Thursday, February 24, 2011

Hamilton Beach Food Processor Parts Ontario

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Wednesday, February 23, 2011

Can You Put A 350in A 1981 Rx7

Results Script 18 / 2

The results of the written work of 24 / 1 18 / 2 oral test will be announced tomorrow morning.

(Update: I corrected the date ...)
S.

Monday, February 21, 2011

Sherwin Williams Drylock

written assignments of written work of 18/2/2011 24/1/2011

here.

S.

Locker Room Erection Normal?



here.
S.

Monday, February 7, 2011

Does Herpes Appear As A Single

Project for the appeal of 18.24 / 2 / 2011

Abstract

L READ * well * all * the instructions! In particular, paragraph rules and recommendations.

An Introduction adventure game is a stage in which we must choose the right options at each stage in order to find the path to winning. Typically, the stages are shown one at a time, in text or graphics.

's job description is required to implement a program that, through a graphical interface, allowing the user to "play" a simple adventure, described in a text file formatted properly. The program must:
  1. Allow the choice of the name of the text file from which to read the various stages from the command line (the main parameter).
  2. properly manage the case in which the specified file does not exist (by displaying an appropriate message).
  3. Have a graphical user interface to handle communications with the user.
  4. Display the contents of the current stage in a text area.
  5. Allow user to choose the appropriate next step through a set of buttons. There must be a button for every possible option (ie for each stage immediately accessible from the current stage) and each button must have the tag number corresponding to the next step. The GUI is then dynamic and changes according to the stage where you are.
  6. provides the user with a text in which "mark" a few choices made by characters.
An example of a program interface is shown in the figure below. The non-editable text area in the upper left shows the text of the current stage. The text area on the right is for the user to "write down" the choices made. The bottom panel contains many buttons (2) how many stages as possible (the 11 and 10).


Obviously, this is just one of many possible implementations , which is provided only for example, and then you are perfectly free to change.
The format of the file containing the stages is as follows:
  • The first line contains an integer equal to the total number of stages.
  • for each stage:
    • The first line contains the identification number of the stage (1 for first, 2 for second, etc.).
    • A second line contains an integer (let's call N) that indicates how many of the subsequent rows contain the text to display for that stage.
    • N rows containing the text to display for that step.
    • A row contains an integer (let's call M) which indicates how many options are possible for that stage.
    • M lines each containing an integer indicating the next step depending on the option.
the stages are arranged in the file (the file starts with the first stage, then there's the second, etc...) The program should work with any file that complies with the agreements. For example, we provide a "adventure" for the project larealizzazione programming. Note the step number 9, corresponding to the picture above:
 9 
3
Now there 'more' time to find someone else who is not already 'in a group.
If you decide to go it alone, and marks a jump to 11.
If you decide to try some other group that lacks a component and join them, go to 10.

2 11 10

You are of course free to have fun and experiment with other file ...

Tips

  • represented in an appropriate data structure in memory all the stages (and then read the file only once at the beginning of the program ...).
  • You may need a class stage, defined by you, to represent a single step ...
  • You will use the method Integer.parseInt (String) to convert a string to an integer (for example, the string "5" in ' int 5)
  • The buttons below will be deleted and recreated to each stage. To do this, you might find helpful methods:
    • public void remove (Component comp) of java.awt.Container (Inherited from Frame
    • ...); public void validate () of java.awt.Container (inherited from Frame ...); and
    • public void repaint (long tm) of java.awt.Component (inherited from Frame ...).
    Look at the corresponding API documentation.

Mode

The level of complexity of the program product can be freely decided by the students, of course, more articulate and complex projects will get a better evaluation of simple projects, but we recommend do "just and good" rather than "and so evil" : simple projects can still get the highest score, but well done. The expected duration of work, whereas a group of three people working full time is one week at most.
The project should be done in groups of 3 persons (unless special arrangements with the teacher, possible only in cases of genuine and proven need), and all the components of the group must know all the details of the project, as if they had made themselves.
should be prepared a short report, preferably (but not necessarily) in XHTML + CSS, on the work. The report must contain:
  1. A brief analysis of the problem and an intuitive description of your solution (less than 2 pages!).
  2. Any simplifications made compared to the full request (few lines). The simplifications should be adequately motivated. Obviously, the simplifications will lead to lower ratings, and in some cases (when the simplification is large) projects inadequate.
  3. Any additions (things no longer required, eg use of components dell'AWT not explained in class, use of Swing, adding features not required, add menus, etc.. Etc...) Before adding anything, you think to do well what is required. The reasons for
  4. all your choices (for example, because you have made a simplification, because you have decided to use some graphical components and not others, why you made certain design choices rather than others, and so on).
  5. The complete listing of the program, with comments (in javadoc, but not only), written in non-proportional font ( like this: "i" and "m" occupy the same width ) and lined up properly ( "indented").
  6. A "trial run" (about 3 pages) explaining how the program works: an explanation with text and illustrations of how the program function (appearance of the user, such as implementing inadequately explained, etc.).
Usually the project must be delivered without fail by the beginning of the written test for the appeal, but we make an exception to this appeal: The deadline for submission is Tuesday, February 22, 2011 at 09:00. The delivery will be made either on paper (1 copy, deposit it in the "Drop-box" on the door of Mizzaro), or via e-mail (2 copies, one for teachers, addresses: coppola @ UNIUD. and it mizzaro@dimi.uniud.it ). It requires a single message (sent from your official email address. Messages from fiorellino88@gmail.com or similar will not be taken into account):
  • with the subject "Project Planning [TWM]" in the body
  • containing the names of the components of the project and
  • attached ( "attach") in a single compressed file (eg. zipped), this report, source code (the files. "java"), and the bytecode (the. "Class").
riscezione receive a notification when the email.
NOTE This project is valid for people wishing to take the exam in the appeal on 18, February 24, 2011, and could be delivered within the deadline. Will not be accepted late for any reason. For subsequent calls will be set up other projects.

Recommendations

contribute to the evaluation of various aspects of project (relevance of the simplifications made, relationship quality, etc..), But it is a priority program of the quality product, especially with regard to the characteristics of readability, modifiability ... Examples of criteria for a positive assessment:
  • The program works?
  • resistant to errors of interaction with the user?
  • You are able to make small changes in behavior without writing much code?
  • The GUI is resizable? (Ie: you have not used setResizable (false) )? And then you can use on screens of different sizes?
  • Did you use the layout manager?
  • The code is written correctly, and have followed the principles of structured programming, Object Oriented and concealment of information?
  • The code is commented? There are enough comments? There are too many comments? Comments are not discounted? The three types of comments in Java have been used correctly?
  • You have respected the conventions on the names of identifiers in Java?
  • The report is clear?
  • The instance variables and class can not be redefined as local variables?
  • etc.. etc..
Other recommendations:
  • not declare a variable then if you use it once. You can certainly write a similar program without that variable.
  • scriteriatamente not copy the code found on the Internet: anyone can write on the Internet and do not necessarily know what they are doing. Avoid
  • maximum setPreferredSize . Rather think of a layout that works with any size sane.
  • Avoid comments like x = 2, / / \u200b\u200bcheck 2 x : any programmer knows what it means x = 2; !
  • not use static only because the compiler gives error. Use it only if really needed.
  • limiting the use of instance variables and class, favorite local variables to methods.
  • not use public only because the compiler gives error. Use it only if really needed.
For any questions, please consult your teachers, or during office hours or email. But only after reading * * well * all * the instructions! In particular, paragraph rules and recommendations.