<u>Answer:</u>
<em>A) Lose, Gain</em>
<u>Explanation:</u>
<em>Octet is a game plan of an iota where the peripheral shell is filled by 8 electrons.</em> So as to achieve octet , the components either lose or gain electrons relying on their reactivity , number of valence electrons and different variables.
<em>For a metal :</em> A non - metal increases electrons to finish octet. <em>Eight electrons fill the valence level for every single respectable gas, with the exception of helium, which has two electrons in its full valence level.</em>
Answer:
a) Chimel vs. California
Explanation:
The Chimel vs California case was a result of police officers going to Chimel's home with a warrant that authorized his arrest for burglary. After the warrant was served, the police officers comprehensively searched the house of Chimel. The search revealed various items that were used as exhibit to convict Chimel. The State Courts upheld Chimel's conviction. However the Supreme Court in a 6-2 decision, did not find the search of the full house reasonable, as a search warrant would be needed for this cause.
The significance of the conflict was that the Hessian army crushed in Washington's raid across the Delaware River and the Americans were invigorated by the easy defeat of the British Hessian forces.
The Mediterranean trade route was a great source for trading wealth. The Mediterranean Sea is located at the center of three continents so it is efficient for trade. It was connected to the silk roads in the east and was used to transport goods from Asia throughout Europe.
The relationship that exists between time spent playing video games and aggressive behavior at school in relation to aggressive gestures was examined in the literature with noticeable interest.
Habitual openness to violent backgrounds or playing violent games fluctuations kids' evolving brain structures to beget a boost in the liability of carrying further aggressively indeed numerous times latterly expressing that stormy videotape games can desensitize people to catching aggressive gestures and drop prosocial actions(e.g., empathy).
This collaboration was also honest for both aggressive cognition (unvoiced) and high-pressure gesture (unequivocal), indeed if the adolescent was compactly showed up to a violent videotape game.
Distinctive associations are also seeming between videotape gaming and exhilarated medicine and alcohol use, more minor interpersonal connection quality, poor interpretation at the academy, disrated sleep time, and sui_cidal creativity. nevertheless, the connection between furious videotape games and aggressive actions in adolescents feels to be still over for discussion.
To learn more about video games refer to
brainly.com/question/13067888
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