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






2. 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.






3. Graphical User Interface.






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






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






6. A generic term for graphics - sounds - maps - levels - models - and any other resources.






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






8. Rules for combining symbols of a computer language. Important elements might include spelling - spacing - and punctuation. It is the grammar of the specific programming language.






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






10. A graphic associated with a sprite






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






12. Indent stuff nicely - etc. Compiler ignores it






13. A class of games.






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






15. 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.






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






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






18. Text added to code that explains how the code works. In most languages - this is usually done by typing two forward slashes // and then the comment.






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






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






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






22. A player must jump throughout the game to kill monsters and to travel through the level.






23. Many current games have tools that have been developed by the creators or players which allow the game to be changed by players to create different looking and sometimes playing games.






24. A note in the code






25. A program to translate source code into code to be executed by a computer






26. x = 5; MAKE SURE TO USE O N E EQUAL SIGN!






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






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






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






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






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






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






33. Logic used to determine a computer players decisions.






34. A piece of hardware that directs network traffic from one network to the other - and can also act as a firewall.






35. Scripted (non-interactive) 3D animation comprised of pre-set camera motion - character motion and environment changes.






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






37. A model






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






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






40. The process of creating an illusion of more colors than are really available in the current color depth by creatively arranging individual pixel patterns.






41. In 32-bit color - 24-bits are used for the color - and the extra 8-bits represent this value. This value is used to determine the pixel's translucency level.






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






43. When you put one thing inside another - e.g. - a conditional inside a loop - a loop inside a conditional - a loop inside a loop - etc.






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






45. A chart or plan that is used to help out in designing a program by using standard ANSI symbols to present the detailed series of steps needed to solve a programming problem.






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






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






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






49. the illusion of movement by switching costumes






50. The act of extracting strings from a larger string to gather elements that are needed. Usually referred to when extracting data from a text file - which may or may not be formatted specifically for this purpose.