[B], developing the art style guide and production plan.
It wouldn't be [A], because patches are released to consumers of the game, to fix bugs and add new content, which won't be done until post-production.
It wouldn't be [C] either, as it is also post-production, because you are sending the game to produced, packaged and shipped, meaning the game has already been pretty much fully developed.
Answer:
The default location for local logon scripts is
- the Systemroot\System32\Repl\Imports\Scripts folder
Answer:
Both compiled and interpreted languages are high-level languages and translate code for a computer to understand.
Explanation:
The one similarity between compiled and interpreted languages is that they are both high-level languages.
A high-level language is a computer language written in easy to understand human language which is then converted to machine code for the computer to understand.
A high-level language can either be interpreted or compiled.
An interpreted is a language in which the code is translated line by line before execution while a compiled language is one in which the source code is converted directly into machine language before execution.
So, <u>the similarity between both languages is that they are high level languages and translate code for a computer to understand. </u>
Answer:
cinematographer
Explanation:
Kate handles the technical aspects of the camerawork. The keyword is technical aspects. Therefore, she is more of a cinematographer than a camera operator. They sound like they can be interchanged, but not necessarily. The difference between the two roles is that a camera operator is more familiar with the camera equipment and is responsible for creating a plan of execution that requires technical skills. A Cinematographer, on the other hand, relies on the camera operator to film the shots. He/she is in charge of the actual shooting and is the one who decides on the aspects of how to light the scene or how the shot will be composed.
Answer:
See explaination
Explanation:
#include <iostream>
using namespace std;
class Circle{
// private member variable named radius
private:
double radius;
// get function for radius
public:
double getRadius(){
return radius;
}
// set function for radius
void setRadius(double rad){
radius=rad;
}
// returning area = 3.14159 * radius * radius
double getArea(){
return (3.14159 * radius * radius);
}
};
// Sample run
int main()
{
// Declaring object of Circle
Circle myCircle;
myCircle.setRadius(5);
// printing radius of circle
cout<<"Radius of circle is: "<<(myCircle.getRadius())<<endl;
// printing area of circle
cout<<"Area of circle is: "<<(myCircle.getArea())<<endl;
return 0;
}