Upwork Game Programming Concepts Test Answers 2016

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Upwork Game Programming Concepts Test 2016

78 Answered Test Questions:
1. What is true regarding DirectX and OpenGL?
Answers:
a. DirectX is a collection of API for games programming.
a. DirectX is much faster than OpenGL.
a. DirectX is more frequently used in professional graphics.
a. OpenGL is an open standard.
a. OpenGL is multi-platform.
2. Shadow volumes use per-pixel lighting.
Answers:
a. True
a. False
3. What does dereferencing mean in C?
Answers:
a. Accessing a pointer’s value
a. Accessing the value pointed by a pointer
a. Adding a second reference to a pointer
a. None of the above
4. What is the Gilbert-Johnson-Keerthi algorithm used for?
Answers:
a. Collision detection
a. Texture uploading
a. File compression
a. Network priority queue
5. What is a data structure?
Answers:
a. A list of values with names associated to them
a. An object array
a. An event list
a. None of the above
6. What are the differences between anisotropic filtering and trilinear filtering?
Answers:
a. Anisotropic filtering gives a better quality than trilinear filtering
a. Trilinear gives a better quality than Antisotropic filtering
a. Anisotropic filtering performs a linear interpolation
a. Trilinear filtering doesn’t take the angle of vision into account
a. Trilinear filtering needs more bandwidth than anisotropic filtering
7. What is the result of a dot product?
Answers:
a. A vector
a. A scalar
a. A matrix
a. None of the above
8. A UDP client sends a packet to a server on port 80. The server responds using port 50’234 as source port. What will the result be?
Answers:
a. It will always work.
a. The response packet might be blocked by state-full firewalls.
a. The server will crash when trying to use a different port.
a. None of the above
9. In a networked game, the client can be coded in C while the server is coded in Ruby.
Answers:
a. True
a. False
10. How many 3 dimension vectors are needed to position and orient an object in space?
Answers:
a. 1
a. 2
a. 3
a. 4
a. 5
11. What is 3D audio?
Answers:
a. 3D audio is a technique used to add sound to a 3D environment.
a. 3D audio is a sound effect that creates the illusion of multiple sound sources placed anywhere in the 3D space.
a. 3D audio is a special effect that makes sound like in a specific place.
a. None of the above.
12. How much memory will an 8 bit per channel RGBA texture of 256×256 pixels take?
Answers:
a. 2Mbytes
a. 2Mbit
a. 2Moctet
a. 2Kbytes
13. What is a cross product?
Answers:
a. The product of two floats
a. The product of two vectors
a. The product of two matrices
a. The product of two ints
a. None of the above
14. A texture is composed of fragments.
Answers:
a. True
a. False
15. What is a bones system?
Answers:
a. A technique in modeling to animate a 3D model
a. A skeleton used for the animation of a 3D model
a. A skeletal animation
a. A technique to create a 3D model
16. What does bump mapping do?
Answers:
a. It flattens a texture
a. It adds a relief effect to a texture
a. It adds minor displacements to a surface
a. None of the above.
17. What does the following statement describe?

It renders the scene from the light point of view, in a depth texture; then it renders the scene again from the camera point of view using the depth texture to determine if a pixel is in shadow or not.
Answers:
a. Collision detection
a. Depth mapping
a. Shadow mapping
a. Texture mapping
a. None of the above
18. What are shadow volumes?
Answers:
a. Shadow volumes are a technique used in 3D computer graphics to add shadows to a rendered scene.
a. Shadow volumes are a fast way to add shadows to a 3D scene.
a. Shadow volumes are a very slow way to add shadows to a 3D scene.
a. None of the above.
19. What are pbuffers?
Answers:
a. Point buffer objects
a. Pixel buffer objects
a. Particle buffer objects
a. None of the above
20. The UDP is an acknowledged protocol.
Answers:
a. True
a. False
21. How many layers are there in the OSI model?
Answers:
a. 1
a. 3
a. 5
a. 7
a. 9
22. The fundamental idea behind particles is that they are immune to physics laws (collisions, …).
Answers:
a. True
a. False
23. A particle engine can be done using either vertices or fragments.
Answers:
a. True
a. False

24. What is a physics engine?
Answers:
a. A piece of code regulating 3D models
a. A simulation using Newtonian physics models
a. A visual effect
a. None of the above
25. What is network endianess?
Answers:
a. big endian
a. little endian
a. vax endian
a. None of the above
26. What primitive is used to draw particles?
Answers:
a. points
a. lines
a. quads
a. triangles
a. Any primitive may be used depending on the situation
27. While using RGBA, what is the color of #ff00ff80?
Answers:
a. Semi-transparent red
a. Semi-transparent magenta
a. Semi-transparent blue
a. Semi-transparent yellow
a. Semi-transparent orange
28. What is an event queue?
Answers:
a. A synchronous communication protocol
a. A mail system
a. A message queue used for inter-process or inter-thread communication
a. None of the above
29. What is rasterization?
Answers:
a. Collision detection
a. Texture mapping
a. The task of taking an image described in a vector graphics format and converting it into pixels
a. None of the above
30. What is UV Mapping?
Answers:
a. A mathematical model of a surface
a. The process of painting vertices
a. A 3D modeling process to make a 2D image represent a 3D model
a. None of the above
31. What is a graphical projection?
Answers:
a. A protocol by which an image of a 3D object is projected onto a planar surface
a. A technique to display a surface in a 3D scene
a. A protocol by which an image of a 2D object is projected onto a 3D scene
a. None of the above.
32. Which of the following are multivariate interpolations?
Answers:
a. Nearest neighbor
a. Bicubic
a. Bilinear
a. Inverse distance weighting
a. Kriging
a. All of the above
33. What is the following 4×4 matrix called?
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
Answers:
a. Unary matrix
a. Normalized matrix
a. Identity matrix
a. Reverse matrix
a. None of the above
34. Which one of the following languages can easily be embedded into a game engine?
Answers:
a. C
a. Perl
a. lua
a. Java
a. Objective-C
35. What is a particle emitter?
Answers:
a. The destination of the particles
a. The origin of the particles
a. The orbits of the particles
a. None of the above
36. What is a garbage collector?
Answers:
a. A visual effect
a. A form of automatic memory management
a. A form of manual memory management
a. A reference count based memory management
a. None of the above
37. What is a sprite?
Answers:
a. A fairy
a. An image or animation that is integrated into a larger scene
a. A 3d model
a. None of the above
38. What is a shader?
Answers:
a. A way of uploading vertices to the GPU
a. A memory effect
a. A list of renderer instructions to produce certain visual effects
a. A smooth visual effect
a. None of the above
39. Which one in the following list is the usual correct game design for sound?
Answers:
a. Music is played on the left speaker while sound effects are on the right one.
a. Music is played on the right speaker while sound effects are on the left one.
a. Music is played in stereo and sound effects are mixed above it.
a. None of the above
40. What is a singleton?
Answers:
a. A design pattern that uses only static object methods
a. A design pattern that uses only non-static object methods
a. A design pattern that is used to restrict the instantiation of a class to one object
a. None of the above
41. What is the base component of a 3D model?
Answers:
a. Lines
a. Vertices
a. Surfaces
a. Cubes
a. Spheres
42. What is VRAM?
Answers:
a. Video memory
a. A dual-ported variant of DRAM
a. A special memory once used to store the frame buffer
a. None of the above
43. What is the utility of z-buffering?
Answers:
a. Z-buffering is used to solve the problem of deciding which elements of a rendered scene are visible and which are hidden
a. Z-buffering is used to render a texture
a. Z-buffering is used to render distant objects
a. None of the above
44. What is texture mapping?
Answers:
a. A technique to place a texture at a certain position
a. A method to create textures
a. A method to apply textures to a 3D model
a. A technique to adjust the perspective of textures
45. Which of the following are antialiasing techniques?
Answers:
a. Supersampling
a. Adaptivesampling
a. Multisampling
a. Fastsampling
a. Cubicsampling
46. What is portal rendering?
Answers:
a. A visibility determination algorithm
a. A shadowing technique
a. A collision detection algorithm
a. None of the above
47. Which ones in the following file format list are lossless file formats?
Answers:
a. FLAC
a. mp3
a. aac
a. aiff
a. ogg
48. What is true regarding lossy compression?
Answers:
a. It has lower compression ratio than lossless compression
a. Compressing data and then decompressing it retrieves the same data
a. Compressing data and then decompressing it retrieves data that may well be different from the original
a. It removes most of the inaudible sounds to provide better compression
49. What is double buffering?
Answers:
a. A technique to minimize flickering
a. A technique to make rendering faster
a. An image loading technique
a. None of the above
50. What is a vector?
Answers:
a. A complex number
a. A couple of 2 numbers
a. A geometric object with a weight and a length
a. A geometric object which has both a magnitude and a direction
51. What is a lightmap?
Answers:
a. A texture describing the displacement of a surface
a. A texture describing the brightness of a surface
a. A texture describing the bump of a surface
a. None of the above
52. What is a GPU?
Answers:
a. A random number generator
a. A dedicated graphic processor
a. A special memory used for network buffers
a. None of the above
53. Why is the TCP protocol considered a reliable protocol?
Answers:
a. Because it is widely used
a. Because it is acknowledged by routers
a. Because it is acknowledged by both peers
a. TCP is not reliable, UDP is
a. None of the above
54. What is pathfinding?
Answers:
a. An algorithm used to find a route between A and B
a. An algorithm used to upload data rapidly
a. A client to server connection
a. None of the above
55. What is the usual MTU for ethernet networks?
Answers:
a. 1000
a. 1500
a. 2030
a. 9000
56. What’s an asset?
Answers:
a. Money needed to fund the game
a. A compressed file
a. Everything that is used in a game (sounds, textures, sprites…).
a. None of the above
57. What’s a timer?
Answers:
a. An entity which represents a task to be executed at a regular interval
a. A list of functions
a. A rapid function
a. None of the above
58. What is multitexturing?
Answers:
a. A process to apply different textures alternately to the same surface
a. An algorithm to apply many different textures to the same surface at the same time
a. Neither of the above.
59. What is a particle system?
Answers:
a. A technique consisting in using small chunks of memory
a. A technique to simulate certain phenomena like fire, smoke or dust
a. A rendering technique
a. A technique for generating particles
60. What is a hash table?
Answers:
a. A value array
a. A data structure that associates keys with values
a. A list of values
a. A data structure that associates values with keys
a. None of the above
61. What is a mesh?
Answers:
a. A visual effect
a. A 3D model part
a. The physical representation of a 3D model
a. None of the above
62. What is a quaternion?
Answers:
a. A list of vectors
a. A linear equation description
a. An array of numbers
a. Non-commutative extension of complex numbers
a. None of the above
63. What is Havok Physics?
Answers:
a. A physics SDK created by Havok
a. A special way to handle game physics with quaternion
a. A collision detection algorithm
a. None of the above
64. What is a resource manager?
Answers:
a. A system to free objects in a game
a. A system to add objects to a game
a. A system to load and free resources in a game
a. A system to simplify access to various resources in a game
a. A system to increase the loading speed
65. What is RAMDAC?
Answers:
a. A second video ram for 3D objects
a. A fast video ram
a. A memory that contains the textures
a. A memory storing the color pallet and a converter to generate an analog signal
66. What is mipmapping?
Answers:
a. A technique to increase the quality of textures
a. A technique that decreases or increases the resolution of a texture depending on the distance between the point of view and the textured object
a. A technique to resize textures
a. A technique to apply textures
67. What is IEC 60559
Answers:
a. A file format
a. A network protocol
a. A floating point standard
a. None of the above
68. What is HDRR?
Answers:
a. The application of multiple textures
a. The rendering of 3D scenes by using lighting calculations done in a larger dynamic range
a. A fast path to copy vertices to the video card
a. None of the above
69. What is object oriented programming?
Answers:
a. An attempt to aid programmers in the separation of concerns like cross-cutting concerns
a. A programming paradigm that uses “objects” and their interactions to design applications and computer programs
a. A paradigm based on policies
a. None of the above
70. What is a quadric?
Answers:
a. A 3D object which is hard coded
a. A D-dimensional hyper-surface defined as the locus of the zeros of a quadratic polynomial
a. A 3D object evaluated using tesselation
a. None of the above.
71. Which of the following is a good design?
Answers:
a. Uploading a complete texture to the GPU for each frame
a. Uploading the texture once and, if part of it changes, uploading the changed sub textures
a. Uploading the texture once,and then, if it changes, uploading it again
a. Not using any texture for unfiltered images but drawing directly from the CPU at each frame (e.g. glDrawPixels)
72. What is parallax mapping?
Answers:
a. A vertices mapping technique
a. A ray tracing technique
a. An enhancement of the bump mapping technique
a. A renderer
a. None of the above
73. What is a MIDI file?
Answers:
a. A regular audio file
a. An audio file containing sound waves
a. A file containing instructions for instrument synthesizers
a. An image file
a. None of the above
74. What is framerate?
Answers:
a. The number of frames in a game
a. The monitor refresh rate
a. The number of times an image is rendered per second
a. None of the above
75. What is scanlines rendering?
Answers:
a. A fast way to access an image
a. A black and white effect
a. An algorithm for visible surface determination
a. A technique to create a blur effect
a. None of the above
76. What is back buffer?
Answers:
a. It is a rendering mode for full screen interface
a. It is a graphic abstraction layer for rendering
a. It is a 3D display technology
a. It is the drawing target buffer in a double buffering system
a. None of the above

 

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