Answer:
A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users.
Explanation: The place that made prototype was Radical Entertainment.
Hoped this helped.
Answer:
Option B is the correct answer.
Explanation:
- In the above code, the loop will execute only one time because the loop condition is false and it is the Do-While loop and the property of the Do-while loop is to execute on a single time if the loop condition is false.
- Then the statement "x*=20;" will execute one and gives the result 200 for x variable because this statement means "x=x*20".
- SO the 200 is the answer for the X variable which is described above and it is stated from option B. Hence it is the correct option while the other is not because--
- Option A states that the value is 10 but the value is 200.
- Option C states that this is an infinite loop but the loop is executed one time.
- Option D states that the loop will not be executed but the loop is executed one time
Answer:
For the first picture, choose the second pair, and for the second one, choose the first pair
Explanation:
Answer:embedded computers are found in cats, appliances like light switches and voic actived tvs, security cameras, dvd players and elevators
Explanation:
Access: full electronic participation in society.
Commerce: electronic buying and selling of goods.
Communication: electronic exchange of information.
Literacy: process of teaching and learning about technology and the use of technology.
Etiquette: electronic standards of conduct or procedure.
Law: electronic responsibility for actions and deeds.
Rights & Responsibilities: those freedoms extended to everyone in a digital world.
Health & Wellness: physical and psychological well-being in a digital technology world.
Security (self-protection): electronic precautions to guarantee safety.
IMPORTANT
Etiquette. Students need to understand how their technology use affects others. ...
Literacy. Learning happens everywhere. ...
Rights and responsibilities. Build trust so that if something happens online, students are willing to share their problems or concerns about what has happened.