Answer:
correct option c, cat, n1m1, short1,
Explanation:
correct option c, cat, n1m1, short1,
The variable is used to store the value of the value varies during the program execution...
some of the basic rules of identifier
- The variable must be started with the alphabet
- We cannot declare the variable name as keyword i.e "that value is already defined and in the compiler"
- Variable-length does not exceed 8 characters
- We cannot use space to declared any variable
- _hello,42C, hi there and cat! are not follow the basic rule of identifier so they are not identifier validator
Answer:
Basic Operations. As far as the basic arithmetic operations are concerned, they in sequence are addition, subtraction, multiplication, and division. And arithmetic operation is performed in this sequence.
Given a =1, b=4, c=3 and d=9
a) x = b +c*d
x = b + 3*9
x= b + 27
x= 4+27
x=31
b)y= ad -b +c /z
y = ad -b + 3/z
y = 1*9 - b +3/z
y = 9 -b +3/z
y = 9- 4 +3/z
y = 5 + 3/z
And z is not given, and hence the above are the final answers, and calculated according to sequence of BASIC arithmetic operation.
Explanation:
Please check the answer section.
Answer:
both tbh I don't know I'm doing this for points cuz I need help for sm
Answer:
You're answer is,
<u><em>Output devices </em></u>
Explanation:
An output device is any piece of computer hardware equipment which converts information into a human-perceptible form or, historically, into a physical machine-readable form for use with other non-computerized equipment. It can be text, graphics, tactile, audio, or video. Examples include monitors, printers, speakers, headphones, projectors, GPS devices, optical mark readers, and braille readers.
Hope this helps
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<em>Tori </em>
To improve the usability of an application it is important to have a well designed interface. Shneiderman's "Eight Golden Rules of Interface Design" are a guide to good interaction design.1 Strive for consistency.Consistent sequences of actions should be required in similar situations; identical terminology should be used in prompts, menus, and help screens; and consistent commands should be employed throughout.
2 Enable frequent users to use shortcuts.As the frequency of use increases, so do the user's desires to reduce the number of interactions and to increase the pace of interaction. Abbreviations, function keys, hidden commands, and macro facilities are very helpful to an expert user.
3 Offer informative feedback.For every operator action, there should be some system feedback. For frequent and minor actions, the response can be modest, while for infrequent and major actions, the response should be more substantial.
4 Design dialog to yield closure.Sequences of actions should be organized into groups with a beginning, middle, and end. The informative feedback at the completion of a group of actions gives the operators the satisfaction of accomplishment, a sense of relief, the signal to drop contingency plans and options from their minds, and an indication that the way is clear to prepare for the next group of actions.
5 Offer simple error handling.As much as possible, design the system so the user cannot make a serious error. If an error is made, the system should be able to detect the error and offer simple, comprehensible mechanisms for handling the error.
6 Permit easy reversal of actions.This feature relieves anxiety, since the user knows that errors can be undone; it thus encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data entry, or a complete group of actions.
7 Support internal locus of control.Experienced operators strongly desire the sense that they are in charge of the system and that the system responds to their actions. Design the system to make users the initiators of actions rather than the responders.
8 Reduce short-term memory load.The limitation of human information processing in short-term memory requires that displays be kept simple, multiple page displays be consolidated, window-motion frequency be reduced, and sufficient training time be allotted for codes, mnemonics, and sequences of actions.