The document discusses using mouse and keyboard events in Java programs. It provides examples of using MouseListener and MouseEvent to detect mouse clicks on objects. It also demonstrates using MouseMotionListener to handle mouse drag and move events. Keyboard events are handled using KeyListener. The examples show drawing shapes by clicking buttons or keys, and changing shape properties by clicking or dragging the mouse.
The document is about using ImageIcon, JPanel, and Timer classes in Java.
It contains 3 sections:
1) Using ImageIcon and JPanel composition to display different images by clicking buttons.
2) Using inheritance with JPanel and Timer to create an animation class that displays a sequence of images.
3) Using Timer and JPanel to create a clock class that displays the time and updates every second.
The Ring programming language version 1.7 book - Part 63 of 196Mahmoud Samir Fayed
This document describes how to create 3D graphics in Ring using RingOpenGL and RingAllegro. It provides code for rendering a textured 3D cube and then multiple rotating textured cubes. The code loads textures, initializes OpenGL, handles events, and renders the cubes by drawing quads and applying rotations and translations. It shows how to create and manage an OpenGL context in Ring for basic 3D graphics.
The Ring programming language version 1.5.4 book - Part 59 of 185Mahmoud Samir Fayed
This document describes the code for a 3D tic-tac-toe game written in Ring and Allegro. The code defines classes for the game logic, background, cubes, sounds, and interface. The main function initializes a TicTacToe3D object which loads resources and calls functions to draw the scene, handle mouse clicks, and check for a winner. The game interface class handles drawing the cubes on the game board and detecting mouse clicks on the cubes. The game logic class defines the game board data structure and functions for changing turns, detecting a winner, and refreshing the game.
The Ring programming language version 1.6 book - Part 62 of 189Mahmoud Samir Fayed
This document provides documentation for Ring code related to a 3D tic-tac-toe game. It includes classes for:
1. Managing the game logic and checking for a winner (GameOver, CheckWinner)
2. Rendering the 3D cubes that make up the game board using OpenGL (GameCube)
3. Playing background music and sounds (GameSound)
4. Providing a base for graphics applications with event handling (GraphicsAppBase)
The Ring programming language version 1.5.3 book - Part 70 of 184Mahmoud Samir Fayed
The document describes a GraphicsAppBase class that provides functionality for creating graphics applications using the Allegro graphics library. The class initializes Allegro, creates a display, event queue, timer and handles events in a loop. It also defines constants for screen dimensions, keys and mouse handling. Methods are provided for setup, drawing, resource loading/unloading and cleanup.
The Ring programming language version 1.5.4 book - Part 60 of 185Mahmoud Samir Fayed
The document describes code for 3D graphics and game development using OpenGL in Ring. It includes functions for:
- Drawing and rotating a cube using OpenGL calls like glTranslatef, glRotatef, and glBegin/glEnd
- Binding textures to cube faces using glBindTexture
- Creating a game background class to load and animate a background image
- Creating a game sound class to load and play background music
- Defining a base graphics application class with functions for initialization, event handling, drawing, cleanup and more
The code provides the core building blocks for creating a 3D tic-tac-toe game using Ring and OpenGL.
The Ring programming language version 1.5.3 book - Part 78 of 184Mahmoud Samir Fayed
This document contains code for a notepad application user interface created with the Ring programming language. It defines functions for creating the main window, menu bar, toolbars, dock widgets, and text editor. It also includes functions for common editing actions like opening, saving, printing files and performing search/replace.
The Ring programming language version 1.3 book - Part 51 of 88Mahmoud Samir Fayed
The document describes a Ring programming language code for creating a basic notepad application with a graphical user interface (GUI). It includes code to:
- Create the main window with menus, toolbars, dock widgets for files/project, source code, and web browser
- Add buttons and menu options for common file operations like new, open, save, print, cut, copy, paste
- Display the file contents in a text editor widget
- Allow searching/replacing text and going to a specific line
- Include a basic web browser functionality to load URLs
The document is about using ImageIcon, JPanel, and Timer classes in Java.
It contains 3 sections:
1) Using ImageIcon and JPanel composition to display different images by clicking buttons.
2) Using inheritance with JPanel and Timer to create an animation class that displays a sequence of images.
3) Using Timer and JPanel to create a clock class that displays the time and updates every second.
The Ring programming language version 1.7 book - Part 63 of 196Mahmoud Samir Fayed
This document describes how to create 3D graphics in Ring using RingOpenGL and RingAllegro. It provides code for rendering a textured 3D cube and then multiple rotating textured cubes. The code loads textures, initializes OpenGL, handles events, and renders the cubes by drawing quads and applying rotations and translations. It shows how to create and manage an OpenGL context in Ring for basic 3D graphics.
The Ring programming language version 1.5.4 book - Part 59 of 185Mahmoud Samir Fayed
This document describes the code for a 3D tic-tac-toe game written in Ring and Allegro. The code defines classes for the game logic, background, cubes, sounds, and interface. The main function initializes a TicTacToe3D object which loads resources and calls functions to draw the scene, handle mouse clicks, and check for a winner. The game interface class handles drawing the cubes on the game board and detecting mouse clicks on the cubes. The game logic class defines the game board data structure and functions for changing turns, detecting a winner, and refreshing the game.
The Ring programming language version 1.6 book - Part 62 of 189Mahmoud Samir Fayed
This document provides documentation for Ring code related to a 3D tic-tac-toe game. It includes classes for:
1. Managing the game logic and checking for a winner (GameOver, CheckWinner)
2. Rendering the 3D cubes that make up the game board using OpenGL (GameCube)
3. Playing background music and sounds (GameSound)
4. Providing a base for graphics applications with event handling (GraphicsAppBase)
The Ring programming language version 1.5.3 book - Part 70 of 184Mahmoud Samir Fayed
The document describes a GraphicsAppBase class that provides functionality for creating graphics applications using the Allegro graphics library. The class initializes Allegro, creates a display, event queue, timer and handles events in a loop. It also defines constants for screen dimensions, keys and mouse handling. Methods are provided for setup, drawing, resource loading/unloading and cleanup.
The Ring programming language version 1.5.4 book - Part 60 of 185Mahmoud Samir Fayed
The document describes code for 3D graphics and game development using OpenGL in Ring. It includes functions for:
- Drawing and rotating a cube using OpenGL calls like glTranslatef, glRotatef, and glBegin/glEnd
- Binding textures to cube faces using glBindTexture
- Creating a game background class to load and animate a background image
- Creating a game sound class to load and play background music
- Defining a base graphics application class with functions for initialization, event handling, drawing, cleanup and more
The code provides the core building blocks for creating a 3D tic-tac-toe game using Ring and OpenGL.
The Ring programming language version 1.5.3 book - Part 78 of 184Mahmoud Samir Fayed
This document contains code for a notepad application user interface created with the Ring programming language. It defines functions for creating the main window, menu bar, toolbars, dock widgets, and text editor. It also includes functions for common editing actions like opening, saving, printing files and performing search/replace.
The Ring programming language version 1.3 book - Part 51 of 88Mahmoud Samir Fayed
The document describes a Ring programming language code for creating a basic notepad application with a graphical user interface (GUI). It includes code to:
- Create the main window with menus, toolbars, dock widgets for files/project, source code, and web browser
- Add buttons and menu options for common file operations like new, open, save, print, cut, copy, paste
- Display the file contents in a text editor widget
- Allow searching/replacing text and going to a specific line
- Include a basic web browser functionality to load URLs
NTHU AI Reading Group: Improved Training of Wasserstein GANsMark Chang
This document summarizes an NTHU AI Reading Group presentation on improved training of Wasserstein GANs. The presentation covered Wasserstein GANs, the derivation of the Kantorovich-Rubinstein duality, difficulties with weight clipping in WGANs, and a proposed gradient penalty method. It also outlined experiments on architecture robustness using LSUN bedrooms and character-level language modeling.
The Ring programming language version 1.5.2 book - Part 63 of 181Mahmoud Samir Fayed
This document provides documentation on Ring GUI library functions and examples of creating graphical user interfaces (GUIs) using Ring. It includes examples of using classes like QWidget, QPushButton, QInputDialog, and QDesktopWidget. Functions covered include setGeometry(), setWindowTitle(), exec(), installEventFilter(), and inheriting from GUI classes. The examples demonstrate how to create windows, buttons, input dialogs, handle events like mouse clicks and key presses, and position widgets on the desktop.
The Ring programming language version 1.8 book - Part 65 of 202Mahmoud Samir Fayed
This document contains source code for a 3D tic-tac-toe game written in Ring and using OpenGL. It includes classes for the game logic, background, sound, cubes that make up the game board, and a game over screen. The main class initializes instances of these classes and calls their methods like loadresources, drawScene, and mouse click event handling. It renders 3D textured cubes that can be rotated and contains logic for the game play and detecting a winner.
This document provides an overview of TensorFlow and how to implement machine learning models using TensorFlow. It discusses:
1) How to install TensorFlow either directly or within a virtual environment.
2) The key concepts of TensorFlow including computational graphs, sessions, placeholders, variables and how they are used to define and run computations.
3) An example one-layer perceptron model for MNIST image classification to demonstrate these concepts in action.
This document describes the contents of Chapter 14 - Graphical User Components Part 2 from a textbook on Java programming. It covers advanced GUI components like text areas, sliders, menus; multiple document interfaces; and advanced layout managers. It includes code examples for customizing JPanels, creating self-contained panels that handle their own events, using JSliders to control properties of other components, and more. The chapter aims to teach programming graphical user interfaces with Swing components in greater depth.
The Ring programming language version 1.5.1 book - Part 66 of 180Mahmoud Samir Fayed
The document describes functions and methods for a card game application in Ring. It includes functions for player clicks, eating cards, checking for a new game, and delaying actions. Methods are provided to handle clicks for players 1 and 2, allow players to eat cards of the same value, increment player scores, and check if the game is over by seeing if any cards remain. The application uses GUI elements like buttons and labels to display the game and scores to players.
This document outlines topics related to computational linguistics and neural networks, including:
1) It discusses machine learning concepts like training data, models, and feedback in machine learning.
2) It then covers neural networks, including how artificial neurons work and how they can be used for tasks like binary classification.
3) The document concludes by discussing how neural language models like word2vec represent words as vectors in a semantic space to model relationships between words.
The Ring programming language version 1.4.1 book - Part 18 of 31Mahmoud Samir Fayed
This document provides examples of creating a simple weight history application using Qt and Ring. It includes code to create a GUI with a table to display records, buttons to add and delete records, and functions to open and query a SQLite database. Records added through the GUI are inserted into a database table with date, time and weight fields. The table is populated by querying the database and records can be deleted by ID.
The document discusses using XNA for game development on Windows Phone. It covers topics like using 2D and 3D graphics, handling input from touches, sensors and orientation changes, integrating networking, ads and Xbox Live functionality, and optimizing performance. Code examples are provided for common tasks like drawing sprites, handling input and animating objects. Future directions for XNA on other platforms like Silverlight and Windows 8 are also mentioned.
This Java program performs optical character recognition (OCR) on image files. It allows the user to open an image file, then perform line, word, and character segmentation on the image. The program displays the original image and overlay lines, words, and character boxes as each segmentation step is performed. It uses histograms and thresholding techniques on the pixel data to identify lines, words, and characters in the image.
This document discusses various techniques and optimizations from Apple's GameplayKit framework. It begins by introducing GameplayKit and explaining that it is used to develop gameplay mechanics rather than rendering. Several techniques are then presented as "Gems" including using GKRandomSource for shuffling arrays, GKRTree for performant visual searches, GKPerlinNoiseSource for natural randomness, and using GKObstacleGraph for pathfinding around obstacles. Links are provided at the end for further information on GameplayKit and related algorithms.
The Ring programming language version 1.5.2 book - Part 62 of 181Mahmoud Samir Fayed
This document provides documentation for Ring version 1.5.2. It includes examples of using various Qt GUI classes like QLabel, QTimer, QPainter, QPrinter, and playing sounds. The examples demonstrate displaying and scaling images, opening files, drawing graphics, printing to PDF, creating multiple windows, and using color dialogs, LCD displays, and movable labels. Functions and classes like QPixmap, QTimer, QFileDialog, QPainter, QPrinter, QColorDialog, qLCDNumber and more are used in the examples.
The Ring programming language version 1.5.3 book - Part 79 of 184Mahmoud Samir Fayed
This document contains code for a cards game application developed using RingQt. It defines classes and functions for the game logic and GUI. The application deals 5 cards to each player from a deck. Players take turns clicking cards to reveal them. If a card matches another visible card or has a value of 5, the player earns points and "eats" the matching cards. The game ends when all cards are revealed, and displays which player won based on their final score.
The document describes creating an Android application with multiple activities and features:
1) The first practical creates a basic "Hello World" application with one activity displaying text.
2) The second practical adds number calculation functionality, taking two numbers as input and allowing the user to select an operation.
3) The third practical demonstrates the Android activity lifecycle by displaying log messages at each stage.
4) Further practicals add widgets, form validation, and a login module to demonstrate additional Android features.
The Ring programming language version 1.8 book - Part 76 of 202Mahmoud Samir Fayed
The document discusses using default events in Qt classes. It provides a table listing Qt classes and their associated methods for using default events, such as setClickEvent() for QPushButton and setValueChangedEvent() for QSlider. Some of the classes covered are QPushButton, QTextEdit, QComboBox, QCheckBox, and QTcpSocket. The table provides a comprehensive reference for accessing default events across many common Qt widgets and classes.
This document contains code for rendering a 3D snowman scene using OpenGL and calculating the frames per second. It defines functions for drawing the snowman, handling user input from the keyboard and mouse, and displaying the frames per second using bitmap fonts. Popup menus are created for selecting rendering options like fill mode, color, and font. The frames per second are calculated by incrementing a frame counter each render and comparing the elapsed time to a time base.
The Ring programming language version 1.5.1 book - Part 57 of 180Mahmoud Samir Fayed
This document provides examples of using various Qt GUI classes in Ring programming language. The examples demonstrate how to use vertical layouts, QTextEdit widget, QListWidget widget, QTreeView widget with QFileSystemModel, QTreeWidget and QTreeWidgetItem classes, QComboBox widget, and creating a menubar with QMenuBar class.
The Ring programming language version 1.4 book - Part 16 of 30Mahmoud Samir Fayed
This document provides examples of using various Qt GUI classes in Ring, including QListWidget, QTreeView, QTreeWidget, QComboBox, QMenuBar, QToolBar, QStatusBar, QDockWidget, QTabWidget, QTableWidget, QProgressBar, QSpinBox, QSlider, QDateEdit, and QDial. Each example shows how to initialize and configure an instance of the class, set properties like geometry, and add the widget to a window to display it in the application.
The document discusses building 2D and 3D games with Ruby using low-level APIs. It covers topics like building 2D games with Ruby SDL, building 3D games with Ruby OpenGL, and whether Ruby is a legitimate player in the gaming space. Examples provided include sample code for sprites, events, and extensions to interface with C libraries for graphics and game development.
The Ring programming language version 1.8 book - Part 53 of 202Mahmoud Samir Fayed
The document describes running multiple threads that print output. Thread 1 prints numbers from 1 to 5. Thread 2 prints strings with asterisks and numbers. Thread 3 prints strings with exclamation marks and numbers. The output shows the interleaved output from the three threads running concurrently, demonstrating thread synchronization in Ring.
Psalm 118 is the center chapter of the Bible. The center verse, Psalm 118:8, states "It is better to trust in the LORD than to put confidence in man." This verse suggests putting one's trust in God is significant for living according to His will. The document encourages the reader to take a minute to pray for the person who shared it and pass it on to others, observing how God works through small acts of faith and prayer.
The document discusses instructional technology best practices. It defines instructional technology as using technology like multimedia and computers to improve learning. It also defines instructional best practices as effective teaching principles based on studying instruction and learning. The document recommends integrating technology into a three step process of planning, implementing, and assessing to ensure successful student learning. It provides guidance for each step, emphasizing the importance of planning technology use, using technology to achieve learning goals, and systematically assessing technology's impact on learning.
NTHU AI Reading Group: Improved Training of Wasserstein GANsMark Chang
This document summarizes an NTHU AI Reading Group presentation on improved training of Wasserstein GANs. The presentation covered Wasserstein GANs, the derivation of the Kantorovich-Rubinstein duality, difficulties with weight clipping in WGANs, and a proposed gradient penalty method. It also outlined experiments on architecture robustness using LSUN bedrooms and character-level language modeling.
The Ring programming language version 1.5.2 book - Part 63 of 181Mahmoud Samir Fayed
This document provides documentation on Ring GUI library functions and examples of creating graphical user interfaces (GUIs) using Ring. It includes examples of using classes like QWidget, QPushButton, QInputDialog, and QDesktopWidget. Functions covered include setGeometry(), setWindowTitle(), exec(), installEventFilter(), and inheriting from GUI classes. The examples demonstrate how to create windows, buttons, input dialogs, handle events like mouse clicks and key presses, and position widgets on the desktop.
The Ring programming language version 1.8 book - Part 65 of 202Mahmoud Samir Fayed
This document contains source code for a 3D tic-tac-toe game written in Ring and using OpenGL. It includes classes for the game logic, background, sound, cubes that make up the game board, and a game over screen. The main class initializes instances of these classes and calls their methods like loadresources, drawScene, and mouse click event handling. It renders 3D textured cubes that can be rotated and contains logic for the game play and detecting a winner.
This document provides an overview of TensorFlow and how to implement machine learning models using TensorFlow. It discusses:
1) How to install TensorFlow either directly or within a virtual environment.
2) The key concepts of TensorFlow including computational graphs, sessions, placeholders, variables and how they are used to define and run computations.
3) An example one-layer perceptron model for MNIST image classification to demonstrate these concepts in action.
This document describes the contents of Chapter 14 - Graphical User Components Part 2 from a textbook on Java programming. It covers advanced GUI components like text areas, sliders, menus; multiple document interfaces; and advanced layout managers. It includes code examples for customizing JPanels, creating self-contained panels that handle their own events, using JSliders to control properties of other components, and more. The chapter aims to teach programming graphical user interfaces with Swing components in greater depth.
The Ring programming language version 1.5.1 book - Part 66 of 180Mahmoud Samir Fayed
The document describes functions and methods for a card game application in Ring. It includes functions for player clicks, eating cards, checking for a new game, and delaying actions. Methods are provided to handle clicks for players 1 and 2, allow players to eat cards of the same value, increment player scores, and check if the game is over by seeing if any cards remain. The application uses GUI elements like buttons and labels to display the game and scores to players.
This document outlines topics related to computational linguistics and neural networks, including:
1) It discusses machine learning concepts like training data, models, and feedback in machine learning.
2) It then covers neural networks, including how artificial neurons work and how they can be used for tasks like binary classification.
3) The document concludes by discussing how neural language models like word2vec represent words as vectors in a semantic space to model relationships between words.
The Ring programming language version 1.4.1 book - Part 18 of 31Mahmoud Samir Fayed
This document provides examples of creating a simple weight history application using Qt and Ring. It includes code to create a GUI with a table to display records, buttons to add and delete records, and functions to open and query a SQLite database. Records added through the GUI are inserted into a database table with date, time and weight fields. The table is populated by querying the database and records can be deleted by ID.
The document discusses using XNA for game development on Windows Phone. It covers topics like using 2D and 3D graphics, handling input from touches, sensors and orientation changes, integrating networking, ads and Xbox Live functionality, and optimizing performance. Code examples are provided for common tasks like drawing sprites, handling input and animating objects. Future directions for XNA on other platforms like Silverlight and Windows 8 are also mentioned.
This Java program performs optical character recognition (OCR) on image files. It allows the user to open an image file, then perform line, word, and character segmentation on the image. The program displays the original image and overlay lines, words, and character boxes as each segmentation step is performed. It uses histograms and thresholding techniques on the pixel data to identify lines, words, and characters in the image.
This document discusses various techniques and optimizations from Apple's GameplayKit framework. It begins by introducing GameplayKit and explaining that it is used to develop gameplay mechanics rather than rendering. Several techniques are then presented as "Gems" including using GKRandomSource for shuffling arrays, GKRTree for performant visual searches, GKPerlinNoiseSource for natural randomness, and using GKObstacleGraph for pathfinding around obstacles. Links are provided at the end for further information on GameplayKit and related algorithms.
The Ring programming language version 1.5.2 book - Part 62 of 181Mahmoud Samir Fayed
This document provides documentation for Ring version 1.5.2. It includes examples of using various Qt GUI classes like QLabel, QTimer, QPainter, QPrinter, and playing sounds. The examples demonstrate displaying and scaling images, opening files, drawing graphics, printing to PDF, creating multiple windows, and using color dialogs, LCD displays, and movable labels. Functions and classes like QPixmap, QTimer, QFileDialog, QPainter, QPrinter, QColorDialog, qLCDNumber and more are used in the examples.
The Ring programming language version 1.5.3 book - Part 79 of 184Mahmoud Samir Fayed
This document contains code for a cards game application developed using RingQt. It defines classes and functions for the game logic and GUI. The application deals 5 cards to each player from a deck. Players take turns clicking cards to reveal them. If a card matches another visible card or has a value of 5, the player earns points and "eats" the matching cards. The game ends when all cards are revealed, and displays which player won based on their final score.
The document describes creating an Android application with multiple activities and features:
1) The first practical creates a basic "Hello World" application with one activity displaying text.
2) The second practical adds number calculation functionality, taking two numbers as input and allowing the user to select an operation.
3) The third practical demonstrates the Android activity lifecycle by displaying log messages at each stage.
4) Further practicals add widgets, form validation, and a login module to demonstrate additional Android features.
The Ring programming language version 1.8 book - Part 76 of 202Mahmoud Samir Fayed
The document discusses using default events in Qt classes. It provides a table listing Qt classes and their associated methods for using default events, such as setClickEvent() for QPushButton and setValueChangedEvent() for QSlider. Some of the classes covered are QPushButton, QTextEdit, QComboBox, QCheckBox, and QTcpSocket. The table provides a comprehensive reference for accessing default events across many common Qt widgets and classes.
This document contains code for rendering a 3D snowman scene using OpenGL and calculating the frames per second. It defines functions for drawing the snowman, handling user input from the keyboard and mouse, and displaying the frames per second using bitmap fonts. Popup menus are created for selecting rendering options like fill mode, color, and font. The frames per second are calculated by incrementing a frame counter each render and comparing the elapsed time to a time base.
The Ring programming language version 1.5.1 book - Part 57 of 180Mahmoud Samir Fayed
This document provides examples of using various Qt GUI classes in Ring programming language. The examples demonstrate how to use vertical layouts, QTextEdit widget, QListWidget widget, QTreeView widget with QFileSystemModel, QTreeWidget and QTreeWidgetItem classes, QComboBox widget, and creating a menubar with QMenuBar class.
The Ring programming language version 1.4 book - Part 16 of 30Mahmoud Samir Fayed
This document provides examples of using various Qt GUI classes in Ring, including QListWidget, QTreeView, QTreeWidget, QComboBox, QMenuBar, QToolBar, QStatusBar, QDockWidget, QTabWidget, QTableWidget, QProgressBar, QSpinBox, QSlider, QDateEdit, and QDial. Each example shows how to initialize and configure an instance of the class, set properties like geometry, and add the widget to a window to display it in the application.
The document discusses building 2D and 3D games with Ruby using low-level APIs. It covers topics like building 2D games with Ruby SDL, building 3D games with Ruby OpenGL, and whether Ruby is a legitimate player in the gaming space. Examples provided include sample code for sprites, events, and extensions to interface with C libraries for graphics and game development.
The Ring programming language version 1.8 book - Part 53 of 202Mahmoud Samir Fayed
The document describes running multiple threads that print output. Thread 1 prints numbers from 1 to 5. Thread 2 prints strings with asterisks and numbers. Thread 3 prints strings with exclamation marks and numbers. The output shows the interleaved output from the three threads running concurrently, demonstrating thread synchronization in Ring.
Psalm 118 is the center chapter of the Bible. The center verse, Psalm 118:8, states "It is better to trust in the LORD than to put confidence in man." This verse suggests putting one's trust in God is significant for living according to His will. The document encourages the reader to take a minute to pray for the person who shared it and pass it on to others, observing how God works through small acts of faith and prayer.
The document discusses instructional technology best practices. It defines instructional technology as using technology like multimedia and computers to improve learning. It also defines instructional best practices as effective teaching principles based on studying instruction and learning. The document recommends integrating technology into a three step process of planning, implementing, and assessing to ensure successful student learning. It provides guidance for each step, emphasizing the importance of planning technology use, using technology to achieve learning goals, and systematically assessing technology's impact on learning.
The document discusses class design using composition for a student registration system. It defines classes for Student, Subject, and Register to store student and subject data, as well as a registration between them. Code examples are provided to demonstrate creating objects from these classes and storing registration data by composing a Student and array of Subjects within a Register object.
The document discusses underage drinking and the minimum legal drinking age (MLDA) in the United States. It notes that most states allow underage drinking on private property with parental consent or without in some states. Lowering the MLDA is presented as a way to allow teens to drink in safer and supervised environments rather than unsafe places like fraternity houses and parties. However, lowering the MLDA was also linked to increased traffic fatalities in some studies depending on various risk factors. The MLDA was raised nationally to age 21 through the 1984 Federal Uniform Drinking Age Act.
1) The document discusses creating Java applets and using classes in an applet. It includes examples of creating classes to calculate compound interest, graph mathematical functions, and create a timer applet.
2) The examples create classes like Invest and Graph that perform calculations and drawing. They are used in applets that allow users to set inputs and see results updated.
3) The timer applet example uses the Timer class from Swing to repeatedly repaint random colored circles on a schedule.
Este documento describe el impacto del Comité de Libertad Sindical de la OIT desde su creación en 1950. En primer lugar, explica cómo se creó el Comité y cómo funciona, incluyendo su composición, competencia y métodos como las misiones de campo. Luego analiza cómo el Comité ha tenido un impacto positivo en varias áreas clave de libertad sindical a través de casos específicos, como los derechos sindicales, la negociación colectiva y la protección contra la discriminación sindical. Finalmente, concluye que el Comité ha desemp
The document discusses underage drinking and the minimum legal drinking age (MLDA) in the United States. It notes that most states allow underage drinking on private property with parental consent or without in some states. Lowering the MLDA is presented as a way to allow teens to drink in safer and supervised environments rather than unsafe places like fraternity houses and parties. However, lowering the MLDA was also linked to increased traffic fatalities in some studies depending on various factors. The MLDA was raised nationally to age 21 through the 1984 Federal Uniform Drinking Age Act.
This short document discusses unusual things that are rarely seen. It notes that some sights are truly unique and unexpected, happening so infrequently that they catch one by surprise when they do occur. However, the document provides no examples of such unusual things and ends abruptly.
This short document discusses unusual things that are rarely seen. It notes that some sights are truly unique and unexpected, happening so infrequently that they catch one by surprise when they do occur. However, the document provides no examples of such unusual things and ends abruptly.
Este documento presenta información sobre la evolución histórica de las relaciones laborales y el trabajo a través de diferentes épocas como la Antigüedad, la Edad Media, el Liberalismo y el Maquinismo. También describe aspectos generales sobre el trabajo según diferentes concepciones como la etimológica, física y económica. Finalmente, resume los principales puntos sobre el trabajo establecidos en la Constitución colombiana como el derecho a la igualdad, la prohibición de la esclavitud, el derecho al trabajo y la libertad de esc
1. The document discusses the foundations of business including the nature of business, the goal of profit, economic systems like capitalism and socialism, and factors of production.
2. It explains key economic concepts such as supply and demand, productivity, and economic cycles. Business operates within the context of the global economy and economic environments.
3. Stakeholders, management, marketing, and financial resources are important parts of how businesses are organized and operate. Ethics and social responsibility are also discussed as important considerations for businesses.
This document discusses class design using inheritance and garbage collection in Java. It describes a Point class with x and y coordinates and a Rectangle class that inherits from Point and adds width and height properties. Code examples show defining the classes, creating Point and Rectangle objects, and drawing them in an applet. The Rectangle class inherits coordinate properties from Point and adds its own methods while Point's static count property tracks the number of objects.
Narendra Murkumbi founded Shree Renuka Sugars in 1998 along with his wife Vidya Murkumbi. The company is headquartered in Mumbai and is a fully integrated sugar, ethanol, and renewable energy producer. It has annual revenues of over 2,200 crore rupees. Murkumbi has over 25 years of experience in the agriculture sector, previously founding an agrochemicals company. As chairman of Shree Renuka Sugars, he focuses on innovation and utilizes opportunities to expand the business. The company is committed to corporate social responsibility through various community development and education initiatives.
Derivatives emerged to help farmers and traders manage risks and have since become important risk management tools. The derivatives market in India has grown significantly since liberalization in the 1990s. Derivatives allow participants to hedge risks, speculate, and engage in arbitrage. Common derivatives contracts include forwards, futures, options, and swaps. Traders use various strategies like spreads and straddles to limit risks and maximize returns based on their market outlook. While still growing, India's derivatives market is becoming a major global exchange.
Investment banking assists companies and governments in raising capital by issuing and selling securities. It has two main functions - assisting the capital markets and helping companies raise money. Investment banking provides various primary market services like helping companies issue IPOs and bonds, and secondary market services like mergers and acquisitions advice. It raises capital for corporations and provides investment opportunities for individuals, with clients ranging from large corporations to small businesses. While investment banking helps facilitate capital raising and trading, it faces challenges in India from a lack of developed capital markets and institutional financing.
The document discusses oppression and mismanagement under company law. It defines oppression as any burdensome, harsh or wrongful act according to the dictionary. Lord Cooper defined oppression as conduct that departs from fair dealing and violates shareholders' expectations of fair play. The document outlines the grounds and process for applying for relief from oppression or mismanagement under Sections 397 and 398 of the Indian Companies Act, including required applicants and possible reliefs.
The document discusses collision detection in mobile games. It describes how collision detection works by checking if sprites moving in the game collide with other sprites. It provides code examples for creating a J2ME mobile game that detects collisions between two sprites and stops their movement when a collision occurs. The code uses classes like Sprite, GameCanvas, and Thread to manage the sprites and game loop.
The document discusses collision detection in mobile games. It describes how collision detection works by checking if sprites moving in the game collide with other sprites. It also discusses how the boundaries of each sprite are defined as rectangles, and how when sprites move and their rectangles overlap, a collision is detected. It then provides code examples for creating a simple game that detects collisions between two sprites and stops their movement when a collision occurs.
This document describes the creation of a navigation toolbar for entering pick-up and drop-off locations in an Uber clone app. It includes code for adding a back button, from and to text fields, and labels for selected locations. Styles are defined for the toolbar and text fields. Functionality is added to animate the toolbar onto the screen and hide it by sliding up when the back button is pressed.
The document contains 10 programs written in C programming language to perform various 2D and 3D graphics operations like drawing lines, rectangles, circles, ellipses, torus, scaling, rotating, shearing and reflecting objects. Program 1-5 demonstrate drawing basic shapes like line, rectangle, circle and ellipse. Program 6 draws a 3D torus using OpenGL. Program 7-9 demonstrate transformations like scaling, rotating and shearing of objects. Program 10 shows reflection of an object about x-axis, y-axis and origin.
Leaving Flatland: getting started with WebGLgerbille
WebGL is a JavaScript API for rendering interactive 3D graphics within any compatible web browser without the use of plug-ins. It can be used for data visualization, creative coding, 3D modeling, games, and more. WebGL works by using JavaScript to interface with the GPU through WebGL APIs to run GLSL shaders that render 3D scenes. To get started, one needs to choose a WebGL library like Three.js, add a <canvas> element, and get the WebGL context. Sample code is provided to render a 3D model by loading geometry, adding lights and materials, and animating the scene render.
This document contains MATLAB code for encoding and decoding DTMF tones. It includes functions to:
- Generate DTMF tones by combining two sinusoids
- Add noise and take the FFT to simulate a received signal
- Filter the signal to identify the two frequencies present
- Map the frequencies to the corresponding DTMF digit
The code contains callbacks to generate all 16 possible DTMF tones and displays the input signal and filtered FFT. It also includes functions to design lowpass and highpass filters used in the decoding process.
Npm : 2012 4350 1228
Nama : Syahroni
Kelas : R7H
Mata Kuliah : Komputer Grafik
Dosen : Nahot Frastian, M.Kom
Program Studi : Teknik Informatika
Universitas : Universitas Indraprasta PGRI
The document provides information about an Android application development training tutorial. It discusses how to create custom buttons, color pickers, and dialog boxes in Android applications. The training covers programatically drawing custom buttons with different states, creating a color picker dialog to select colors, and using different types of dialog boxes like alerts, yes/no dialogs, and lists in apps.
The document discusses several new APIs and features in Google Play Services 7.8 and Android M:
1. The Nearby Message API for publishing and subscribing to messages between nearby devices.
2. The Nearby Connections API for discovering, connecting to, and exchanging payloads with nearby devices via Bluetooth and WiFi.
3. Face detection and barcode scanning APIs for detecting faces and barcodes in images.
4. Changes to permissions, StrictMode, TextView, and ConnectivityManager.
5. Deprecated permissions and the new requestUsageTimeReport API.
6. App linking via applinks to associate web URLs and Android app activities.
This Java program handles mouse events by implementing the MouseListener interface. It displays text on an applet that changes when different mouse events occur - on mouse press the text and position changes to "to" at coordinates 150,150, and on mouse release the text changes to "gmrit" at coordinates 200,200 by calling the repaint method. The program imports necessary libraries, defines the applet class with init and paint methods, and implements mouse event handler methods to update the displayed text and coordinates in response to clicks and presses.
Functional programming is gaining more and more popularity. I would like to present basics of functional programming, which everyone could use in daily work. I talk about functions, currying & function composition. I present utility functions, which can improve our code readability, make it more reusable and testable.
This document contains code for a portfolio website application. It initializes several classes, including BackgroundImage, Menu, Biography and Works. It adds the background image and menu to the display list. Event listeners are added to buttons in the menu to handle rollover and click interactions. When clicked, the buttons will likely swap content for the different sections like bio and works.
The document discusses the Mapion Android Maps API for displaying maps and overlaying shapes on maps in Android applications. It provides code snippets for initializing a MapView, centering and zooming the map, drawing overlays like circles, lines, and polygons, handling map taps, and changing the map type. Tips are included for converting between GeoPoints and for determining the maximum zoom level. The API is an alternative to using the Google Maps API directly in Android applications.
The Ring programming language version 1.3 book - Part 43 of 88Mahmoud Samir Fayed
The document provides code examples for building graphical user interface applications using Ring and Qt, including creating a basic application with buttons and text fields, using layouts to organize widgets, displaying rich text in a QTextEdit widget, and populating a list of items in a QListWidget. It demonstrates basic GUI functionality and classes that can be used for desktop and mobile development with RingQt.
This document contains code for a clock project. The code takes user input for the hour and minutes and uses trigonometry to calculate the angle of the hour and minute hands based on the input time. It draws the clock face with numbers, and draws the hour and minute hands on the clock using the calculated angles to display the correct time. The code has some comments noting it is for a clock project and intended to display time properly from user input, but that the hands were not working correctly.
The document provides instructions for creating a basic calculator application using Java applets and GUI components. It describes how to:
1. Create a ConApplet class that extends JApplet.
2. Add a JLabel, JTextField, and four JButtons (for numbers 1 and 2, plus sign, equals sign) to the applet's content pane.
3. Make the number buttons update the JTextField by concatenating the number to the existing text when clicked.
4. Declare three private int variables (num1, num2, ans) to store the calculation values.
The document guides the reader through setting up the basic GUI elements and behaviors for a simple two-number
PuTTY is an open source SSH and telnet client originally developed by Simon Tatham for Windows. The document provides instructions for basic telnet configuration in PuTTY, including entering an IP address and port, naming the session, setting the session to remain active for 100 seconds, changing the appearance, and saving and opening the connection.