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CSD Unit 3 Review

Total questions: 60

Worksheet time: 43mins

Name
Class
Date
1.
a)

Makes the sprite push the target as long as they are touching each other. The sprite keeps moving normally.

b)

a simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.

c)

Clockwise rotation change in degrees per frame of the sprite.

2.
a)

Velocity in the positive y direction of the sprite in pixels per frame.

b)

Velocity in the positive x direction of the sprite in pixels per frame.

c)

Speed Racer's mysterious older brother Racer X

3.
a)

Sets the collider for a sprite.

b)

Checks if the sprite is touching the target sprite or any sprite in the target group.

c)

Makes the sprite and the target bounce when they touch each other. Both the sprite and the target change how they are moving.

4.
a)

Velocity in the positive y direction of the sprite in pixels per frame.

b)

Velocity in the positive x direction of the sprite in pixels per frame.

c)

The velocity lost or gained by a sprite during a collision or bounce.

5.
a)

Displays the perimeter of the sprite's hit-box, true (the hit-box is visible) or false (the hit-box is not visible).

b)

Makes the sprite bounce off the target when they touch each other. The target keeps moving as before.

c)

Checks if the sprite is touching the target sprite or any sprite in the target group.

6.
a)

Makes the sprite and the target bounce when they touch each other. Both the sprite and the target change how they are moving.

b)

Makes the sprite bounce off the target when they touch each other. The target keeps moving as before.

c)

Makes the sprite push the target as long as they are touching each other. The sprite keeps moving normally.

7.
a)

Makes the sprite and the target bounce when they touch each other. Both the sprite and the target change how they are moving.

b)

Sets the collider for a sprite.

c)

Makes the sprite stop when it runs into the target. If the target is moving, it will push the sprite with it. The target keeps moving as before.

8.
a)

Makes the sprite push the target as long as they are touching each other. The sprite keeps moving normally.

b)

Makes the sprite stop when it runs into the target. If the target is moving, it will push the sprite with it. The target keeps moving as before.

c)

The debug state of the sprite, true or false.

9.
a)

Makes the sprite and the target bounce when they touch each other. Both the sprite and the target change how they are moving.

b)

Makes the sprite bounce off the target when they touch each other. The target keeps moving as before.

c)

Makes the sprite stop when it runs into the target. If the target is moving, it will push the sprite with it. The target keeps moving as before.

10.
a)

Makes the sprite bounce off the target when they touch each other. The target keeps moving as before.

b)

Checks if the sprite is touching the target sprite or any sprite in the target group.

c)

The velocity lost or gained by a sprite during a collision or bounce.

11.
a)

The velocity lost or gained by a sprite during a collision or bounce.

b)

Makes the sprite stop when it runs into the target. If the target is moving, it will push the sprite with it. The target keeps moving as before.

c)

Creates a Tigger sprite that is very bouncy, pouncy, and trouncy.

12.
a)

When you define a function you give a name to a set of actions you want the computer to perform. When you call a function you are telling the computer to run (or execute) that set of actions.

b)

The common programming structure that implements "conditional statements".

c)

Calls a user defined function that takes no parameters, and optionally generates a return value.

13.
a)

Calls a user defined function that takes no parameters, and optionally generates a return value.

b)

a simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.

c)

A named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs.

14.

Abstraction

a)

A simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.

b)

A named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs.

c)

When you define a function you give a name to a set of actions you want the computer to perform. When you call a function you are telling the computer to run (or execute) that set of actions.

15.

Debugging

a)

Finding and fixing problems in an algorithm or program.

b)

The debug state of the sprite, true or false.

c)

Makes the sprite bounce off the target when they touch each other. The target keeps moving as before.

16.

If-Statement

a)

The common programming structure that implements "conditional statements" and allows for branching.

b)

A named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs.

c)

Checks if the sprite is touching the target sprite or any sprite in the target group.

17.

Function

a)

A named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs.

b)

A simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.

c)

Checks if the sprite is touching the target sprite or any sprite in the target group.

18.

How are shapes plotted on the screen?

a)

with alphabet letters

b)

with X and Y coordinates

c)

using a touch screen

d)

with width and height values

19.

The x value represents...

a)

How far away from the left of the screen

b)

How far away from the right of the screen

c)

How far away from the top of the screen

d)

How far away from the bottom of the screen

20.

The y value represents...

a)

How far away from the right of the screen

b)

How far away from the left of the screen

c)

How far away from the bottom of the screen

d)

How far away from the top of the screen

21.

What is the origin of a square or rectangle? (What part of the square or rectangle indicate the x & y coordinates?)

a)

The bottom right corner

b)

The bottom left corner

c)

The top right corner

d)

The top left corner

22.

What is the origin of a circle or ellipse? (What part of the ellipse or circle indicate the x & y coordinates?)

a)

The bottom left corner

b)

The center

c)

The bottom right corner

d)

The top

23.

In this line of code:

rect(250, 100);

which number is the y value?

a)

rect

b)

250

c)

100

24.

In this line of code: rect(250, 250, 100, 50); what do 100 and 50 represent?

a)

The x and y values

b)

The w and h values (width & height)

25.

Given rect(x, y, w, h); what are w and h?

a)

width and heavy

b)

width and tallness

c)

width and length

d)

width and height

26.

The line of code: background("red"); will change what red?

a)

Any shapes on the screen

b)

The background

c)

The foreground

d)

Nothing

27.

What line of code will change the color of any shapes coded below it?

a)

color

b)

rect

c)

weight

d)

fill

28.

What does the randomNumber line of code do?

a)

picks the same number every time

b)

picks any number from zero to infinity

c)

picks any number from the minimum and maximum that you set

d)

it doesn't do anything

29.

Can you use the randomNumber line of code to replace a single value, such as a y value?

a)

Yes!

b)

No!

30.

This line of code does what?

var hello = 100

a)

creates a variable

b)

names or labels the variable "hello"

c)

sets the value of the variable hello to 100

d)

All three are correct

31.

Which command matches this block of code?

a)

Creates a new sprite and assigns it to the variable specified.

b)

Declares and assigns an initial value to a variable

c)

Draws an ellipse onto the display centered at x and y and inscribed in a rectangle with sides length w(idth) and h(eight).

32.

Which command matches this block of code?

a)

Declares and assigns an initial value to a variable.

b)

The number of times per second the screen is refreshed.

c)

Returns a random number in the closed range from min to max.

33.

Which command matches this block of code?

a)

Draws an ellipse keeping the height to width ratio the same.

b)

Shrink or grow a sprite keeping the height to width ratio the same.

c)

Draws a rectangle keeping the height to width ratio the same.

34.

Which command matches this block of code?

a)

Displays a group of sprites. If no parameter is specified, draws all sprites in the sketch.

b)

Shrink or grow a sprite keeping the height to width ratio the same.

c)

The lines of code contained inside its block are continuously executed until the program is stopped.

35.

Finding and fixing problems in an algorithm or program.

a)

Bug

b)

Variable

c)

Property

d)

Debugging

36.

A graphic character on the screen with properties that describe its location,

a)

Sprite

b)

Property

c)

Animation

d)

Variable

37.

A series of images that create the illusion of motion by being shown rapidly one after the other

a)

Frame

b)

Animation

c)

Bug

38.
What is at the end of a line of code?
a)
#
b)
;
c)
)
d)
>
39.

What is x value in the following code?

rect(250, 200, 75, 225);

a)

250

b)

200

c)

75

d)

225

40.

In which direction will the sprite move?

bee.y = bee.y + 2

a)

left

b)

right

c)

up

d)

down

41.

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

42.

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

43.

Part of a program that does not work correctly.

a)

Bugging

b)

Bug

c)

Parameter

d)

Program

44.

An algorithm that has been coded into something that can be run by a machine.

a)

Parameter

b)

Sprite

c)

Program

d)

Property

45.

A graphic character on the screen with properties that describe its location,

a)

Sprite

b)

Property

c)

Animation

d)

Variable

46.

An extra piece of information passed to a function to customize it for a specific need

a)

Property

b)

Variable

c)

Program

d)

Parameter

47.

A placeholder for a piece of information that can change.

a)

Parameter

b)

Frame

c)

Variable

d)

Sprite

48.

Attributes that describe an object's characteristics

a)

Property

b)

Variable

c)

Bug

d)

Parameter

49.

A series of images that create the illusion of motion by being shown rapidly one after the othe

a)

Variable

b)

Animation

50.

A single image within an animation

a)

Conditionals

b)

Frame

c)

Expression

51.

The rate at which frames in an animation are shown, typically measured in frames per second

a)

Frame

b)

Parameter

c)

Frame Rate

52.

Any valid unit of code that resolves to a value.

a)

Expression

b)

Property

c)

Parameter

53.

A placeholder for a piece of information that can change.

a)

Boolean

b)

Variable

c)

Abstraction

54.

A single value of either TRUE or FALSE

a)

Boolean

b)

Conditionals

c)

Expression

d)

Yes

55.

Statements that only run under certain conditions.

a)

Conditionals

b)

Scrunchies

c)

Bugs

56.

Any valid unit of code that resolves to a value.

a)

Expression

b)

Turtles

c)

Conditional

57.

In programming, an expression that evaluates to True or False.

a)

No

b)

Conditionals

c)

Boolean Expression

58.

The common programming structure that implements "conditional statements"

a)

Pumpkin Spice

b)

If-Statement

c)

Expression

59.

Statements that only run under certain conditions.

a)

n i oop

b)

Functions

c)

Conditionals

60.

The y value represents...

a)

How far away from the right of the screen

b)

How far away from the left of the screen

c)

How far away from the corner of the screen

d)

How far away from top to bottom of the screen