Answer:
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Explanation:
Answer: A. Multicast
Explanation:
Here we are given a situation where it is necessary for the device to stream media to all the PCs connected across the LAN. But as the they are unable to stream the media then it is a problem in the multicast TCP/Ip technology.
Multicasting enables to transfer information or messages from one to many or many to many. Here as a single device is responsible for streaming the content to other PCs across the LAN, therefore it is necessary that multicast has been properly implemented.
Option B is incorrect as it is not a scenario of broadcast as in broadcasting all the receivers must get the streaming however here if a PC does not want to receive the media stream it cannot receive for which multicasting is required.
Option C is incorrect as here we are not talking of one to one communication.
Option D is incorrect as here we cannot have more than one route to send the media content except the LAN.
My idea on creating a new and fresh Gaming experience around viewing occasions is that one should incorporate emotions into games that people around around viewing occasions can feel.
<h3>What is a gaming experience?</h3>
Gaming is known to be that experience or one can say the origin of identity and also the community that is made for gamers.
Note that the experience is one that goes far more than the game itself, and as such, My idea on creating a new and fresh Gaming experience around viewing occasions is that one should incorporate emotions into games that people around around viewing occasions can feel.
Learn more about Gaming experience from
brainly.com/question/27355039
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The following cose will be used to copy assignment operator for CarCounter
<u>Explanation:</u>
Complete Program:
#include <iostream>
using namespace std;
class CarCounter
{
public:
CarCounter();
CarCounter& operator=(const CarCounter& objToCopy);
void SetCarCount(const int setVal)
{
carCount = setVal;
}
int GetCarCount() const
{
return carCount;
}
private:
int carCount;
};
CarCounter::CarCounter()
{
carCount = 0;
return;
}
// FIXME write copy assignment operator
/* Your solution goes here */
CarCounter& CarCounter::operator=(const CarCounter& objToCopy)
{
if(this != &objToCopy)
carCount = objToCopy.carCount;
return *this;
}
int main()
{
CarCounter frontParkingLot;
CarCounter backParkingLot;
frontParkingLot.SetCarCount(12);
backParkingLot = frontParkingLot;
cout << "Cars counted: " << backParkingLot.GetCarCount();
cout << endl << endl;
system("pause");
return 0;
}