JS-Dev-101 Exam Complete Exam Dumps–Fantastic JS-Dev-101 Associate Level Exam Pass Success

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The Salesforce Certified JavaScript Developer - Multiple Choice exam is one of the most valuable certification exams. The Salesforce Salesforce Certified JavaScript Developer - Multiple Choice exam opens a door for beginners or experienced RealValidExam professionals to enhance in-demand skills and gain knowledge. JS-Dev-101 Exam credential is proof of candidates' expertise and knowledge. After getting success in the Salesforce Salesforce Certified JavaScript Developer - Multiple Choice exam, candidates can put their careers on the fast route and achieve their goals in a short period of time.

Salesforce JS-Dev-101 Exam Overview:

Certification Vendor:Salesforce
Exam Name:Salesforce Certified JavaScript Developer - Multiple Choice
Exam Number:JS-Dev-101
Exam Format:Multiple choice, Multiple select
Certificate Validity Period:Does not expire; requires maintenance updates
Exam Duration:105 minutes
Passing Score:65%
Available Languages:Japanese, English
Related Certifications:Salesforce Certified Developer
Salesforce Certified Platform Developer I
Real Exam Qty:60 scored + up to 5 unscored
Exam Price:USD 200
Recommended Training:Trailhead JavaScript Developer I Certification Prep
Exam Registration:Salesforce Certification Registration
Sample Questions:Salesforce JS-Dev-101 Sample Questions
Exam Way:Online proctored or onsite at authorized testing centers
Pre Condition:No formal prerequisites; recommended: strong JavaScript fundamentals, ES6+ experience, web development familiarity
Official Syllabus URL:https://trailheadacademy.salesforce.com/certificate/exam-javascript-dev---JS-Dev-101

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JS-Dev-101 Associate Level Exam - JS-Dev-101 Dump File

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Salesforce JS-Dev-101 Exam Syllabus Topics:

TopicDetails
Topic 1
  • Server Side JavaScript: Covers Node.js implementations, CLI commands, core modules, and package management solutions for given scenarios.
Topic 2
  • Asynchronous Programming: Covers asynchronous programming concepts and understanding how the event loop controls execution flow and determines outcomes.
Topic 3
  • Objects, Functions, and Classes: Covers function, object, and class implementations to meet business requirements, along with the use of modules, decorators, variable scope, and execution flow.
Topic 4
  • Testing: Covers evaluating unit test effectiveness against a block of code and modifying tests to improve their coverage and reliability.

Salesforce Certified JavaScript Developer - Multiple Choice Sample Questions (Q25-Q30):

NEW QUESTION # 25
Refer to the following object.
```javascript
02 const dog = {
02 firstName: 'Beau',
03 lastName: 'Boo',
04 get fullName() {
05 return this.firstName + ' ' + this.lastName;
06 }
07 };
How can a developer access the fullName property for dog?

Answer: D


NEW QUESTION # 26
A developer imports:
import printPrice from '/path/PricePrettyPrint.js';
What must be true about printPrice for this import to work?

Answer: A

Explanation:
The syntax:
import printPrice from 'module';
means the module must export its function as a default export:
export default function printPrice() { ... }
Why the others are wrong:
Named exports require curly braces:
import { printPrice } from 'module';
"all export" and "multi export" are not JavaScript terms.
Therefore, printPrice must be the default export.
JavaScript Knowledge Reference (text-only)
Default imports use: import name from 'module'.
Named imports require braces: import { name } from 'module'.


NEW QUESTION # 27
Considering type coercion, what does the following expression evaluate to?
True + '13' + NaN

Answer: C


NEW QUESTION # 28
Universal Containers (UC) just launched a new landing page, but users complain that the website is slow. A developer found some functions that might cause this problem. To verify this, the developer decides to execute everything and log the time each of these three suspicious functions consumes.
01 console.time('Performance');
02
03 maybeAHeavyFunction();
04
05 thisCouldTakeTooLong();
06
07 orMaybeThisOne();
08
09 console.endTime('Performance');
Which function can the developer use to obtain the time spent by every one of the three functions?

Answer: C

Explanation:
Comprehensive and Detailed Explanation From Exact Extract JavaScript Knowledge:
JavaScript consoles (browsers and Node) provide timing utilities:
console.time(label) - starts a timer with the given label.
console.timeEnd(label) - stops the timer and logs the total elapsed time.
console.timeLog(label) - logs the current elapsed time without stopping the timer.
To measure the time taken by each function separately while still using a single overall timer, you can log intermediate times:
console.time('Performance');
maybeAHeavyFunction();
console.timeLog('Performance', 'after maybeAHeavyFunction');
thisCouldTakeTooLong();
console.timeLog('Performance', 'after thisCouldTakeTooLong');
orMaybeThisOne();
console.timeLog('Performance', 'after orMaybeThisOne');
console.timeEnd('Performance');
Each console.timeLog('Performance') call prints the elapsed time since console.time('Performance') was started, so you can infer how long each function took.
Note: console.endTime in the original snippet is incorrect; the real method is console.timeEnd.
Why other options are incorrect:
B . console.trace()
Prints a stack trace, not timing information.
C . console.timeStamp()
Used with browser performance tools; it does not directly show elapsed times like timeLog or timeEnd.
D . console.getTime()
Not a standard console method.
Thus, the function that can be used to obtain timing between calls is:
Study Guide Concepts:
console.time, console.timeLog, console.timeEnd
Measuring performance and intermediate timings
Standard console debugging API methods


NEW QUESTION # 29
Given the code:
01 function GameConsole(name) {
02 this.name = name;
03 }
04
05 GameConsole.prototype.load = function(gamename) {
06 console.log('${this.name} is loading a game: ${gamename}....');
07 }
08
09 function Console16bit(name) {
10 GameConsole.call(this, name);
11 }
12
13 Console16bit.prototype = Object.create(GameConsole.prototype);
14
15 // insert code here
16 console.log('${this.name} is loading a cartridge game: ${gamename}....');
17 }
18
19 const console16bit = new Console16bit('SNEGeneziz');
20 console16bit.load('Super Monic 3x Force');
What should a developer insert at line 15?

Answer: C

Explanation:
________________________________________
Comprehensive and Detailed Explanation From Exact Extract JavaScript Knowledge A subclass created by:
Console16bit.prototype = Object.create(GameConsole.prototype);
inherits all prototype methods from GameConsole, including load.
To override the inherited method, the correct syntax is to assign a new function to the method name on the prototype:
Console16bit.prototype.load = function(gamename) {
console.log(`${this.name} is loading a cartridge game: ${gamename}....`);
};
Why the other options are wrong:
A assigns something to the constructor function itself, not to the prototype method. Invalid.
B attempts to call a function in the left-hand side of an assignment; invalid syntax.
C also uses invalid syntax-prototype methods cannot be defined this way.
D is the correct definition of a prototype method override.
________________________________________
JavaScript Knowledge Reference (text-only)
Methods are overridden by assigning functions to Subclass.prototype.methodName.
Object.create() establishes prototype inheritance.
Constructor functions require prototype method attachment using assignment syntax.


NEW QUESTION # 30
......

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