Gaming: Lesson 3 Question Preview (ID: 46130)


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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) expression
b) function
c) object
d) class

The variable that holds the argument data (value) needed by the method.
a) parameter
b) operator
c) class
d) variable

a combination of variables, values, functions and operators, which are evaluated and produce a new value.
a) class
b) object
c) syntax
d) expression

An action that takes place while a program is running, such as a mouse click or the pressing of a key.
a) event handler
b) parameter
c) event
d) operator

The value used by a method to perform an action, such as the value given to the rotate “method” could be 90 degrees.
a) assignment operator
b) function
c) method
d) argument

Compare values and is often used in repetition and selection structures.
a) Comparative Boolean
b) conditional boolean
c) property
d) variable

The various characteristics of an object used in creating a class.
a) parameter
b) function
c) Property
d) instance

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) Assignment Operator
b) conditional boolean
c) comparative boolean
d) argument

The rules of the structure, symbols, and words that make up a programming language.
a) property
b) class
c) expression
d) syntax

The instance of a particular class defined by its properties and methods.
a) function
b) object
c) event
d) class

The symbols of an expressions that are evaluated using the mathematical order of precedence, such as + or =
a) Conditional Boolean
b) Variable
c) Object
d) Operator

Named units of code that perform a task or cause an action to take place, such as move forward or jump.
a) argument
b) Function
c) expression
d) object

Check for a specific condition (true or false) and is often used in repetition and selection structures.
a) Conditional Boolean
b) comparative boolean
c) assignment operator
d) event handler

An object that is built using a class
a) instance
b) variable
c) operator
d) parameter

A program location to store information in the computer’s memory and used in a program while executing, like a storage container.
a) variable
b) expression
c) property
d) class

Actions that an object can perform and are a part of the object’s description.
a) event
b) function
c) operator
d) method

The code that tells the program what to do when an event occurs.
a) event handler
b) property
c) event
d) instance

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