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return 0; } // Print some numbers. void display(int num[10]) { int i; for(i=0; i<10; i++) cout << num[i] << ' '; }
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C AUTION If you fail to click Apply in this last step, the restriction will not be implemented.
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Let s examine this program closely. First, as explained, Area( ) is declared as virtual in the TwoDShape class and is overridden by Triangle and Rectangle. Inside TwoDShape, Area( ) is given a placeholder implementation that simply informs the user that this method must be overridden by a derived class. Each override of Area( ) supplies an implementation that is suitable for the type of object encapsulated by the derived class. Thus, if you were to implement an ellipse class, for example, then Area( ) would need to compute the area of an ellipse. There is one other important feature in the preceding program. Notice in Main( ) that shapes is declared as an array of TwoDShape objects. However, the elements of this array are assigned Triangle, Rectangle, and TwoDShape references. This is valid because a base class reference can refer to a derived class object. The program then cycles through the array, displaying information about each object. Although quite simple, this program illustrates the power of both inheritance and method overriding. The type of object stored in a base class reference variable is determined at runtime and acted on accordingly. If an object is derived from TwoDShape, then its area can be obtained by calling Area( ). The interface to this operation is the same, no matter what type of shape is being used.
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<cue-before> See the entry for cue-before. <cue-after> See the entry for cue-after. If two values are specified, the first corresponds to cue-before, and the second to Note cue-after. If only one value is given, it applies to both cue-before and cue-after.
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Table 22-7 shows some of the common UDP port names and numbers.
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of what it s like, both the good and the bad, than to go in blindly and learn the hard way. But don t let your foreknowledge of the game industry s quirks and foibles destroy your interest in games themselves. Remember your Aha! moment and cherish it. You will have more of them as you work, celebrating large and small achievements with the other people on your development team. Holding on to that deeply felt sense of fascination and power is an essential part of getting, and enjoying, a job making video games.
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Appendix A
Step 6: Import Administrative Data Using the Access Console on the Parent Domain
Macrovision Macrovision ACP
<Function Name="Substring"> <Message id="Help">Extracts a sequence of characters from a character string</Message> <Message id="Name">Substring</Message> <Arguments> <Message id="1">String:</Message> <Message id="2">Initial position:</Message> <Message id="3">Number of characters:</Message> </Arguments>
Examples of Network Ready Optical Disc Units
Acceleration, 37,79 Angle: definition of, 5 indegrees, 5,182 i radians, 5,182 n Antiderivative, 75 Approximation: area, 86, 175 interest, 177 trapemidal rule, 86, 175 Arc length, 160 Area: between curves, 9 1,100,129 formulas, 181 under a curve, 84 Asymptotes, 19,29,52,167 Average value of a function, 97, 128
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1. Define covalent bond. 2. Distinguish between a single covalent bond and a
Advantages of Backbone Bridges From the previous rather complex example, you can see why backbone bridging is attractive. The most important result is that the number of EVCs has been brought up from 4094 to 16 million. The second result is less obvious. Only those I-components that handle a particular EVC need to learn the customers MAC addresses. No B-component had to learn any customer MAC addresses. Therefore, all learning of customer MAC addresses is isolated. The backbone bridges X and Y in Figure 13.10 know nothing at all of the customer s MAC addresses. Each I-component knows, at most, the MAC addresses of only the 4k EVCs it serves and no others. Of course, the schemes for reducing the MAC addresses learned for provider bridges are available to the I-components, since they are, themselves, provider bridges. In particular, EVCs known to be E-Lines can be handled specially. For example, if an I-component knows that an EVC is an E-Line, then it does not need to learn any customer MAC addresses; it only needs to learn the MAC address of the one I-component at the other end of the EVC. Even multicasts from the customer are wrapped in a unicast outer destination MAC address because there is only one I-component that needs to receive it. Backbone bridges have the same ability to prune B-VLANs and multicast MAC addresses that were available to provider bridges. Note, however, that IGMP snooping plays no part in the operation of the B-components. This is because each EVC s multicast needs are independent of every other EVC s needs. Instead, the backbone bridges have available the Multiple Multicast Registration Protocol (MMRP). This protocol is similar to MVRP, but it registers multicast MAC addresses instead of VLANs. This allows the backbone network administrator to assign a multicast MAC address/B-VLAN to each EVC and allows each I-component to register with the B-components those {multicast address, B-VLAN} pairs that it needs to receive. Then, no multicast is delivered across the backbone to any I-component that does not need to receive it. Of course, the administrator is free to reduce the amount of work done by MVRP and MMRP and accept excess deliveries of multicasts in the backbone network. The administrator can trade control plane activity for data plane activity. For maximum scalability, the B-components know nothing of individual EVCs. The B-components distribute frames only based on the outer MAC addresses and B-tags; they do not forward frames based on the I-tags. The I-tags are used only by the I-components. Hiding per-EVC information allows a network of backbone bridges to support a very large number of EVCs with a minimum of internal state.
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