The appropriate response is Bus Interface Unit or BIU. The BIU gives different capacities, including era of the memory and I/O addresses for the exchange of information between outside the CPU, and the EU.
The EU gets program direction codes and information from the BIU, executes these guidelines, and store the outcomes in the general registers. By passing the information back to the BIU, information can likewise be put away in a memory area or kept in touch with a yield gadget. Note that the EU has no association with the framework transports. It gets and yields every one of its information through the BIU.
[B], developing the art style guide and production plan.
It wouldn't be [A], because patches are released to consumers of the game, to fix bugs and add new content, which won't be done until post-production.
It wouldn't be [C] either, as it is also post-production, because you are sending the game to produced, packaged and shipped, meaning the game has already been pretty much fully developed.
Answer: absolute then relative
Explanation:
A DNS record <span>is responsible for resolving an IP to a domain name.
</span>The term DNS record denotes a database record, stored on DNS servers used to map a URL to an IP address.
The process is the following: the URL is entered and searched in the browser, that URL is forwarded to the DNS servers and then directed to the specific Web server<span>.</span>
Answer:
% here x and y is given which we can take as
x = 2:2:10;
y = 2:2:10;
% creating a matrix of the points
point_matrix = [x;y];
% center point of rotation which is 2,2 here
x_center_pt = x(2);
y_center_pt = y(2);
% creating a matrix of the center point
center_matrix = repmat([x_center_pt; y_center_pt], 1, length(x));
% rotation matrix with rotation degree which is 45 degree
rot_degree = pi/4;
Rotate_matrix = [cos(rot_degree) -sin(rot_degree); sin(rot_degree) cos(rot_degree)];
% shifting points for the center of rotation to be at the origin
new_matrix = point_matrix - center_matrix;
% appling rotation
new_matrix1 = Rotate_matrix*new_matrix;
Explanation:
We start the program by taking vector of the point given to us and create a matrix by adding a scaler to each units with repmat at te center point which is (2,2). Then we find the rotation matrix by taking the roatational degree which is 45 given to us. After that we shift the points to the origin and then apply rotation ans store it in a new matrix called new_matrix1.