Test your basic knowledge |

Game Programming

Subject : it-skills
Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. Use "for" or "while" to make it repeat a block.






2. A series of instructions for performing a task. This is the backbone of all programming.






3. The physical separation of different subtasks - e.g. - into separate classes - source code files or modules.






4. A re-sizable array of elements. A mathematical object - usually in 2D or 3D space containing position elements of the same order.






5. The effect produced when a complex image is put onto a display with a limited resolution. This effect is a product of downsampling. Examples include jagged looking lines in lower resolutions.






6. It is the code that makes a game run. It can be used for multiple games by using different art and data sets.






7. A built-in function such as * - + - - - / - for - while - if - =






8. A set of routines which acts as a go-between for the operating system and a program.






9. The process of finding and fixing errors in a program.






10. A method whereby a developer is paid for their work as a percentage of either net or gross receipts.






11. A yearly exposition of the newest games - consoles - and tools for electronic entertainment.






12. To make a instance of a class. To create a object.






13. A 3D location where two or more lines meet.






14. An open-sourced 3D modeller released under the GPL.






15. the illusion of movement by switching costumes






16. Graphical User Interface.






17. A 3d modelling term that refers to a model as a series of polygons.






18. A derogatory term for someone who has little or no experience.






19. Usually an enemy character that will be found at the end of a level which is harder to kill.






20. A version of a program that is almost finished and is being tested






21. A class of games.






22. A collection of data items - all of the same type - in which each item's position is uniquely designated by an integer.






23. A grouping of re-usable code which consists of particular data structures and algorithms.






24. A document that the designer creates which contains everything that a game should include.






25. Instructions written in 0s or 1s (binary); a compiled program






26. A type of programming in which programmers define not only the data type of a data structure - but also the types of operations (functions) that can be applied to the data structure.






27. A whole number - i.e. a number that does not have a fractional part.






28. The smallest type of variable that holds non-numeric data. Word - phrases - lines of a file - and full sentences are examples






29. blueprints for commonly used and related variables and functions.






30. Something that is true or false






31. The way a game moves from beginning towards a (possibly undefined) end.






32. A computer network limited to the immediate area - often connected with Ethernet. It is often supported in multiplayer games.






33. A package of APIs by Microsoft that is used to quickly access hardware.






34. Has special meaning. They are reserved and may not be used as variable names.






35. A generic name for a missile - bullet - laser beam - acorn - basketball or any other object that gets thrown - hurled or shot as part of a game.






36. The act of simulation a set of circumstances out of the original context. They often simulate hardware calls so that different machines can run each others software.






37. A process of rendering polygons that gives them an illusion of depth.






38. To combine two or more strings such that they become a new string value.






39. The process of altering the size of an object.






40. The number of pixels or character cells per inch available on the screen.






41. A keyword used to declare a loop that reiterates statements.






42. The time it takes for information to travel. Often measured in the time information can go across a network and return with the "ping" command.






43. A player will use their character to defeat quests. These games are comparable to dungeons and dragons.






44. A graphics API for PCs and Macs used to develop 3D games like Quake.






45. The important and hopefully entertaining interactions between a player and the game world.






46. A program (or part of a program) used by the programmer to experiment and try out new things






47. A game that only has X and Y coordinates for its objects and characters like Tetris and Pac-Man.






48. A generic word that game designers use to stand for any object.






49. A game whose objects and characters can have an X - Y and Z coordinate.






50. A named storage location that can contain data that can be modified during program execution. Each such location has a name that must begin with an alphabetic character.