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Unit Test: The Frog | English Santoor Class 5 - New NCERT PDF Download

Time: 1 hour 
M.M. 30 
Attempt all questions. 
Question numbers 1 to 5 carry 1 mark each. 
Question numbers 6 to 8 carry 2 marks each. 
Question numbers 9 to 11 carry 3 marks each. 
Question numbers 12 & 13 carry 5 marks each.

Q1. Where does the frog often sit?
(a)
In the desert
(b)
In ponds and in the rain
(c) On mountain tops
(d)
In hot sand

Q2. True / False: 
Frogs live only on land and never in water.

Q3. Fill in the blank: 
As a young tadpole the frog swims like a ______.

Q4. What helps the frog to catch food quickly?
(a) Sharp claws
(b)
Long ears
(c)
Flicking its tongue
(d)
Big teeth

Q5. Fill in the blank: 
The frog’s colours help it to ______.

Q6. Why must the frog beware of snakes?

Q7. How do webbed feet help the frog?

Q8. What do the frog’s croaks tell us about its feelings?

Q9. Match the following (3 marks)Unit Test: The Frog | English Santoor Class 5 - New NCERT

Q10. Describe three ways the poem shows that the frog is suited to both land and water.

Q11. Explain why the frog’s colours are important for its safety.

Q12. How does the poem show the frog’s joy in its life? Give two examples and explain them.

Q13. Why is it important for children to learn about animals like the frog from poems and short passages? Give three reasons.

You can find the solutions of this Unit Test here: Unit Test (Solution): The Frog

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FAQs on Unit Test: The Frog - English Santoor Class 5 - New NCERT

1. What is the primary function of the Frog Class in programming?
Ans. The Frog Class is designed to model the behavior and attributes of a frog within a programming environment. It typically includes properties such as the frog's size, color, and age, as well as methods for actions like jumping, croaking, or swimming, allowing developers to simulate frog-related activities within their applications.
2. How can the Frog Class be utilized in game development?
Ans. In game development, the Frog Class can serve as a character or entity that players can interact with. It can be programmed to respond to player inputs, such as making the frog jump over obstacles or collect items. By incorporating the Frog Class into a game, developers can create engaging gameplay mechanics that involve the frog's unique abilities.
3. What attributes and methods are commonly included in a Frog Class?
Ans. Common attributes of a Frog Class may include properties such as color, size, age, and health. Methods can include actions like jump, croak, swim, and eat. These attributes and methods help define the frog's characteristics and behaviors, making it easier for programmers to create realistic simulations or games involving frogs.
4. How can inheritance be applied to the Frog Class in object-oriented programming?
Ans. Inheritance allows the Frog Class to serve as a base class for other classes, such as specific types of frogs (e.g., TreeFrog or Toad). By inheriting from the Frog Class, these subclasses can utilize shared attributes and methods while also introducing their own unique features, promoting code reusability and organization within the programming structure.
5. What are some common challenges when implementing a Frog Class in a programming project?
Ans. Common challenges may include ensuring that the frog's behaviors are realistic and responsive to user inputs, managing the collision detection with other objects in the environment, and optimizing performance so that the frog's animations and actions run smoothly. Additionally, handling the frog's lifecycle, such as aging or health management, can also pose challenges for developers.
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