14. _____ variables take on values in an experiment. A) Fixed B) Static C) Random D) Denatured
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14.
_____ variables take on values in an experiment.
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- Question-1 Friend's Party Circle: There are a few friends living in the same area. They have a party every weekend and the place of party change each week. It is always a lifficult task to select a place which is nearest for everyone. They advantage of Computer Science to solve this problem. all decided to take Names of friends are Ahmed, Rehman, Careem, Basit, Dawood, Ghani, and Farid. Ahmed lives at 5 minutes' walk from rehman and at 10 minutes' walk from Careem. Careem lives at 3 minutes' walk from Dawood. Rehman lives at 4 minutes' walk from Basit and 2 minutes' walk from Dawood. Dawood lives at two minutes' walk from Farid. Ghani lives at 2 minutes' walk from Basit. a. If we represent a graph G = V (V, E) in which set of vertices are home of each Friend and an edge represents a path between two homes. Provide the adjacency matrix of directed graph of the graph G. b. In above directed graph G. You are required to devise an algorithm to find all possible paths.ID: A Name: ID: A 6. There are 32 students standing in a classroom. Two different algorithms are given for finding the average height of the students. Algorithm A Step 1: All students stand. gniwolldi odT gaihnel vd Step 2: A randomly selected student writes his or her height on a card and is seated. Step 3: A randomly selected standing student adds his or her height to the value on the card, records the new value on the card, and is seated. The previous value on the card is erased. Step 4: Repeat step 3 until no students remain standing. Step 5: The sum on the card is divided by 32. The result is given to the teacher. Algorithm B Step 1: All students stand. Step 2: Each student is given a card. Each student writes his or her height on the card. Step 3: Standing students form random pairs at the same time. Each pair adds the numbers written on their cards and writes the result on one student's card; the other student is seated. The previous value on the card is erased. Step 4: Repeat…Golf scores record the number of strokes used to get the ball in the hole. The expected number of strokes varies from hole to hole and is called par (i.e. 3, 4, or 5). Each score's name is based on the actual strokes taken compared to par: "Eagle": number of strokes is two less than par "Birdie": number of strokes is one less than par "Par": number of strokes equals par "Bogey": number of strokes is one more than par Given two integers that represent par and the number of strokes used, write a program that prints the appropriate score name. Print "Error" if par is not 3, 4, or 5 need answer in python
- Golf scores record the number of strokes used to get the ball in the hole. The expected number of strokes varies from hole to hole and is called par (i.e. 3, 4, or 5). Each score's name is based on the actual strokes taken compared to par: "Eagle": number of strokes is two less than par "Birdie": number of strokes is one less than par "Par": number of strokes equals par "Bogey": number of strokes is one more than par Given two integers that represent par and the number of strokes used, write a program that prints the appropriate score name. Print "Error" if par is not 3, 4, or 5. Ex: If the input is: 4 3 the output is: Birdie (in java please)Golf scores record the number of strokes used to get the ball in the hole. The expected number of strokes varies from hole to hole and is called par (i.e. 3, 4, or 5). Each score's name is based on the actual strokes taken compared to par: "Eagle": number of strokes is two less than par "Birdie": number of strokes is one less than par "Par": number of strokes equals par "Bogey": number of strokes is one more than par Given two integers that represent par and the number of strokes used, write a program that prints the appropriate score name. Print "Error" if par is not 3, 4, or 5. Ex: If the input is: 4 3 the output is: Birdie javaGolf scores record the number of strokes used to get the ball in the hole. The expected number of strokes varies from hole to hole and is called par (possible values: 3, 4, or 5). Each score's name is based on the actual strokes taken compared to par: "Eagle": number of strokes is two less than par "Birdie": number of strokes is one less than par "Par": number of strokes equals par "Bogey": number of strokes is one more than par Given two integers that represent the number of strokes used and par, write a program that prints the appropriate score name. Print "Error" at the end of the output if par or score is not in the expected range. Ex: If the input is: 3 4 the output is: Par 4 in 3 strokes is Birdie
- Moon effect. Some people believe that the Moon controls their activities. If the Moon moves from being directly on the opposite side of Earth from you to being directly overhead, by what percentage does (a) the Moon's gravitational pull on you increase and (b) your weight (as measured on a scale) decrease? Assume that the Earth-Moon (center-to-center) distance is 3.82 x 10° m, Earth's radius is 6.37 x 106 m, Moon's mass is 7.36 x 1022 kg, and Earth's mass is 5.98 x 1024 kg. (a) Number 6.89 Units percent (b) Number i 6.8713e-4 Units percentCelebrity problem A celebrity among a group of n people is a person who knows nobody but is known by everybody else. The task is to identify a celebrity by only asking questions to people of the form: ”Do you know him/her?” Solution Select two people from the group given, say, A and B, and ask A whether A knows B. If A knows B, remove A from the remaining people who can be a celebrity; if A doesn’t know B, remove B from this group. Solve the problem recursively for the remaining group of people who can be a celebrity Which design strategy does the following solution use? A-)Decrease-by-a-constant factor algorithm B-)Variable-size-decrease algorithm C-)Decrease-by-a-constant algorithm D-)Divide-and-Conquer* Question Completion Status: A Moving to another question will save this response. Question 9 Given the function F(X,Y,Z) =XZ + Z(X'+ XY), the equivalent, most simplified Boolean representation for F is O a. Z+XYZ O b.XZ O c. Z O d.Z+YZ A Moving to another question will save this response. مشمس 36°C
- Question 4 - Algorithm Design Imagine you are a treasure hunter standing at one side of the river. There are n (a positive integer) stones on the river. They are aligned on a straight line and at the nth stone, there is treasure waiting for you. Your target is to reach the nth stone. For each move, you have the choice of either walking (move one stone ahead) or leaping (move two stones ahead). Also, you are not allowed to travel backwards. Design an algorithm that calculates the number of ways (sequences of walks/leaps) that get you to the treasure stone. You should clearly explain the algorithm and demonstrate the correctness of the algorithm with a complete proof. Here is an example. For n = 1 5, there are 8 ways: Method 1: walk → walk → walk → walk → walk Method 2: walk → walk → walk → leap Method 3: walk → walk → leap → walk Method 4: walk → leap → walk → walk walk Method 5: leap → walk → walk → Method 6: leap → leap walk Method 7: leap → walk → leap Method 8: walk → leap leapLAB/ Tutorial Chapter 2: Problem Solving Technique Problem statement : Apply the critical steps in problem development in problem solving technique. Find the area of the shaded area (blue) based on the figure below. Length A Length B Width A Width BPart 6: Boolean Logic Expressions Boolean expressions are types of logical operations that we can perform on true and false values. Note that the word Boolean is always capitalized because it was named after its inventor, George Boole. Boolean algebra is a very important topic in computer science, and if you haven't learned it before you definitely will in the future. However, for our purposes we are only interested in how we can use them to manipulate binary numbers. The way we use them on binary numbers is by treating 1 as true and 0 as false. From this point on I will be using 0 and 1 instead of false and true. There are many types of Boolean expressions, but the three most important ones are AND, OR, and NOT. AND takes 2 operands and will output 1 if they are both 1, or 0 otherwise OR takes 2 operands and will output 1 if either one is 1, or 0 if neither is 1 NOT takes 1 operand and reverses it: 1 becomes 0, and 0 becomes 1 We can represent this behavior using something called a…