direction: a word and number arrangement machine when given an input line of word and numbers rearra&#8230;.
direction: a word and number arrangement machine when given an input line of word and numbers rearranges them following a particular rule in each step. the following is an illustration of input and rearrangement. input: politics 61 policy 116 partner 93 role 45 clear 27 38 point step i: role politics policy 116 partner 93 45 clear 27 38 point 61 step ii: role clear politics policy partner 93 45 27 38 point 116 61 step iii: role clear partner politics policy 93 45 38 point 27 116 61 step iv: role clear partner politics policy 93 38 point 45 27 116 61 step v: role clear partner politics point policy 93 38 45 27 116 61 step v, is the last step of the above arrangement as the intended arrangement is obtained. as per the rule followed in the given steps find out the appropriate steps for the given input. input: energy 54 78 place 23 issue 211 145 flat rent taxi 17in step iii, what is the difference between fifth element from left and second element from right?
direction: a word and number arrangement machine when given an input line of word and numbers rearranges them following a particular rule in each step. the following is an illustration of input and rearrangement. input: politics 61 policy 116 partner 93 role 45 clear 27 38 point step i: role politics policy 116 partner 93 45 clear 27 38 point 61 step ii: role clear politics policy partner 93 45 27 38 point 116 61 step iii: role clear partner politics policy 93 45 38 point 27 116 61 step iv: role clear partner politics policy 93 38 point 45 27 116 61 step v: role clear partner politics point policy 93 38 45 27 116 61 step v, is the last step of the above arrangement as the intended arrangement is obtained. as per the rule followed in the given steps find out the appropriate steps for the given input. input: energy 54 78 place 23 issue 211 145 flat rent taxi 17in step iii, what is the difference between fifth element from left and second element from right?
?solution:

step 1
in this problem we need to clarify why shaker sort is efficient for sorting lists that are already in close to the correct order.
step 2
shaker sort is a sorting algorithm which compares pairs of adjacent elements, interchanging them if they are not in order. it moves one element at a time till it has reached its proper place in the ordered list by comparing element adjacent to it and also it sorts elements in both directions as it passes through the list. 
for a list that is already close to the correct order, shaker sort will only find the elements that are not in correct place and then put these elements in its correct position. since there are going to be a few elements which are not in their correct position therefore it will take less time for shaker sort to correct the order of the elements. applying and factorization, we get, also changing by reversing n and dnote: - try to factorize that term which help in reducing expression. The correct option is (d) Binary tree sort  

  

The explanation is: Quick sort is a space-optimised version of the binary tree sort. In binary sort tree, the elements are inserted sequentially into the binary search tree and Quick sort organises elements into a tree that is implied by the recursive calls. What is Delayed Branching ?
  

One way to maximize the use of the pipeline, is to find an instruction that can be safely exeucted whether the branch is taken or not, and execute that instruction. So, when a branch instruction is encountered, the hardware puts the instruction following the branch into the pipe and begins executing it, just as in predict-not-taken. However, unlike in predict-not-taken, we do not need to worry about whether the branch is taken or not, we do not need to clear the pipe because no matter whether the branch is taken or not, we know the instruction is safe to execute.
  

More Read : <https://www.cs.umd.edu/class/fall2001/cmsc411/projects/branches/delay.html>
  

Moving $I\_1$ after branch


* $I1$ is updating the value of  $R2$
* $R2$ which is used to determine branch condition $R1$
* Value of $R2$ is available after branch
  

$\Rightarrow$ `Cannot be moved`


Moving $I\_3$ after branch


* value of $R1$ is computed in this instruction
* $R1$ is the branch condition
  

$\Rightarrow$ `Cannot be moved`


Moving $I\_4$ after branch


* $I4$ is simple store instruction used to store R1 in memory
* program execution will have no effect if this is placed after conditional branch
  

$\Rightarrow$ `Can be moved`


Moving $I\_2$ after branch


* It update the memory location to place the storing of conditional branch instruction $R1$
* If moved after branch , when compiler reaches $I4$ program execution will stop
  

$\Rightarrow $ `Cannot be moved`


Hence, **option D is answer.** loopback basically applies user policy as a computer policy.
merge vs replace is how the policy gets applied.
merge mode
in this mode, when the user logs on, the user's list of gpos is typically gathered by using the getgpolist function. the getgpolist function is then called again by using the computer's location in active directory. the list of gpos for the computer is then added to the end of the gpos for the user. this causes the computer's gpos to have higher precedence than the user's gpos. in this example, the list of gpos for the computer is added to the user's list.
replace mode
in this mode, the user's list of gpos is not gathered. only the list of gpos based on the computer object is used. cheat engine searches through the memory for values that you input, then locates the memory address of them so that you can change that value later on.

for example:

lets say we would cheat in pinball.

in cheat engine you select pinball as the process.

if your score is 10, you search for 10, when cheat engine is done, change the value in the game (get more / less score), then search for that value, after repeating this a few times, it will have found the address to the value of the score. then you can change it to whatever you want, you can do the same for amounts of balls and so on.

i remember i used to cheat in diablo 2 with it, get infinite stat-points and skillpoints, you could even change the experience to instantly get lvl 99, all games uses values for almost everything, (hp, mana, experience, damage) and so on, just gotta find it in ce so you can change it!

there are tutorials on cheat engines webpage.

http://www.cheatengine.org/tutorials.php chapter 5 key: electron: e                         number: # ­                 valence electron: ve   three­dimensional: 3d molecular: molec               with: w/ chemical: chem                 different: diff positive: pos negative: neg i. bonding theories ­ a. valence shell e pair repulsion (vsepr)  valence shell e pair repulsion: model predicting the arrangements of ve  ­ pairs around a central atom that minimizes their mutual repulsion  electron pair geometry: 3d arrangements of bonding pairs andn lone pairs  of e about a central atom  molecular geometry: 3d arrang do you have transport rules in place that are used for moderation?  sound like one is in place and isn't properly configured. 
emc > organization configuration > hub transport > transport rules Well.



Think about what you know about lifts.



Go with the theory of 2 lifts, one you have more than 1 lift the logic is the same you just have more options.



Lifts go 1 of 2 ways. up or down.  

A lift at floor 1 told to go up, if someone rings the bell on 3 and the lift is going there or passing there on the way up and the person said "up" on 3.. then it will stop, otherwise if its not due to stop there and the person said down, it wont. The other lift will get the job, or if both are going up, then it will be the first available lift.



Your lift needs states waiting/up/down



Your logic shouldnt be that complex, so, write down in words what your logic choices are, senarios etc



Then you should be ready to code it method for handling data structures where the first element is processed first and the newest element is processed last.