> For the complete documentation index, see [llms.txt](https://nec-license.gitbook.io/books/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://nec-license.gitbook.io/books/6.-theory-of-computation-and-computer-graphics/mcqs/mcqs-on-computer-graphics/set-3.md).

# set-3

#### 101. Spots of \_\_\_\_\_\_ are produced on the screen by the transfer of the CT beam energy to the phosphor.

1. Sound.
2. Energy
3. Light.
4. Platelet

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Light.

**Explanation:**

* **Spots of light** are produced on the screen when the electron beam transfers energy to the phosphor coating.
* The phosphor emits light when struck by the electron beam, creating the visible image.

</details>

#### 102. Proper deflection amounts are attained by adjusting the \_\_\_\_\_\_ through the coils.

1. Current.
2. Heat
3. Intensity
4. Voltage

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Voltage.

**Explanation:**

* **Voltage** is adjusted through the deflection coils to control the electron beam's movement.
* Proper deflection ensures the beam scans the screen correctly, creating the image.

</details>

#### 103. The most common types of graphics monitor employing a CRT is the \_\_\_\_\_\_ scan.

1. Raster
2. Random
3. CRT
4. Electron

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Raster.

**Explanation:**

* **Raster scan** is the most common type of graphics monitor using a CRT.
* It works by sweeping the electron beam across the screen in a series of horizontal lines.

</details>

#### 104. The term \_\_\_\_\_\_ refers to the total screen area.

1. Screen
2. Gun
3. Frame
4. Pixel

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Frame.

**Explanation:**

* The **frame** refers to the total screen area displayed by the monitor.
* It includes all the pixels that make up the visible image.

</details>

#### 105. The number of bits per pixel in the frame buffer is called \_\_\_\_\_\_ buffer area.

1. Width of the buffer.
2. Height of the buffer area.
3. Depth of the buffer area.
4. Color of the buffer area.

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Depth of the buffer area.

**Explanation:**

* The **depth of the buffer area** refers to the number of bits per pixel in the frame buffer.
* It determines the color depth and the number of colors that can be displayed.

</details>

#### 106. At the end of scan line, the electron beam returns to the \_\_\_\_\_\_ side of the screen.

1. Up.
2. Bottom
3. Right
4. Left

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Left.

**Explanation:**

* At the end of a scan line, the electron beam returns to the **left side** of the screen to begin the next line.
* This process is known as **horizontal retrace**.

</details>

#### 107. Refresh rates are described in units of \_\_\_\_\_\_.

1. Pixel.
2. Meter
3. Hertz
4. Cubic

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Hertz.

**Explanation:**

* **Refresh rates** are measured in **Hertz (Hz)**, which indicates the number of times the screen is redrawn per second.
* Higher refresh rates reduce flickering and provide smoother motion.

</details>

#### 108. After refreshing each scan line is called the \_\_\_\_\_\_.

1. Vertical retrace.
2. Interface
3. Horizontal retrace.
4. Buffer line.

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Horizontal retrace.

**Explanation:**

* **Horizontal retrace** is the process of returning the electron beam to the left side of the screen after refreshing each scan line.
* It ensures the beam is ready to draw the next line.

</details>

#### 109. Example of a random-scan display is \_\_\_\_\_\_.

1. Pen plotter.
2. Mouse
3. Keyboard
4. Printer

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Pen plotter.

**Explanation:**

* A **pen plotter** is an example of a random-scan display.
* It draws images by moving a pen across the paper in a series of lines, rather than scanning the entire screen.

</details>

#### 110. Refresh \_\_\_\_\_\_ depends on the number of times to be displayed.

1. Rate.
2. Times
3. Pixel
4. System

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Rate.

**Explanation:**

* The **refresh rate** depends on the number of times the screen is redrawn per second.
* It is crucial for maintaining a stable and flicker-free image.

</details>

#### 111. Refresh display file is called the \_\_\_\_\_\_.

1. Display unit
2. Display processor
3. Display list
4. Display file

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Display file.

**Explanation:**

* The **display file** stores the instructions for refreshing the screen in a random-scan system.
* It contains the list of commands needed to redraw the image.

</details>

#### 112. \_\_\_\_\_\_ ball is a two dimensional positioning device.

1. Mouse.
2. Track
3. Space
4. Thumb

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Track.

**Explanation:**

* A **trackball** is a two-dimensional positioning device that allows users to control the cursor by rotating a ball.
* It is often used as an alternative to a mouse.

</details>

#### 113. The LEDs in touch panel operate at IR frequencies, so that the light is \_\_\_\_\_\_ to a user

1. Visible.
2. Not visible
3. Partially visible
4. Blurred

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Not visible.

**Explanation:**

* The **LEDs** in touch panels operate at **infrared (IR) frequencies**, making the light invisible to the human eye.
* This allows the touch panel to detect input without distracting the user.

</details>

#### 114. A light pen activated with a \_\_\_\_\_\_.

1. Button.
2. Switch
3. Pointer
4. Button switch.

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Button switch.

**Explanation:**

* A **light pen** is activated with a **button switch**, allowing users to interact with the screen by pointing and clicking.
* It detects light emitted by the screen to determine its position.

</details>

#### 115. \_\_\_\_\_\_ scanner with a resolution of 600 dots per inch.

1. Desktop full-color.
2. Rum
3. Flatbed
4. Color

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Flatbed.

**Explanation:**

* A **flatbed scanner** typically has a resolution of **600 dots per inch (DPI)**, making it suitable for high-quality image scanning.
* It is commonly used for scanning documents and photos.

</details>

#### 116. Input devices used in particular applications are \_\_\_\_\_\_.

1. Trackball.
2. Space ball
3. Joystick
4. Data gloves

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Data gloves.

**Explanation:**

* **Data gloves** are specialized input devices used in applications like virtual reality and motion capture.
* They track hand movements and gestures for immersive interactions.

</details>

#### 117. A/An \_\_\_\_\_\_ Device is any device that provides information, which is sent to the CPU.

1. Input.
2. Output
3. CPU
4. Memory

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Input.

**Explanation:**

* An **input device** provides information to the CPU, such as a keyboard, mouse, or scanner.
* It allows users to interact with the computer system.

</details>

#### 118. \_\_\_\_\_\_ tablets use sound waves to detect a stylus position

1. Acoustic or Sonic.
2. Data & Acoustic-
3. Sonic or Data.
4. Graphic or data

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Acoustic or Sonic.

**Explanation:**

* **Acoustic or sonic tablets** use sound waves to detect the position of a stylus.
* They are often used in digitizing tablets for precise input.

</details>

#### 119. Buttons and switches are often used to input \_\_\_\_\_\_.

1. Numbers.
2. Predefined Functions
3. Inputs
4. Values

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Predefined Functions.

**Explanation:**

* **Buttons and switches** are often used to input **predefined functions**, such as turning a device on or off.
* They provide a simple and intuitive way to interact with systems.

</details>

#### 120. Isometric joystick have \_\_\_\_\_\_ stick.

1. Movable.
2. Non-movable.
3. Partial movable.
4. Static

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Movable.

**Explanation:**

* An **isometric joystick** has a **movable stick** that detects force or pressure rather than physical movement.
* It is often used in applications requiring precise control.

</details>

#### 121. To be able to select positions in any screen area with a light pen, we must have some \_\_\_\_\_\_ intensity assigned to each screen pixel.

1. Zero.
2. One
3. Non-zero
4. None

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Non-zero.

**Explanation:**

* To select positions with a **light pen**, each screen pixel must have a **non-zero intensity**.
* This ensures the light pen can detect the light emitted by the screen.

</details>

#### 122. \_\_\_\_\_\_ representations are useful for constructing 3D objects that possess translational, rotations or other symmetries.

1. Buffer.
2. Periodic
3. Sweep
4. Spline

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Sweep.

**Explanation:**

* **Sweep representations** are used to construct 3D objects with translational, rotational, or other symmetries.
* They involve moving a 2D shape along a path to create a 3D object.

</details>

#### 123. \_\_\_\_\_\_ are common devices for entering scalar values.

1. Dials.
2. Keyboards
3. Mouse
4. Joystick

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Dials.

**Explanation:**

* **Dials** are commonly used to input scalar values, such as volume or brightness.
* They provide a simple and intuitive way to adjust settings.

</details>

#### 124. What is the latest write-once optical storage media?

1. Digital paper.
2. WORM disk.
3. Magneto-optical disk
4. CD-ROM disk.

<details>

<summary>Show me the answer</summary>

**Answer:** 2. WORM disk.

**Explanation:**

* The **WORM disk** (Write Once, Read Many) is a type of optical storage media that allows data to be written once and read multiple times.
* It is used for archival purposes.

</details>

#### 125. \_\_\_\_\_\_ are used to measure to dial rotations.

1. Spectrometer.
2. Potentiometer
3. Voltmeter
4. Ammeter

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Potentiometer.

**Explanation:**

* **Potentiometers** are used to measure dial rotations by converting mechanical movement into electrical signals.
* They are commonly found in volume knobs and other control dials.

</details>

#### 126. Digital devices are \_\_\_\_\_\_.

1. Digital clock.
2. Clock with a dial and two hands.
3. Automobile speed meter.
4. All of them.

<details>

<summary>Show me the answer</summary>

**Answer:** 4. All of them.

**Explanation:**

* **Digital devices** include digital clocks, clocks with dials, and automobile speed meters.
* They display information in a numerical or digital format.

</details>

#### 127. An output device that uses words or messages recorded on a magnetic medium to produce audio response is \_\_\_\_\_\_.

1. Magnetic tape.
2. Voice recognition unit.
3. Voice response unit.
4. Voice band.

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Voice response unit.

**Explanation:**

* A **voice response unit** uses pre-recorded words or messages on a magnetic medium to produce audio responses.
* It is commonly used in automated phone systems.

</details>

#### 128. \_\_\_\_\_\_ procedure accepts the coordinates of an inter point.

1. Scan fill.
2. Boundary fill.
3. Poly fill.
4. Area fill

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Boundary fill.

**Explanation:**

* The **boundary fill procedure** accepts the coordinates of an interior point and fills the area bounded by a specific color.
* It is commonly used in computer graphics to fill closed regions.

</details>

#### 129. \_\_\_\_\_\_ is applied to regions by displaying sets of parallel lines.

1. Line fill.
2. Solid fill.
3. Hatch fill
4. Empty fill.

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Hatch fill.

**Explanation:**

* **Hatch fill** is applied to regions by displaying sets of parallel lines.
* It is often used in technical drawings to represent different materials or sections.

</details>

#### 130. Changes in orientation, size and shape are accomplished with \_\_\_\_\_\_.

1. Geometric transformation.
2. Antialiasing
3. Translation
4. Transposition

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Geometric transformation.

**Explanation:**

* **Geometric transformations** are used to change the orientation, size, and shape of objects in computer graphics.
* They include translation, scaling, rotation, and shearing.

</details>

#### 131. \_\_\_\_\_\_ is applied to an object by repositioning it along a straight line path from one coordinate location to another.

1. Rotation.
2. Scaling
3. Translation
4. Transformation

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Translation.

**Explanation:**

* **Translation** moves an object along a straight line path from one coordinate location to another.
* It is a rigid-body transformation that does not alter the object's shape or size.

</details>

#### 132. The translation distance pair (tx, ty) is called \_\_\_\_\_\_.

1. Sector shift.
2. Matrix vector.
3. Shift vector.
4. Coordinate vector

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Shift vector.

**Explanation:**

* The **shift vector** (tx, ty) represents the distance an object is translated in the x and y directions.
* It defines the movement of the object in 2D space.

</details>

#### 133. The applications of the \_\_\_\_\_\_ mouse include virtual reality, CAD, animation.

1. X
2. Optical
3. Opt mechanical
4. Z

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Z.

**Explanation:**

* The **Z mouse** is used in applications like virtual reality, CAD, and animation.
* It provides additional controls for 3D navigation and object manipulation.

</details>

#### 134. Space ball is used for \_\_\_\_\_\_ dimensional positioning.

1. 2
2. 3
3. 1
4. 1 and 2.

<details>

<summary>Show me the answer</summary>

**Answer:** 2. 3.

**Explanation:**

* A **space ball** is used for **three-dimensional positioning**, allowing users to control 3D objects in virtual environments.

</details>

#### 135. Offline device is a/an \_\_\_\_\_\_.

1. Device which is not connected to CPU.
2. Device which is connected to CPU
3. Direct access storage device
4. I/O device.

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Device which is not connected to CPU.

**Explanation:**

* An offline device is a device that is not connected to the CPU. This means it cannot communicate with the CPU or be controlled by it. Examples include external storage devices like USB drives when they are not plugged into a computer.

</details>

#### 136. The Z mouse features three buttons, \_\_\_\_\_\_ underneath.

1. Mouse ball.
2. Underwheel
3. Thumbwheel
4. Trackball

<details>

<summary>Show me the answer</summary>

**Answer:** 3. Thumbwheel.

**Explanation:**

* The Z mouse is a type of computer mouse that features three buttons and a thumbwheel underneath. The thumbwheel is used for scrolling and other functions, providing additional control and functionality.

</details>

#### 137. The Z mouse features \_\_\_\_\_\_ buttons.

1. 2
2. 3
3. 4
4. 5

<details>

<summary>Show me the answer</summary>

**Answer:** 2. 3.

**Explanation:**

* The Z mouse is designed with three buttons. These buttons can be programmed for various functions, enhancing the user's interaction with the computer.

</details>

#### 138. The Z mouse features three buttons, mouse ball underneath, \_\_\_\_\_\_ on the side.

1. Thumbwheel.
2. Trackball
3. Mouse ball
4. Underwheel

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Thumbwheel.

**Explanation:**

* The Z mouse features three buttons, a mouse ball underneath for movement detection, and a thumbwheel on the side for additional control, such as scrolling.

</details>

#### 139. Joystick consists of \_\_\_\_\_\_.

1. Stick.
2. Ball
3. Wheel
4. Ball

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Stick.

**Explanation:**

* A joystick is an input device consisting of a stick that pivots on a base. It is used to control the movement of objects in computer games or other applications.

</details>

#### 140. \_\_\_\_\_\_ transformation alters the size of an object.

1. Rotation.
2. Scaling
3. Translation
4. Transferring

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Scaling.

**Explanation:**

* Scaling transformation alters the size of an object. It can either enlarge or reduce the size of the object uniformly or non-uniformly.

</details>

#### 141. Uniform scaling is produced that maintains relative object \_\_\_\_\_\_.

1. Shape.
2. Vector
3. Scalar
4. Proportions

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Proportions.

**Explanation:**

* Uniform scaling maintains the relative proportions of an object. This means that all dimensions of the object are scaled by the same factor, preserving its shape.

</details>

#### 142. The location of the scaled object can be controlled by choosing a position called \_\_\_\_\_\_.

1. Vector position.
2. Variable point.
3. Scalar position.
4. Fixed point

<details>

<summary>Show me the answer</summary>

**Answer:** 4. Fixed point.

**Explanation:**

* The location of the scaled object can be controlled by choosing a fixed point. This point remains unchanged during the scaling process, and the object scales relative to it.

</details>

#### 143. Unequal values of ( sx ) and ( sy ) results in \_\_\_\_\_\_ scaling.

1. Integral.
2. Differential
3. Same
4. Different

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Differential.

**Explanation:**

* Unequal values of ( sx ) and ( sy ) result in differential scaling. This means that the object is scaled differently in the x and y directions, potentially distorting its shape.

</details>

#### 144. Uniform scaling of a circle is simply done by adjusting the \_\_\_\_\_\_.

1. Side.
2. Radius
3. Circumference
4. Area

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Radius.

**Explanation:**

* Uniform scaling of a circle is simply done by adjusting the radius. Since a circle is symmetrical, scaling its radius uniformly will maintain its shape while changing its size.

</details>

#### 145. \_\_\_\_\_\_ is obtained by calculating the matrix product of individual transformations.

1. Matrix transformation.
2. Composite transformation matrix.
3. Finite transformation matrix.
4. Infinite transformation matrix.

<details>

<summary>Show me the answer</summary>

**Answer:** 2. Composite transformation matrix.

**Explanation:**

* The composite transformation matrix is obtained by calculating the matrix product of individual transformations. This allows multiple transformations (such as scaling, rotation, and translation) to be combined into a single matrix operation.

</details>

#### 146. The world coordinates area selected for display is called \_\_\_\_\_\_.

1. Window.
2. Glow
3. View
4. Scene

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Window.

**Explanation:**

* The world coordinates area selected for display is called a window. This is the portion of the scene that is visible on the display device.

</details>

#### 147. An area on the display device to which a window is mapped is called \_\_\_\_\_\_.

1. Viewport.
2. Glow
3. View
4. Scene

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Viewport.

**Explanation:**

* An area on the display device to which a window is mapped is called a viewport. The viewport defines where the window's contents will be displayed on the screen.

</details>

#### 148. The mapping of a part of a world coordinate scene to a device coordinate is referred to as \_\_\_\_\_\_ transformation.

1. Viewing.
2. Finite
3. Composite
4. Infinite

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Viewing.

**Explanation:**

* The mapping of a part of a world coordinate scene to a device coordinate is referred to as a viewing transformation. This process involves converting world coordinates to device coordinates for display.

</details>

#### 149. The area of a picture that is selected for viewing is called \_\_\_\_\_\_.

1. Window.
2. Glow
3. View
4. Scene

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Window.

**Explanation:**

* The area of a picture that is selected for viewing is called a window. This is the portion of the scene that is visible on the display device.

</details>

#### 150. Translation is a \_\_\_\_\_\_ body transformation that moves object without deformation.

1. Rigid.
2. Fixed
3. Flexible
4. Single

<details>

<summary>Show me the answer</summary>

**Answer:** 1. Rigid.

**Explanation:**

* Translation is a rigid body transformation that moves an object without deformation. This means that the object's shape and size remain unchanged during the translation process.

</details>


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