Cmp 104 Final Flashcards

1
Q

Any piece of information that a method requires in order for it to execute.

A

Argument

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2
Q

Similar to a list, holds a group of items. Size is fixed, you can’t add any more items when the program is running.

A

Array

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3
Q

In a List or Array the position number of items start at ___ ?

A

Zero

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4
Q

When you set a variable it is called a ________ ________.

A

Variable Assignment

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5
Q

Boolean Values can be either ____ or _____.

A

True, False.

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6
Q

A mistake that does not prevent the program from running, but gives unintended results. Also called a Logical Error.

A

Bug

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7
Q

The middle of an object, or where the object rotates from.

A

Center

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8
Q

A set of specifications that describes a particular type of object. Blueprints of objects.

A

Class

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9
Q

If a class does not provide a method you need, this is what you make.

A

Custom Class-Level Method

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10
Q

Usually indicated by #, allows the programmer to make notes in his program’s code.

A

Comment

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11
Q

A While loop is a ______/________ ________

A

Condition, Conditional Loop

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12
Q

A mechanism for storing data and organizing it in some way.

A

Data Structures, example: List, Array

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13
Q

Used to execute a set of instructions at the same time.

A

Do Together

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14
Q

An action that takes place while an Alice world is playing.

A

Event

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15
Q

Methods known as ______ ______ perform actions that you want to take place in response to an Event.

A

Event Handlers

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16
Q

A special type of method that returns a value back to the instruction that called it.

A

Function

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17
Q

Standard conventions that programmers follow when they create names for objects and methods.

A

Naming Conventions

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18
Q

This naming convention: ButtsOnFilm

A

PascelCase

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19
Q

This naming convention: buttsOnFilm.

A

camelCase

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20
Q

Holds a group of items. Items may be added and removed while the world is running.

A

List

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21
Q

On the computer you are using.

A

Local

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22
Q

Any form of basic math.

A

Math Expression

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23
Q

Actions performed by an Object.

A

Method

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24
Q

A set of programming statements that an object can execute.

A

Method

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25
An invisable object that you place at a location in the world. For use with camera movement.
Dummy, or Dummy Object
26
A special variable that holds the argument being passed into the method.
Parameter
27
This loops condition is tested before each repetition of the loop. The While loop is one of these.
Pretest Loop
28
Each Alice Object has a set of pre-built Methods for use, they are called ________.
Primitive Methods
29
Each item that appears in an Alice world is an ________.
Object
30
An object's characteristics
Properties
31
A way of writing the steps of an algorithm (program) in English.
Pseudocode
32
This shows you the Camera's view, from the top, the right, and the front.
Quad View
33
When you call for any real number.
Random Number
34
When something goes back on itself. In Alice, it is a method that calls itself.
Recursion, Recursive Method
35
You use _________ _________ to compare values and determine whether relationships exist.
Relational Operators
36
To connect two or more relational comparisons, you use
Logical Operators
37
Describes the objects that are to appear in the world, and the actions that are to take place.
Problem Statement
38
A sequence of characters.
String
39
A set of rules that must be strictly followed when writing a program.
Syntax
40
A named storage location in the computer's memory.
Variable
41
This is a set of instructions that the computer follows
Program
42
This is a set of well-defined logical steps that must be taken in order to perform a task.
Algorithm
43
This is the only language that a computer understands
Machine Language
44
This is a number that consists of only 0s and 1s
Binary
45
This translates a program into machine language
Compiler
46
These are the words that make up a programming language
Keywords
47
Each object in an Alice world has these, which are values that specify the objects characteristics
Properties
48
In programming terminology, this is what objects are also called
Instances of a Class
49
This is how many degrees of freedom objects in a 3D world have
Six
50
This is what an object turns around when you rotate is.
The object's center point.
51
The first item in a list or array is stored at this position
Zero
52
This is the size of a list or an array.
The number of items stored in the list or array.
53
This is always the position number of the last item in a list or array.
One less than the size of the list or array.
54
This instruction steps through a list, one item at a time, performing the same operation on each item in the list
For all in order
55
This instruction steps through a list, simultaneously performing the same operation on each item in the list.
For all together
56
This Even uses a list of objects
Les the mouse move objects
57
This is true for the size of an array.
It cannot change while the world is running.
58
This is a dynamic data structure.
List
59
This is what the process of responding to an event is called
Handling the event
60
When an Alice world is first created, this is the event for which the only tile appears in the Events Editor.
When the world starts
61
This is an event handler
A method that is executed in response to an event.
62
This is what BDE stands for
Begin, During, End
63
This world function returns a random number
random number
64
In Alice, a random number is between these two values.
0 and 1
65
You use this statement to display messages in the text console area while a world is running
print
66
You can use these sound file types in Alice
mps, wav
67
A method that is executed in response to an event is commonly referred to as an ______
event handler
68
If you add a new behavior to an object, you add this type of method to it
Class-Level Method
69
After you have saved an object to a new class, you do this to add an instance of it to a world.
Click File, Then Import
70
In this process, the programmer goes through each step in an algorithm, expanding it until it has enough detail to be translated into actual instructions
Step-wise refinement
71
This is a special variable that holds an argument being passed into a method.
Parameter
72
In Alice, a property is really one of these
A class-level variable
73
This instruction is required in all functions
Return
74
To insert a graphical image into a world, you create one of these
Billboard
75
This property specifies that the object will move with another object
vehicle
76
The If/Else instruction tests a condition that must be of this type
Boolean
77
An If/Else instruction that has an empty Else part is this type of structure
Single-Alternative decision structure
78
An If/Else instruction that is inside of another If/Else instruction is said to be _________
Nested
79
If you need to determine whether one value is greater than another value, you use one of these operators.
Relational
80
You use this operator to determine whether one value is equal to another value
==
81
You use this operator to determine whether one value is not equal to another value
!=
82
A ______ is a set of instructions that the computer follows
Program
83
The ______ structure is used to have one object move before another object
Do in order
84
An _______ is a sequence of steps taht must be taken to perform a task
Algorithm
85
The __________ structure is used to have two objects move towards each other at the same time
Do Together
86
The object turns around it's ________ when you rotate it
Center
87
The ______ method can be used to change the size of an object
Resize
88
________ is a number system that consists of only 1s and 0s.
Binary
89
_________ is a property that is used to make an object invisable
isShowing
90
The ________ property is used to make an object disappear
Opacity
91
The ______ property would be used to make an object purple.
Color
92
________ are a set of programming statements that an object can execute
Methods
93
_______ is a yellow box that appears around an object to indicate that it is selected.
Bounding Box
94
________ are the words that make up a programming language
Keywords
95
________ are used to specify the characteristics of an object.
Properties