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. 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.






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






3. Use "for" or "while" to make it repeat a block.






4. A sample program with a limited set of features that is used to evaluate software to see how fun - challenging and/or marketable it is






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






6. A game that has X - Y and Z for it's coordinates but only a small amount of Z coordinates. It typically is played on X and Y coordinates with the use of 3D assets.






7. 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.






8. A 2D image which is is used as a kind of wallpaper for the basic polygons used in 3D graphics.






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






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






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






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






13. A class of games.






14. 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.






15. A graphic associated with a sprite






16. A model






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






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






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






20. 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.






21. An instance of a class. It therefore has all of the same attributes and methods of that class.






22. 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.






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






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






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






26. The task of detecting when two objects in a game (or simulation) touch each other






27. Something that is true or false






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






29. Several 2D graphics images of one object or character for each of it's possible positions and states. The game engine displays the correct image based on the object's or character's position.






30. (x == 5) MAKE SURE TO USE T W O EQUAL SIGNS!






31. A rule which defines how a game proceeds. For instance - in Chess - a bishop may move only along the boards diagonals.






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






33. Indent stuff nicely - etc. Compiler ignores it






34. An if-statement






35. The science of matter and energy and their interactions.






36. Implies a precise - reasoned - provable system which can be rigorously tested for accuracy.






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






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






39. 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.






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






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






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






43. A keyword used to execute a block of statements in the case that the test condition with the if keyword evaluates to false.






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






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






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






47. 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.






48. A 2D game that most of the movement through a level is done by moving your charachter left or right.






49. 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.






50. A note in the code