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Gaming: Lesson 3
Test Description: Lesson 3 Review
Instructions: Answer all questions to get your test result.
1) Actions that an object can perform and are a part of the object’s description.
A
function
B
method
C
operator
D
event
2) An object that is built using a class
A
instance
B
operator
C
parameter
D
variable
3) A program location to store information in the computer’s memory and used in a program while executing, like a storage container.
A
class
B
variable
C
property
D
expression
4) Check for a specific condition (true or false) and is often used in repetition and selection structures.
A
comparative boolean
B
Conditional Boolean
C
event handler
D
assignment operator
5) Named units of code that perform a task or cause an action to take place, such as move forward or jump.
A
object
B
expression
C
argument
D
Function
6) The symbols of an expressions that are evaluated using the mathematical order of precedence, such as + or =
A
Operator
B
Variable
C
Conditional Boolean
D
Object
7) The instance of a particular class defined by its properties and methods.
A
event
B
function
C
class
D
object
8) The rules of the structure, symbols, and words that make up a programming language.
A
class
B
syntax
C
expression
D
property
9) Links the variable name on the left side of the operator with a value on the right side when initializing a variable, such as var playerName = John..
A
comparative boolean
B
argument
C
conditional boolean
D
Assignment Operator
10) The various characteristics of an object used in creating a class.
A
function
B
parameter
C
Property
D
instance
11) Compare values and is often used in repetition and selection structures.
A
Comparative Boolean
B
property
C
conditional boolean
D
variable
12) The value used by a method to perform an action, such as the value given to the rotate “method” could be 90 degrees.
A
function
B
argument
C
assignment operator
D
method
13) An action that takes place while a program is running, such as a mouse click or the pressing of a key.
A
parameter
B
operator
C
event
D
event handler
14) a combination of variables, values, functions and operators, which are evaluated and produce a new value.
A
syntax
B
class
C
expression
D
object
15) The variable that holds the argument data (value) needed by the method.
A
variable
B
operator
C
parameter
D
class
16) A definition or blueprint used to create a particular type of object, providing a detailed description of the object's characteristics (such as that the object should include a size and a color), and it specifies what can be done with the object
A
function
B
expression
C
object
D
class
17) The code that tells the program what to do when an event occurs.
A
event
B
event handler
C
instance
D
property
*select an answer for all questions
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