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Unit 3 Chapter 1

Total questions: 26

Worksheet time: 13mins

Name
Class
Date
1.

In which direction will the sprite move?

plane.x = plane.x + 2

a)

left

b)

right

c)

up

d)

down

2.

In which direction will the sprite move?

plane.x = plane.x - 2

a)

left

b)

right

c)

up

d)

down

3.

In which direction will the sprite move?

bee.y = bee.y - 2

a)

left

b)

right

c)

up

d)

down

4.

In which direction will the sprite move?

bee.y = bee.y + 2

a)

left

b)

right

c)

up

d)

down

5.

What is x value in the following code?

rect(250, 200, 75, 225);

a)

250

b)

200

c)

75

d)

225

6.

What is y value in the following code?

rect(250, 200, 75, 225);

a)

250

b)

200

c)

75

d)

225

7.

What is width of the rectangle in the following code?

rect(250, 200, 75, 225);

a)

250

b)

200

c)

75

d)

225

8.

What is height of the rectangle in the following code?

rect(250, 200, 75, 225);

a)

250

b)

200

c)

75

d)

225

9.

Which sprite property would you change to move the sprite from left to right?

a)

sprite.x

b)

sprite.y

c)

sprite.scale

d)

sprite.rotation

10.

Which sprite property would you change to move the sprite from up and down?

a)

sprite.x

b)

sprite.y

c)

sprite.scale

d)

sprite.rotation

11.

Which sprite property would you change to make the sprite grow in size?

a)

sprite.x

b)

sprite.y

c)

sprite.scale

d)

sprite.rotation

12.

Which sprite property would you change to make the sprite turn in a circle?

a)

sprite.x

b)

sprite.y

c)

sprite.scale

d)

sprite.rotation

13.
Program
a)
Attributes that describe an object's characteristics
b)
A graphic character on the screen with properties that describe its location, movement, and look.
c)
An algorithm that has been coded into something that can be run by a machine.
d)
A placeholder for a piece of information that can change.
14.
Parameter
a)
An extra piece of information that you pass to the function to customize it for a specific need.
b)
The common programming structure that implements "conditional statements".
c)
the rate at which frames in an animation are shown, typically measured in frames per second
d)
Pulling out specific differences to make one solution work for multiple problems.
15.
Function
a)
A placeholder for a piece of information that can change.
b)
a series of images that create the illusion of motion by being shown rapidly one after the other
c)
A piece of code that you can easily call over and over again.
d)
Attributes that describe an object's characteristics
16.
Sprite
a)
A graphic character on the screen with properties that describe its location, movement, and look.
b)
 A placeholder for a piece of information that can change.
c)
Attributes that describe an object's characteristics
d)
An algorithm that has been coded into something that can be run by a machine.
17.
Property
a)
Attributes that describe an object's characteristics
b)
An algorithm that has been coded into something that can be run by a machine.
c)
Pulling out specific differences to make one solution work for multiple problems.
d)
An algorithm that has been coded into something that can be run by a machine.
18.
Animation 
a)
The common programming structure that implements "conditional statements".
b)
 a series of images that create the illusion of motion by being shown rapidly one after the other
c)
A graphic character on the screen with properties that describe its location, movement, and look.
d)
Pulling out specific differences to make one solution work for multiple problems
19.
Frame Rate
a)
the rate at which frames in an animation are shown, typically measured in frames per second
b)
Pulling out specific differences to make one solution work for multiple problems.
c)
A graphic character on the screen with properties that describe its location, movement, and look.
d)
A placeholder for a piece of information that can change.
20.
Frame
a)
a single image within an animation
b)
Finding and fixing problems in your algorithm or program.
c)
the rate at which frames in an animation are shown, typically measured in frames per second
d)
in programming, an expression that evaluates to True or False.
21.
Variable
a)
An extra piece of information that you pass to the function to customize it for a specific need.
b)
The common programming structure that implements "conditional statements".
c)
 Attributes that describe an object's characteristics
d)
 A placeholder for a piece of information that can change.
22.
Boolean
a)
A single value of either TRUE or FALSE
b)
Any valid unit of code that resolves to a value.
c)
Part of a program that does not work correctly.
23.
If-Statement
a)
 The common programming structure that implements "conditional statements".
b)
 Attributes that describe an object's characteristics
c)
An algorithm that has been coded into something that can be run by a machine.
d)
Part of a program that does not work correctly.
24.
Conditionals
a)
Any valid unit of code that resolves to a value.
b)
a single image within an animation
c)
Statements that only run under certain conditions.
d)
Any valid unit of code that resolves to a value.
25.
Boolean Expression
a)
a single image within an animation
b)
A single value of either TRUE or FALSE
c)
A piece of code that you can easily call over and over again.
d)
Finding and fixing problems in your algorithm or program.
26.
Debugging
a)
Finding and fixing problems in your algorithm or program.
b)
Statements that only run under certain conditions.
c)
Any valid unit of code that resolves to a value.
d)
Part of a program that does not work correctly.