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ICS - Midterm Review (Fall 24)

Total questions: 60

Worksheet time: 55mins

Name
Class
Date
1.

The inputs and outputs that allow a user to interact with a piece of software.

a)

Useful Interchange

b)

User Input

c)

User Interface

d)

User Intention

2.

Data that are sent to a computer for processing by a program.

a)

Output

b)

Screen

c)

Input

d)

User Interface

3.

Any data that are sent from a program to a device.

a)

Input

b)

Output

c)

Outdate

d)

Program

4.

A set of commands, instructions, and other syntax use to create a software program.

a)

User Interface

b)

Encryption

c)

Coding

d)

Programming Language

5.

A collection of program statements. Programs run (or “execute”) one command at a time.

a)

Program

b)

Program Statement

c)

Coding

d)

Programming Language

6.

Program statements run in order, from top to bottom.

a)

Sequential Programming

b)

Event Driven Programming

7.

Some program statements run when triggered by an event, like a mouse click or a key press.

a)

Sequential Programming

b)

Event Driven Programming

8.

What is a reason to include comments in a program?

a)

Comments tell the computer what the code is doing.

b)

Comments tell the programmer what the code is doing.

c)

Comments help the user work an app more effectively.

d)

Comments will show up in the console so when the program is run, the programmer know what happens.

9.

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

10.

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

11.

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

12.

What is the origin of a square or rectangle?

a)

The bottom right corner

b)

The bottom left corner

c)

The top right corner

d)

The top left corner

13.

What is the origin of a circle or ellipse?

a)

The bottom left corner

b)

The center

c)

The bottom right corner

d)

The top

14.

In this line of code:

rect(250, 100);

which number is the y value?

a)

rect

b)

250

c)

100

15.

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

16.

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

a)

Any shapes on the screen

b)

The background

c)

The foreground

d)

Nothing

17.

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

18.

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

19.

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).

20.

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.

21.

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.

22.

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.

23.

Finding and fixing problems in an algorithm or program.

a)

Bug

b)

Variable

c)

Property

d)

Debugging

24.

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

a)

Sprite

b)

Property

c)

Animation

d)

Variable

25.

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

a)

Frame

b)

Animation

c)

Bug

26.

In which direction will the sprite move?

bee.y = bee.y + 2

a)

left

b)

right

c)

up

d)

down

27.

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

28.

Which line of code is most likely to return an error?

a)

1

b)

2

c)

3

d)

4

29.

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.

30.

Which direction will the sprite move in the code pictured? (Click on picture to enlarge.)

a)

Left

b)

Right

c)

Up

d)

Down

31.

What keyboard key do you need press to move the sprite?

a)

x

b)

y

c)

up arrow

d)

space

32.

What is the name of the sprite variable in the code pictured? (Click on picture to enlarge.)

a)

fly

b)

ladybug

c)

bug

d)

space

33.

This plane looks like someone is smearing a stamp across a paper.


How would you fix this code so that it looks likes the plane is smoothly moving across the scene? (Click on image to enlarge.)

a)

(line 8) increase the speed of the plane in the draw loop.

b)

(line 7) add plane.rotation into the draw loop

c)

(line 4) add a drawSprites

d)

(line 3) move the background code into the draw loop so that it makes a new background each loop

34.

Match the code with the output

a)
b)
c)
35.

Which command matches this block of code?

a)

The number of times per second the screen is refreshed.

b)

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

c)

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

36.
What is the point of binary?
a)
It represents how computers interpret electrical signals
b)
Because we like to make you do extra maths ;-D
c)
For the lulz
d)
Because it describes star systems
37.
What are the only two numbers you can use in binary?
a)
0 and 1
b)
1 and 2
c)
1, 2, 3, 4, 5, 6, 7, 8, 9, 10
d)
1, 2, 4, 8, 16
38.
If a binary number ends with a 1, it must be...
a)
An odd number
b)
An even number
c)
A prime number
d)
The number 12
39.
An electrical circuit that is on, or lit up, is represented by a
a)
0
b)
1
40.
Which of these is NOT an example of binary?
a)
on or off
b)
true or false
c)
yes or no
d)
head, shoulders, knees, or toes
41.
Convert 128 to binary
a)
10000000
b)
01111110
c)
10000001
d)
11001100
42.
Convert 65 to binary
a)
01100001
b)
00100001
c)
01000001
d)
00100101
43.
Convert 37 to binary
a)
00100101
b)
00100011
c)
00100111
d)
01000101
44.
Convert 00010001 to decimal
a)
17
b)
27
c)
37
d)
47
45.
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.
46.
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.
47.
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
48.
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.
49.
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.
50.
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
51.
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.
52.
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.
53.
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.
54.
Abstraction
a)
the rate at which frames in an animation are shown, typically measured in frames per second
b)
A graphic character on the screen with properties that describe its location, movement, and look.
c)
Pulling out specific differences to make one solution work for multiple problems.
d)
in programming, an expression that evaluates to True or False.
55.
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.
56.
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.
57.
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.
58.
Bug
a)
Part of a program that does not work correctly.
b)
the rate at which frames in an animation are shown, typically measured in frames per second
c)
An algorithm that has been coded into something that can be run by a machine.
d)
A graphic character on the screen with properties that describe its location, movement, and look.
59.
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.
60.
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.