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What is the stock symbol for magic jack?

The symbol is: CALL, after a Merge of Ymax Communications and Vocaltec.


How do you expand the axis limits in MATLAB?

after you plot, type axis([xmin xmax ymin ymax]) and that should do it.


Let a rectangle that is align with the coordinate axes be represented by the coordinates of its lower left and upper right corners xmin ymin and xmax ymax. then abis outside or inside the rectangle?

private static void isInRectangle(int x, int y) { return (x <= xmax) && (x >= xmin) && (y <= ymax) && (y >= ymin); }


Calculation uniform distributed load UDL?

material = PVC w = 384/5 X ymax XE X l/4 X l where L = 1 meter. deflection = 6 mm


Who owns MagicJack?

MagicJack is owned by MagicJack VocalTec Ltd., a telecommunications company. It was originally founded by Dan Borislow in 2007. In 2018, the company was acquired by YMax Communications, which is a subsidiary of the VoIP provider MagicJack VocalTec.


What are constants in computer programming?

A constant may refer to a literal constant, a constant variable. A literal constant is a value that we use to initialise or assign to a variable, literally, such as: int x {42}; // initialise x = 0; // assign Here, the values 42 and 0 are literal constants. A constant variable is a variable which will not change value after initialisation: const int x {42}; // initialise x = 69; // error - cannot assign to a constant variable Constant variables are useful when we wish to use the same constant value repeatedly within a scope. We could also use a literal constant rather than a constant variable, however naming our constants makes it easier to refer to the value consistently, particularly during code maintenance where we may wish to review the value. With a constant variable we need only change the initialiser, but with literal constants we must change every occurrence of the literal and that can lead to inconsistencies. Consider the following: int x[100]; int y[100]; for (int i=0; i<100; ++i) { cout << x[i] << endl; } // ... for (int i=0; i<100; ++i) { cout << y[i] << endl; } Here we've used the literal constant 100 four times. At a future time we may decide array x really needs 200 elements rather than 100, but we have to be careful which literals we change because array y makes use of that same literal constant. Using constant variables helps keep those usages separate: const int xmax {100}; const int ymax {100}; int x[xmax]; int y[ymax]; for (int i=0; i<xmax; ++i) { cout << x[i] << endl; } // ... for (int i=0; i<ymax; ++i) { cout << y[i] << endl; } Now we can safely change the xmax initialiser without affecting any usage of the ymax constant: const int xmax {200}; const int ymax {100}; int x[xmax]; int y[ymax]; for (int i=0; i<xmax; ++i) { cout << x[i] << endl; } // ... for (int i=0; i<ymax; ++i) { cout << y[i] << endl; } Note that a constant variable cannot be initialised by a non-constant variable: int x {42}; const int y {x}; // error - x is non-constant


How do you set boundaries on a ti-84 plus?

To set boundaries on a TI-84 Plus, you can define the viewing window by pressing the "Window" button. Here, you can adjust the values for Xmin, Xmax, Ymin, and Ymax to set the limits for the graph. After setting these values, press the "Graph" button to view the graph within the specified boundaries. This allows you to focus on a particular section of the graph for better analysis.


What is the standard viewing window for the graphing calculator ti 84 plus?

The standard window goes from -10 to 10 for both the x and y coordinates. The settings are: Xmin = -10 Xmax = 10 Xscl = 1 (The increment of tic marks on the x-axis) Ymin = -10 Ymax = 10 Yscl = 1 (The increment of tic marks on the y-axis) Xres = 1 (The quality of the graph.)


How do you find maximum height for a projectile without knowing the time?

Assuming the simple model where the object is projected with an initial velocity of u metres/second at an angle of x to the horizontal, and that the only force acting on it after that is gravitational acceleration, g = 9.81 metres/second^2, then h = [u*sin(x)]^2/(2*g) metres.If the launch is vertical then x = pi/2 radians and h = u^2/(2*g) metres.


A boy throws a rock straight up in the air It reaches the highest point of its flight after 2.5 seconds how fast was the rock going when it left the boys hand?

There is no way to tell unless a height is specified. Once you have that, you would divide the distance (height) by the time (2.5). Suppose 50 feet, and it took 5 seconds to reach that height. You would have 50/5 = 10 feet per second. given the acceleration of gravity is 9.81m/s2 and y=at2 then ymax = 9.81(2.5)2 OR 61.3125m At its highest point it has a velocity of zero. if 0=v0-at and a=9.81 and t=2.5 then v0 = 9.81(2.5) = 24.525 m/s


How do you create a program on your ti 84 plus calculator to draw a snowman i am very inexperianced and need the most basic steps thanks?

I have the very same model. Don't worry, I know what I'm doing. First, start by making a program. Press the PRGM button, press the right arrow until you come to the NEW option. Enter a program name, like SNOWMAN, or anything that is 8 characters or less. Press enter. Your screen should look like this: _________________ |PROGRAM:SNOWMAN| |: | | | copy the following code, I will give an explanation (-> is the sto> command. I hope that deltaX (ΔX) and deltaY (ΔY) show up on your computer. (Xmin, Xmax, Ymin, Ymax, ΔX, and ΔY can be found by pressing [VARS], then go to WINDOW. AxesOff can be found by pressing 2nd [zoom] (right below the screen), and DispGraph on [PRGM], then I/O menu. The draw button, 2ND [PRGM], contains all of the drawing commands.) :0->Xmin :10->Xmax :0->Ymin :10->Ymax :(Xmax-Xmin)/94->X :(Ymax-Ymin)/62->Y :max(X,Y)->ΔX :max(X,Y)->ΔY :AxesOff :ClrDraw :DispGraph :7->C :2->B :1.5->M :1->T :Circle(C,B,B,{i}) :Circle(C,2B+M,M,{i}) :Circle(C,2(B+M)+T,T,{i}) :Circle(C-(T/3),2(B+M)+T,T/10,{i}) :Circle(C+(T/3),2(B+M)+T,T/10,{i}) :Line(C-M,2B+M,C-2M,2B+2M) :Line(C+M,2B+M,C+2M,2B+2M) That's it. You're done! No hat, no buttons, just the basics. Now for the explanations. Xmin, Xmax, Ymin, and Ymax are variables controlling the boundaries of the graphing screen. We are setting this to show 0 to 10 on the x axis and 0 to 10 on the y axis. But if it were left this way, any circles drawn would look like ovals. Therefore, there needs to be an equation to make the screen "square". The calculations: :(Xmax-Xmin)/94->X :(Ymax-Ymin)/62->Y calculate the distance between pixel values on the x and y axes. Now we just have to figure what numbers to use. the max( command returns the larger of the two numbers. we want the larger number so that the minimum bounds are at least 1 to 10. If the min( command was used, the x axis would be from 0 to 10, but the y axis would be from 0 to something less than 10. When you store a value to ΔX and ΔY, Xmax and Ymax are calculated for you, so no more work with the screen. AxesOff hides the axes so that they don't get in the way of your drawing. DispGraph shows the graph screen. Next are the variables. I like to use them because I can change them and the rest of the code changes with them. C is the center line going vertically through the screen. The snowman's body lines up with this. B is the radius of the bottom circle, M is the radius of the middle, and T is the radius of the top. The circle( command usually has 3 arguments: x, y, and radius, where x and y are the x and y coordinates of the circle, and radius is the radius of the circle. However, I have given four. The fourth one is a list whose only index is the imaginary number i. This is an advanced argument. It uses symmetry of circles to drastically reduce the drawing time. If you take that argument out and run the program, you will see a huge difference! The math of the circle commands is geometry. Let's take another look: :Circle(C,B,B,{i}) :Circle(C,2B+M,M,{i}) :Circle(C,2(B+M)+T,T,{i}) the first one is easy. X coordinate is the center of the screen, y coordinate is the radius, and radius is radius. The second and third are more difficult. Center is the same, but this time it has 2B+M. Why? Well, this circle has to be above the previous one, by how much? The distance from the ground to the top of the first circle is twice the radius, or 2B. The distance from there to the center of the second circle is M. That is 2B+M. And the radius is M. The third one works like that. Add the diameter of the first circle to the diameter of the second circle and add that to the radius of the third circle. the eyes are next: :Circle(C-(T/3),2(B+M)+T,T/10,{i}) :Circle(C+(T/3),2(B+M)+T,T/10,{i}) C-(T/3) is saying the x coordinate of the center will be 2/3 of the way from the left side of the top circle to the center, and similarly for the other eye. 2(B+M)+T aligns the circle with the y value of the top circle. T/10 is to make the eye significantly smaller than the top circle Finally, the arms: :Line(C-M,2B+M,C-2M,2B+2M) :Line(C+M,2B+M,C+2M,2B+2M) The command is Line(x1,y1,x2,y2) where (x1,y1) is the first point and (x2,y2) is the second point. x1 is C-M which finds the left edge of the second circle. y1 is the center of the second circle. x2 is the end of the arm. It is the center minus the diameter of the middle circle. y2 is the height of the snowman's "neck", the point where the head and body meet. The end result is a simple snowman. Sorry for the pages of text.


How do you connect a telephone line to Magic Jack?

MagicJack's contact information: MagicJack LP/Ymax Corp, 5700 Georgia Ave., Palm Beach, FL 33405 Telephone: 561-586-3380 Fax: 561-586-2328 Tried faxing to no avail. Called landline and they indicated they could not froward fax to Magicjack as they were only a domain provider. They indicated that if I forwarded a registered letter they would forward it to Magicjack. This Magicjack is totally reprehensible when it comes to customer service. Once they have your money all your problems are directed off shore through their online assistance and they are useless. Save your money because if you have a problem it is a ghost company.