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Gaming Lesson 3

Total questions: 17

Worksheet time: 17mins

Name
Class
Date
1.
Actions that an object can perform and are a part of the object’s description. 
a)
expression
b)
class
c)
method
d)
variable
2.
An object that is built using a class.
a)
instance
b)
object
c)
property
d)
function
3.
A program location to store information in the computer’s memory and used in a program while executing, like a storage container. 
a)
syntax
b)
property
c)
parameter
d)
variable
4.
 Check for a specific condition (true or false) and is often used in repetition and selection structures.
a)
assignment operator
b)
comparative Boolean
c)
conditional Boolean
d)
event handler
5.
Named units of code that perform a task or cause an action to take place, such as "move forward" or "jump.
a)
function
b)
expression
c)
event
d)
class
6.
The symbols of an expressions that are evaluated using the mathematical order of precedence, such as + or >=
a)
object
b)
operator
c)
function
d)
variable
7.
The instance of a particular  class defined by its properties and methods.
a)
property
b)
variable
c)
object
d)
event
8.
The rules of the structure, symbols, and words that make up a programming language. 
a)
event
b)
method
c)
instance
d)
syntax
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)
conditional Boolean
c)
event handler
d)
assignment operator
10.
The various characteristics of an object used in creating a class.
a)
property
b)
event
c)
operator
d)
argument
11.
Compare values and is often used in repetition and selection structures. 
a)
comparative Boolean
b)
assignment operator
c)
expression
d)
conditional Boolean
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)
class
b)
function
c)
argument
d)
syntax
13.
An action that takes place while a program is running, such as a mouse click or the pressing of a key. 
a)
class
b)
object
c)
event
d)
variable
14.
a combination of variables, values, functions and operators, which are evaluated and produce a new value.
a)
function
b)
expression
c)
property
d)
variable
15.
The variable that holds the argument data (value) needed by the method. 
a)
instance
b)
event
c)
object
d)
parameter
16.
 The code that tells the program what to do when an event occurs. 
a)
event handler
b)
parameter
c)
instance
d)
class
17.
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 (its functions).
a)
function
b)
class
c)
method
d)
syntax