In Consideration of Parameters with Referencing Environment, the option is All of the above are options.
<h3>What is referencing environment?</h3>
The referencing environment of any kind of statement is the composition of the full names that can be found or seen visible in that given statement.
Note that in any kind of static-scoped language, the local variables with the addition of all seen variables can be placed in an enclosed scopes and as such, in the scenario above, all the options are correct.
See options below
A. Shallow binding with the environment of the call statement that enacts the passed subprogram.
B. Shallow binding which is most natural way for dynamic-scoped languages
C. Deep binding - with the environment of the definition of the passed subprogram.
D. Ad hoc binding with the environment of the call statement that passed the subprogram.
E. All of the above are options.
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Answer:
Each time you insert a new node, call the function to adjust the sum.
This method has to be called each time we insert new node to the tree since the sum at all the
parent nodes from the newly inserted node changes when we insert the node.
// toSumTree method will convert the tree into sum tree.
int toSumTree(struct node *node)
{
if(node == NULL)
return 0;
// Store the old value
int old_val = node->data;
// Recursively call for left and right subtrees and store the sum as new value of this node
node->data = toSumTree(node->left) + toSumTree(node->right);
// Return the sum of values of nodes in left and right subtrees and
// old_value of this node
return node->data + old_val;
}
This has the complexity of O(n).
Explanation:
Answer:
read only memory (ROM)
Explanation:
Examples of non-volatile memory include read-only memory (see ROM), flash memory, most types of magnetic computer storage devices (e.g. hard disks, floppy discs and magnetic tape), optical discs, and early computer storage methods such as paper tape and punched cards.
Answer:
In the New Kingdom, the game senet, which means "passing," became associated with the journey to the afterlife. Some of the squares of the game corresponded to the hazards a person might meet on their journey to the afterlife, while other squares helped the players.
Explanation: