Answer:
C++ code is given below
Explanation:
#include <iostream>
#include <cctype>
#include <string.h>
#include <cstring>
#include <sstream>
using namespace std;
struct Car {
public:
char reportingMark[5];
int carNumber;
string kind;
bool loaded;
string destination;
};
void input(Car *);
void output(Car *);
int main() {
Car *T = new Car;
input(T);
output(T);
delete T;
return 0;
}
void input(Car *T)
{
string str, s;
cout << " Enter the reporting mark as a 5 or less character uppercase string: ";
cin >> str;
for (int i = 0; i < str.length(); i++)
T->reportingMark[i] = toupper(str[i]);
cout << " Enter the car number: ";
cin >> T->carNumber;
cout << " Enter the kind: ";
cin >> T->kind;
cout << " Enter the loaded status as true or false: ";
cin >> s;
istringstream(s) >> boolalpha >> T->loaded;
if (T->loaded == true) {
cout << " Enter the destination: ";
cin.ignore();
getline(cin, T->destination);
}
else
T->destination = "NONE";
}
void output(Car *T)
{
cout << " Reporting Mark: " << T->reportingMark;
cout << " Car Number: " << T->carNumber;
cout << " Kind: " << T->kind;
cout << " Loaded Status: " << boolalpha << T->loaded;
cout << " Destination: " << T->destination << " ";
}
Answer: 83.17
Explanation:
By definition, the dB is an adimensional unit, used to simplify calculations when numbers are either too big or too small, specially in telecommunications.
It applies specifically to power, and it is defined as follows:
P (dB) = 10 log₁₀ P₁ / P₂
Usually P₂ is a reference, for instance, if P₂ = 1 mW, dB is called as dBm (dB referred to 1 mW), but it is always adimensional.
In our question, we know that we have a numerical ratio, that is expressed in dB as 19.2 dB.
Applying the dB definition, we can write the following:
10 log₁₀ X = 19.2 ⇒ log₁₀ X = 19.2 / 10 = 1.92
Solving the logarithmic equation, we can compute X as follows:
X = 10^1.92 = 83.17
X = 83.17
Answer
Making a video game is much less daunting than it might seem. While you likely aren’t going to go from having no experience to making the next Grand Theft Auto, it has actually never been easier to get started making games. Game development tools and resources have become increasingly accessible to the average person, even if they have no programming experience. Often these tools are also available for free.
To try to make things easier for those looking to get started making games, we’ve put together a list of 11 game engines / editors. Some are designed for a specific genre of game or to be incredibly easy for newcomers. Others are professional development tools for AAA games, but are effectively free to use for hobbyists and still offer a lot of learning tools to help those with limited programming experience get started.
There are, of course, a lot of things that go into game development — music, animation, sound, writing, texturing, modeling, etc. — however, the game engine / editor you choose is going to have the biggest effect on what kind of game you can make. If you have suggestions for other engines, software, or learning tools for the other aspects of development, post it in the comments.