Explain Pricing Determination
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What are some of the limitations of state machines? When is the use of state machines appropriate, and when are they insufficient to generate the kinds of behaviors you need in a game?
Where we can activate Rebates?
A student multiplied a number by 3 instead of 5 . 5 3 What is the percentage error in the calculation?
You're tasked with implementing a computer player for a real-time strategy (RTS) game. Assuming that there is no fog-of-war, how do you implement a system to allow the computer player to determine what parts of the map are controlled by enemy players, and which parts are open to easy exploitation? How do you identify the choke points on the map? How do you find the boundary between the parts of the map under your control and the parts of the map controlled by enemy players? How do you detect an impending enemy attack or a change in an enemy's offensive posture?
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A fires 5 shots to B's 3 but A kills only once in 3 shots while B kills once in 2 shots. When B has missed 27 times, A has killed:
A alone can do a piece of work in 6 days and B alone in 8 days. A and B undertook to do it for Rs. 3200. With the help of C, they completed the work in 3 days. How much is to be paid to C?
pls suggest me a good institute for SAP-MM in Pune
You're in charge of implementing a stealth game similar to Thief: The Dark Project, and you need guards in your game that have imperfect vision and hearing and inhabit dimly-lit castles, and they can search the area for the player if they think there's an intruder around. How do you model the sensory systems of these guards, and how do you aggregate auditory, visual, and other kinds of stimuli in this system? How do you implement the various alert states for the guards, and why?
What are attractors and repulsors? How do they interact with a steering system? When are they useful, and what are their limitations? When can they be used for obstacle avoidance, and when are they insufficient?