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2 changes: 2 additions & 0 deletions README.md
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[![Hits](https://hits.seeyoufarm.com/api/count/incr/badge.svg?url=https%3A%2F%2Fgithub.com%2FEbazhanov%2Flinkedin-skill-assessments-quizzes&count_bg=%2379C83D&title_bg=%23555555&icon=&icon_color=%23E7E7E7&title=hits&edge_flat=false)](https://hits.seeyoufarm.com)

<!-- ALL-CONTRIBUTORS-BADGE:START - Do not remove or modify this section -->

[![All Contributors](https://img.shields.io/badge/all_contributors-660-orange.svg?style=flat-square)](#contributors-)

<!-- ALL-CONTRIBUTORS-BADGE:END -->

> This repository is for those looking for answers to the LinkedIn assessment quiz questions or willing to help others by contributing to the tests. Or possibly you would like to create your first pull request and be added as a contributor. Whatever is your goal - you are always welcome here! Feel free to use [online grammar checker](https://www.grammarly.com/) when you contribute!
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1 change: 1 addition & 0 deletions bash/bash-quiz.md
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Expand Up @@ -784,6 +784,7 @@ w
- [ ] None of these
#### Q63. Which sed options should you use to change the second-to-last instance of variable to rock so it would read:
A constant is a variable that is a rock that isn't variable
```bash
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2 changes: 1 addition & 1 deletion go/go-quiz.md
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Expand Up @@ -398,4 +398,4 @@ Reference: [Example of func Time in Go (Golang)](https://pkg.go.dev/time)

Relevant excerpt from the article:

> _Most programs can use one of the defined constants as the layout passed to Format or Parse. The rest of this comment can be ignored unless you are creating a custom layout string._
> _Most programs can use one of the defined constants as the layout passed to Format or Parse. The rest of this comment can be ignored unless you are creating a custom layout string._
2 changes: 1 addition & 1 deletion linux/linux-assesment.md
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Expand Up @@ -549,7 +549,7 @@ isse letter drift problem, mentionned here https://access.redhat.com/discussions
#### Q67. What is the difference between the whoami and logname commands?

- [ ] whoami and logname provide the same information.
- [x] whoami tells who are you currently, and logname tells who you were when you logged in initially.
- [x] whoami tells who are you currently, and logname tells who you were when you logged in initially.
- [ ] logname specifies the name of the login log file, and whoami prints the logged in username.
- [ ] whoami shows you who logged in as initially, and logname shows who are you currently.

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4 changes: 2 additions & 2 deletions microsoft-excel/microsoft-excel-quiz.md
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Expand Up @@ -472,7 +472,7 @@
- [ ] the Colors worksheet in the Inventory workbook
- [ ] the named range Colors[Inventory], which does not use Format as Table Feature

Table[Column] can be used instead of cell references (C2:C7).
Table[Column] can be used instead of cell references (C2:C7).
https://support.microsoft.com/en-us/office/using-structured-references-with-excel-tables-f5ed2452-2337-4f71-bed3-c8ae6d2b276e

#### Q63. Which VLOOKUP function, when entered into cell L2 and then dragged to cell L5, returns the average number of calls for the representative IDs listed in column J?
Expand Down Expand Up @@ -846,7 +846,7 @@ https://sfmagazine.com/post-entry/may-2020-excel-sharing-a-pivot-table-slicer-be

https://support.microsoft.com/en-us/office/print-headings-or-titles-on-every-page-96719bd4-b93e-4237-8f97-d2cabb1b196a

#### Q104. Which value is returned when you enter this function into cell G2? ```=IF(SUM(F2:F6)>12,"Too Many Tardy Days","No Tardiness Issue")```
#### Q104. Which value is returned when you enter this function into cell G2? `=IF(SUM(F2:F6)>12,"Too Many Tardy Days","No Tardiness Issue")`

![Shift Code](images/Q104.jpg)

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7 changes: 7 additions & 0 deletions oop/object-oriented-programming-quiz.md
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Expand Up @@ -489,6 +489,7 @@ _NOTE_: I don't have 4th variant in my test, it changed to new 5th variant. Is i
#### Q66. What is the most accurate example of the Liskov substitution principle?
- [ ]
```
public class Car{
}
Expand All @@ -498,23 +499,29 @@ public class FlyingCars extends Car{
public class Tesla FlyingCar{}
public class Honda Car{}
```
- [ ]
```
public class Car{
public void fly(){}
}
public class Tesla extends Car{}
public class Honda extends Car{}
```
- [ ]
```
public class Car{
public void fly(){}
}
public class Tesla Car{}
public class Honda Car{}
```
- [x]
```
public class Car{
}
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1 change: 0 additions & 1 deletion php/php-quiz.md
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Expand Up @@ -810,7 +810,6 @@ Dog
```
- [ ] FATAL ERROR syntax error, unexpected ')', expecting ';' on line number 2


##### Q63. In PHP 7, What is the correct way to import multiple classes from namespace in a single declaration ?!

- [x] use myApp\myNamespace\{ClassA, ClassB, ClassC};
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2 changes: 1 addition & 1 deletion python/python-quiz.md
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Expand Up @@ -1369,7 +1369,7 @@ num_list = [1,2,3,4,5]
num_list.pop(2)
[1,2,4,5]
num_list.remove(2)
[1,3,4,5]
```
17 changes: 8 additions & 9 deletions rust/rust-quiz.md
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Expand Up @@ -104,15 +104,15 @@ fn increment(i: T) {

#### Q13. Which comment syntax is not legal?

- [ ] /*
- [ ] #
- [ ] //!
- [ ] //
#### Q14. In matching patterns, values are ignored with _.
- [ ] `/*`
- [ ] `#`
- [ ] `//!`
- [ ] `//`

#### Q14. In matching patterns, values are ignored with \_.

- [ ] .ignore()
- [ ] an underscore (_)
- [ ] `.ignore()`
- [ ] `an underscore (_)`
- [ ] ..
- [ ] skip

Expand All @@ -122,4 +122,3 @@ fn increment(i: T) {
- [ ] struct that contains a reference to a value
- [ ] function with a generic argument
- [ ] struct that contains a reference to a boxed value

58 changes: 33 additions & 25 deletions unity/unity-quiz.md
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Expand Up @@ -30,16 +30,17 @@
- [ ] To optimize scene loading and unloading
- [ ] To improve platform compatibility

>Also, the text data can be generated and parsed by tools, making it possible to create and analyze scenes automatically.
https://docs.unity3d.com/2021.2/Documentation/Manual/TextSceneFormat.html
> Also, the text data can be generated and parsed by tools, making it possible to create and analyze scenes automatically.
> https://docs.unity3d.com/2021.2/Documentation/Manual/TextSceneFormat.html
#### Q5. Orthographic cameras remove which visual effect?

- [ ] Gamma color space
- [ ] Depth of field
- [x] Foreshortening
- [ ] Bloom

Gamma color space and bloom are related to graphics. Depth of field is related to objects bluring when at a certain distance from the camera.
Gamma color space and bloom are related to graphics. Depth of field is related to objects bluring when at a certain distance from the camera.
https://docs.unity3d.com/2019.3/Documentation/Manual/CamerasOverview.html
https://pbr-book.org/3ed-2018/Camera_Models/Projective_Camera_Models#OrthographicCamera

Expand All @@ -50,8 +51,8 @@ https://pbr-book.org/3ed-2018/Camera_Models/Projective_Camera_Models#Orthographi
- [x] To create predefined camera presets to apply on standard cameras
- [ ] To act as dummy cameras for fooling meshes into thinking they are being seen

>Use the Aim, Body, and Noise properties to specify how the Virtual Camera animates position, rotation, and other properties. The Virtual Camera applies these settings to the Unity Camera when Cinemachine Brain or Timeline transfers control of the Unity camera to the Virtual Camera.
https://docs.unity3d.com/Packages/com.unity.cinemachine@2.9/manual/CinemachineVirtualCamera.html
> Use the Aim, Body, and Noise properties to specify how the Virtual Camera animates position, rotation, and other properties. The Virtual Camera applies these settings to the Unity Camera when Cinemachine Brain or Timeline transfers control of the Unity camera to the Virtual Camera.
> https://docs.unity3d.com/Packages/com.unity.cinemachine@2.9/manual/CinemachineVirtualCamera.html
#### Q7. What does the Microphone class save captured audio data as?

Expand Down Expand Up @@ -224,7 +225,7 @@ https://docs.unity3d.com/ScriptReference/SpaceAttribute.html
- [ ] AnimationInfo
- [ ] AnimatorUtility

```OnStateMachineEnter()``` and ```OnStateMachineExit()``` are the methods of the StateMachineBehavior class that handle this. AnimatorClipInfo displays information about the current clip being played, AnimatiorUtility deals with transform hierarchy, and AnimationInfo was removed in version 5.0.
`OnStateMachineEnter()` and `OnStateMachineExit()` are the methods of the StateMachineBehavior class that handle this. AnimatorClipInfo displays information about the current clip being played, AnimatiorUtility deals with transform hierarchy, and AnimationInfo was removed in version 5.0.
https://docs.unity3d.com/ScriptReference/StateMachineBehaviour.html

#### Q29. How can you change the unique bundle identifier for a mobile build?
Expand Down Expand Up @@ -329,7 +330,7 @@ https://docs.unity3d.com/Manual/PositioningGameObjects.html#VtxSnapping
- [x] It converts a 3D orientation that is measured in degrees into a Quaternion
- [ ] It converts a Quaternion into a Vector3 in which X, Y, and Z are measured in degrees

Simplfying the math: Unity uses Quaternions internally to avoid Gimbal lock.
Simplfying the math: Unity uses Quaternions internally to avoid Gimbal lock.
The Euler XYZ (Pitch, Yaw, and Roll) axises can lock up when two axies are aligned.
Quaternion.Euler converts the Euler number provided to the internally used Quarternion, to prevent this problem.
https://docs.unity3d.com/ScriptReference/Quaternion.Euler.html
Expand All @@ -341,8 +342,8 @@ https://docs.unity3d.com/ScriptReference/Quaternion.Euler.html
- [ ] It deletes the specified game object when the application terminates
- [ ] It deletes the specified game object immidaitely

>The object obj is destroyed immediately after the current Update loop, or t seconds from now if a time is specified.
https://docs.unity3d.com/ScriptReference/Object.Destroy.html
> The object obj is destroyed immediately after the current Update loop, or t seconds from now if a time is specified.
> https://docs.unity3d.com/ScriptReference/Object.Destroy.html
#### Q42. You can programmatically control audio effects, like Pitch and Reverb, from C# scripts using which feature of an Audio Mixer asset?

Expand All @@ -361,7 +362,7 @@ Official Unity Tutorial: https://www.youtube.com/watch?v=9tqi1aXlcpE
- [ ] StateMachineBehaviour scripts
- [ ] animation events

Mip Maps are a technique that improves image quality and reduces rendering speed, at the cost of storage space, by including smaller copies of the image in the same file. Animation events allow you to call functions at points in the timeline.
Mip Maps are a technique that improves image quality and reduces rendering speed, at the cost of storage space, by including smaller copies of the image in the same file. Animation events allow you to call functions at points in the timeline.
https://docs.unity3d.com/Manual/class-AvatarMask.html

#### Q44. What does the PlayableDirector component allow you to do?
Expand All @@ -383,57 +384,62 @@ https://docs.unity3d.com/2019.2/Documentation/Manual/class-PlayableDirector.html

#### Q46. Timeline sequences can initiate code during an animation using which feature?

- [ ] EventSystem
- [x] markers
- [ ] signals
- [ ] packets
- [ ] EventSystem
- [x] markers
- [ ] signals
- [ ] packets

EventSystem is not a timeline feature, neither are packets. Timeline signals are a subfeature of the markers, markers can directly initiate code, while a signal can only send the signal to a reciver.
https://forum.unity.com/threads/new-in-2019-1-marker-customization.594712/ and https://blog.unity.com/technology/how-to-create-custom-timeline-markers

#### Q47. Which code sample uses C# properties for creating the health functionality?

- [ ] A

```
public class Health : MonoBehavior
{
private float HealthPoints = 100f;
public float GetHealth()
{
return HealthPoints;
}
public void SetHealth(float Change)
{
HealthPoints += Change;
if (HealthPoints <= 0)
Destroy(gameObject);
}
}
```

- [ ] B

```
public class Health : MonoBehavior
{
public UnityEvent OnHealthChanged;
private float HealthPoints = 100f;
public void SetHealth(float Change)
{
HealthPoints += Change;
OnHealthChanged.Invoke();
}
public void Die()
{
Destroy(gameObject);
}
}
```

- [x] C

```
public class Health : MonoBehavior
{
Expand All @@ -443,23 +449,25 @@ public class Health : MonoBehavior
set
{
_healthpoints = value;
if(_healthpoints <= 0 )
{
Destroy(gameObjects);
}
}
}
private float _healthpoints = 100f;
}
```
- [ ] D

- [ ] D

```
public class Health : MonoBehaviour
{
public float HealthPoints = 100f;
private void Update()
{
if (HealthPoints <- 0)
Expand All @@ -468,5 +476,5 @@ public class Health : MonoBehaviour
}
```

```get``` and ```set``` are the clear indicators that a C# property is being used.
`get` and `set` are the clear indicators that a C# property is being used.
https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/properties

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