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Alice 3 Final

Completion
Complete each statement.
 

 1. 

A value that we pass to anobject via a message is called a(n) _____________.
 

 

 2. 

The __________________ statement performs the statements within it for each item in the list simultaneously.
 

 

 3. 

___________ are messages that we can send to an object to retrieve information from it.
 

 

 4. 

A(n) ____________ is a method variable that stores an argument.
 

 

 5. 

Methods are stored within _____________.
 

 

 6. 

A value that we pass to an object via a message is called a(n) ____________.
 

 

 7. 

If more than two statements in a method use the same value, store that value in a __________.
 

 

 8. 

An objects __________________ are internal characteristics that determine the object’s appearance and behavior.
 

 

 9. 

Arrays are _________________, meaning each item is stored within the array at a position called the item’s index.
 

 

 10. 

Alice’s _____________ menu choice provides a variety of functions to generate random numbers and boolean values.
 

 

 11. 

A variable’s _______ describes the kind of value we intend to store in it.     
 

 

 12. 

Which animation style would you choose to both start and finish gradually?
 

 

 13. 

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 _____________.
 

 

 14. 

_______________ store an object’s attributes.
 

 

 15. 

The ____________ property lets you synchronize the movements of two objects.
 

 

 16. 

Decision making depends on current circumstances or conditions, so a piece of a program that produces a true or false value is called a ____________________.     
 

 

 17. 

______________ inherit the methods and properties of their superclass.
 

 

 18. 

A(n) ________ is a type of variable used for storing a sequence of characters.
 

 

 19. 

An object’s orientation is it’s combined yaw, __________, and roll.
 

 

 20. 

A(n) _________ variable lets us compute and store a value within a method for later use.
 

 

 21. 

___________ variables store computed values for later use.
 

 

 22. 

To save the postion and orientation of an object, Alice provides objects called __________.
 

 

 23. 

The _______________statement is designed specifically for processing each of the items in an array.
 

 

 24. 

The _______________ event is triggered by an object that was outside the camera’s view enters its view.
 

 

 25. 

A(n) ____________________ statement performs the statements it contains simultaneously.
 

 

 26. 

A flow or _______________ provides a concise summary of the user story.
 

 

 27. 

The ____ loop plus the subscript operation can be used to process each of the items in
an array (or multiple arrays) in sequence.
 

 

 28. 

__________________ 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.
 

 

 29. 

A(n) ___________ is a type of variable that lets us write methods that are more broadly useful.
 

 

 30. 

A(n) __________ method is used to get the value of a property.
 

 

 31. 

Computer scientists often describe flow control statements as ________________.
 

 

 32. 

The for statement uses a condition to direct program flow through a group of statements
____________, a fixed number of times.
 

 

 33. 

The procedure that a listener performs in response to an event is called an ________________.
 

 

 34. 

The doInOrder and DoTogether are _____________ statements, because their
effect is to control the flow of the program through the statements within them.
 

 

 35. 

Methods that animate an object without producing a value are called ______________.
 

 

 36. 

A(n) ____________ is a type of variable used for storing whole numbers.
 

 

 37. 

The six most common operators that produce Boolean values are called the _______________.
 

 

 38. 

A(n) ____________ variable or property lets us store a characteristic of an object.
 

 

 39. 

A(n) _____________method is used to set the value of a property.
 

 

 40. 

The _________________ button lets us tell our program to listen for other kinds of events
and to define handlers for those events.
 

 

 41. 

A ____________ is a name that refers to a piece of the program’s memory, in which a value can be stored, retrieved, and changed.
 

 

 42. 

A(n) ____________ is an event that is triggered when the user clicks on an object.
 

 

 43. 

A(n) ________ is the value a variable will contain when the method starts.
 

 

 44. 

In programming, messages that produce a behavior are called _____________.
 

 

 45. 

A(n) ____________ lets you send a message to an object and get a response.
 

 

 46. 

A(n) _________ is a single variable with room to store a group of items.
 

 

 47. 

______________ are mistakes in the logic used in specifying how something should behave.
 

 

 48. 

A program that solves a problem or tells a story mainly through events and handlers is called a(n) _________________.
 

 

 49. 

You can use a(n) _____________ to add titles, instructions, and credits to a world.
 

 

 50. 

An object’s ____________ determines the way it is facing in the 3D world.
 

 



 
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