Answer:
B. The computer jumps to the module, executes the instructions in the module, and then returns to the next executable instruction.
Explanation:
A software development life cycle (SDLC) can be defined as a strategic process or methodology that defines the key steps or stages for creating and implementing high quality software applications.
A module can be defined as a separate software component or unit of a hardware program that comprises of one or more repeatable functions (tasks). A module is portable and as such can be used in various software applications or systems through a programming interface. Also, they are interoperable because they are generally compatible with various components of a software application or system.
When a module is processed, the computer jumps to the module, executes the instructions in the module, and then returns to the next executable instruction.
This ultimately implies that, the execution of an instruction by a computer is done sequentially and once the task is completed, the computer moves to the next executable instruction or command.
C. custom slideshow because this is where you can customise everything you do eg. pen colour, don't etc.
Answer:
Open world exploration and inventory management
Explanation:
In the first Zelda game (NES) and Zelda ii (NES) there were very early open world mechanics along with inventory management.
Binocular depth cues are the 'things' that help us to judge distance. The two main ones that relate to binocular vision are:
1. Convergence.
This is the fact that as we get closer to an object, our eyes begin to point inward to remain focused on the object. I.e. we go cross eyed.
2. Disparity
This is the fact that our eyes both see a different image when focused on an object because they are actually looking at it from a different perspective (about 6 centimeters apart). This disparity changes based on the object distance from the observer so is also a cue used by our brain to judge distance.