Completion Complete each
statement.
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1.
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A flow or _______________ provides a concise summary of the user story.
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2.
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___________ are messages that we can send to an object to retrieve information
from it.
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3.
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An objects __________________ are internal characteristics that determine the
object’s appearance and behavior.
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4.
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In programming, messages that produce a behavior are called
_____________.
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5.
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Methods that animate an object without producing a value are called
______________.
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6.
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A(n) ____________________ statement performs the statements it contains
simultaneously.
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7.
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To save the postion and orientation of an object, Alice provides objects called
__________.
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8.
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Methods are stored within _____________.
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9.
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Which animation style would you choose to both start and finish
gradually?
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10.
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An object’s ____________ determines the way it is facing in the 3D
world.
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11.
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An object’s orientation is it’s combined yaw, __________, and
roll.
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12.
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______________ inherit the methods and properties of their superclass.
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13.
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A variable’s _______ describes the kind of value we intend to store in
it.
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14.
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If more than two statements in a method use the same value, store that value in
a __________.
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15.
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A value that we pass to anobject via a message is called a(n)
_____________.
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16.
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A(n) ____________ is a method variable that stores an argument.
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17.
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___________ variables store computed values for later use.
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18.
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_______________ store an object’s attributes.
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19.
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The ____________ property lets you synchronize the movements of two
objects.
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20.
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A(n) ____________ lets you send a message to an object and get a
response.
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21.
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A ____________ is a name that refers to a piece of the program’s memory,
in which a value can be stored, retrieved, and changed.
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22.
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A(n) _________ variable lets us compute and store a value within a method for
later use.
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23.
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A(n) ___________ is a type of variable that lets us write methods that are more
broadly useful.
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24.
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A(n) ____________ variable or property lets us store a characteristic of an
object.
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25.
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A(n) ________ is the value a variable will contain when the method
starts.
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26.
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A(n) ____________ is a type of variable used for storing whole numbers.
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27.
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A(n) ________ is a type of variable used for storing a sequence of
characters.
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28.
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A value that we pass to an object via a message is called a(n)
____________.
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29.
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A(n) _____________method is used to set the value of a property.
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30.
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A(n) __________ method is used to get the value of a property.
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31.
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Computer scientists often describe flow control statements as
________________.
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32.
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Decision making depends on current circumstances or conditions, so a
piece of a program that produces a true or false value is called a
____________________.
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33.
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The doInOrder and DoTogether are _____________ statements, because
their effect is to control the flow of the program through the statements within
them.
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34.
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The six most common operators that produce Boolean values are called the
_______________.
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35.
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The for statement uses a condition to direct program flow through a group of
statements ____________, a fixed number of times.
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36.
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A(n) _________ is a single variable with room to store a group of items.
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37.
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In Alice, the index of the first item in an array is always zero and the square
brackets ([ and ]) that surround an index are called the _____________.
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38.
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The _______________statement is designed specifically for processing each of the
items in an array.
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39.
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The __________________ statement performs the statements within it for each item
in the list simultaneously.
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40.
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Arrays are _________________, meaning each item is stored within the array at a
position called the item’s index.
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41.
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Alice’s _____________ menu choice provides a variety of functions to
generate random numbers and boolean values.
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42.
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The ____ loop plus the subscript operation can be used to process each of
the items in an array (or multiple arrays) in sequence.
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43.
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The procedure that a listener performs in response to an event is called an
________________.
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44.
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The _________________ button lets us tell our program to listen for other kinds
of events and to define handlers for those events.
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45.
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A program that solves a problem or tells a story mainly through events and
handlers is called a(n) _________________.
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46.
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The _______________ event is triggered by an object that was outside the
camera’s view enters its view.
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47.
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You can use a(n) _____________ to add titles, instructions, and credits to a
world.
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48.
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__________________ can make the transition between scenes seem less abrupt and
jarring or they can be used to convey a sense of time elapsing between the scenes.
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49.
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______________ are mistakes in the logic used in specifying how something should
behave.
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50.
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A(n) ____________ is an event that is triggered when the user clicks on an
object.
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