This document provides an overview of developing iOS games using the Cocos2D framework. It begins with an introduction to Cocos2D and its key concepts such as directors, scenes, layers and sprites. It then discusses setting up a basic Cocos2D project and walks through steps to build a simple shooting game, including adding a background, player sprite, enemy sprites, touch input handling, animations, particle effects and scoring. The goal is to demonstrate how to structure a basic Cocos2D game and implement common game mechanics.
The document discusses various techniques for detecting collisions and handling user interaction in Flash games, including:
1) hitTestObject and hitTestPoint methods to detect collisions between objects based on overlapping bounding boxes or a point touching an edge.
2) Using the Pythagorean theorem and distance formula to detect collisions based on objects being within a certain distance of each other.
3) Listening for keyboard events to handle user input, and checking the keyCode property to determine which keys are pressed.
4) Implementing movement and jumping logic that uses time-based calculations rather than frames to provide smoother animation in response to keyboard input.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 6 (Preview)noorcon
The document provides background information on the origins and history of the board game Battleship. It describes how the game was first played in World War I as a French game called L'Attaque. Early commercial versions of the game were published in the 1930s-1940s. It also notes that Battleship was one of the earliest computer games, released for the Z80 Compucolor in 1979. The document then outlines the basic rules and gameplay of Battleship, describing how players take turns calling out grid coordinates to try and sink their opponent's ships.
The current state of web on mobile - Have smartphone browsers gotten smarter?Tomomi Imura
This document summarizes the state of mobile web browsers in 2013-2014. It discusses browser releases and features such as Blink, SPDY, CSS Flexbox, promises and hardware access APIs. Mobile browser usage statistics are presented. HTML5 features for building camera apps using the media capture API, canvas, IndexedDB and XHR2 are described. Touch and pointer events, and upcoming features like service workers and web components are also summarized.
This document provides instructions for creating a basic HTML5 canvas game. It includes steps to set up the canvas, load background and character images, define game objects like the hero and enemies, handle keyboard controls, continuously update and render the game, and reset when the hero catches an enemy. The game framework supports different levels that add additional enemies to catch. Overall it outlines a full game loop and core mechanics for a simple catch-the-enemy style HTML5 game.
The document provides instructions for an ArtDM 170 homework assignment to create an interactive game prototype, including turning in paper prototypes by March 30th, adding movement and keyboard controls by April 20th, and presenting final projects during the last two days of class in May. It also covers techniques for detecting collisions between objects using hitTestObject, hitTestPoint, distance calculations, and responding to keyboard input to control objects in the game.
This document provides an overview of developing iOS games using the Cocos2D framework. It begins with an introduction to Cocos2D and its key concepts such as directors, scenes, layers and sprites. It then discusses setting up a basic Cocos2D project and walks through steps to build a simple shooting game, including adding a background, player sprite, enemy sprites, touch input handling, animations, particle effects and scoring. The goal is to demonstrate how to structure a basic Cocos2D game and implement common game mechanics.
The document discusses various techniques for detecting collisions and handling user interaction in Flash games, including:
1) hitTestObject and hitTestPoint methods to detect collisions between objects based on overlapping bounding boxes or a point touching an edge.
2) Using the Pythagorean theorem and distance formula to detect collisions based on objects being within a certain distance of each other.
3) Listening for keyboard events to handle user input, and checking the keyCode property to determine which keys are pressed.
4) Implementing movement and jumping logic that uses time-based calculations rather than frames to provide smoother animation in response to keyboard input.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 6 (Preview)noorcon
The document provides background information on the origins and history of the board game Battleship. It describes how the game was first played in World War I as a French game called L'Attaque. Early commercial versions of the game were published in the 1930s-1940s. It also notes that Battleship was one of the earliest computer games, released for the Z80 Compucolor in 1979. The document then outlines the basic rules and gameplay of Battleship, describing how players take turns calling out grid coordinates to try and sink their opponent's ships.
The current state of web on mobile - Have smartphone browsers gotten smarter?Tomomi Imura
This document summarizes the state of mobile web browsers in 2013-2014. It discusses browser releases and features such as Blink, SPDY, CSS Flexbox, promises and hardware access APIs. Mobile browser usage statistics are presented. HTML5 features for building camera apps using the media capture API, canvas, IndexedDB and XHR2 are described. Touch and pointer events, and upcoming features like service workers and web components are also summarized.
This document provides instructions for creating a basic HTML5 canvas game. It includes steps to set up the canvas, load background and character images, define game objects like the hero and enemies, handle keyboard controls, continuously update and render the game, and reset when the hero catches an enemy. The game framework supports different levels that add additional enemies to catch. Overall it outlines a full game loop and core mechanics for a simple catch-the-enemy style HTML5 game.
The document provides instructions for an ArtDM 170 homework assignment to create an interactive game prototype, including turning in paper prototypes by March 30th, adding movement and keyboard controls by April 20th, and presenting final projects during the last two days of class in May. It also covers techniques for detecting collisions between objects using hitTestObject, hitTestPoint, distance calculations, and responding to keyboard input to control objects in the game.
The document provides instructions for building a basic space shooter game using JavaScript and canvas. It demonstrates how to load assets like images, handle input events from keyboard keys to control player movement, create enemy objects that move across the screen, detect collisions between lasers and enemies, and add game states to track lives and score. The game loop redraws the game objects on an interval to animate their movement. Event handling is implemented through an event emitter to avoid messy code. The final sections provide a demo of the moving game elements and lasers firing, along with tips for continuing to learn game development.
This document provides an overview and instructions for an upcoming final project assignment in an ARTDM 170 class on scripting interactivity in Flash. It outlines the following requirements for the final game project: it must have a start screen, interactivity through key presses, mouse clicks or drags, scoring, a game over screen, and the ability to replay. It also provides a timeline for completing stages of the project and instructions on implementing various interactive elements like buttons, dragging objects, collision detection, and keyboard input. Homework due for the next class is to create a title and description for the project and read assigned chapters in the textbook.
This document summarizes a presentation about the Unity game development platform. It introduces Unity as a game engine that integrates tools for creating 3D and 2D content across platforms. It describes Unity's main components, including the game engine, editor tools, asset store, and support for multiple platforms. It provides screenshots explaining Unity's interface and gives examples of creating a simple space shooter game in Unity, including importing assets, scripting enemy behavior, using prefabs, and adding collisions and a game over scene.
Também conhecido como o “Time Lock Puzzle”, o LCS35 é um desafio em forma de criptografia projetado em 1999 pelo pesquisador Ron Rivest, do Instituto de Tecnologia de Massachusetts (MIT). Quando este problema matemático for resolvido, uma cápsula do tempo de chumbo será aberta no MIT.
O puzzle envolve a divisão de um número incrivelmente enorme, por um número que é apenas um pouco menor que o da conta (mas ainda com mais de 600 dígitos).
Ninguém sabe o que está dentro da capsula e, segundo os dados de Rivest, estima-se que levaria cerca de 35 anos para que o enigma seja resolvido. Os interessados ainda terão de esperar para descobrir o que de fato tem na capsula.
This document provides instructions for enhancing a basic first person shooter (FPS) game by adding additional weapon types, damage systems, and enemies. It describes adding a rocket launcher weapon that allows switching between weapons, includes a reload time and ammo count. Instructions are given for creating the rocket launcher model and script to fire rockets on input. The rocket is then created with its own model, rigidbody, and smoke trail particle effect. Finally, the rocket and its components are saved as a prefab that can be instantiated as projectiles from the rocket launcher.
This document describes a Flappy Bird-style game created in Unity. It includes 3 scripts that control different aspects of the game:
1) The Bird script controls the bird sprite and checks for collisions, applying forces and playing animations and sounds.
2) The Game Controller script handles scoring when the bird passes columns and ending the game on collision.
3) The Columns script spawns new columns and calls the scoring method when the bird passes through one.
Working with Layout Managers. Notes 1. In part 2, note that the Gam.pdfudit652068
Working with Layout Managers. Notes: 1. In part 2, note that the Game class inherits from
JPanel. Therefore, the panel you are asked to add to the center of the content pane is the \"game\"
object. 2. In part 4, at the end of the function, call validate(). This is not mentioned in the book,
but it is mentioned in the framework comments.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Game extends JPanel
{
private JButton [][] squares;
private TilePuzzle game;
public Game( int newSide )
{
game = new TilePuzzle( newSide );
setUpGameGUI( );
}
public void setUpGame( int newSide )
{
game.setUpGame( newSide );
setUpGameGUI( );
}
public void setUpGameGUI( )
{
removeAll( ); // remove all components
setLayout( new GridLayout( game.getSide( ),
game.getSide( ) ) );
squares = new JButton[game.getSide( )][game.getSide( )];
ButtonHandler bh = new ButtonHandler( );
// for each button: generate button label,
// instantiate button, add to container,
// and register listener
for ( int i = 0; i < game.getSide( ); i++ )
{
for ( int j = 0; j < game.getSide( ); j++ )
{
squares[i][j] = new JButton( game.getTiles( )[i][j] );
add( squares[i][j] );
squares[i][j].addActionListener( bh );
}
}
setSize( 300, 300 );
setVisible( true );
}
private void update( int row, int col )
{
for ( int i = 0; i < game.getSide( ); i++ )
{
for ( int j = 0; j < game.getSide( ); j++ )
{
squares[i][j].setText( game.getTiles( )[i][j] );
}
}
if ( game.won( ) )
{
JOptionPane.showMessageDialog( Game.this,
\"Congratulations! You won!\ Setting up new game\" );
// int sideOfPuzzle = 3 + (int) ( 4 * Math.random( ) );
// setUpGameGUI( );
}
}
private class ButtonHandler implements ActionListener
{
public void actionPerformed( ActionEvent ae )
{
for( int i = 0; i < game.getSide( ); i++ )
{
for( int j = 0; j < game.getSide( ); j++ )
{
if ( ae.getSource( ) == squares[i][j] )
{
if ( game.tryToPlay( i, j ) )
update( i, j );
return;
} // end if
} // end inner for loop
} // outer for loop
} // end actionPerformed method
} // end ButtonHandler class
} // end Game class
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class NestedLayoutPractice extends JFrame
{
private Container contents;
private Game game;
private BorderLayout bl;
private JLabel bottom;
// ***** Task 1: declare a JPanel named top
// also declare three JButton instance variables
// that will be added to the JPanel top
// these buttons will determine the grid size of the game:
// 3-by-3, 4-by-4, or 5-by-5
// Part 1 student code starts here:
// Part 1 student code ends here.
public NestedLayoutPractice()
{
super(\"Practicing layout managers\");
contents = getContentPane();
// ***** Task 2:
// instantiate the BorderLayout manager bl
// Part 2 student code starts here:
// set the layout manager of the content pane contents to bl:
game = new Game(3); // instantiating the GamePanel object
// add panel (game) to the center of the content pane
// Part 2 student code ends here.
bottom = new JLabel(.
JavaScript Objects and OOP Programming with JavaScriptLaurence Svekis ✔
Get this Course
https://www.udemy.com/javascript-objects-oop/?couponCode=SLIDESHARE
Use objects to create amazing things with JavaScript power up your applications OOP JavaScript coding
need help with code I wrote. This code is a maze gui, and i need hel.pdfarcotstarsports
need help with code I wrote. This code is a maze gui, and i need help with the method
shorterstpath(); here is my code:
******mazeApp*******
package mazepackage;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.control.TextInputDialog;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
public class MazeApp extends Application
{
// default canvas size is DEFAULT_SIZE-by-DEFAULT_SIZE
private static final int DEFAULT_SIZE = 768;
private int width = DEFAULT_SIZE;
private int height = DEFAULT_SIZE;
// The graphics context is needed to enable drawing on the canvas
private GraphicsContext gc;
// boundary of drawing canvas, 0% border
// private static final double BORDER = 0.05;
private static final double BORDER = 0.00;
private double xmin, ymin, xmax, ymax;
public static void main(String[] args)
{
launch(args);
}
@Override
public void start(Stage primaryStage)
{
Group root = new Group();
Canvas canvas = new Canvas(width, height);
gc = canvas.getGraphicsContext2D();
gc.setLineWidth(2);
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, width, height);
root.getChildren().add(canvas);
TextInputDialog tid = new TextInputDialog();
tid.setTitle(\"Maze Size\");
tid.setHeaderText(\"Enter maze size between 10 and 50\");
tid.showAndWait();
int size = Integer.parseInt(tid.getResult());
if (size > 50)
size = 50;
if (size < 10)
size = 10;
primaryStage.setTitle(\"Maze Application\");
primaryStage.setScene(new Scene(root));
primaryStage.setResizable(false);
// Make sure that the application goes away when then window is closed
primaryStage.setOnCloseRequest(e -> System.exit(0));
primaryStage.show();
Maze maze = new Maze(this, size);
// Must solve the maze in a separate thread or else
// the GUI wont update until the end.....
Thread solver = new Thread(
new Runnable () {
public void run()
{
while(true)
{
maze.buildAndDrawMaze();
maze.findShortestPath();
try
{
Thread.sleep(5000);
}
catch(Exception e) { }
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, width, height);
}
}
});
solver.start();
}
/**
* Sets the pen color to the specified color.
*
* @param color the color to make the pen
*/
public void setPenColor(Color color) {
gc.setStroke(color);
}
/**
* Sets the pen color to the specified color.
*
* @param color the color to make the pen
*/
public void setFillColor(Color color) {
gc.setFill(color);
}
/**
* Sets the x-scale to the specified range.
*
* @param min the minimum value of the x-scale
* @param max the maximum value of the x-scale
* @throws IllegalArgumentException if {@code (max == min)}
*/
public void setXscale(double min, double max) {
double size = max - min;
if (size == 0.0) {
throw new IllegalArgumentException(\"the min and max are the same\");
}
xmin = min - BORDER * size;
xmax = max + BORDER * size;
}
/**
* Sets the y-scale to the specified range.
*
* @param min the minimum valu.
Magic Game ClassesMagicAnimalTriviaTrivia.cppMagic Game Classe.docxcroysierkathey
Magic Game Classes/MagicAnimalTrivia/Trivia.cppMagic Game Classes/MagicAnimalTrivia/Trivia.cpp//
// Created by laura Broderick on 4/14/2020.
//
#include"Trivia.h"
//default constructor for trivia which inputs the first trivia question
Trivia::Trivia(){
//inputs all the information for the first trivia question
_question ="Dolphins are the fastest animal in water (true/false)";
_answer ="false";
_prize =" a trip to Italy";
_explanation ="While dolphins are fast swimmers, the fastest animal in water is a sailfish, which can reach up to 68 mph!";
//calls function that explains how the game works
introduction();
}
//function that explains how to win prizes in the game
voidTrivia::introduction()const{
cout <<"Welcome to Trivia!"<< endl;
cout <<"In order to win a prize, you need to answer a trivia question correctly"<< endl;
}
//function that asks the trivia question and checks if the user's answer is right or not
voidTrivia::askQuestion()const{
cout << getQuestion()<< endl;
string userAnswer;
cin >> userAnswer;
checkAnswer(userAnswer);
}
//function that returns the trivia question
string Trivia::getQuestion()const{
return _question;
}
//function that returns the prize
string Trivia::getPrize()const{
return _prize;
}
//function that returns the correct answer to the question
string Trivia::getAnswer()const{
return _answer;
}
//function that returns the explanation for why the correct answer to the trivia question is correct
string Trivia::getExplanation()const{
return _explanation;
}
//function that checks to see if the user's answer is correct
voidTrivia::checkAnswer(const string GUESS)const{
if(GUESS == getAnswer()){
userIsCorrect();
}else{
userIsNotCorrect();
}
}
//tells the user that their answer is correct
voidTrivia::userIsCorrect()const{
cout <<"Congrats you are correct! "<< endl;
cout << getExplanation()<< endl;
cout <<"You won "<< getPrize()<<"!"<< endl << endl;
}
//tells the user that their answer is incorrect
voidTrivia::userIsNotCorrect()const{
cout <<"Nice guess, but the correct answer is actually "<< _answer << endl;
cout << getExplanation()<< endl << endl;
}
//inputs the second trivia question information
voidTrivia::triviaSecondQuestion(){
_question ="Zebras are white with black stripes (true/false)";
_answer ="false";
_explanation ="Zebras are black with white stripes!";
_prize ="one-hundred dollars";
}
Magic Game Classes/MagicAnimalTrivia/Trivia.h
//
// Created by laura Broderick on 4/23/2020.
//
#ifndef A8_TRIVIA_H
#define A8_TRIVIA_H
#include <iostream>
using namespace std;
//defines the class Trivia used for a trivia game
class Trivia {
public:
Trivia();
string getQuestion() const;
string getPrize() const;
string getAnswer() const;
string getExplanation() const;
void askQuestion() const;
void triviaSecondQuestion();
private:
string _question;
string _answer;
...
The document describes the process of creating a side-scrolling shooter game involving airplanes battling in a city at night. The developer created sprites for the player plane, backgrounds, and enemies. Programming events allowed the player to move, shoot, and take damage which is tracked with a health bar. Enemies spawn and shoot at the player, decreasing their health. The developer added scoring by increasing the point value for destroying enemies. Additional enemies and weapons were created, along with collision detection and damage systems to make the game challenging. Testing was done to improve the gameplay experience.
The document describes two Java classes - NumberDisplay and ClockDisplay - that are used to represent digital number displays and clocks. NumberDisplay can hold values from 0 to a given limit and rolls over when incremented past the limit. ClockDisplay uses two NumberDisplay objects to represent hours and minutes and updates the display every minute by incrementing minutes and rolling hours when minutes hit 60. The ClockDisplay is used in a simple GUI clock application to demonstrate its functionality.
Useful Tools for Making Video Games - XNA (2008)Korhan Bircan
This document provides an overview of tools and techniques for creating 3D video games in XNA, including installing Visual Studio and XNA Game Studio, displaying 3D models by loading them and applying transformations, handling keyboard/mouse input, implementing a basic camera, adding a skybox, and creating animations using curves to interpolate between control points over time. Sample code implementations for many of these techniques can be found in ZIP files referenced.
With Launchers and Choosers in Windows Phone, 3rd party apps integrate more closely into the underlying operating system while allowing end-users to perform common tasks. With Launchers and Choosers you will provide more functionality to your end-users while still maintaining that consistent user experience that will make your app feel like a native app. In this session we’ll cover how to use Windows Phone resources including camera, video and Bing maps. We’ll also cover accessing contacts and calendar as well as sensors (including accelerometer, compass, gyroscope and motion).
The document provides instructions and examples for making games using HTML5 canvas and JavaScript. It discusses using canvas to draw basic shapes and images. It introduces the concept of sprites as reusable drawing components and provides an example sprite class. It demonstrates how to create a game loop to continuously update and render sprites to animate them. It also provides an example of making a sprite respond to keyboard input to allow user control. The document serves as a tutorial for building the core components of a simple HTML5 canvas game.
The document describes code for a sliding block game. It defines functions for game objects to handle sliding completion, set the game layer, and start the game. When an object finishes sliding, it notifies the game layer with its previous and target positions. The game layer initializes random number generation and places game objects randomly on the board to start the game.
This document provides an overview of ActionScript and its capabilities. It discusses what ActionScript can do, including animation, navigation, user input, getting data, calculations, graphic alterations, examining the environment, and playing sounds. It also briefly covers the history of ActionScript in Flash and how to construct basic ActionScript code using commands like trace. Finally, it discusses comments, constants, data types, variables, escape sequences, working with objects, and events in ActionScript.
This document describes a C# console application that is a random number guessing game. The program generates a random number between 1-50 and prompts the user to guess it. With each guess, the program tells the user if their guess is higher or lower than the random number. If the user guesses correctly, they are asked if they want to play again. The document provides code comments to explain the logic and flow of the program.
JavaScript Advanced - Useful methods to power up your codeLaurence Svekis ✔
Get this Course
https://www.udemy.com/javascript-course-plus/?couponCode=SLIDESHARE
Useful methods and JavaScript code snippets power up your code and make even more happen with it.
This course is perfect for anyone who has fundamental JavaScript experience and wants to move to the next level. Use and apply more advanced code, and do more with JavaScript.
Everything you need to learn more about JavaScript
Source code is included
60+ page Downloadable PDF guide with resources and code snippets
3 Challenges to get you coding try the code
demonstrating useful JavaScript methods that can power up your code and make even more happen with it.
Course lessons will cover
JavaScript Number Methods
JavaScript String Methods
JavaScript Math - including math random
DOMContentLoaded - DOM ready when the document has loaded.
JavaScript Date - Date methods and how to get set and use date.
JavaScript parse and stringify - strings to objects back to strings
JavaScript LocalStorage - store variables in the user browser
JavaScript getBoundingClientRect() - get the dimensions of an element
JavaScript Timers setTimeout() setInterval() requestAnimationFrame() - Run code when you want too
encodeURIComponent - encoding made easy
Regex - so powerful use it to get values from your string
prototype - extend JavaScript objects with customized powers
Try and catch - perfect for error and testing
Fetch xHR requests - bring content in from servers
and more
No libraries, no shortcuts just learning JavaScript making it DYNAMIC and INTERACTIVE web application.
Step by step learning with all steps included.
Describe tolerance as a immunologic function. What is the consequenc.pdffasttracksunglass
Describe tolerance as a immunologic function. What is the consequence of loss of tolerance? ( ¾
page? 2 solid paragraphs)
Solution
Immune tolerance is an act of self tolerance. Self tolerance could be seen against certain
antigens. Tolerance is a physiological mechanism. Due to immune tolerance, the body response
to an antigen either decreases or completely get eliminated. Due to this self tolerance, it leads to
suppressing of allergic responses against antigens. Due to this self tolerance, the host in which
the immune tolerance observed shows chronic infections instead of their elimination. Due to this
self tolerance within the host, the auto reactive lymphocytes become inactivated. Within the
mother due to immune-tolerance, the attack on fetuses has been severe. Due to this imbalance,
leads to autoimmunity through triggering T-helper cell functioning. When the body loses its
tolerance to self antigens, leads to autoimmune disorders such as thyroiditis, multiple sclerosis,
rheumatoid arthritis and systemic lupus erythematosus..
Answer the following question about human evolution as inferred from.pdffasttracksunglass
Answer the following question about human evolution as inferred from genome sequencing.
Summarize the demographc history of humans that explains how certain populations acquired
Neandertal and Denisovan DNA. (4 sentence maximum)
Solution
There is a hypothesis that anatomically modern human inbreed with the Neandertal population.
Neandertal genome project presented genetic evidence that interbreeding did took place. Portion
of Neanderthal admixture is present in the DNA of modern Eurasians and Oceanians, and nearly
absent in sub-Saharan African populations. Some part of the genome of Melanesians is derived
from Denisovan DNA. It is possily because of early migration of the ancestors of melanesians
into southeast asia..
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The document provides instructions for building a basic space shooter game using JavaScript and canvas. It demonstrates how to load assets like images, handle input events from keyboard keys to control player movement, create enemy objects that move across the screen, detect collisions between lasers and enemies, and add game states to track lives and score. The game loop redraws the game objects on an interval to animate their movement. Event handling is implemented through an event emitter to avoid messy code. The final sections provide a demo of the moving game elements and lasers firing, along with tips for continuing to learn game development.
This document provides an overview and instructions for an upcoming final project assignment in an ARTDM 170 class on scripting interactivity in Flash. It outlines the following requirements for the final game project: it must have a start screen, interactivity through key presses, mouse clicks or drags, scoring, a game over screen, and the ability to replay. It also provides a timeline for completing stages of the project and instructions on implementing various interactive elements like buttons, dragging objects, collision detection, and keyboard input. Homework due for the next class is to create a title and description for the project and read assigned chapters in the textbook.
This document summarizes a presentation about the Unity game development platform. It introduces Unity as a game engine that integrates tools for creating 3D and 2D content across platforms. It describes Unity's main components, including the game engine, editor tools, asset store, and support for multiple platforms. It provides screenshots explaining Unity's interface and gives examples of creating a simple space shooter game in Unity, including importing assets, scripting enemy behavior, using prefabs, and adding collisions and a game over scene.
Também conhecido como o “Time Lock Puzzle”, o LCS35 é um desafio em forma de criptografia projetado em 1999 pelo pesquisador Ron Rivest, do Instituto de Tecnologia de Massachusetts (MIT). Quando este problema matemático for resolvido, uma cápsula do tempo de chumbo será aberta no MIT.
O puzzle envolve a divisão de um número incrivelmente enorme, por um número que é apenas um pouco menor que o da conta (mas ainda com mais de 600 dígitos).
Ninguém sabe o que está dentro da capsula e, segundo os dados de Rivest, estima-se que levaria cerca de 35 anos para que o enigma seja resolvido. Os interessados ainda terão de esperar para descobrir o que de fato tem na capsula.
This document provides instructions for enhancing a basic first person shooter (FPS) game by adding additional weapon types, damage systems, and enemies. It describes adding a rocket launcher weapon that allows switching between weapons, includes a reload time and ammo count. Instructions are given for creating the rocket launcher model and script to fire rockets on input. The rocket is then created with its own model, rigidbody, and smoke trail particle effect. Finally, the rocket and its components are saved as a prefab that can be instantiated as projectiles from the rocket launcher.
This document describes a Flappy Bird-style game created in Unity. It includes 3 scripts that control different aspects of the game:
1) The Bird script controls the bird sprite and checks for collisions, applying forces and playing animations and sounds.
2) The Game Controller script handles scoring when the bird passes columns and ending the game on collision.
3) The Columns script spawns new columns and calls the scoring method when the bird passes through one.
Working with Layout Managers. Notes 1. In part 2, note that the Gam.pdfudit652068
Working with Layout Managers. Notes: 1. In part 2, note that the Game class inherits from
JPanel. Therefore, the panel you are asked to add to the center of the content pane is the \"game\"
object. 2. In part 4, at the end of the function, call validate(). This is not mentioned in the book,
but it is mentioned in the framework comments.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Game extends JPanel
{
private JButton [][] squares;
private TilePuzzle game;
public Game( int newSide )
{
game = new TilePuzzle( newSide );
setUpGameGUI( );
}
public void setUpGame( int newSide )
{
game.setUpGame( newSide );
setUpGameGUI( );
}
public void setUpGameGUI( )
{
removeAll( ); // remove all components
setLayout( new GridLayout( game.getSide( ),
game.getSide( ) ) );
squares = new JButton[game.getSide( )][game.getSide( )];
ButtonHandler bh = new ButtonHandler( );
// for each button: generate button label,
// instantiate button, add to container,
// and register listener
for ( int i = 0; i < game.getSide( ); i++ )
{
for ( int j = 0; j < game.getSide( ); j++ )
{
squares[i][j] = new JButton( game.getTiles( )[i][j] );
add( squares[i][j] );
squares[i][j].addActionListener( bh );
}
}
setSize( 300, 300 );
setVisible( true );
}
private void update( int row, int col )
{
for ( int i = 0; i < game.getSide( ); i++ )
{
for ( int j = 0; j < game.getSide( ); j++ )
{
squares[i][j].setText( game.getTiles( )[i][j] );
}
}
if ( game.won( ) )
{
JOptionPane.showMessageDialog( Game.this,
\"Congratulations! You won!\ Setting up new game\" );
// int sideOfPuzzle = 3 + (int) ( 4 * Math.random( ) );
// setUpGameGUI( );
}
}
private class ButtonHandler implements ActionListener
{
public void actionPerformed( ActionEvent ae )
{
for( int i = 0; i < game.getSide( ); i++ )
{
for( int j = 0; j < game.getSide( ); j++ )
{
if ( ae.getSource( ) == squares[i][j] )
{
if ( game.tryToPlay( i, j ) )
update( i, j );
return;
} // end if
} // end inner for loop
} // outer for loop
} // end actionPerformed method
} // end ButtonHandler class
} // end Game class
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class NestedLayoutPractice extends JFrame
{
private Container contents;
private Game game;
private BorderLayout bl;
private JLabel bottom;
// ***** Task 1: declare a JPanel named top
// also declare three JButton instance variables
// that will be added to the JPanel top
// these buttons will determine the grid size of the game:
// 3-by-3, 4-by-4, or 5-by-5
// Part 1 student code starts here:
// Part 1 student code ends here.
public NestedLayoutPractice()
{
super(\"Practicing layout managers\");
contents = getContentPane();
// ***** Task 2:
// instantiate the BorderLayout manager bl
// Part 2 student code starts here:
// set the layout manager of the content pane contents to bl:
game = new Game(3); // instantiating the GamePanel object
// add panel (game) to the center of the content pane
// Part 2 student code ends here.
bottom = new JLabel(.
JavaScript Objects and OOP Programming with JavaScriptLaurence Svekis ✔
Get this Course
https://www.udemy.com/javascript-objects-oop/?couponCode=SLIDESHARE
Use objects to create amazing things with JavaScript power up your applications OOP JavaScript coding
need help with code I wrote. This code is a maze gui, and i need hel.pdfarcotstarsports
need help with code I wrote. This code is a maze gui, and i need help with the method
shorterstpath(); here is my code:
******mazeApp*******
package mazepackage;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.control.TextInputDialog;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
public class MazeApp extends Application
{
// default canvas size is DEFAULT_SIZE-by-DEFAULT_SIZE
private static final int DEFAULT_SIZE = 768;
private int width = DEFAULT_SIZE;
private int height = DEFAULT_SIZE;
// The graphics context is needed to enable drawing on the canvas
private GraphicsContext gc;
// boundary of drawing canvas, 0% border
// private static final double BORDER = 0.05;
private static final double BORDER = 0.00;
private double xmin, ymin, xmax, ymax;
public static void main(String[] args)
{
launch(args);
}
@Override
public void start(Stage primaryStage)
{
Group root = new Group();
Canvas canvas = new Canvas(width, height);
gc = canvas.getGraphicsContext2D();
gc.setLineWidth(2);
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, width, height);
root.getChildren().add(canvas);
TextInputDialog tid = new TextInputDialog();
tid.setTitle(\"Maze Size\");
tid.setHeaderText(\"Enter maze size between 10 and 50\");
tid.showAndWait();
int size = Integer.parseInt(tid.getResult());
if (size > 50)
size = 50;
if (size < 10)
size = 10;
primaryStage.setTitle(\"Maze Application\");
primaryStage.setScene(new Scene(root));
primaryStage.setResizable(false);
// Make sure that the application goes away when then window is closed
primaryStage.setOnCloseRequest(e -> System.exit(0));
primaryStage.show();
Maze maze = new Maze(this, size);
// Must solve the maze in a separate thread or else
// the GUI wont update until the end.....
Thread solver = new Thread(
new Runnable () {
public void run()
{
while(true)
{
maze.buildAndDrawMaze();
maze.findShortestPath();
try
{
Thread.sleep(5000);
}
catch(Exception e) { }
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, width, height);
}
}
});
solver.start();
}
/**
* Sets the pen color to the specified color.
*
* @param color the color to make the pen
*/
public void setPenColor(Color color) {
gc.setStroke(color);
}
/**
* Sets the pen color to the specified color.
*
* @param color the color to make the pen
*/
public void setFillColor(Color color) {
gc.setFill(color);
}
/**
* Sets the x-scale to the specified range.
*
* @param min the minimum value of the x-scale
* @param max the maximum value of the x-scale
* @throws IllegalArgumentException if {@code (max == min)}
*/
public void setXscale(double min, double max) {
double size = max - min;
if (size == 0.0) {
throw new IllegalArgumentException(\"the min and max are the same\");
}
xmin = min - BORDER * size;
xmax = max + BORDER * size;
}
/**
* Sets the y-scale to the specified range.
*
* @param min the minimum valu.
Magic Game ClassesMagicAnimalTriviaTrivia.cppMagic Game Classe.docxcroysierkathey
Magic Game Classes/MagicAnimalTrivia/Trivia.cppMagic Game Classes/MagicAnimalTrivia/Trivia.cpp//
// Created by laura Broderick on 4/14/2020.
//
#include"Trivia.h"
//default constructor for trivia which inputs the first trivia question
Trivia::Trivia(){
//inputs all the information for the first trivia question
_question ="Dolphins are the fastest animal in water (true/false)";
_answer ="false";
_prize =" a trip to Italy";
_explanation ="While dolphins are fast swimmers, the fastest animal in water is a sailfish, which can reach up to 68 mph!";
//calls function that explains how the game works
introduction();
}
//function that explains how to win prizes in the game
voidTrivia::introduction()const{
cout <<"Welcome to Trivia!"<< endl;
cout <<"In order to win a prize, you need to answer a trivia question correctly"<< endl;
}
//function that asks the trivia question and checks if the user's answer is right or not
voidTrivia::askQuestion()const{
cout << getQuestion()<< endl;
string userAnswer;
cin >> userAnswer;
checkAnswer(userAnswer);
}
//function that returns the trivia question
string Trivia::getQuestion()const{
return _question;
}
//function that returns the prize
string Trivia::getPrize()const{
return _prize;
}
//function that returns the correct answer to the question
string Trivia::getAnswer()const{
return _answer;
}
//function that returns the explanation for why the correct answer to the trivia question is correct
string Trivia::getExplanation()const{
return _explanation;
}
//function that checks to see if the user's answer is correct
voidTrivia::checkAnswer(const string GUESS)const{
if(GUESS == getAnswer()){
userIsCorrect();
}else{
userIsNotCorrect();
}
}
//tells the user that their answer is correct
voidTrivia::userIsCorrect()const{
cout <<"Congrats you are correct! "<< endl;
cout << getExplanation()<< endl;
cout <<"You won "<< getPrize()<<"!"<< endl << endl;
}
//tells the user that their answer is incorrect
voidTrivia::userIsNotCorrect()const{
cout <<"Nice guess, but the correct answer is actually "<< _answer << endl;
cout << getExplanation()<< endl << endl;
}
//inputs the second trivia question information
voidTrivia::triviaSecondQuestion(){
_question ="Zebras are white with black stripes (true/false)";
_answer ="false";
_explanation ="Zebras are black with white stripes!";
_prize ="one-hundred dollars";
}
Magic Game Classes/MagicAnimalTrivia/Trivia.h
//
// Created by laura Broderick on 4/23/2020.
//
#ifndef A8_TRIVIA_H
#define A8_TRIVIA_H
#include <iostream>
using namespace std;
//defines the class Trivia used for a trivia game
class Trivia {
public:
Trivia();
string getQuestion() const;
string getPrize() const;
string getAnswer() const;
string getExplanation() const;
void askQuestion() const;
void triviaSecondQuestion();
private:
string _question;
string _answer;
...
The document describes the process of creating a side-scrolling shooter game involving airplanes battling in a city at night. The developer created sprites for the player plane, backgrounds, and enemies. Programming events allowed the player to move, shoot, and take damage which is tracked with a health bar. Enemies spawn and shoot at the player, decreasing their health. The developer added scoring by increasing the point value for destroying enemies. Additional enemies and weapons were created, along with collision detection and damage systems to make the game challenging. Testing was done to improve the gameplay experience.
The document describes two Java classes - NumberDisplay and ClockDisplay - that are used to represent digital number displays and clocks. NumberDisplay can hold values from 0 to a given limit and rolls over when incremented past the limit. ClockDisplay uses two NumberDisplay objects to represent hours and minutes and updates the display every minute by incrementing minutes and rolling hours when minutes hit 60. The ClockDisplay is used in a simple GUI clock application to demonstrate its functionality.
Useful Tools for Making Video Games - XNA (2008)Korhan Bircan
This document provides an overview of tools and techniques for creating 3D video games in XNA, including installing Visual Studio and XNA Game Studio, displaying 3D models by loading them and applying transformations, handling keyboard/mouse input, implementing a basic camera, adding a skybox, and creating animations using curves to interpolate between control points over time. Sample code implementations for many of these techniques can be found in ZIP files referenced.
With Launchers and Choosers in Windows Phone, 3rd party apps integrate more closely into the underlying operating system while allowing end-users to perform common tasks. With Launchers and Choosers you will provide more functionality to your end-users while still maintaining that consistent user experience that will make your app feel like a native app. In this session we’ll cover how to use Windows Phone resources including camera, video and Bing maps. We’ll also cover accessing contacts and calendar as well as sensors (including accelerometer, compass, gyroscope and motion).
The document provides instructions and examples for making games using HTML5 canvas and JavaScript. It discusses using canvas to draw basic shapes and images. It introduces the concept of sprites as reusable drawing components and provides an example sprite class. It demonstrates how to create a game loop to continuously update and render sprites to animate them. It also provides an example of making a sprite respond to keyboard input to allow user control. The document serves as a tutorial for building the core components of a simple HTML5 canvas game.
The document describes code for a sliding block game. It defines functions for game objects to handle sliding completion, set the game layer, and start the game. When an object finishes sliding, it notifies the game layer with its previous and target positions. The game layer initializes random number generation and places game objects randomly on the board to start the game.
This document provides an overview of ActionScript and its capabilities. It discusses what ActionScript can do, including animation, navigation, user input, getting data, calculations, graphic alterations, examining the environment, and playing sounds. It also briefly covers the history of ActionScript in Flash and how to construct basic ActionScript code using commands like trace. Finally, it discusses comments, constants, data types, variables, escape sequences, working with objects, and events in ActionScript.
This document describes a C# console application that is a random number guessing game. The program generates a random number between 1-50 and prompts the user to guess it. With each guess, the program tells the user if their guess is higher or lower than the random number. If the user guesses correctly, they are asked if they want to play again. The document provides code comments to explain the logic and flow of the program.
JavaScript Advanced - Useful methods to power up your codeLaurence Svekis ✔
Get this Course
https://www.udemy.com/javascript-course-plus/?couponCode=SLIDESHARE
Useful methods and JavaScript code snippets power up your code and make even more happen with it.
This course is perfect for anyone who has fundamental JavaScript experience and wants to move to the next level. Use and apply more advanced code, and do more with JavaScript.
Everything you need to learn more about JavaScript
Source code is included
60+ page Downloadable PDF guide with resources and code snippets
3 Challenges to get you coding try the code
demonstrating useful JavaScript methods that can power up your code and make even more happen with it.
Course lessons will cover
JavaScript Number Methods
JavaScript String Methods
JavaScript Math - including math random
DOMContentLoaded - DOM ready when the document has loaded.
JavaScript Date - Date methods and how to get set and use date.
JavaScript parse and stringify - strings to objects back to strings
JavaScript LocalStorage - store variables in the user browser
JavaScript getBoundingClientRect() - get the dimensions of an element
JavaScript Timers setTimeout() setInterval() requestAnimationFrame() - Run code when you want too
encodeURIComponent - encoding made easy
Regex - so powerful use it to get values from your string
prototype - extend JavaScript objects with customized powers
Try and catch - perfect for error and testing
Fetch xHR requests - bring content in from servers
and more
No libraries, no shortcuts just learning JavaScript making it DYNAMIC and INTERACTIVE web application.
Step by step learning with all steps included.
Similar to I have been working on this ROCK, PAPER, SCISSORS project for the pa.pdf (20)
Describe tolerance as a immunologic function. What is the consequenc.pdffasttracksunglass
Describe tolerance as a immunologic function. What is the consequence of loss of tolerance? ( ¾
page? 2 solid paragraphs)
Solution
Immune tolerance is an act of self tolerance. Self tolerance could be seen against certain
antigens. Tolerance is a physiological mechanism. Due to immune tolerance, the body response
to an antigen either decreases or completely get eliminated. Due to this self tolerance, it leads to
suppressing of allergic responses against antigens. Due to this self tolerance, the host in which
the immune tolerance observed shows chronic infections instead of their elimination. Due to this
self tolerance within the host, the auto reactive lymphocytes become inactivated. Within the
mother due to immune-tolerance, the attack on fetuses has been severe. Due to this imbalance,
leads to autoimmunity through triggering T-helper cell functioning. When the body loses its
tolerance to self antigens, leads to autoimmune disorders such as thyroiditis, multiple sclerosis,
rheumatoid arthritis and systemic lupus erythematosus..
Answer the following question about human evolution as inferred from.pdffasttracksunglass
Answer the following question about human evolution as inferred from genome sequencing.
Summarize the demographc history of humans that explains how certain populations acquired
Neandertal and Denisovan DNA. (4 sentence maximum)
Solution
There is a hypothesis that anatomically modern human inbreed with the Neandertal population.
Neandertal genome project presented genetic evidence that interbreeding did took place. Portion
of Neanderthal admixture is present in the DNA of modern Eurasians and Oceanians, and nearly
absent in sub-Saharan African populations. Some part of the genome of Melanesians is derived
from Denisovan DNA. It is possily because of early migration of the ancestors of melanesians
into southeast asia..
40.Classification of a network as a LAN or a WAN is not relevant to .pdffasttracksunglass
40.Classification of a network as a LAN or a WAN is not relevant to wireless communication
topologies.
1) True
2) False
44. Which of the following is NOT an example of a business term category that should be
addressed in the contract negotiations?
1) License term, renewal, termination
2) Risk-sharing terms
3) Upgrades and enhancements
4) Interfaces and conversions
45. Which of the following computing attributes is essential to conducting analytical research on
the scope of mapping the human genome?
1) High-speed computation capability
2) Robust data encryption
3) Wireless data transmission
4) Expert system interface
50.The market for financial applications software is BEST described as
1) entrepreneurial.
2) niche.
3) concentrated.
4) volatile.
52.Which of the following describes cellular digital packet data?
1) WAN architecture
2) Infrared technology
3) Used in Internet communication
4) Transmitted on a T1 line
57.What is network physical topology?
1) Configuration of computer and peripheral devices
2) Data transmission protocols
3) Network operating systems
4) Placement of router devices
68.Which of the following describes computer-assisted medical instrumentation?
1) Is used for both data capture and data display
2) Has limited application beyond routine monitoring, such as monitoring of vital signs
3) Is a passive technology used primarily in the clinical laboratory
4) Requires hard-wired configuration
71.Which of the following is an example of a utility program?
1) Virus scan software
2) Multiplexer
3) USB port
4) Digital voice translator
Solution
Please follow the data and description :
40) Wireless Network Topology :
It is a logical topology and shows how the computers connect and interact each other when there
is no physical connection, no cables connecting the computers. The computers communicate
each other directly, using the wireless devices. Wireless networks can have infrastructure or ad
hoc topology. So this does not deals with the types of communication networks that is either a
LAN or a WAN.
So the answer is OPTION 2 (False).
44) Contract negotiation :
It is the process of give and take policy that the parties go through to reach an agreement. Or, in
general as they often say in the terms of business, \"you don\'t get what you deserve; you get
what you negotiate.\" So this does involve with the process of risk management, license terms
and the renewal or the termination of it, any changes during the implementation or evne in the
execution process. But this does not go with the process of interfaces and conversion process.
So the answer is OPTION 4 (Interfaces and COnversions).
45) In the process of computing the mapping for the human genome there are some attributers
that needs to be fulfilled during the process so as to achieve the efficient resutls. Some of them
are the highly relaible data, fast computing, data mining, data warehousing and so on.
So the answer is OPTION 1 (High-speed computation capability).
50) Financial a.
12.9 Program Online shopping cart (continued) (C++)This program e.pdffasttracksunglass
12.9 Program: Online shopping cart (continued) (C++)
This program extends the earlier \"Online shopping cart\" program. (Consider first saving your
earlier program).
(1) Extend the ItemToPurchase class per the following specifications:
Parameterized constructor to assign item name, item description, item price, and item quantity
(default values of 0). (1 pt)
Public member functions
SetDescription() mutator & GetDescription() accessor (2 pts)
PrintItemCost() - Outputs the item name followed by the quantity, price, and subtotal
PrintItemDescription() - Outputs the item name and description
Private data members
string itemDescription - Initialized in default constructor to \"none\"
Ex. of PrintItemCost() output:
Ex. of PrintItemDescription() output:
(2) Create three new files:
ShoppingCart.h - Class declaration
ShoppingCart.cpp - Class definition
main.cpp - main() function (Note: main()\'s functionality differs from the warm up)
Build the ShoppingCart class with the following specifications. Note: Some can be function
stubs (empty functions) initially, to be completed in later steps.
Default constructor
Parameterized constructor which takes the customer name and date as parameters (1 pt)
Private data members
string customerName - Initialized in default constructor to \"none\"
string currentDate - Initialized in default constructor to \"January 1, 2016\"
vector < ItemToPurchase > cartItems
Public member functions
GetCustomerName() accessor (1 pt)
GetDate() accessor (1 pt)
AddItem()
Adds an item to cartItems vector. Has parameter ItemToPurchase. Does not return anything.
RemoveItem()
Removes item from cartItems vector. Has a string (an item\'s name) parameter. Does not return
anything.
If item name cannot be found, output this message: Item not found in cart. Nothing removed.
ModifyItem()
Modifies an item\'s description, price, and/or quantity. Has parameter ItemToPurchase. Does not
return anything.
If item can be found (by name) in cart, check if parameter has default values for description,
price, and quantity. If not, modify item in cart.
If item cannot be found (by name) in cart, output this message: Item not found in cart. Nothing
modified.
GetNumItemsInCart() (2 pts)
Returns quantity of all items in cart. Has no parameters.
GetCostOfCart() (2 pts)
Determines and returns the total cost of items in cart. Has no parameters.
PrintTotal()
Outputs total of objects in cart.
If cart is empty, output this message: SHOPPING CART IS EMPTY
PrintDescriptions()
Outputs each item\'s description.
Ex. of PrintTotal() output:
Ex. of PrintDescriptions() output:
(3) In main(), prompt the user for a customer\'s name and today\'s date. Output the name and
date. Create an object of type ShoppingCart. (1 pt)
Ex.
(4) Implement the PrintMenu() function. PrintMenu() has a ShoppingCart parameter, and
outputs a menu of options to manipulate the shopping cart. Each option is represented by a single
character. Build and output the menu within the function.
If the an inval.
A sterile item is free ofmicrobes.endospores.viruses.prions..pdffasttracksunglass
A sterile item is free of
microbes.
endospores.
viruses.
prions.
microbes, endospores, AND viruses.
Solution
Answer :- option (microbes, endospores, viruses.
Explanation :- The sterile item means free from microorganisms like microbes and viruses or
endoapores. Sterilisation is done through radiations or autoclaving..
Both mitochondria and chloroplasts... A. obtain electrons from water .pdffasttracksunglass
Both mitochondria and chloroplasts... A. obtain electrons from water B. are surrounded by a
single membrane C. release oxygen as a by-product D. use chemiosmosis to produce ATP E. use
a hydrogen ion concentration gradient to produce ATP F. reduce NAD+, forming NADH Hide
response Change response D
Solution
1. Answer is D.
Both mitochondria and chloroplast use chemiosmosis to produce ATP.
Chemiosmosis is the movement of ions across the semi permeable membrane down their
electrochemical gradient.
Chemiosmosis can be seen in mitochondria and chloroplast and as well as in most bacteria and
archaea.
Mitochondria use the energy of NADH and FADH2 while the chloroplast uses theNADPH.
Protons are produced when the splitting of light occurs that gives a proton gradient.
2. Answer is A.
As the electrons flow along the electron transport chain during cellular respiration the pH of
intermediate space decreases.
In mitochondria , the flow of electrons from NADH and FADH2 to oxygen molecule.
It is coupled to the uphill transport of protons from the matrix across the inner membrane of
mitochondria to the intermembrane space giving the proto motive force..
Please answer all parts thank you!Parents PrPr YY rr x PrPr.pdffasttracksunglass
Please answer all parts thank you!
Parents: Pr/Pr Y/Y r/r x Pr/Pr y/y R/R
What are the phenotypes of the parents?_______________________________________
F1 genotype:___________________________F1 phenotype:______________________
Draw a Punnett Square representing the F2 generation:
Parents: Y/Y Pr/Pr R/R x Y/Y pr/pr r/r
What are the phenotypes of the parents?_______________________________________
F1 genotype:___________________________F1 phenotype:______________________
Draw a Punnett Square representing the F2 generation:
Solution
DominantRecessive
Purple (Pr) Red (pr)
Yellow (Y) White (y)
Coloured (R) Colourless (r)
1. Phenotypes of the parents:
Pr/Pr Y/Y r/r X Pr/Pr y/y R/R
purple, yellow, colourless X purple, white, coloured
F1 genotype : Pr Y r X Pr y R
F1 phenotype : purple yellow colourless X purple white coloured
F2 : ----------R ----------> Pr Y R (Purple, Yellow, Coloured)
--------- Y
----------- r -----------> Pr Y r (Purple yellow colourless)
Pr-------
----------R ----------> Pr y R (purple white coloured)
-------- y
----------- r -----------> Pr y r (purple white colourless)
2. Phenotypes of the parents:
Y/Y Pr/Pr R/R x Y/Y pr/pr r/r
yellow, purple, coloured X yellow, red, colourless
F1 genotype : Y Pr R X Y pr r
F1 phenotype : yellow, purple, coloured X yellow, red, colourless
F2 : ----------R ----------> Y Pr R (Yellow, Purple, Coloured)
-------- Pr
----------- r -----------> Y Pr r ( yellow Purple colourless)
Y-------
----------R ---------->Y pr R (yellow red coloured)
-------- pr
--------- r -----------> Y pr r (yellow red colourless)
Apart from punnett square we can also know the F2 gametes by this above method. since I am
not having a scaner right now to represent this problem through punnett square method, I am
representing it like this. sorry for the inconvience if any..
Low platelet count it a recessively inherited trait. Reevaluation of .pdffasttracksunglass
Low platelet count it a recessively inherited trait. Reevaluation of the genetic screen indicates
that Nikoleta is homozygous dominant normal for a trait that causes low platelet count and her
husband is homozygous recessive If the F, offspring has normal platelets and beta-thalassemia.
What are the parental gametes? Based on the F_1 progeny phenotype given and the parental
gametes, write the two possible genotypes. What is the gamete frequency it the two genotypes in
(b) were crossed with each other? What is the phenotype frequency for the cross in (c)? Use the
evidence from the case to advice Nikoleta and her husband about having a family. Nikoleta and
her husband Andrew conceived four times. What are the possible combinations for a boy and get
for each time Mrs. Stamos became pregnant?
Solution
Legends-
XX-female
XY-male
HH/hh-homozygous trait for platelets count
Hh-heterozygous trait for platelets count
1.a. The parental gametes will be –
XHXH - homozygous dominant mother
XhY- homozygous recessive
b. possible genotype are- 2XHXh and 2XHY
c. gamete frequency for XHXh will be 2/4=1/2
gamete frequency for XHY will be 2/4=1/2
d. phenotype frequency is as follows
Parents Homozygous dominant mother Homozygous recessive father
XHXH XhY
Gametes XH XH
Xh Y
Male/female
XH
XH
Xh
XHXh
heterozygous dominant
XHXh
heterozygous dominant
Y
XHY
heterozygous dominant
XHY
heterozygous dominant
F1 progeny
2. From the f1 progeny it is clear that all offspring are heterozygous, as platelets count is
homozygous recessive trait. All children will be normal.
Male/female
XH
XH
Xh
XHXh
heterozygous dominant
XHXh
heterozygous dominant
Y
XHY
heterozygous dominant
XHY
heterozygous dominant.
Lists can contain other lists as elements. For example the list HAIR.pdffasttracksunglass
The document describes a "multilevel" list called HAIRY that contains other lists as elements. It presents a problem to write a function called flatten that takes a possibly multi-level list as an argument and returns a new single-level list containing the same elements in the same overall order. The function is demonstrated by flattening HAIRY into a single list of its elements.
Match the modified stem to its correct definition.StolonRhizome.pdffasttracksunglass
Match the modified stem to its correct definition.
Stolon
Rhizome
Tuber
Bulb
Corm
Stem succulence
Cladophyll
A simple modified stem that stores starch below ground, like a potato.
A belowground modified stem consisting of many compressed internodes with whorls of leaves
surrounding and protecting the stem.
Stems that have become modified to store water and serve as a primary photosynthetic organ in
desert environments.
A stem that has been modified to resemble a leaf.
A modified stem that grows horizontally below the surface of the ground.
A modified stem that grows horizontally above the surface of the ground.
A belowground modified stem for storing starch consisting of a single thick internode wrapped
in papery leaves. - A. B. C. D. E. F. G.
Stolon - A. B. C. D. E. F. G.
Rhizome - A. B. C. D. E. F. G.
Tuber - A. B. C. D. E. F. G.
Bulb - A. B. C. D. E. F. G.
Corm - A. B. C. D. E. F. G.
Stem succulence - A. B. C. D. E. F. G.
CladophyllA.
A simple modified stem that stores starch below ground, like a potato.B.
A belowground modified stem consisting of many compressed internodes with whorls of leaves
surrounding and protecting the stem.C.
Stems that have become modified to store water and serve as a primary photosynthetic organ in
desert environments.D.
A stem that has been modified to resemble a leaf.E.
A modified stem that grows horizontally below the surface of the ground.F.
A modified stem that grows horizontally above the surface of the ground.G.
A belowground modified stem for storing starch consisting of a single thick internode wrapped
in papery leaves.
Solution
Stem succulence - a modified stem to store water and serve as a primary photosynthesis organ in
desert environment and condition..!!
Cladophyll - I is the stem which is being modified to resemble as a leaf which can perform
photosynthesis too..!! Eg:- Asparagus.
Bulb- a below ground modified stem consisting of many compressed internode with whorls of
leaves surrounding and protecting the main interior middle stem.. Eg:- onion..!!
Tuber- a simple modified stem that stores starch below ground, like a potato..!!
Corm- a below ground modified stem for storing starch consisting of a single thick internode
wrapped in papery leaves..!!
Rhizome - a modified stem that grows horizontally below the surface of the ground which can
form adventitious roots and shoots..
Stolon - a modified stem that grows horizontal above the surface of the ground.. They are called
runner...
JAVAAdd to the code at the bottom to do the following two things.pdffasttracksunglass
JAVA:
Add to the code at the bottom to do the following two things
1. A \"Monitoring.java\" class that contains a “main(…)” method that will instantiate a
“animalsHabitat” object and call the methods in it.
2. Proper comments and formatting in this .java file and the one that you will create.
PROMPT:
Create a program for a zookeeper monitoring system using two classes. One to be used to
determine what the user wants to do, monitor animals or habitats. The other to read the file for
the chosen action (listed below as animal/habitat file). Create a monitoring system that does all
of the following:
1) Asks a user if they want to monitor an animal, monitor a habitat, or exit
2)Displays a list of animal/habitat options (based on the previous selection) as read from either
the animals or habitats file o Asks the user to enter one of the options
3) Displays the monitoring information by finding the appropriate section in the file
4) Separates sections by the category and selection (such as “Animal - Lion” or “Habitat -
Penguin”)
5) Uses a dialog box to alert the zookeeper if the monitor detects something out of the normal
range (These will be denoted in the files by a new line starting with *****. Do not display the
asterisks in the dialog.)
6) Allows a user to return to the original options
Animals file: (saved on local)
Details on lions
Details on tigers
Details on bears
Details on giraffes
Animal - Lion
Name: Leo
Age: 5
*****Health concerns: Cut on left front paw
Feeding schedule: Twice daily
Animal - Tiger
Name: Maj
Age: 15
Health concerns: None
Feeding schedule: 3x daily
Animal - Bear
Name: Baloo
Age: 1
Health concerns: None
*****Feeding schedule: None on record
Animal - Giraffe
Name: Spots
Age: 12
Health concerns: None
Feeding schedule: Grazing
Habitat file: (Saved on local)
Details on penguin habitat
Details on bird house
Details on aquarium
Habitat - Penguin
Temperature: Freezing
*****Food source: Fish in water running low
Cleanliness: Passed
Habitat - Bird
Temperature: Moderate
Food source: Natural from environment
Cleanliness: Passed
Habitat - Aquarium
Temperature: Varies with output temperature
Food source: Added daily
*****Cleanliness: Needs cleaning from algae
Code so far:
package monitoring;
import java.io.FileInputStream;
import java.io.IOException;
import java.util.*;
public class animalsHabitat {
private String filePath;
final private Scanner scnr;
public animalsHabitat() {
filePath = \"C:\\\\mylocalfolder\";
scnr = new Scanner(System.in);
}
public void askForWhichDetails(String fileName) throws IOException {
FileInputStream fileByteStream = null; // File input stream
Scanner inFS = null; // Scanner object
String textLine = null;
ArrayList aList1 = new ArrayList();
int i = 0;
int option = 0;
boolean bailOut = false;
// Try to open file
fileByteStream = new FileInputStream(filePath + fileName + \".txt\");
inFS = new Scanner(fileByteStream);
while (inFS.hasNextLine() && bailOut == false) {
textLine = inFS.nextLine();
if (textLine.cont.
Let (X,T) be a topological space,.A subset X. Suppose that for all x .pdffasttracksunglass
Let (X,T) be a topological space,.A subset X. Suppose that for all x epsilon A, U epsilon T s.t. x
epsilon U subset A. Show that.4 is open in X.
Solution
take the union of all such open sets
i.e. Union of U_x for all x in A
Union U_x is open since U_x is open for all x.
and Union U_x = A (Union U_x is a subset of A and A is subset of Union U_x)
So A is open.
Choose the best possible answer for each of the following multiple ch.pdffasttracksunglass
Choose the best possible answer for each of the following multiple choice problems. Each
answer is worth Anthropology is a diverse discipline. Choose the combination of subfields that
best describes anthropology in the United States: Socio/cultural anthropology, biological
anthropology, linguistic anthropology. Socio/cultural anthropology, biological anthropology.
Socio/cultural anthropology, biological anthropology, linguistic anthropology, archaeology.
Socio/cultural anthropology, biological anthropology, archaeology. What are physical
anthropologists studying: The behavior, ecology, and culture of nonhuman primates. Culture in
humans and nonhuman primates. The biology of humans within the framework of evolution with
an emphasis on the interaction between biology and culture. Human speech within the
framework of evolution. Physical anthropologists follow the scientific method to produce new
knowledge. Which sequence of scientific inquiry is correct: collect data in the lab or in the wild
identify a problem/question or state a hypothesis related to a phenomenon observe a
phenomenon in the natural world test a hypothesis analyze the data discuss the research findings
in a publication (1) (3) (5) (2) (4) (6) (3) (2) (1) (5) (4) (6) (2) (3) (1) (4) (6) (5) (3) (1) (4) (5)
(2) (6) Charles R. Darwin is usually credited with the discovery of how new species can arise
from existing ones, but who was the other scientist who likewise discovered this principle of
evolution at around the same time as Darwin? August Weismann Alfred Russel Wallace Jean-
Baptiste de Lamarck John Ray
Solution
21. c
Explanation: Anthropology is a very diverse discipline. It is related to studies on various aspects
of human beings. These aspects can be social, cultural, related to biology, related to language etc.
So, option \'c\' stating four sub-disciplines is correct.
22. c
Explanation: Physical anthropology is a branch of anthropology. It is also known as biological
anthropology. This discipline relates to biological and behavioral aspects of human beings. These
include human physiology, anatomy, behavioral ecology of humans, primatology, population
genetics etc.
23. b
Explanation: First you need to observe a phenomenon in the natural world. Then identify a
problem, test a hypothesis and in the end, the research findings are published.
24. b
Explanation: Wallace was the scientist who discovered the principle of evolution at the same
time along with Darwin. Please note that Lamarck was the first one to discover this principle,
and had done the work before Darwin and Wallace..
If T is a bounded and self-adjoint operator on a Hilbert space and T_.pdffasttracksunglass
If T is a bounded and self-adjoint operator on a Hilbert space and T_2 = T, show that T is the
orthogonal projection onto its range.
Solution
Since T is bounded and also self joint we have
T = T* and T* = T
Since TT* = T*T
we get TT = T*T*
i.e. T is normal.
So it follows that T is the orthogonal projection onto its range..
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.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
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.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
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
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
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.
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.
I have been working on this ROCK, PAPER, SCISSORS project for the pa.pdf
1. I have been working on this ROCK, PAPER, SCISSORS project for the past 6 days or so, and
it's still giving me absolute fits. I have created two pictureBox controls in the designer, and here
is my current source
code:
namespace ROCK_PAPER_SCISSORS_GAME_2
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
sim iComputer As Integer = 0;
Private iWins As Integer = 0;
Private iDraw As Integer = 0;
Private iLose As Integer = 0;
private void rockButton_Click(object sender, EventArgs e)
{
{
playerLabel.Text = "Rock";
PicBox.Image = "Rock.bmp";
int iComputer = rand.Next(3);
computerLabel.Text = "Paper";
scoreLabel.Text = "You lose!";
iLose = iLose + 1;
}
if (iComputer == 2)
{
pic.Image = "Rock.bmp";
computerLabel.Text = "Rock";
scoreLabel.Text = "Draw!";
iDraw = iDraw + 1;
}
4. LabelWins1.Text = iWins;
LabelDraw1.Text = iDraw;
LabelLose1.Text = iLose;
}
}
private void resetButton_Click(object sender, EventArgs e)
{
iLose = 0;
iDraw = 0;
iWins = 0;
LabelWins1.Text = iWins;
LabelDraw1.Text = iDraw;
LabelLose1.Text = iLose;
playerLabel.Text = "";
computerLabel.Text = "";
picComputer.Image = Nothing;
picPlayer.Image = Nothing;
scoreLabel.Text = "";
}
}
private void DisplayImages(int randomImage, PictureBox picBox)
// Get the current Application working directory.
string imgPath = Environment.CurrentDirectory
+ "picBoxImage";
// Use switch case to display the respective images in PictureBox.
switch (randomImage)
{
case 1:
// picBox.ImageLocation =
// imgPath + "Rock.BMP";
// break;
picBox.Image = ROCK_PAPER_SCISSORS_GAME_2.
Properties.Resources.Rock;
break;
case 2:
5. // picBox.ImageLocation =
// imgPath + "Paper.BMP";
// break;
picBox.Image = ROCK_PAPER_SCISSORS_GAME_2.
Properties.Resources.Paper;
break;
case 3:
// picBox.ImageLocation =
// imgPath + "Scissors.BMP";
// break;
picBox.Image = ROCK_PAPER_SCISSORS_GAME_2.
Properties.Resources.Scissors;
break;
}
}
}
Solution
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace xyz
{
public partial class Form1 : Form
{
public Form1()
{
6. InitializeComponent();
}
// Module/method for when player selects rock.
private void rockPictureBox_Click(object sender, EventArgs e)
{
// Declare an integer variable.
int num1;
// Create a Random Object
Random rand = new Random();
// Get the random integer and assign it to num1.
num1 = rand.Next(3) + 1;
// Declare and display each players' moves and the winner.
switch (num1)
{
case 1:
computerTextLabel.Text = "Computer chooses rock";
playerTextLabel.Text = "You have choosen rock.";
winnerTextLabel.Text = "The computer and you have choosen rock. Therefore it is a tie.";
computerPictureBox1.Visible = false;
computerPictureBox2.Visible = true;
computerPictureBox3.Visible = false;
computerPictureBox4.Visible = false;
playerPictureBox1.Visible = false;
playerPictureBox2.Visible = true;
playerPictureBox3.Visible = false;
playerPictureBox4.Visible = false;
break;
case 2:
computerTextLabel.Text = "Computer chooses paper";
playerTextLabel.Text = "You have choosen rock.";
winnerTextLabel.Text = "Paper can smoother a rock. Therefore the computer has won.";
computerPictureBox1.Visible = false;
computerPictureBox2.Visible = false;
computerPictureBox3.Visible = true;
computerPictureBox4.Visible = false;
7. playerPictureBox1.Visible = false;
playerPictureBox2.Visible = true;
playerPictureBox3.Visible = false;
playerPictureBox4.Visible = false;
break;
case 3:
computerTextLabel.Text = "Computer Chooses scissors";
playerTextLabel.Text = "You have choosen rock.";
winnerTextLabel.Text = "A rock can crush scissors. Therefore, you have won.";
computerPictureBox1.Visible = false;
computerPictureBox2.Visible = false;
computerPictureBox3.Visible = false;
computerPictureBox4.Visible = true;
playerPictureBox1.Visible = false;
playerPictureBox2.Visible = true;
playerPictureBox3.Visible = false;
playerPictureBox4.Visible = false;
break;
}
}
//Module/method for when player selects papaer.
private void paperPictureBox_Click(object sender, EventArgs e)
{
// Declare an integer variable.
int num1;
// Create a Random Object
Random rand = new Random();
// Get the random integer and assign it to num1.
num1 = rand.Next(3) + 1;
// Declare and display each players' moves and the winner.
switch (num1)
{
case 1:
computerTextLabel.Text = "Computer chooses rock.";
playerTextLabel.Text = "You have choosen paper.";
winnerTextLabel.Text = "Paper can smoother a rock. Therefore you have won.";
8. computerPictureBox1.Visible = false;
computerPictureBox2.Visible = true;
computerPictureBox3.Visible = false;
computerPictureBox4.Visible = false;
playerPictureBox1.Visible = false;
playerPictureBox2.Visible = false;
playerPictureBox3.Visible = true;
playerPictureBox4.Visible = false;
break;
case 2:
computerTextLabel.Text = "Computer chooses paper.";
playerTextLabel.Text = "You have choosen paper.";
winnerTextLabel.Text = "The computer and you have choosen paper. Therefore, it is a tie.";
computerPictureBox1.Visible = false;
computerPictureBox2.Visible = false;
computerPictureBox3.Visible = true;
computerPictureBox4.Visible = false;
playerPictureBox1.Visible = false;
playerPictureBox2.Visible = false;
playerPictureBox3.Visible = true;
playerPictureBox4.Visible = false;
break;
case 3:
computerTextLabel.Text = "Computer Chooses scissors.";
playerTextLabel.Text = "You have choosen paper.";
winnerTextLabel.Text = "Scissors can cut paper. Therefore, the computer has won.";
computerPictureBox1.Visible = false;
computerPictureBox2.Visible = false;
computerPictureBox3.Visible = false;
computerPictureBox4.Visible = true;
playerPictureBox1.Visible = false;
playerPictureBox2.Visible = false;
playerPictureBox3.Visible = true;
playerPictureBox4.Visible = false;
break;
}
9. }
//Module/Method for when player selects scissors.
private void scissorsPictureBox_Click(object sender, EventArgs e)
{
// Declare an integer variable.
int num1;
// Create a Random Object
Random rand = new Random();
// Get the random integer and assign it to num1.
num1 = rand.Next(3) + 1;
// Declare and display each players' moves and the winner.
switch (num1)
{
case 1:
computerTextLabel.Text = "Computer chooses rock.";
playerTextLabel.Text = "You have choosen scissors.";
winnerTextLabel.Text = "A rock can crush scissors. Therefore, the computer has won.";
computerPictureBox1.Visible = false;
computerPictureBox2.Visible = true;
computerPictureBox3.Visible = false;
computerPictureBox4.Visible = false;
playerPictureBox1.Visible = false;
playerPictureBox2.Visible = false;
playerPictureBox3.Visible = false;
playerPictureBox4.Visible = true;
break;
case 2:
computerTextLabel.Text = "Computer chooses paper.";
playerTextLabel.Text = "You have choosen scissors.";
winnerTextLabel.Text = "Scissors can cut paper. Therefore, you have won.";
computerPictureBox1.Visible = false;
computerPictureBox2.Visible = false;
computerPictureBox3.Visible = true;
computerPictureBox4.Visible = false;
playerPictureBox1.Visible = false;
playerPictureBox2.Visible = false;
10. playerPictureBox3.Visible = false;
playerPictureBox4.Visible = true;
break;
case 3:
computerTextLabel.Text = "Computer Chooses scissors.";
playerTextLabel.Text = "You have choosen scissors.";
winnerTextLabel.Text = "The computer and you have choosen scissors. Therefore, it is a tie.";
computerPictureBox1.Visible = false;
computerPictureBox2.Visible = false;
computerPictureBox3.Visible = false;
computerPictureBox4.Visible = true;
playerPictureBox1.Visible = false;
playerPictureBox2.Visible = false;
playerPictureBox3.Visible = false;
playerPictureBox4.Visible = true;
break;
}
}
private void exitButton_Click(object sender, EventArgs e)
{
// Close the form.
this.Close();
}
}
}
---------------------------------------------form1 design
namespace xyz
{
partial class Form1
{
///
/// Required designer variable.
///
private System.ComponentModel.IContainer components = null;
///
/// Clean up any resources being used.
11. ///
/// true if managed resources should be disposed; otherwise, false.
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
///
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
///
private void InitializeComponent()
{
System.ComponentModel.ComponentResourceManager resources = new
System.ComponentModel.ComponentResourceManager(typeof(Form1));
this.choosePictureBox = new System.Windows.Forms.PictureBox();
this.scissorsPictureBox = new System.Windows.Forms.PictureBox();
this.paperPictureBox = new System.Windows.Forms.PictureBox();
this.rockPictureBox = new System.Windows.Forms.PictureBox();
this.computerPictureBox4 = new System.Windows.Forms.PictureBox();
this.computerPictureBox3 = new System.Windows.Forms.PictureBox();
this.computerPictureBox2 = new System.Windows.Forms.PictureBox();
this.computerPictureBox1 = new System.Windows.Forms.PictureBox();
this.playerPictureBox4 = new System.Windows.Forms.PictureBox();
this.playerPictureBox3 = new System.Windows.Forms.PictureBox();
this.playerPictureBox2 = new System.Windows.Forms.PictureBox();
this.playerPictureBox1 = new System.Windows.Forms.PictureBox();
this.exitButton = new System.Windows.Forms.Button();
this.introTextLabel = new System.Windows.Forms.Label();
this.computerTextLabel = new System.Windows.Forms.Label();
this.playerTextLabel = new System.Windows.Forms.Label();
this.winnerTextLabel = new System.Windows.Forms.Label();
19. private System.Windows.Forms.Button exitButton;
private System.Windows.Forms.Label introTextLabel;
private System.Windows.Forms.Label computerTextLabel;
private System.Windows.Forms.Label playerTextLabel;
private System.Windows.Forms.Label winnerTextLabel;
}
}
--------------------------------------program
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace xyz
{
static class Program
{
///
/// The main entry point for the application.
///
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
}
}