arguments allow the programmer to adjust the object, motion,
 Mark for Review
 distance amount, and time duration. True or false?
 (1) Points
 True (*)
 False
 Correct
9. In Alice, the setVehicle procedure will associate one object to another. True or false?
 Mark for Review
 (1) Points
 True (*)
 False
 Incorrect. Refer to Section 2 Lesson 6.
 10. In Alice, a computer program requires functions to tell it how to perform the procedure.
 Mark for Review
 True or false?
 (1) Points
 True
 False (*)
 Incorrect. Refer to Section 2 Lesson 6.
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Top of Form
 Section 2
 (Answer all questions in this section)
 11. All objects in Alice have three dimensional coordinates on which axes?
 Mark for Review
 (1) Points
 (Choose all correct answers)
 x (*)
 y (*)
 z (*)
 All of the above
 Incorrect. Refer to Section 2 Lesson 2.
12. What is the first step to programming an object to turn left in Alice?
 Mark for Review
 (1) Points
 Select the duration for the object to turn.
 Select the distance to turn.
 Select the object to program from the instance menu. (*)
 Drag the turn procedure into the Code editor.
 Incorrect. Refer to Section 2 Lesson 3.
13. Functions answer questions about an object, such as its height, width, depth and even distance to another object. True or
 Mark for Review
 false?
 (1) Points
 True (*)
 False
 Correct
14. A complete Alice instruction includes which of the following components?
 Mark for Review
 (1) Points
 (Choose all correct answers)
 Image
 Class
 Procedure (*)
 Direction (*)
 Amount (*)
 Incorrect. Refer to Section 2 Lesson 4.
15. What should you refer to for the animation's design specifications as you program your Alice animation?
 Mark for Review
 (1) Points
 Code
 Scene editor
 Storyboard (*)
 Scenario
 Correct
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Top of Form
 Section 2
 (Answer all questions in this section)
 16. From your Alice lessons, when testing your animation, you should test that comments were added below each sequence of
 Mark for Review
 instructions in the code. True or false?
 (1) Points
 True
 False (*)
 Incorrect. Refer to Section 2 Lesson 12.
17. Which of the following IF control structures command the blue tang fish to roll and simultaneously move down if it collides
 Mark for Review
 with a shark, or move forward if it does not collide with a shark?
 (1) Points
 (*)
 Incorrect. Refer to Section 2 Lesson 8.
18. Which of the following is not an Alice variable value type?
 Mark for Review
 (1) Points
 Color
 Decimal Number
 Whole Number
 Function (*)
 Incorrect. Refer to Section 2 Lesson 10.
19. Which of the following programming instructions commands the fish to continuously move forward a random speed
 Mark for Review
 between 0.5 and 1.0 meters, minus 0.25 meters, until it collides with the shark?
 (1) Points
 (*)
 Correct
20. Alice uses built-in math operators; they are:
 Mark for Review
 (1) Points
 Add and subtract
 Multiply and divide
 All of the above (*)
 None of the above
 Correct
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Top of Form
 Section 2
 (Answer all questions in this section)
 21. In Alice, which of the following programming statements moves the cat backward, half the distance to the bird?
 Mark for Review
 (1) Points
 this.Cat move backward {this.Bird getDistanceTo this.Cat / 2}
 this.Cat move forward {this.Bird getDistanceTo this.Cat / 2}
 this.Bird move forward {this.Bird getDistanceTo this.Cat / 2}
 this.Cat move backward {this.Cat getDistanceTo this.Bird / 2} (*)
 Incorrect. Refer to Section 2 Lesson 9.
22. An Alice event is considered what?
 Mark for Review
 (1) Points
 A party with at least 20 people.
 An object's orientation.
 Error handling.
 A keystroke or mouse click. (*)
 Incorrect. Refer to Section 2 Lesson 11.
Section 3
(Answer all questions in this section)
 23. Using the Greenfoot IDE, when is a constructor automatically executed?
 Mark for Review
 (1) Points
 When source code is written.
 When a new image is added to the class.
 When a new instance of the class is created. (*)
 When the act method is executed.
 Incorrect. Refer to Section 3 Lesson 8.
 24. Using Greenfoot, how do we change the size and resolution of the World instance?
 Mark for Review
 (1) Points
 Edit the methods in the class.
 Edit the values in the constructor. (*)
 Delete the instance.
 Edit the values in the class's act method.
 Correct
 25. In Greenfoot, an if-statement is used to alternate between displaying two images in an instance. True or false?
 Mark for Review
 (1) Points
 True
 False (*)
 Incorrect. Refer to Section 3 Lesson 8.
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Top of Form
 Section 3
 (Answer all questions in this section)
 26. In the Greenfoot IDE, which of the following are components of a parameter?
 Mark for Review
 (1) Points
 (Choose all correct answers)
 Parameter type (*)
 Parameter return
 Parameter name (*)
 Parameter method
 Parameter void
 Incorrect. Refer to Section 3 Lesson 2.
 27. From your Greenfoot lessons, to view the methods that a class inherits, open the code editor and select documentation from
 Mark for Review
 the Tools menu. True or false?
 (1) Points
 True (*)
 False
 Incorrect. Refer to Section 3 Lesson 2.
28. From your Greenfoot lessons, instances do not have any memory. True or false?
 Mark for Review
 (1) Points
 True
 False (*)
 Incorrect. Refer to Section 3 Lesson 2.
29. What type of Greenfoot method would be used to turn an object?
 Mark for Review
 (1) Points
 orientTo( );
 turnAround( );
 move ( );
 turn( ); (*)
 Incorrect. Refer to Section 3 Lesson 2.
 30. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false?
 Mark for Review
 (1) Points
 True (*)
 False
 Correct
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Top of Form
 Section 3
 (Answer all questions in this section)
 31. Which of the following type of audience should you ask to play your Greenfoot game during the testing phase?
 Mark for Review
 (1) Points
 Testing
 Target (*)
 Primary
 Programmer
 Correct
 32. Use you Greenfoot knowledge: What range of numbers does the following method return?
 Mark for Review
 (1) Points
 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.
 Incorrect. Refer to Section 3 Lesson 5.
33. From your Greenfoot lessons, which of the following is not a characteristic of a static method?
 Mark for Review
 (1) Points
 Belongs to a class itself
 Belongs to an instance itself (*)
 Available for other classes to use with dot notation
 Signature contains the word static
 Is a method
 Incorrect. Refer to Section 3 Lesson 5.
34. When a Greenfoot code segment is executed in an if-statement, each line of code is executed in sequential order. True or
 Mark for Review
 false?
 (1) Points
 True (*)
 False
 Incorrect. Refer to Section 3 Lesson 5.
35. From your Greenfoot lessons, a comparison operator returns what value when a number meets its requirement?
 Mark for Review
 (1) Points
 VOID
 1 (*)
 NULL
 Incorrect. Refer to Section 3 Lesson 5.
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Top of Form
 Section 3
 (Answer all questions in this section)
 36. From your Greenfoot lessons, the keyDown method is located in which class?
 Mark for Review
 (1) Points
 Actor
 Greenfoot (*)
 GreenfootImage
 World
 Correct
37. In Greenfoot, only 10 methods can be written for each class in the Code editor. True or false?
 Mark for Review
 (1) Points
 True
 False (*)
 Incorrect. Refer to Section 3 Lesson 3.
38. From your Greenfoot lessons, in an if-statement, the programming statements written in curly brackets are executed
 Mark for Review
 simultaneously. True or false?
 (1) Points
 True
 False (*)
 Correct
39. In Greenfoot, defined methods must be used immediately. True or false?
 Mark for Review
 (1) Points
 True
 False (*)
 Incorrect. Refer to Section 3 Lesson 6.
40. From your Greenfoot lessons, how do you call a defined method?
 Mark for Review
 (1) Points
 Call the method from the act method. (*)
 Call the method from the defined method.
 Write the method in the World superclass.
 Write the method in the instance.
 Write the method in the source code.
 Incorrect. Refer to Section 3 Lesson 6.
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Top of Form
 Section 3
 (Answer all questions in this section)
 41. In Greenfoot, in which programming task are the objects identified?
 Mark for Review
 (1) Points
 Define the problem.
 Design the solution.
 Program the solution. (*)
 Test the solution.
 Correct
42. From your Greenfoot lessons, which of the following are examples of Q/A test variations?
 Mark for Review
 (1) Points
 Change the environment.
 Change the execution.
 Change the data.
 All of the above. (*)
 Incorrect. Refer to Section 3 Lesson 12.
43. In Greenfoot, the image below is an example of what construct?
 Mark for Review
 (1) Points
 Method
 Conditional (*)
 Variable Assignment
 Class
 Incorrect. Refer to Section 3 Lesson 12.
44. From your Greenfoot lessons, the reset button resets the scenario back to its initial position. True or false?
 Mark for Review
 (1) Points
 True (*)
 False
 Correct
45. Which of the following Java syntax is used to correctly create a Duke subclass?
 Mark for Review
 (1) Points
 private Dog extends World
 public class Dog extends World
 public class Duke extends Animal (*)
 private class extends Actor
 private class extends Duke
 Incorrect. Refer to Section 3 Lesson 1.
Test: Java Fundamentals Midterm Exam
Review your answers, feedback, and question scores below. An asterisk (*) indicates a correct answer.
Top of Form
 Section 3
 (Answer all questions in this section)
46. Use your Greenfoot knowldege: Abstraction occurs in many different ways in programming. True or false?
 Mark for Review
 (1) Points
 True (*)
 False
 Incorrect. Refer to Section 3 Lesson 9.
47. From your Greenfoot lessons, which of the following logic operators represents "and"?
 Mark for Review
 (1) Points
 &
 && (*)
 Incorrect. Refer to Section 3 Lesson 10.
48. In Greenfoot, what happens if the end to a while loop isn't established?
 Mark for Review
 (1) Points
 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.
 Correct
49. In the Greenfoot IDE, what symbols indicate that the variable is an array?
 Mark for Review
 (1) Points
 Square brackets [ ] (*)
 Curly brackets { }
 Semicolon ;
 Colon :
 Incorrect. Refer to Section 3 Lesson 10.
 50. In Greenfoot, which of the following statements could prevent an infinite loop from occurring?
 Mark for Review
 (1) Points
 I = 100 + i
 i=1
 i=i
 i = i + 1 (*)
 Incorrect. Refer to Section 3 Lesson 10.
 Page 10 of 10
Bottom of Form
Tugas 1 Prakarya Dan Kewirausahaan
 Nama Produk : Pisang Coklat
 Smk Muhammadiyah 5 Babat
 Tahun Pelajaran 2013/2014
 Nama Anggota :
 1. Dody Setiawan (Koordinator)
 2. Rohman Alfianto
 3. Sefri Firmansyah
 4. Silvi Dewi Indah A.L
 5. Zuriatus Sholiha
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 Bahan kulit:
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 1 sdt baking powder
 1 butir telur
 50 g gula pasir
 300 ml susu cair
 1/4 sdt garam
 2 sdm margarin, lelehkan
 Bahan isi:
 3 buah pisang raja, potong bulat 1/2 cm
 30 g meises coklat
 100 g keju cheddar, parut
ii. Proses / Cara Pembuatan :
 Cara membuat:
 1. Kulit: Campur telur dan gula pasir, aduk hingga gula pasir
 larut. Tuang susu cair, aduk rata. Masukkan ke dalam campuran
 tepung terigu dan baking powder yang sudah diayak. Aduk rata.
 Tambahkan garam dan margarin. Aduk hingga rata. Diamkan
 selama 15 menit.
 2. Panaskan wajan dadar anti lengket. Tuang satu sendok sayur
 adonan, ratakan hingga tipis. Masak dengan api kecil hingga
 matang. Lakukan hingga adonan habis. Sisihkan.
 3. Ambil selembar kulit, tata pisang raja, meises coklat, dan keju
 cheddar parut di satu sisi. Lipat dua dan lipat lagi jadi dua.
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iv. Harga Penjualan : Rp. 2.000
v. Keunggulan Produk :
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  Tidak ada bahan pengawet
  Higinis
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