The document provides an overview of the Adobe Flash workspace and how to customize it. It describes starting Adobe Flash, opening a new Flash File, and identifying the key elements of the Flash interface like the stage, timeline panel, layers panel, and properties panel. It also provides instructions on how to switch between workspace presets or create a custom workspace by dragging and dropping panels. The goal is to help learners set up the Flash workspace before starting their drawings or animations.
At the end of this learning module the student will be able to:
○ Identify the flash tools for viewing.
○ adjust document properties
○ Work with text inside the flash animation software.
1) The document provides step-by-step instructions for creating a whiteboard animation video using the Anthropic application.
2) It details how to add scenes, characters, text, sounds, and props like a spinning soccer ball.
3) The instructions culminate in previewing and saving the completed video.
The document provides instructions for how to use the Awesome Screenshot Chrome extension to capture screenshots, annotate them, and save or share them. It explains how to find and add the extension in the Chrome Web Store, take full page, selected area, or visible screenshots, and use the toolbar that appears to crop, highlight, blur, add text, change colors, and undo edits. It also reviews options to temporarily or permanently save screenshots online, save to Google Drive or the computer, copy to the clipboard, or print the annotated screenshot.
Color Palettes Make a World of Difference - Presentation Best Practices Al Bonner
This document provides instructions for using color matching tools in Keynote and PowerPoint to replicate colors from photographs, logos, or other sources. It explains how to select and draw shapes, access the color selection tools, and use the magnifying tool to sample colors to automatically match them for text boxes or shape fills. Some example color chart websites are also provided for inspiration.
The document provides an overview of the Adobe Flash workspace and how to customize it. It describes starting Adobe Flash, opening a new Flash File, and identifying the key elements of the Flash interface like the stage, timeline panel, layers panel, and properties panel. It also provides instructions on how to switch between workspace presets or create a custom workspace by dragging and dropping panels. The goal is to help learners set up the Flash workspace before starting their drawings or animations.
At the end of this learning module the student will be able to:
○ Identify the flash tools for viewing.
○ adjust document properties
○ Work with text inside the flash animation software.
1) The document provides step-by-step instructions for creating a whiteboard animation video using the Anthropic application.
2) It details how to add scenes, characters, text, sounds, and props like a spinning soccer ball.
3) The instructions culminate in previewing and saving the completed video.
The document provides instructions for how to use the Awesome Screenshot Chrome extension to capture screenshots, annotate them, and save or share them. It explains how to find and add the extension in the Chrome Web Store, take full page, selected area, or visible screenshots, and use the toolbar that appears to crop, highlight, blur, add text, change colors, and undo edits. It also reviews options to temporarily or permanently save screenshots online, save to Google Drive or the computer, copy to the clipboard, or print the annotated screenshot.
Color Palettes Make a World of Difference - Presentation Best Practices Al Bonner
This document provides instructions for using color matching tools in Keynote and PowerPoint to replicate colors from photographs, logos, or other sources. It explains how to select and draw shapes, access the color selection tools, and use the magnifying tool to sample colors to automatically match them for text boxes or shape fills. Some example color chart websites are also provided for inspiration.
This document provides instructions for creating a basic "Hello World" Java program using the Eclipse integrated development environment (IDE). It outlines the four key steps: 1) creating a Java project called "HelloWorld", 2) creating a class called "HelloWorld" within the project, 3) adding the code "System.out.println("Hello World!");" within the main method, and 4) running the program to view the output in the console. The document also explains how to modify the output text and where to find additional Eclipse tutorials.
Sketch is a UI design tool for wireframing iOS, Android, and web designs. The document outlines a workshop to introduce basic Sketch concepts like artboards, shapes, symbols, and pages. Attendees will learn how to use these tools by following demonstrations and exercises to design mockups. Exporting designs from Sketch and next steps like animation are also covered. Feedback is requested at the end to help improve future workshops.
The document provides 20 tips for improving Solidworks skills organized into sections on sketches, part modeling, assemblies, and drawings. It summarizes each tip in 1-2 sentences with images and links to video examples. The tips cover shortcuts for commands, constraining dimensions, converting images to sketches, hiding and selecting components in assemblies, and other productivity techniques. The document was compiled by Jaiprakash Pandey and revised by SourceCAD Learning to help engineers take their Solidworks skills to a new level.
This document provides an overview of an iPhone application development class, including what students will learn and the prerequisites. The class will teach students how to build apps using object-oriented programming and the MVC design model. It will cover many computer science concepts like databases, graphics, and networking. Students should have experience with object-oriented programming, classes, inheritance, and writing multi-class programs. The document then demonstrates setting up a basic calculator app in Xcode, including adding a label and button to the UI, connecting them to code with outlets and actions, and defining a method for the button press.
This document provides instructions for creating an interactive quiz game called an Actionbound using a web-based platform. It describes how to set up the game by choosing a language, registering, adding a title and location. It also explains how to insert questions, mission tasks, QR codes to scan, and a survey. The sequence of elements can be reordered and a logo or info can be added. Finally, it outlines how students will access and play the game by scanning QR codes to answer questions and complete missions to earn points.
This document provides an overview and instructions for a tutorial on using the Sense programming environment. It introduces some key concepts like palettes, scripts, events, and blocks. It includes exercises to create a sprite, draw a line, make the line hide when complete, and draw a square. Troubleshooting tips are provided like single stepping, removing sections, and bench testing code. The next tutorial is announced for December 7th covering loops and variables.
Business communication 8 9-10 visual aid-holding meetingsShafqat Jilani
The document discusses how to create effective visual aids and widescreen presentations. It provides tips for composing visual aid content with clear structure and design, choosing the right visual aid equipment for the presentation, and using visuals effectively. It also discusses how to set up PowerPoint presentations in a 16:9 widescreen format to take advantage of widescreen displays and projectors, and ensures graphics and images do not get distorted in the process.
Inkscape Beginner Tutorial: How to Make a Yoga Class FlyerFlyer Tutor
Learn how to use the Free Open Source Program - Inkscape, to make a Yoga Class Flyer from beginning to end. With this Inkscape Tutorial you will learn how to do Document Setup, Create Rectangle, Set Object Size, Edit Fill and Stroke Color, Convert to Curves, Add Nodes, Adjust Line Segment, Curve Line Segment, Create Duplicates, Arrange Order, Insert Circles, Find Royalty Free Clipart, Import Image, Ungroup Images, Flip Images Horizontally, Find Free Fonts, Insert and Format Text, Add Drop Shadow, and Save your File.
This document outlines 60 tips for using Autodesk Inventor in 60 minutes. It provides tips for basic interface settings, sketch techniques, assembly tips, drawing tips, and more. The tips are from an expert instructor who has taught Inventor for many years. Attendees of the session will learn powerful sketching, modeling, and assembly strategies to maximize their use of Inventor back in their own classrooms.
Classkick is a free digital formative assessment tool that allows teachers to check students' work in real time on various devices. The document provides step-by-step instructions for teachers to register and create an account on Classkick. It then outlines how teachers can create assignments on Classkick including adding different types of questions like fill in the blank, multiple choice, and manipulatives. Teachers can assign the assignments to class rosters and students access the assignments using a class code.
This guide provides tutorials for creating basic signatures in Adobe Photoshop. It begins with an overview of the basics of Photoshop tools and layers. Section 1 teaches how to create a simple signature using a render, clouds filter, and grunge brushes. Section 2 demonstrates how to change an eye color using the lasso tool and hue/saturation adjustments. Section 3 instructs on making an abstract signature using C4Ds, smudging, and gradient maps. Throughout the guide, tips are provided on using layers, blending options, and other effects to refine signatures.
Scratch is a free educational programming language that was developed by the Lifelong Kindergarten Group. It can be used by children aged 8-16 but is available for anyone to use. The characters that are coded in Scratch are called "Sprites". The document then provides step-by-step instructions on how to code a short clip in Scratch, including how to select a Sprite and background, add motion by coding the Sprite to move to different locations on the screen, and make the Sprite "say" text. It encourages testing the coded clip and trying different coding challenges.
This document provides an overview and instructions for using the Eclipse integrated development environment (IDE) for creating and running Java programs. It covers getting started with Eclipse, choosing a perspective, creating a Java project and class, compiling and running programs within Eclipse, running programs from the command line, and debugging programs using Eclipse's debugger. The document contains screenshots to illustrate the various Eclipse windows and menus.
This document provides an overview and instructions for an hour-long coding course called "Dodo Does Math" aimed at ages 7+. The course incorporates writing code to solve math puzzles and help a dodo collect eggs. It uses the programming language CoffeeScript and teaches skills like problem solving, measurement, and coding basics. The document provides guidance for teachers to introduce the activity and help students who get stuck during the Hour of Code event.
Scratch is a free educational programming language that allows users to code instructions to control animated characters called sprites. The document provides step-by-step instructions for creating a basic animation in Scratch, including moving a sprite to a starting point, making it glide across the screen, and adding text for it to say. It encourages experimenting with different codes and commands to create additional animations, and involving children in the coding process.
Introduction to Programming and QBasic Tutorialnhomz
This document introduces programming and the QBasic programming language. It discusses what programming is, the program life cycle, levels of programming languages from machine language to natural languages. It also covers flowcharting, variables, strings, input/output, and basic programming structures like IF/THEN statements. The document uses examples in QBasic to demonstrate concepts like printing output, taking user input, and making conditional comparisons. It provides an overview of key programming concepts for beginners to get started with QBasic.
10.USING THE ECLIPSE DEBUGGERupdated 8618This t.docxpaynetawnya
10.
USING THE ECLIPSE DEBUGGER
updated: 8/6/18
This tutorial assumes that you have previously completed the Getting Started with Eclipse tutorial. Since much of what you're going to do for this tutorial is identical to what you've done for that tutorial, I will refrain from providing all the details this time. If you don't remember the details of how to do something, look it up in the previous tutorial.
This tutorial uses x: to refer to the drive that you're saving your work to. In the lab, x: should be replaced by the USB drive (assuming that you're using a USB flash drive storage device). At home, x: should be replaced by the USB drive or the hard drive, whichever you prefer.
Whenever you are asked to perform an action (left column below) that you've already done before, I will refrain from providing the supplemental information (right column below). If you don't remember the details of how to do something, look for it earlier in the tutorial. I expect you to have to look up a lot of previously covered material. This is my attempt to force you to memorize how to do things.
Actions
Supplemental Information
Load Eclipse.
Create a project named tutorial2.
In creating a tutorial2 project, Eclipse will 1) create a tutorial2 folder and put it in your workspace folder, and 2) create a .project file and put it in your tutorial2 folder.
Within your tutorial2 project, create a source code file named MouseDriver.java and enter this text:
public class MouseDriver
{
public static void main(String[] args)
{
String temp = "stan";
Mouse mickey = new Mouse(temp + "dard", 100, 10);
Mouse fivel = new Mouse("standard", 100, 10);
mickey.printStatus();
mickey.simulateGrowth(4);
mickey.printStatus();
fivel.simulateGrowth(4);
if (mickey.equals(fivel))
{
System.out.println("They're equal");
}
} // end main
} // end class MouseDriver
Save the source file.
Within your tutorial2 project, create a source code file named Mouse.java and enter this text:
public class Mouse
{
private String variety; // standard, hairless, etc.
private int weight; // the mouse's weight in grams
private int growthRate; // % that mouse grows each day
private int days; // # of simulated days so far
public Mouse(String v, int w, int gR)
{
variety = v; weight = w; growthRate = gR;
} // end Mouse constructor
public void simulateGrowth(int d)
{
days += d;
while ((d > 0) || (weight > 0))
{
weight += growthRate/100 * weight;
d--;
}
} // end simulateGrowth
public void printStatus()
{
System.out.println("After " + days + " days, " +
" weight = " + weight + ".");
} // end printStatus
public boolean equals(Mouse otherMouse)
{
boolean varietyCheck, weightCheck;
varietyCheck = (variety == otherMouse.variety);
weightCheck = (weight == otherMouse.weight);
return varietyCheck && weightCheck;
} // end equals
} // end class Mouse
Save t ...
Make front page in adobe photoshop ( business fellows )bbafellows
In this tutorial you will learn how to make Front page in Adobe Photoshop for your Projects and Assignments... It,s very easy to work in Adobe Photoshop
This document provides information about a summer reading program called "Read & Roar" at the Westerville Library located at 126 S. State St, Westerville, OH 43081. It includes recommended book lists and activities for ages 3-11, as well as information on how to sign up and track reading. Crafts like masks and bookmarks are described. The content was found on various teaching websites and more program details can be found at the library's website.
The document describes 18 different mythical creatures including mermaids, griffins, cyclops, unicorns, moon mice, carnivorous plants, stone guardians, and more. For each creature, it provides the creature category, estimated danger level on a scale of 1 to 9, typical habitat, diet, and catchphrase. The creatures described come from a variety of categories including amazing aquatic, mixed mammal bird, mystical land roaming, lunar rodent, mega flora, mystical mineral, phantom furies, and more.
This document provides instructions for creating a basic "Hello World" Java program using the Eclipse integrated development environment (IDE). It outlines the four key steps: 1) creating a Java project called "HelloWorld", 2) creating a class called "HelloWorld" within the project, 3) adding the code "System.out.println("Hello World!");" within the main method, and 4) running the program to view the output in the console. The document also explains how to modify the output text and where to find additional Eclipse tutorials.
Sketch is a UI design tool for wireframing iOS, Android, and web designs. The document outlines a workshop to introduce basic Sketch concepts like artboards, shapes, symbols, and pages. Attendees will learn how to use these tools by following demonstrations and exercises to design mockups. Exporting designs from Sketch and next steps like animation are also covered. Feedback is requested at the end to help improve future workshops.
The document provides 20 tips for improving Solidworks skills organized into sections on sketches, part modeling, assemblies, and drawings. It summarizes each tip in 1-2 sentences with images and links to video examples. The tips cover shortcuts for commands, constraining dimensions, converting images to sketches, hiding and selecting components in assemblies, and other productivity techniques. The document was compiled by Jaiprakash Pandey and revised by SourceCAD Learning to help engineers take their Solidworks skills to a new level.
This document provides an overview of an iPhone application development class, including what students will learn and the prerequisites. The class will teach students how to build apps using object-oriented programming and the MVC design model. It will cover many computer science concepts like databases, graphics, and networking. Students should have experience with object-oriented programming, classes, inheritance, and writing multi-class programs. The document then demonstrates setting up a basic calculator app in Xcode, including adding a label and button to the UI, connecting them to code with outlets and actions, and defining a method for the button press.
This document provides instructions for creating an interactive quiz game called an Actionbound using a web-based platform. It describes how to set up the game by choosing a language, registering, adding a title and location. It also explains how to insert questions, mission tasks, QR codes to scan, and a survey. The sequence of elements can be reordered and a logo or info can be added. Finally, it outlines how students will access and play the game by scanning QR codes to answer questions and complete missions to earn points.
This document provides an overview and instructions for a tutorial on using the Sense programming environment. It introduces some key concepts like palettes, scripts, events, and blocks. It includes exercises to create a sprite, draw a line, make the line hide when complete, and draw a square. Troubleshooting tips are provided like single stepping, removing sections, and bench testing code. The next tutorial is announced for December 7th covering loops and variables.
Business communication 8 9-10 visual aid-holding meetingsShafqat Jilani
The document discusses how to create effective visual aids and widescreen presentations. It provides tips for composing visual aid content with clear structure and design, choosing the right visual aid equipment for the presentation, and using visuals effectively. It also discusses how to set up PowerPoint presentations in a 16:9 widescreen format to take advantage of widescreen displays and projectors, and ensures graphics and images do not get distorted in the process.
Inkscape Beginner Tutorial: How to Make a Yoga Class FlyerFlyer Tutor
Learn how to use the Free Open Source Program - Inkscape, to make a Yoga Class Flyer from beginning to end. With this Inkscape Tutorial you will learn how to do Document Setup, Create Rectangle, Set Object Size, Edit Fill and Stroke Color, Convert to Curves, Add Nodes, Adjust Line Segment, Curve Line Segment, Create Duplicates, Arrange Order, Insert Circles, Find Royalty Free Clipart, Import Image, Ungroup Images, Flip Images Horizontally, Find Free Fonts, Insert and Format Text, Add Drop Shadow, and Save your File.
This document outlines 60 tips for using Autodesk Inventor in 60 minutes. It provides tips for basic interface settings, sketch techniques, assembly tips, drawing tips, and more. The tips are from an expert instructor who has taught Inventor for many years. Attendees of the session will learn powerful sketching, modeling, and assembly strategies to maximize their use of Inventor back in their own classrooms.
Classkick is a free digital formative assessment tool that allows teachers to check students' work in real time on various devices. The document provides step-by-step instructions for teachers to register and create an account on Classkick. It then outlines how teachers can create assignments on Classkick including adding different types of questions like fill in the blank, multiple choice, and manipulatives. Teachers can assign the assignments to class rosters and students access the assignments using a class code.
This guide provides tutorials for creating basic signatures in Adobe Photoshop. It begins with an overview of the basics of Photoshop tools and layers. Section 1 teaches how to create a simple signature using a render, clouds filter, and grunge brushes. Section 2 demonstrates how to change an eye color using the lasso tool and hue/saturation adjustments. Section 3 instructs on making an abstract signature using C4Ds, smudging, and gradient maps. Throughout the guide, tips are provided on using layers, blending options, and other effects to refine signatures.
Scratch is a free educational programming language that was developed by the Lifelong Kindergarten Group. It can be used by children aged 8-16 but is available for anyone to use. The characters that are coded in Scratch are called "Sprites". The document then provides step-by-step instructions on how to code a short clip in Scratch, including how to select a Sprite and background, add motion by coding the Sprite to move to different locations on the screen, and make the Sprite "say" text. It encourages testing the coded clip and trying different coding challenges.
This document provides an overview and instructions for using the Eclipse integrated development environment (IDE) for creating and running Java programs. It covers getting started with Eclipse, choosing a perspective, creating a Java project and class, compiling and running programs within Eclipse, running programs from the command line, and debugging programs using Eclipse's debugger. The document contains screenshots to illustrate the various Eclipse windows and menus.
This document provides an overview and instructions for an hour-long coding course called "Dodo Does Math" aimed at ages 7+. The course incorporates writing code to solve math puzzles and help a dodo collect eggs. It uses the programming language CoffeeScript and teaches skills like problem solving, measurement, and coding basics. The document provides guidance for teachers to introduce the activity and help students who get stuck during the Hour of Code event.
Scratch is a free educational programming language that allows users to code instructions to control animated characters called sprites. The document provides step-by-step instructions for creating a basic animation in Scratch, including moving a sprite to a starting point, making it glide across the screen, and adding text for it to say. It encourages experimenting with different codes and commands to create additional animations, and involving children in the coding process.
Introduction to Programming and QBasic Tutorialnhomz
This document introduces programming and the QBasic programming language. It discusses what programming is, the program life cycle, levels of programming languages from machine language to natural languages. It also covers flowcharting, variables, strings, input/output, and basic programming structures like IF/THEN statements. The document uses examples in QBasic to demonstrate concepts like printing output, taking user input, and making conditional comparisons. It provides an overview of key programming concepts for beginners to get started with QBasic.
10.USING THE ECLIPSE DEBUGGERupdated 8618This t.docxpaynetawnya
10.
USING THE ECLIPSE DEBUGGER
updated: 8/6/18
This tutorial assumes that you have previously completed the Getting Started with Eclipse tutorial. Since much of what you're going to do for this tutorial is identical to what you've done for that tutorial, I will refrain from providing all the details this time. If you don't remember the details of how to do something, look it up in the previous tutorial.
This tutorial uses x: to refer to the drive that you're saving your work to. In the lab, x: should be replaced by the USB drive (assuming that you're using a USB flash drive storage device). At home, x: should be replaced by the USB drive or the hard drive, whichever you prefer.
Whenever you are asked to perform an action (left column below) that you've already done before, I will refrain from providing the supplemental information (right column below). If you don't remember the details of how to do something, look for it earlier in the tutorial. I expect you to have to look up a lot of previously covered material. This is my attempt to force you to memorize how to do things.
Actions
Supplemental Information
Load Eclipse.
Create a project named tutorial2.
In creating a tutorial2 project, Eclipse will 1) create a tutorial2 folder and put it in your workspace folder, and 2) create a .project file and put it in your tutorial2 folder.
Within your tutorial2 project, create a source code file named MouseDriver.java and enter this text:
public class MouseDriver
{
public static void main(String[] args)
{
String temp = "stan";
Mouse mickey = new Mouse(temp + "dard", 100, 10);
Mouse fivel = new Mouse("standard", 100, 10);
mickey.printStatus();
mickey.simulateGrowth(4);
mickey.printStatus();
fivel.simulateGrowth(4);
if (mickey.equals(fivel))
{
System.out.println("They're equal");
}
} // end main
} // end class MouseDriver
Save the source file.
Within your tutorial2 project, create a source code file named Mouse.java and enter this text:
public class Mouse
{
private String variety; // standard, hairless, etc.
private int weight; // the mouse's weight in grams
private int growthRate; // % that mouse grows each day
private int days; // # of simulated days so far
public Mouse(String v, int w, int gR)
{
variety = v; weight = w; growthRate = gR;
} // end Mouse constructor
public void simulateGrowth(int d)
{
days += d;
while ((d > 0) || (weight > 0))
{
weight += growthRate/100 * weight;
d--;
}
} // end simulateGrowth
public void printStatus()
{
System.out.println("After " + days + " days, " +
" weight = " + weight + ".");
} // end printStatus
public boolean equals(Mouse otherMouse)
{
boolean varietyCheck, weightCheck;
varietyCheck = (variety == otherMouse.variety);
weightCheck = (weight == otherMouse.weight);
return varietyCheck && weightCheck;
} // end equals
} // end class Mouse
Save t ...
Make front page in adobe photoshop ( business fellows )bbafellows
In this tutorial you will learn how to make Front page in Adobe Photoshop for your Projects and Assignments... It,s very easy to work in Adobe Photoshop
This document provides information about a summer reading program called "Read & Roar" at the Westerville Library located at 126 S. State St, Westerville, OH 43081. It includes recommended book lists and activities for ages 3-11, as well as information on how to sign up and track reading. Crafts like masks and bookmarks are described. The content was found on various teaching websites and more program details can be found at the library's website.
The document describes 18 different mythical creatures including mermaids, griffins, cyclops, unicorns, moon mice, carnivorous plants, stone guardians, and more. For each creature, it provides the creature category, estimated danger level on a scale of 1 to 9, typical habitat, diet, and catchphrase. The creatures described come from a variety of categories including amazing aquatic, mixed mammal bird, mystical land roaming, lunar rodent, mega flora, mystical mineral, phantom furies, and more.
The document provides discussion questions about the Lumberjanes comic book series. It prompts the reader to talk about the adventures in the series with friends and family. Several details about the first book are highlighted, including the original name of the camp being scratched out to replace "girls" with "hardcore lady-types," suggesting the camp is for empowered women. The document also asks the reader to describe the five main characters and why snippets from the manual and badges are included, reflecting the story's theme that all women are welcome at camp no matter how different they feel.
The Lumberjanes Beastiary Card Game is played with 60 cards depicting magical creatures. The objective is to make matches of cards and avoid getting the Bearwoman Card at the end of the game. Players take turns drawing cards from a deck or requesting cards from other players in an effort to make matches of two or more of the same creature cards. Special cards allow players to steal or swap cards. The player with the most matches at the end wins, unless they are stuck with the losing Bearwoman Card.
The document lists the titles, authors, and genres of various graphic novels and books for teenagers and children. There are over 20 listings that include series such as The Avant-Guards Volume 1, The Backstagers Vol. 1: Rebels Without Applause, Goldie Vance Volume 1, and Princeless Volume 1: Save Yourself. The genres listed are teen graphic novel, J fiction, and J graphic novel.
The document lists various books from the Lumberjanes series, including 19 volumes in the original series, 5 standalone graphic novels, and 4 chapter books. It encourages checking off books that have been read and finding more books through the westervillelibrary.org website.
This document presents a game where the reader must determine whether various facts are true or false by doing research. It lists 25 statements and instructs players to label each one as true or false without checking the answers in the back. The goal is to correctly label as many statements in a row as possible through independent research. It reminds players that speed does not guarantee accuracy and encourages taking the time to verify answers before checking the key.
The document lists the titles and call numbers of 20 non-fiction books for young readers covering topics about science, history, animals, and puzzles. The books explore subjects such as the human brain, biology, mysteries from the past, animal facts, and challenging trivia. A variety of non-fiction genres are represented including science, history, biology, and general reference.
The document lists three books from the "Two Truths and a Lie" series - "It's Alive!", "Histories and Mysteries", and "Forces of Nature" - and instructs the reader to check off any books they have read and reserve them all through the website for the Westerville library.
The document instructs the reader to write three stories - two based on true events from history or their own life, and one fictional story. It suggests including photos, drawings, and quotes to support the stories. Once written, the reader should present their stories to a friend to see if they can determine which story is a lie.
The document provides instructions for writing a fable, including traditional components of fables such as featuring an animal with human traits, highlighting a prominent character trait, including a problem and resolution, and conveying a moral. It outlines steps to create a fable such as brainstorming ideas, listing character traits, writing a draft with setting, dialogue, problem, solution and moral, getting feedback, and writing a final story in a notebook with illustrations.
This document lists the titles of 24 young adult fiction books, including series, grouped by their genre classifications of "J FICTION". The books cover a range of topics and stories, from Amari and the Night Brothers to Twinchantment series.
This document provides character cards from the book Tristan Strong to cut out, mix up, and match. It lists the main characters Tristan Strong, Gum Baby, Brer Rabbit, Keelboat Annie, Anansi, Junior, and High John.
The document provides discussion questions about the book "Tristan Strong Punches a Hole in the Sky". It asks the reader to think about how the main character Tristan feels about himself based on his name, how he views adults in his life, how the author connected to other stories, and about Tristan's first interaction with Gum Baby. The purpose is to get the reader thinking critically about themes and events in the book and to encourage talking about it with others.
The document lists three books in the Tristan Strong series by Rick Riordan - Tristan Strong Punches a Hole in the Sky, Tristan Strong Destroys the World, and Tristan Strong Keeps Punching. It instructs the reader to check off any books they have read from the list and then reserve all of the books from the Westerville library website.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptx
Dash Coding Challenge Cards
1. Dash Coding Challenges
Use the Wonder App
and Scroll Quest to
practice coding Dash.
The first challenge
should be open on your
screen.
2. Dash Coding Challenges
Your coding screen will look like this. Each circle represents a
different behavior or action that Dash will complete.
3. Dash Coding Challenges
You create coding sequences by connecting the circles in the order you
would like. You create connections by dragging the orange arrow to the
next instruction.
Orange
Arrow
4. Dash Coding Challenges
You can add more instruction circles to your screen using the toolbar at
the bottom of the page.
Toolbar
5. Dash Coding Challenges
Sometimes special boxes will pop up when you add certain instruction
circles to the screen. These will let you be more specific about your
code.
6. Dash Coding Challenges
Start with the Hello World challenge and continue through each
challenge. See how many challenges you can complete!