11. The functions go in the _____ section of a class definition

A. declaration
B. implementation
C. prototype
D. functioning


Correct Answer:  B. implementation

12. You can throw _____

A. a scalar variable
B. a constant
C. a programmer-defined class object
D. any of these


Correct Answer:  D. any of these

13. You invoke a function with a function

A. call
B. declaration
C. definition
D. prototype


Correct Answer:  A. call

14. Which is a good guideline for creating function names?

A. Use all lowercase letters to identify the functions as C++ functions
B. Use long names to reduce the likelihood of creating a duplicate function name
C. Use abbreviations as much as possible to save both keystrokes and memory
D. Avoid the use of digits because they are easily confused with letters


Correct Answer:  D. Avoid the use of digits because they are easily confused with letters call

15. Reserving memory during program execution is known as reserving it

A. dynamically
B. statically
C. functionally
D. powerfully


Correct Answer:  A. dynamically

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