In a micro-world like a LightBot level, the coordinates that identify the upper left corner of the world are:

(0,0)
  • (1, 1)
  • (A, 0)
  • (A, 1)

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When we create a new class that inherits from an existing class, we use this keyword to specify the class to inherit from:

extends
  • inherits
  • subclasses
  • implements

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An instance of a class is called:

an object
  • a memory location
  • a variable
  • a name

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The set of values of all of the attributes defining an object are called its:

state
  • variables
  • location
  • inspector

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A LightBot can perform these actions:

Jump
  • Run
  • Eat
  • Lie Down

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When we create a new class that inherits from another, we call this new class a:

All of these are correct
  • Child Class
  • Derived Class
  • Subclass

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A LightBot command that can run multiple commands is:

turn()
  • move()
  • turnRight()
  • turnLightOn()

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A special kind of method that is used to initialize a brand new object is called:

a constructor

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Some methods take additional values that provide information about what the method should do. These additional values are called:

parameters

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