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olya-2409 [2.1K]
4 years ago
13

What is the software that manages and controls the activities and resources of the computer? O The CPU The OS The ALU The GUI D

Computers and Technology
1 answer:
Elodia [21]4 years ago
7 0

Answer:

the software that manages and controls the activities and resources of the computer is OS

Explanation:

the software that manages and controls the activities and resources of the computer is OS

because here we know that CPU is hardware

and ALU is a digital circuit that is use to perform arithmetic and logic operations

and

GUI or Graphical User Interface controls the graphical interface of the applications

so here correct option is OS that is the software that manages and controls the activities and resources of the computer

You might be interested in
To be useful for most household applications, DC voltage is?please <br>​
satela [25.4K]

Answer: To be useful for most household applications, DC voltage is passed through a step-down transformer.

Explanation: Voltage coming through AC or DC outlets is typically far too high for most household appliances to handle, so the current is passed through a step-down transformer to reduce the voltage to a usable level.

3 0
3 years ago
If a star system 30 parsecs distant is found to be broadcasting intelligent radio signals, then their news is already approximat
IrinaK [193]

Answer:

97.85 years, approximately.

Explanation:

Light travels at a <em>constant</em> speed of 186,000 mi/seg or 300,000km/seg accross the Universe (in vacuum conditions). Radio waves are also part of the electromagnetic spectrum, and they also travel at the same speed as Light does.

A light-year is a measure of the distance that Light travels during a year, that is,  5.88 trillion miles. Light travels the same distance per year because its speed is <em>constant</em>, and this is an excellent property that scientists take advantage to measure distances.

A parsec is 3.26 light-years (19 trillion miles), and (a very important datum to solve this question) one light-year is 0.306601 parsec, that is, in a year Light travels 0.306601 parsec at a <em>constant</em> speed. The same would happen with intelligent radio signals broadcasted from a distant star system.

So, considering all these facts, it is a matter of proportions to solve this question (mostly because speed of Light is constant):

\frac{1 year}{0.306601 parsec} = \frac{X years}{30 parsecs}

x =\frac{1 year * 30 parsec}{0.306601 parsec}

x = \frac{30}{0.306601} years

x = 97.84704 years or,

x = 97.85 years, approximately.

In other words, Light spends 97.85 years (terrestials) to travel 30 parsecs.

Likewise, radio waves travel at the same speed, so they spend the same years (97.85 years) travelling across the Universe to be finally detected by a radiotelescope located, for instance, here, in our planet.

Finally,  the star system broadcasted intelligent radio signal with 'news' that are already approximately 97.85 years old'.

6 0
3 years ago
Can anyone help me with these questions?
densk [106]

Answers and explanations:

<u>Question 1: </u>

a. True

<u>Explanation: </u>

According to data released by the Tetris company in 2018 Tetris has sold over 500million copies. The second best-selling video game is Minecraft with circa 180millon copies according to Microsoft

<u>Question 2: </u>

b. Challenges or conflicts.

<u>Explanation</u>

A game should include the following elements:

  • Willingness to participate
  • Goals to achieve, or challenges
  • Rules and strategies that ought to be followed overcome the challenges
  • An agent to compete against. This can another player (human or not), the environment of the game, or even the rules of the game.
  • The addition of agent to compete against, create an essential element for games: conflict.

<u>Question 3:</u>

c. Third-person perspective

<u>Explanation</u>

In video games, several perspectives modify how the player interacts with the character and the environment.

  • 1st person perspective: the player sees what the main character sees. Like in Doom.
  • 2nd person perspective: the player sees the main character through the eyes of a third character. Like in Mario 64, the player sees Mario from the perspective of Lakitu.
  • 3rd person perspective: The player sees the main character body entirely, like a character in a movie. Over the shoulder, perspective is similar to 3rd person, but the camera is fixed to the main character shoulder.
  • Top-Down perspective: where the player sees both the main character and the map from an "aerial" view
  • etc...

<u>Question 4:</u>

b. tactical

<u>Explanation</u>

Tactics and strategy are usually used interchangeably. However, strategy is the whole action plan to achieve an overall outcome. Like winning a football match. Tactics, on the other hand, refer to the immediate and in-situ efficient usage of resources to achieve a small objective. Like scoring a goal. In Henry Hatsworth, the immersion experience comes from the ability to master the tactics to play a combination of puzzles with action platformer.

<u>Question 5:</u>

c. AI.

<u>Explanation</u>

Gameplay makes reference to the way in which a player interacts with a game. It econpases game mechanics, challenges, story, etc...

Game mechanics are the rules and methods through which a player can achieve the game goals. For instance, a game can be turn-based or real-time strategy.

Roguelike is a specific kind of games based on the exploration of dungeons.

In videogames, a developer can adjust the AI of NPC to react more or less assertive or aggressively to player actions. This can alter the whole gameplay experience, so must be done carefully.

<u>Question 6.</u>

a. A video recap

<u>Explanation:</u>

A video recap can help developers to asses how players interact with the videogame

<u>Question 7:</u>

b) What marketing strategy will I use for my game?

<u>Explanation</u>

Game development requires resources, you need to think about how you are going to sell the game to investors or crowd-funders in order to actually being able to materialise any idea.

<u>Question 8</u>

c) It means you can learn how to play the game almost inmediately, but you will want to keep playing for a long time in order to master it.

<u>Explanation</u>

Some games have simple mechanics, like simple rules that are easy to understand. However, this does not determine the overall gameplay complexity. Go is an example of simple mechanics and extremely complex and in-depth gameplay.

<u>Question 9</u>

b. False

<u>Explanation</u>

FPV provides the player with a limited but detailed view of the map. On the contrary, a top-down perspective provides a broader view possible on a map.

<u>Question 10:</u>

b. First-person view.

<u>Explanation</u>

please check explanation on question 3.

<u>Question 11:</u>

c. Passively

<u>Explanation</u>

A player cannot be a passive spectator. They must engage actively in gameplay in order to overcome the challenges and advance on the game. This is why games are different from most forms of entertainment, in which the spectator acts passively and cannot affect the outcome of the story.

<u>Question 12</u>

b. False

<u>Explanation:</u>

The characteristics mentioned are typically found on puzzle games. Adventure games focus on telling a story about a lifechanging journey. They may contain many mechanics and elements (such as puzzles) but they are focused on telling the character story.

<u>Question 13</u>

d. Resource management

<u>Explanation</u>

Economy is the study of resource management (not only money). Therefore, any game that has a resource management component involves a certain degree of economic mechanics. This component is more prominent in RTS and city-building games.

<u>Question 14. </u>

b. Tetris

<u>Explanation</u>

The core mechanic of Tetris is to align geometric pieces that fall from the top of the screen. Each time the pieces are aligned in a horizontal line, the line disappears.  

<u>Question 15. </u>

a. True

<u>Explanation</u>

Fable III does not have any difficulty setting. Game mechanics are designed in such a way that players need to increase their avatar level in order to advance the storyline, where they are going to find harder and harder characters.

6 0
4 years ago
Create a class Student and another called StudentClub. StudentClub should have the fields President, Vice-President, Secretary,
salantis [7]

Answer:

See explaination

Explanation:

StudentClub.h

#ifndef STUDENTCLUB_H_INCLUDED

#define STUDENTCLUB_H_INCLUDED

//#include <vector>

//class student

class Student

{

public:

std::string name;

Student(){}

Student(std::string name)

{

this->name=name;

}

};

//studentclub class

class StudentClub

{

Student* President=new Student();

Student* VicePresident=new Student();

Student* Secretary=new Student();

Student* Treasurer=new Student();

std::vector<Student> clubMember;

public:

StudentClub(Student* p, Student* v, Student* s, Student* t, std::vector<Student> m);

Student* get_president() const;

Student* get_vice_president() const;

Student* get_secretary() const;

Student* get_treasurer() const;

std::vector<Student> get_members() const;

void add_member(Student* s);

int number_members();

};

#endif // STUDENTCLUB_H_INCLUDED

StudentClub.cpp

#include <iostream>

#include <vector>

#include "StudentClub.h"

using namespace std;

//constructor with parameter

StudentClub::StudentClub(Student* p, Student* v, Student* s, Student* t, vector<Student> m)

{

President =p;

VicePresident=v;

this->Secretary =s;

this->Treasurer =t;

this->clubMember=m;

}

//return president

Student* StudentClub::get_president() const

{

return this->President;

}

//return vice president

Student* StudentClub::get_vice_president() const

{

return this->VicePresident;

}

//return secretary

Student* StudentClub::get_secretary() const

{

return this->Secretary;

}

//return treasurer

Student* StudentClub::get_treasurer() const

{

return this->Treasurer;

}

//return memeber

vector<Student> StudentClub::get_members() const

{

return clubMember;

}

//add member

void StudentClub::add_member(Student* s)

{

for(int i = 0; i < clubMember.size(); i++)

{

if(clubMember[i].name == s->name)

return ;

}

this->clubMember.push_back(*s);

}

//return memeber count

int StudentClub::number_members()

{

return clubMember.size();

}

main.cpp

#include <iostream>

#include <vector>

#include "StudentClub.h"

using namespace std;

int main()

{

//declarations

Student p,s,v,t,m;

//get names

cout<<"President: ";

cin>>p.name;

cout<<"VicePresident: ";

cin>>v.name;

cout<<"Secretary: ";

cin>>s.name;

cout<<"Treasurer: ";

cin>>t.name;

vector<Student> cl;

//get members

do{

cout<<"\nNew member (Q to quit): ";

cin>>m.name;

if(m.name!="Q")

cl.push_back(m);

}while(m.name!="Q");

//add to club

StudentClub club(&p,&v,&s,&t,cl);

club.add_member(&p);

club.add_member(&v);

club.add_member(&s);

club.add_member(&t);

//print details

cout<<"\n\nPresident: "<<club.get_president()->name;

cout<<"\nVicePresident: "<<club.get_vice_president()->name;

cout<<"\nSecretary: "<<club.get_secretary()->name;

cout<<"\nTreasurer: "<<club.get_treasurer()->name;

cout<<"\nTotal Members: "<<club.number_members();

return 0;

}

3 0
3 years ago
Marianne needs to create a version of her slide presentation that does not include all the slides and will be used for
Morgarella [4.7K]

Answer:

B is the correct answer because that's what I do

8 0
3 years ago
Read 2 more answers
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