Answer:
Depends on the player base
Explanation:
I would say rewarding to be honest because people like rewards and if they look cool people might play even at their bedtime but humorous might make players play the game more to see the jokes but I kind of doubt it, frustrating... they either rage or try to beat the quest or whatever it is to flex or something I don't know and confusing, like the frustrating one but people are into mystery so I think C would be better then B but I don't know about the other 2 so In my opinion I would say D
Answer:
Notifying the errors is always useful .
Explanation:
The errors should always be notified to the developer. It is useful and is important. When we provide notifications on the screen, it helps the user and it can be used to provide feedback. In regard to developmental work, it has to be important and confidential and we use the help of email to inform or notify errors to the organization. This will help the company from negative criticism and helps the company perform better. We can also write an error log when we face the same error again and again even after notifying the developer organization. This helps to put a reminder to the organization that immediate check has to be dome and eliminate the error from the source.
Some disadvantages are if we do not keep timer implementation, the alert keeps on popping on the screen, which is irritable.
Answer:
member wise Initialization.
Explanation:
Member wise initialization is used for the following cases:-
- When you have constant member in your class.
- When you have Reference member in your class.
- When you have a very large member in your class.
- When you have a member with no default constructor.
Member wise initialization is uses initialization and the direct initialization uses assignment.
False. Integrated circuits have transistors within them, not the other way around
Networking at home, Networking in an office, networking between two computers.