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WINTER BCA : Game Development (Certificate Course)

Total questions: 53

Worksheet time: 53mins

Name
Class
Date
1.
Student Name (as per NeteIMS)
4 lines
2.
Select year - division
a)
WFYBCa - 1
b)
WFYBCA - 2
c)
WSYBCA - 1
d)
WSYBCA - 2
3.
Enter Roll No
4 lines
4.

Gameplay consists of –

a)

a) challenges

b)

b) actions

c)

c) both a & b

d)

d) none of above

5.

Which of the following is a not essential element of game –

a)

a) Rules

b)

b) Goals

c)

c) play

d)

d) role

6.

Which of the following is a participatory form of entertainment?

a)

a) book

b)

b) play

c)

c) film

d)

d) theatre

7.

Convert the given question to use in the problem statement while retaining the core concept without changing the language. The problem should be converted to a real-life scenario if it already isn't.

a)

a) playing , pretending

b)

b) playing , reading

c)

c) assuming , pretending

d)

d) none

8.

Which of the following do not come with rule of how to play and goals to achieve?

a)

a) puzzle

b)

b) toys

c)

c) games

d)

d) none

9.
COTS stands for –
a)
a) Components off-the shelf
b)
b) commercial on-the shelf
c)
c) Components on the shelf
d)
d) none
10.
In the four tier game architecture, physics, animation or graphics and AI lies in -
a)
a) Main tier
b)
b) Input Output Devices tier
c)
c) Device API tier
d)
d) Data tier
11.

Gameplay specification is-

a)

a) Vision Document

b)

b) Basic Document

c)

c) Not a vision Document

d)

d) Non specific Document

12.

Hardware Abstraction interface will act as a interface between

a)

a) Application and hardware

b)

b) LAN and WAN

c)

c) Hardware and peripherals

d)

d) Hardware and devices

13.
Hard architecture of game design provides -
a)
a) Vertical solution
b)
b) horizontal solution
c)
c) Hybrid solution
d)
d) all
14.

DirectX is a set of -

a)

a) System Programming

b)

b) Application Programming

c)

c) Complier Programming

d)

d) Coding

15.
Unity is
a)
a) Single Platform
b)
b) Only for Desktop
c)
c) Cross Platform
d)
d) All of these
16.
Tokens are
a)
a) Discrete Elements
b)
b) Manipulated Elements
c)
c) Direct Elements
d)
d) Inverse Elements
17.

Prototype is the tier of the development model

a)

a) Zero

b)

b) One

c)

c) Two

d)

d) Three

18.
Optimization technique related to game development includes –
a)
a) algorithm optimization
b)
b) code optimization
c)
c) Both a & b
d)
d) None of above
19.

Which of the following is not the Principles followed for effective use of software factory methods?

a)

a) Assemble programming group for each project according to its needs and make efficient use of resources.

b)

b) Do not Understand the strength and weakness of each group

c)

c) Allow knowledge transfer by moving the free members to another group which has more work

d)

d) All of mentioned

20.

The state pattern belongs to the category-

a)

a) Structural

b)

b) Behavioral

c)

c) Creational

d)

d) None of above

21.
Some common design patterns applicable to games are-
a)
a) Object factory Behavioral
b)
b) Flyweight pattern
c)
c) Chain of responsibility pattern
d)
d) All of mentioned
22.

Convert the given question to use in the problem statement while retaining the core concept without changing the language. The problem should be converted to a real-life scenario if it already isn't.

a)

a) Reuse

b)

b) Documentation

c)

c) Graphics Management

d)

d) Fix errors early

23.

Which of the following is not type of bugs of game?

a)

a) Class A

b)

b) Class B

c)

c) Class C

d)

d) Class D

24.
An ____ data type is memory aligned.
a)
a) A-byte
b)
b) N-byte
c)
c) S-byte
d)
d) C-byte
25.

Which of the following platforms are used to deploy the game?

a)

a) Networking devices, Graphics card

b)

b) Monitor, CPU, Chips

c)

c) PC, gaming console, handheld gaming console, cell phones, web

d)

d) None of these

26.

Which are the tools of our game development?

a)

a) Code

b)

b) Image editing program

c)

c) Sound

d)

d) All of these

27.
Sprites is a _______ image animation that is integrated into a larger scene.
a)
a) One dimentional
b)
b) Three dimentional
c)
c) Two dimentional
d)
d) None
28.

The tiers of game architecture

a)

a) Input output devices

b)

b) Device APIs

c)

c) Main and Data

d)

d) All of the above

29.
The components of main loop are -
a)
a) Reading the players input
b)
b) Simulating the game world
c)
c) Both a and b
d)
d) None
30.
Scene Graph :- A scene graph is a general data structure commonly used by_______based graphics editing applications and modern computer games.
a)
a) Vector
b)
b) Scalars
c)
c) Both a and b
d)
d) None
31.

Scene graph arranges the logical and often spatial representation of a .

a)

a) Focus

b)

b) Graphical scene

c)

c) Play Activity

d)

d) Simulation

32.

Which of the following is not a Development phases in a gameplay?

a)

a) Feasibility and Conceptualization

b)

b) Plan Technical architecture

c)

c) Integration , Complexity Level

d)

d) Including fun activity

33.

Naming & coding convention are for-

a)

a) Classes, function & variables

b)

b) File & directory structure

c)

c) both a) and b)

d)

d) None

34.
Class A bugs are-
a)
a) Most severe
b)
b) may not crash the bugs but affect the quality
c)
c) minor bugs
d)
d) All
35.
Find match of some of more popular handheld console 1. Nintendo i) N-GATE 2. Nokia ii) i- Pod Touch 3. Apple iii) Zune HD 4. Microsoft iv) Gameboy color/DS
a)
a) 1-i,2-iii,3-ii,4-iv
b)
b) 1-iv,2-i,3-ii,4-iii
c)
c) 1-iii,2-iv,3-i,4-ii
d)
d) 1-ii,2-i,3-iv,4-iii
36.
VRAM stands for
a)
a) Virtual random access memory
b)
b) Vertex random access memory
c)
c) Video random access memory
d)
d) Versatile random access memory
37.
Heap memory allocation is also known as
a)
a) Dynamic memory allocation
b)
b) Sequence memory allocation
c)
c) System memory allocation
d)
d) Main memory allocation
38.

Convert the given question to use RPC stands for in the problem statement while retaining the core concept without changing the language. The problem should be converted to a real-life scenario if it already isn't.

a)

a) Request procedural call

b)

b) Remote Procedural call

c)

c) Right Processing call

d)

d) None of these

39.
Source control also known as
a)
a) revision control
b)
b) version control
c)
c) Both a and b
d)
d) None of these
40.
CVS stands for
a)
a) Concurrent Version System
b)
b) Concurrent Vertex System
c)
c) Complex Video System
d)
d) Complex Version System
41.
Hot keys are the keys on the keyboard which fire certain events on the ______ game.
a)
a) Monobehaviour
b)
b) Application
c)
c) Video
d)
d) Outdoor
42.
Stack memory store data in the
a)
a) FIFO
b)
b) LIFO
c)
c) FILO
d)
d) LILO
43.
Source control system provides the functionality involves
a)
a) Backup or Restore
b)
b) Synchronization and Revert
c)
c) Follow changes and Sand Boxing
d)
d) All of these
44.

Which of the following can be control properties?

a)

a) Hotkeys

b)

b) Tooltips

c)

c) Context-sensitive help

d)

d) All of the above

45.
Screen is the ________ of user interface element in a game.
a)
a) Highest level
b)
b) Lowest level
c)
c) Middle level
d)
d) Small level
46.
Methods of drawing text are
a)
a) pre-draw entire character set
b)
b) use fonts to draw text
c)
c) Both a and b
d)
d) None
47.
Subversion is the
a)
a) Vision control system
b)
b) Revision control system
c)
c) Application control system
d)
d) Context control system
48.

Which of the following is not a graphics file format?

a)

a) JPG/JPEG

b)

b) PNG

c)

c) BMP

d)

d) GUI

49.
MIDI stands for
a)
a) Moving Instrument digital interface
b)
b) Musical Instrument digital interface
c)
c) Magical instrument digital interface
d)
d) Middleware instrument digital interface
50.
Which of the following are not the audio formats
a)
a) EPS
b)
b) WAV
c)
c) MP3
d)
d) MIDI
51.
Inputs required for the 3D graphics pipeline
a)
a) Geometry
b)
b) Material
c)
c) Textures
d)
d) All of these
52.
Lossy techniques provide _________ when compared to lossless techniques.
a)
a) lower compression ratios
b)
b) much higher compression ratios
c)
c) similar compression ratios
d)
d) none of the mentioned
53.
A complete screen, or the set of all the elements representing it.
a)
a) MIDI
b)
b) Storyboard
c)
c) GUI
d)
d) Frame