I believe Intel is better at handling games. Not saying AMD isn't good, just not as good. AMD is better for handling multiple task. I personally don't mind either.
Using the knowledge in computational language in JAVA it is possible to write a code that write a program that reads the width and height of the wall and the number of windows, using the following prompts
<h3>Writting the code:</h3>
<em>import java.util.Scanner;</em>
<em>public class WallArea {</em>
<em> public static void main(String[] args) {</em>
<em> Scanner sc = new Scanner(System.in);</em>
<em> final int areaOfWindows = 6;</em>
<em> System.out.print("Wall width: ");</em>
<em> double width = sc.nextDouble();</em>
<em> System.out.print("Wall height: ");</em>
<em> double height = sc.nextDouble();</em>
<em> System.out.print("Number of windows: ");</em>
<em> double numberOfWindows = sc.nextDouble();</em>
<em> double area = (width * height) - (numberOfWindows * areaOfWindows);</em>
<em> System.out.println("Area: " + area);</em>
<em> }</em>
<em>}</em>
See more about JAVA at brainly.com/question/12975450
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When looking at wireless channels, there are a couple of variables to keep in mind:
The number of other networks using what channels
The strength of the other networks on other channels
So generally speaking, channels 1, 6, and 11 are used by default. The reason for this is because there isn't any adjacent channel interference when you have all of your networks spread out in that manner. If for example, a network was using channel 3, that network would interfere with the signals one channel 1 and 6, and the bandwidth of those channels would have to be shared amongst all of those networks. This isn't optimal. Ideally you should look for a channel with less hosts who have weak signals. I know that in my area, channel 11 is the best channel to be on, because the hosts using that channel have weak signal strengths, which results in a lesser chance of those signals interfering with mine.
Specs:
CPU
R3000A 32bit RISC chip @ 33.8mhz - Manufactured by LSI Logic Corp.
Clearing capacity: 30 MIPS
Bus bandwidth: 132 Mb/sec
3D Geometry Engine
High speed matrix calculator
Clearing capacity: 66 MIPS
1.5 million flat-shaded polygons/sec
500,000 texture-mapped and light-sourced polygons/sec
Data Engine (MDEC)
Clearing capacity: 80 MIPS
CPU, direct bus connection
Also compatible with JPEG, H.261 files
Sound
ADPCM, 24 channels
Sampling frequency: 44.1 Khz
Graphics
16.7 million colors
Resolution: 256x224 - 740x480
Sprite/BG drawing
Adjustable frame buffer
No line restriction
Unlimited CLUTs (Color Look-Up Tables)
4,000 8x8 pixel sprites with individual scaling and rotation
Simultaneous backgrounds (Parallax scrolling)
360,000 polygons/sec
Memory:
Main RAM: 2 Megabytes
VRAM: 1 Megabyte
Sound RAM: 512 K
CD-ROM buffer: 32K
Operating System ROM: 512K
RAM cards for data save: 128K EEprom
Cd-rom
Double speed
<span>XA compliant
</span>
Number of sales: 102.49 million
Pros: Great game selection. Fantastic 3D graphics for the time, elegant console design, memory cards convenient and meant never running out of space and could play saved games on another console. Comfortable controllers, games stored in standard CD cases.
Cons: Long load times. <span>Often overheated which would cause audio skipping, even longer load times, and sometimes system failure! </span><span>Memory cards don't hold much.</span>
Games: Ridge Racer, Battle Arena Toshinden, and ESPN Extreme Games. on release. Later Spyro the Dragon, Tekken, Wipeout, Crash Bandicoot, Tomb Raider, Metal Gear Solid, Gran Turismo, Resident Evil, Silent Hill, Soul Blade, and Twisted Metal.
Answer:
Megabyte
Explanation:
Megabytes come before Gigabytes like how Gigabytes come before Terrabytes