Answer:
a. The information is first sent via a Broadband for efficient transmission, and if not successful, only then it is resent via a Baseband that exists as a backup network as packets b. The message is first broken down into small packets before being sent, then they are
Explanation:
Answer:
The typedef struct is as follows:
typedef struct jumper_t {
char name[16];
double tries[N_TRIES];
double best_jump;
double deviation;
} jumper_t;
The declaration of jlist is:
jumper_t jlist[10];
Explanation:
This defines the typedef structure
typedef struct jumper_t {
The following declares the variables as stated in the question
<em> char name[16];
</em>
<em> double tries[N_TRIES];
</em>
<em> double best_jump;
</em>
<em> double deviation;
</em>
}
This ends the typedef definition
jumper_t;
(b) The declaration of array jlist is:
jumper_t jlist[10];
Fill color is the answer hope this helps
Answer:
Check the explanation
Explanation:
#include <iostream>
#include <iomanip>
using namespace std;
int getIQ(); // return the score
void printEvaluation(int);
int main()
{
int IQ = 0;
IQ = getIQ();
printEvaluation(IQ);
return 0;
}
int getIQ()
{
int score = 0;
cout << "Please enter your IQ Score to receive your IQ Rating:\n";
cin >> score;
return score;
}
void printEvaluation(int aScore)
{
cout << "IQ Score: " << aScore << " IQ Rating: ";
if (aScore <= 100)
{
cout << "Below Average\n";
}
else if (aScore <= 119)
{
cout <<"Average\n";
}
else if (aScore <= 160)
{
cout << "Superior\n";
}
else if (aScore >= 160 )
{
cout << "Genius\n";
}
}
Answer:
Option B, CUSTOMER MISBEHAVIOR.
Explanation:
Consumer misbehavior can defined as the behavioral acts by consumers which violate the generally accepted norms of conduct in consumption situations, and disrupt the order expected in such situations. Misbehavior by consumers disrupts the openness, impersonal trust, and orderliness of the exchange environment.
Some of the examples of customer misbehavior are: shoplifting, bending rules, breaking rules by ignoring warnings and using products in forbidden or ways not recommended...
* Routinized response behaviour is a type of purchasing scenario whereby the purchaser of a product or a service has past experience with purchasing it and automatically makes the decision to purchase again.
* Psychological influences refers to the workings of the mind or psyche that influences customer decisions.
* Social influences refers to the intentional and unintentional efforts to change another person's beliefs, attitudes, or behavior.
Therefore, the option that best suits the question is option B, CUSTOMER MISBEHAVIOR.