1. Match the following: List I List II A.Effective length of antenna1.B.Capture area2.C.Front to back ratio3.




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MCQ->Match the following: List I List II A.Effective length of antenna1.B.Capture area2.C.Front to back ratio3.

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MCQ-> In the table below is the listing of players, seeded from highest (#1) to lowest (#32), who are due to play in an Association of Tennis Players (ATP) tournament for women. This tournament has four knockout rounds before the final, i.e., first round, second round, quarterfinals, and semi-finals. In the first round, the highest seeded player plays the lowest seeded player (seed # 32) which is designated match No. 1 of first round; the 2nd seeded player plays the 31st seeded player which is designated match No. 2 of the first round, and so on. Thus, for instance, match No. 16 of first round is to be played between 16th seeded player and the 17th seeded player. In the second round, the winner of match No. 1 of first round plays the winner of match No. 16 of first round and is designated match No. 1 of second round. Similarly, the winner of match No. 2 of first round plays the winner of match No. 15 of first round, and is designated match No. 2 of second round. Thus, for instance, match No. 8 of the second round is to be played between the winner of match No. 8 of first round and the winner of match No. 9 of first round. The same pattern is followed for later rounds as well.If there are no upsets (a lower seeded player beating a higher seeded player) in the first round, and only match Nos. 6, 7, and 8 of the second round result in upsets, then who would meet Lindsay Davenport in quarter finals, in case Davenport reaches quarter finals?
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MCQ-> Read the following story carefully and answer the questions given. Certain words/phrases have been given in bold to help you locate them while answering some of the questions. Once there was a king who had been trying really hard to capture an elephant, but that prize had proved elusive. All the hunters in the kingdom had tried but their efforts were 'in vain'. So the king announced that anyone who could capture the elephant would get half his kingdom. The tortoise heard about this and went to the king to accept the challenge. The king was very amused. 'All my hunters have failed to capture the elephant and you think you can succeed ?', asked the king. The tortoise insisted that he was up to the task and promised to deliver that elephant to the king within forty eight hours. The tortoise then dug a big hole, big enough to hold the elephant along a path leading to the village. Then he covered the hole with sticks and leaves so that it was not visible unless inspected closely. When this was done, the tortoise went in search of the elephant. When the tortoise met the elephant, he told him, 'You know you are the largest animal in the forest and you should be a king ?' The elephant had never considered this before but he thought it was not a bad idea. The tortoise told the elephant that the villagers had decided to make the largest animal their king and were all expecting the elephant to come to the village and be crowned as their king. The more the elephant heard, the more excited he became. The tortoise adorned the elephant with colourful beads and beating a gong, he sang songs praising the elephant while he led the way to the village. Soon they approached the trap and the tortoise being lighter and smaller walked over the trap. The elephant who was following him fell through the sticks and leaves into the deep hole and thus helped the tortoise in achieving his goal well within the time limit.As mentioned in the story, despite the king doubting his ability, the tortoise accepted the challenge . A. he was forced to do so by the villagers. B. to prove to the king that only a tortoise and his family could complete the challenge. C. he wanted the entire kingdom to himself.....
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MCQ-> Analyse the following passage and provide appropriate answers for the questions that follow: An effective way of describing what interpersonal communication is or is not, is perhaps to capture the underlying beliefs using specific game analogies. Communication as Bowling: The bowling model of message delivery is probably the most widely held view of communication. I think that’s unfortunate. This model sees the bowler as the sender, who delivers the ball, which is the message. As it rolls down the lane (the channel), clutter on the boards (noise) may deflect the ball (the message). Yet if it is aimed well, the ball strikes the passive pins (the target audience) with a predictable effect. In this one - way model of communication, the speaker (bowler) must take care to select a precisely crafted message (ball) and practice diligently to deliver it the same way every time. Of course, that makes sense only if target listeners are interchangeable, static pins waiting to be bowled over by our words - which they aren’t. This has led some observers to propose an interactive model of interpersonal communication. Communication as Ping - Pong: Unlike bowling, Ping - Pong is not a solo game. This fact alone makes it a better analogy for interpersonal communication. One party puts the conversational ball in play, and the other gets into position to receive. It takes more concentration and skill to receive than to serve because while the speaker (server) knows where the message is going, the listener (receive) doesn’t. Like a verbal or nonverbal message, the ball may appear straightforward yet have a deceptive spin. Ping - Pong is a back - and - forth game; players switch roles continuously. One moment the person holding the paddle is an initiator; the next second the same player is a responder, gauging the effectiveness of his or her shot by the way the ball comes back. The repeated adjustment essential for good play closely parallels the feedback process described in a number of interpersonal communication theories. Communication as Dumb Charades The game of charades best captures the simultaneous and collaborative nature of interpersonal communication. A charade is neither an action, like bowling a strike, nor an interaction, like a rally in Ping - Pong. It’s a transaction. Charades is a mutual game; the actual play is cooperative. One member draws a title or slogan from a batch of possibilities and then tries to act it out visually for teammates in a silent mini drama. The goal is to get at least one partner to say the exact words that are on the slip of paper. Of course, the actor is prohibited from talking out loud. Suppose you drew the saying “God helps those who help themselves.” For God you might try folding your hands and gazing upward. For helps you could act out offering a helping hand or giving a leg - up boost over a fence. By pointing at a number of real or imaginary people you may elicit a response of them, and by this point a partner may shout out, “God helps those who help themselves.” Success. Like charades, interpersonal communication is a mutual, on - going process of sending, receiving, and adapting verbal and nonverbal messages with another person to create and alter images in both of our minds. Communication between us begins when there is some overlap between two images, and is effective to the extent that overlap increases. But even if our mental pictures are congruent, communication will be partial as long as we interpret them differently. The idea that “God helps those who help themselves’ could strike one person as a hollow promise, while the other might regard it as a divine stamp of approval for hard work. Dumb Charade goes beyond the simplistic analogy of bowling and ping pong. It views interpersonal communications as a complex transaction in which overlapping messages simultaneously affect and are affected by the other person and multiple other factors.The meaning CLOSEST to ‘interchangeable’ in the ‘Communication as Bowling’ paragraph is:
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