In the given options, the only choice that represents an asynchronous message in communication is B.
Non-blocking receive.
Asynchronous communication refers to a method where participants do not require immediate or real-
time interaction. In asynchronous messaging, participants can send and receive messages independently
and at their own convenience, without the need for immediate responses.
In the given options: A. Direct Message: This does not necessarily indicate whether it is synchronous or
asynchronous, as it depends on the specific implementation. It could be either synchronous or
asynchronous. B. Non-blocking receive: This represents an asynchronous message. It indicates that the
receiver can retrieve a message without being blocked or waiting for an immediate response from the
sender. C. Blocking Send: This represents a synchronous message, where the sender is expected to wait
for a response before proceeding. D. Blocking receive: This also represents a synchronous message,
where the receiver is expected to wait for a message before proceeding.
Therefore, among the options provided, B. Non-blocking receive is the only one that represents an
asynchronous message in communication.
Answer B;
The time complexity of the binary search algorithm is O(log n), where "n" represents the number of
elements in the sorted array being searched.
Binary search follows a divide-and-conquer strategy to locate a specific element within a sorted array. It
starts by comparing the target element with the middle element of the array. If they match, the search
is successful. If the target element is smaller, the algorithm continues searching in the left half of the
,array; otherwise, it searches in the right half. This process of dividing the search space in half is repeated
until the target element is found or the search space is exhausted.
Each iteration of the binary search reduces the search space by half. As a result, the number of
remaining elements to be searched becomes halved with each iteration. Therefore, the algorithm's time
complexity is logarithmic, specifically base 2.
In terms of Big O notation, O(log n) represents an efficient time complexity, as the number of operations
required to find the target element grows at a slower rate compared to linear search (O(n)), where
elements are searched one by one.
Answer A;
The E-R model can result problems due to limitations in the way the entities are related
in the relational databases. These problems are called connection traps. These problems
often occur due to a misinterpretation of the meaning of certain relationships.
Two main types of connection traps are called fan traps and chasm traps.
Fan Trap. It occurs when a model represents a relationship between entity types, but
pathway between certain entity occurrences is ambiguous.
A fan trap occurs when one to many relationships fan out from a single entity.
For example: Consider a database of Department, Site and Staff, where one site can
contain number of department, but a department is situated only at a single site. There
are multiple staff members working at a single site and a staff member can work from a
single site. The above case is represented in e-r diagram shown. The problem of above
e-r diagram is that, which staff works in a particular department remain answered. The
solution is to restructure the original E-R model to’ represent the correct association as
shown.
Chasm Trap. It occurs when a model suggests the existence of a relationship between entity
types, but pathway does not exist between certain entity occurrences.
It occurs where there is a relationship with partial participation, which forms part of the
pathway between entities that are related.
For example: Let us consider a database where, a single branch is allocated many staff
who handles the management of properties for rent. Not all staff members handle the
,property and not all property is managed by a member of staff. The above case is
represented in the e-r diagram.
see more visit: https://ecomputernotes.com/fundamental/what-is-a-database/problems-with-e-r-model
B. Inheritance
In object-oriented programming (OOP), inheritance, overloading, overriding, and data field
encapsulation are fundamental concepts that help in creating modular and reusable code. Here are their
definitions:
1. Inheritance: Inheritance is a mechanism in OOP that allows a class (called a subclass or
specialized or derived class) to inherit properties and behaviors from another class (called a
superclass or generalised or base class). The subclass can reuse and extend the features of the
superclass, which promotes code reuse and supports the concept of "is-a" relationship.
By inheriting from a superclass, the subclass automatically gains access to the superclass's methods and
attributes. It can also add its own unique methods and attributes. Inheritance enables the creation of
hierarchical relationships among classes, where more specialized classes inherit from more general
classes.
2. Overloading: Overloading is a feature in OOP that allows multiple methods or functions with the
same name but different parameters to coexist in a class. The methods or functions can have
the same name but must have different parameter lists (different types, different number of
parameters, or both).
Overloading enables developers to define multiple methods or functions that perform similar tasks but
operate on different data types or with different parameter combinations. The appropriate method or
function to execute is determined at compile-time or runtime based on the method or function
signature and the arguments passed.
3. Overriding: Overriding is a concept in OOP that allows a subclass to provide a different
implementation of a method that is already defined in its superclass. When a method in the
, subclass has the same name, return type, and parameters as a method in the superclass, it
overrides the superclass's method.
By overriding a method, the subclass can customize the behavior of the inherited method to suit its
specific requirements. This enables polymorphism, where objects of different classes can be treated as
instances of a common superclass but exhibit different behaviors based on their specific
implementations.
4. Data Field Encapsulation: Data field encapsulation, also known as data encapsulation or data
hiding, is a principle in OOP that emphasizes the bundling of data and methods that operate on
that data within a class. It involves making the internal state of an object private and providing
controlled access to that state through public methods (getters and setters).
Encapsulation helps in achieving data abstraction and information hiding. It allows for the protection
and control of data integrity by preventing direct access to the internal data fields. Access to the data is
provided through well-defined methods, which can enforce validation, implement business logic, or
maintain consistency.
Encapsulation promotes modular code, as it allows objects to interact with each other through well-
defined interfaces while hiding their internal details. It enhances code maintainability, flexibility, and
security.
In summary, inheritance enables code reuse and supports hierarchical relationships, overloading allows
multiple methods with the same name but different parameters, overriding allows a subclass to provide
a different implementation of a method in the superclass, and data field encapsulation promotes data
protection and controlled access through methods.
Answer D;
In Computer Organization and Architecture (COA), several registers play crucial roles in the functioning
of a computer system. Here are brief explanations of the memory address register, instruction buffer
register, memory buffer register, and program counter:
1. Memory Address Register (MAR): The Memory Address Register (MAR) is a special register that
holds the memory address of the data or instruction being accessed or stored in the main
memory. It is used in the memory fetch or store operations. When a memory read or write