Description
Discuss why using the POST method can increase the difficulty of executing an XSRF attack, and why it cannot completely defend against an XSRF attack.

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COSC 2336 North Carolina State University Data Structures & Algorithms Lab Report
Set up your project with the given starting code. The files should compile and run, but either no tests will berun, or tes ...
COSC 2336 North Carolina State University Data Structures & Algorithms Lab Report
Set up your project with the given starting code. The files should compile and run, but either no tests will berun, or tests will run but be failing.2. For this project, start by uncommenting the first TEST_CASE in the assg12-tests.cpp file. These are the unittests to test the functionality of your HashDictionary probe() function, the function defining a probe sequencefor the closed hashing scheme.3. Add the probe() member function prototype to the HashDictionary.hpp header file.4. Add a stub for your probe() member function to the HashDictionary.cpp implementation file. This functionreturns an integer value, so you can return a value of 0 as an initial stub.5. Your code should compile and run now. Make sure after adding the stub member method your code compilesand runs. However, your unit tests will be failing initially.6. Incrementally implement the functionality of your probe() member function. You should try to add no morethan 2 or 3 lines of code, and then make sure your program still compiles and runs. Start by adding code to getthe first failing test to pass. Then once that test passes, move on to the next failing tests until you have alltests passing. If you write something that causes a previously passing test to fail, you should stop and figureout why, and either fix it so that the original test still passes, or remove what you did and try a new approach.7. Once you have the probe() member function implemented and all unit tests passing, you should then move onto the other functions in the order suggested. Some functions use previous ones in this assignment, so do themin the order given for you in the tasks below.TasksYou should set up your project/code as described in the previous

CS 330 SNHU Triangle & Cube Studios Final Project
Competencies
In this project, you will demonstrate your mastery of the following competencies:
Generate accurate repres ...
CS 330 SNHU Triangle & Cube Studios Final Project
Competencies
In this project, you will demonstrate your mastery of the following competencies:
Generate accurate representations of three-dimensional objects using application programming interface libraries and computer graphics development best practices
Create interactive graphics applications that respond to input devices
Develop a fully formed three-dimensional project that meets project requirements
Scenario
Recall that you work as a C++ and OpenGL 3D graphics developer for Triangle & Cube Studios. This company designs 3D worlds for clients and customizes them based on the varied needs presented by each particular client.
In this professional landscape, the demand for computational graphics and visualizations is continually growing. Your clients may come from the game industry looking for graphics and animations, the healthcare industry for medical visualizations, the entertainment industry for computer-generated imagery (CGI) and visual effects, business industries for 3D printing to create physical objects for applied real-world problem solving, and much more. When you are assigned one of these types of projects, you become responsible for writing code in OpenGL to create objects, apply texture, apply light, render, and control virtual environments relative to a virtual camera.
Your current project with Triangle & Cube Studios is to recreate a 3D version of a 2D image that you have been given by a client. Your client will later be 3D printing this to use as a preliminary concept for their business, so they only need you to create a simple approximation using a few basic shapes.
Directions
Using the image you selected in a previous milestone, you will be creating 3D objects that represent the components and layout of that image. Although you have already begun to complete some of this work in your other milestones, during this project you will be refining and adding to your earlier submissions before bringing everything together. Note that you will be working on your 3D scene in Visual Studio but will also submit a written design decisions document discussing your approach throughout the process.
3D Objects
Create low-polygon 3D representations of real-world objects. Make sure you have at least four completed objects in your 3D scene. At least one of the objects you create should be made using two or more primitive shapes. Note that the object you completed in a previous milestone can count as one of your four. Utilize organized geometry and ensure that polygons (triangles) on each 3D model are well spaced and connected. To minimize complexity and save 3D modeling time, the polygon count for your objects should not exceed 1,000 triangles. As you work, remember to think in terms of simple shapes and ask yourself what primitive 3D shapes go into making up each object in your scene. Four of the following primitive shapes must appear at least once in your creation:
Cube
Cylinder
Plane
Pyramid
Sphere
Torus
Apply accurately projected textures to a 3D model. You must select two objects to texture. Note that you should have already textured one object in a previous milestone. If you use that object here, it will count as one of your two. As you work, the textures you select should be royalty-free images with resolutions of 1024 x 1024 pixels or higher. Please refer to the Sourcing Textures Tutorial, linked in the Supporting Materials section, for guidance on how to locate images that can be used for textures.
Apply lighting to create a polished visualization of 3D models. You must include a minimum of two light sources, and at least one of them should be colored. Note that the light you worked on in a previous milestone counts as one of your two lights. The light sources you create will need to capture all of the objects in the 3D world you are building, meaning they should be positioned at locations that do not cause parts of the objects to appear dark when moving the camera around them. While we recommend that you include a point light for one of your two lights, you may implement a directional light or spotlight if you choose. As you generate lighting, make sure that any lights are designed in a way that helps curate a final polished presentation. You will need to properly implement all components of the Phong shading model, including the following:
Ambient
Diffuse
Specular
Place objects appropriately, using the X, Y, and Z coordinates, relative to one another in the 3D world. As you work, be sure to match the photograph you selected as closely as possible by placing the objects in their proper locations. Note that when you first import code for the objects you created in previous weeks, the objects may overlap, as it is likely that they were all initially placed at 0, 0, 0.
Navigation
Apply horizontal, vertical, and depth camera navigation around the 3D scene. The camera will be traversing the X, Y, and Z axes, and you should ensure it can capture all of the objects in your 3D scene. In a previous milestone, you already created some of this code. It is recommended that you use the code you have already created and then increase the radius of the camera’s orbit so it will correctly encompass all of the objects in the world you are building. You may find it easiest to add each object separately and then adjust the orbit radius or position of the camera each time. As you work, we recommend you use the following input devices:
WASD keys: These keys should be used to control the forward, backward, left, and right motion.
QE keys: These keys should be used to control the upward and downward movement.
Apply nuanced camera controls to effectively view the 3D objects in the application. This should allow the orientation of the camera to change even though its location has not moved. You should focus first on pitch and yaw, but careful changes can be made to roll, keeping in mind that you may want the upward direction to stay in the same location. As you work, you will also want to code for adjustments in the speed of the movement so a user will have more control over how they explore the objects in the scene. We recommend you use the following input devices:
Mouse cursor: This should be used to change the orientation of the camera so it can look up and down or right and left.
Mouse scroll: This should be used to adjust the speed of the movement, or the speed the camera travels around the scene.
Create perspective and orthographic displays of the 3D world. Use the tap of a keyboard key to allow a user to change the viewport display of all objects in the scene between orthographic (2D) and perspective (3D) views at will. To accomplish this, you will be switching the function call to retrieve either the perspective or orthographic projection matrix. Note that you will be keeping the camera in the same orientation that you already developed in previous criteria.
Best Practices
Apply coding best practices in formatting, commenting, and functional logic. To accomplish this, be sure to complete the following:
Employ formatting best practices by providing program code that is easy to read and follows industry standard code formatting practices, such as indentation and spacing.
Employ commenting best practices to ensure project source code is briefly and clearly explained using descriptive comments.
Employ functional coding logic best practices to ensure the program runs as expected. Note that not everything should be written in a single function; it should be well modularized.
Reflection
Justify development choices for your 3D scene. As you write, think about why you chose your selected objects. Also consider how you were able to program for the required functionality.
Explain how a user can navigate your 3D scene. As you compose your thoughts, discuss how you set up to control the virtual camera for your 3D scene using different input devices.
Explain the custom functions in your program that you are using to make your code more modular and organized. Ask yourself, what does the function you developed do and how is it reusable?
What to Submit
To complete this project, you must submit the following:
3D Scene
Submit a completed ZIP folder with all of your code, which may include one or multiple CPP files along with Visual Studio project files. Also make sure the ZIP folder includes an EXE file, because without this your code will not be able to run. Checking for the EXE can be used as a quick reference on the functionality of your code before you submit. Reference the Visual Studio Export Tutorial, linked in the Supporting Materials section, for guidance on how to download the necessary ZIP folder.
Design Decisions
Your written explanation should be submitted as a 2-page Microsoft Word document with 12-point Times New Roman font, double spacing, and one-inch margins. Any sources should be cited according to APA style.

Managing IT Professionals
In a minimum of 1,200 words. Use at least three scholarly sources in APA format explain the role of information technology ...
Managing IT Professionals
In a minimum of 1,200 words. Use at least three scholarly sources in APA format explain the role of information technology in an organization and the roles and responsibilities associated with creating and managing information technology policies.

Massachusetts Institute of Technology Java ATM Machine Simulator Project
Bank of America has decided to replace their old, COBOL programmed, ATM machines. ACME Machines, your employer, has won th ...
Massachusetts Institute of Technology Java ATM Machine Simulator Project
Bank of America has decided to replace their old, COBOL programmed, ATM machines. ACME Machines, your employer, has won the contract to create and deliver the 500 new ATM machines that Bank of America is going to need. At the lead programmer for ACME Machines, it is going to be your responsibility to create the software that the new ATM machine will use.Bank of America has provided an overview of how their customers typically interact with an ATM machine. The bank customer enters their card into the machine and then types in their PIN. Bank security then verifies the card. The user selects the account to use (e.g. checking or savings). They then select an amount to withdrawal. Security verifies if the amount is available. The system then makes a decision as to if it is going to provide the money. The ATM provides the funds if possible. The ATM provides a receipt and returns the card to the user.The Java program that you will create to control this ATM machine will start with a main method; however, then control will be transferred to a series of classes. Your program will contain at least the following classes and methods:Class: ATMCard o (1) Variable: cardNum – holds a single ATM card's ID number o (1) Variable: cardPIN – holds a single ATM card's PIN number o (1) Variable: checking balance – amount of money in this person's checking account o (1) Variable: savings balance – amount of money in this person's savings accountClass: CardServices o (2) Method: initializeCardDB – creates an array containing ATM card numbers and PINs o (3) Method: insertCard – checks to see if the inserted card's ID number is recognized o (6) Method: processCard – allows a user to request funds to withdraw o (12) Method: returnCard -returns the inserted card to the userClass: PINo (4) Method: processPIN – compares the entered PIN to the PIN stored for this card o (5) Method: eatCard – if the PIN is incorrectly entered four times, this eats the cardClass: Securityo (9) Method: verityBalance – ensure that the card owner's account has enough money o (10) Method: verifyMachineBalance-- ensure that the ATM machine has enough moneyClass: Account o (7) Method: select – determines if the user wants to withdraw from checking or savingsClass: Money o (8) Method: enterAmount – asks user to enter the amount that they want to withdrawClass: Dispense o (11) Method: ones – dispenses ones o (11) Method fives – dispenses fives o (11) Method: tens – dispenses tens o (11) Method: twenty's – dispenses twenty'soYou can assume that the ATM has been loaded with $1,000 in the following denominations:25 $20 bills, 25 $10 bills, 40 $5 bills, and 50 $1 bills. The ATM machine will attempt to provide every customer with money using the largest available bills assumingthat the machine still has enough money to fulfill the request – denominations don't matter (i.e. it could use all $1 if that's all that it had left)The ATM machine should be programmed to display "Wrong PIN", "Unrecognized card", and "Out of money – cannot complete transaction". The machine should "eat" the ATM card if the PIN is entered incorrectly 4 times.The machine will be preloaded to recognize the following ATM cards:Card NumberPINCheckingSavings1234567891111$550$1,2751357924682097$90-10192837466194$715-16758493020071$790$2113478219049871$113$78Note that "-1" means that an account does not exist.Once you've created your ATM machine, simulate the following transactions:John Smith has both a checking and a savings account with BoA. He uses the ATM with card 123456789 and enters PIN 1111. He then requests $250 from his checking account.Amy Rain has accounts at Citi Bank. When he inserts his ATM card into the BoA ATM machine with card ID number 347821905 the ATM machine should reject it.Paul Logan has both a checking and a savings account with BoA. He uses the ATM with card 675849302 and enters PIN 0071. He then requests $500 from his checking account.Tammy Placard only has a checking account. She then uses the ATM with card 135792468, but can't remember her PIN. She tries 2000, 2090, 2077, and 2079.Jill Holland only has a checking account with BoA. She uses the ATM with card 019283746 and enters PIN 6194. She then requests $300 from her checking account. This amount is refused because the machine does not have that much money. She then requests $250 and the machine completes the transaction.Note: You are only permitted to use the Java commands that we have covered in class so far. Yes, there are many more, but no, you can't use them in solving this homework!→ Homework Assignment: Submit an electronic copy of your program via the Canvas tool.Assignment Requirements:You are required to submit an electronic copy of your program online via the Canvas tool.Javadoc comments should be included for each class, method, and parameter. Before each method, put the following comment lines:Method Name: xxxDescription: xxx@param xxxYour code must contain the following comment header:/****///// COP 2510 – Spring Semester, 2020//// Homework #1: The New ACME Machines ATM Machine//// (Your Name)//

Create a web page that contains a music survey similar to the one shown below. See the next page for specifics.
I have my fife assignment I want it to be all done, it is about a web development. Create a web page that contains ...
Create a web page that contains a music survey similar to the one shown below. See the next page for specifics.
I have my fife assignment I want it to be all done, it is about a web development. Create a web page that contains a music survey similar to the one shown below. See the next page for specifics.

Silo Simulator project within LogixPro 500
Project Details: The project will involve the Silo Simulator within LogixPro 500. Follow all the Project Parameters liste ...
Silo Simulator project within LogixPro 500
Project Details: The project will involve the Silo Simulator within LogixPro 500. Follow all the Project Parameters listed, include an explanation of how your project works. Design a program that will move boxes to a filling station while the SELECTOR SWITCH is in position A. When the START switch is pressed, the RUN light should come ON.The first box arrives at the filling station and activates a PROX SENSOR, then activates a 5 second timer to pause the process then starts filling the box after 5 seconds is complete. While the box is filling, the FILL light should flash ON/OFF at a 1 second interval. The FILL light should go OFF when the box is full.Once the box is full, the FULL light should come ON, and activate a second timer to wait an additional 5 seconds. After the last 5 second interval is complete, the box should move away from the fill station, and the FULL light should go OFF, so the next box can arrive to be filled. The process should repeat. Once 10 boxes have passed the PROX SENSOR, the process should shut down. Also the RUN light should go OFF. To restart the process, move the SELECTOR SWITCH to position B to reset the counter. Move the SELECTOR SWITCH back to position A, depress the START SWITCH to restart the system for the next 10 boxes. If the STOP switch is pressed the system will stop, and the RUN light should go OFF. The START switch will have to be pressed to start the control system again.
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COSC 2336 North Carolina State University Data Structures & Algorithms Lab Report
Set up your project with the given starting code. The files should compile and run, but either no tests will berun, or tes ...
COSC 2336 North Carolina State University Data Structures & Algorithms Lab Report
Set up your project with the given starting code. The files should compile and run, but either no tests will berun, or tests will run but be failing.2. For this project, start by uncommenting the first TEST_CASE in the assg12-tests.cpp file. These are the unittests to test the functionality of your HashDictionary probe() function, the function defining a probe sequencefor the closed hashing scheme.3. Add the probe() member function prototype to the HashDictionary.hpp header file.4. Add a stub for your probe() member function to the HashDictionary.cpp implementation file. This functionreturns an integer value, so you can return a value of 0 as an initial stub.5. Your code should compile and run now. Make sure after adding the stub member method your code compilesand runs. However, your unit tests will be failing initially.6. Incrementally implement the functionality of your probe() member function. You should try to add no morethan 2 or 3 lines of code, and then make sure your program still compiles and runs. Start by adding code to getthe first failing test to pass. Then once that test passes, move on to the next failing tests until you have alltests passing. If you write something that causes a previously passing test to fail, you should stop and figureout why, and either fix it so that the original test still passes, or remove what you did and try a new approach.7. Once you have the probe() member function implemented and all unit tests passing, you should then move onto the other functions in the order suggested. Some functions use previous ones in this assignment, so do themin the order given for you in the tasks below.TasksYou should set up your project/code as described in the previous

CS 330 SNHU Triangle & Cube Studios Final Project
Competencies
In this project, you will demonstrate your mastery of the following competencies:
Generate accurate repres ...
CS 330 SNHU Triangle & Cube Studios Final Project
Competencies
In this project, you will demonstrate your mastery of the following competencies:
Generate accurate representations of three-dimensional objects using application programming interface libraries and computer graphics development best practices
Create interactive graphics applications that respond to input devices
Develop a fully formed three-dimensional project that meets project requirements
Scenario
Recall that you work as a C++ and OpenGL 3D graphics developer for Triangle & Cube Studios. This company designs 3D worlds for clients and customizes them based on the varied needs presented by each particular client.
In this professional landscape, the demand for computational graphics and visualizations is continually growing. Your clients may come from the game industry looking for graphics and animations, the healthcare industry for medical visualizations, the entertainment industry for computer-generated imagery (CGI) and visual effects, business industries for 3D printing to create physical objects for applied real-world problem solving, and much more. When you are assigned one of these types of projects, you become responsible for writing code in OpenGL to create objects, apply texture, apply light, render, and control virtual environments relative to a virtual camera.
Your current project with Triangle & Cube Studios is to recreate a 3D version of a 2D image that you have been given by a client. Your client will later be 3D printing this to use as a preliminary concept for their business, so they only need you to create a simple approximation using a few basic shapes.
Directions
Using the image you selected in a previous milestone, you will be creating 3D objects that represent the components and layout of that image. Although you have already begun to complete some of this work in your other milestones, during this project you will be refining and adding to your earlier submissions before bringing everything together. Note that you will be working on your 3D scene in Visual Studio but will also submit a written design decisions document discussing your approach throughout the process.
3D Objects
Create low-polygon 3D representations of real-world objects. Make sure you have at least four completed objects in your 3D scene. At least one of the objects you create should be made using two or more primitive shapes. Note that the object you completed in a previous milestone can count as one of your four. Utilize organized geometry and ensure that polygons (triangles) on each 3D model are well spaced and connected. To minimize complexity and save 3D modeling time, the polygon count for your objects should not exceed 1,000 triangles. As you work, remember to think in terms of simple shapes and ask yourself what primitive 3D shapes go into making up each object in your scene. Four of the following primitive shapes must appear at least once in your creation:
Cube
Cylinder
Plane
Pyramid
Sphere
Torus
Apply accurately projected textures to a 3D model. You must select two objects to texture. Note that you should have already textured one object in a previous milestone. If you use that object here, it will count as one of your two. As you work, the textures you select should be royalty-free images with resolutions of 1024 x 1024 pixels or higher. Please refer to the Sourcing Textures Tutorial, linked in the Supporting Materials section, for guidance on how to locate images that can be used for textures.
Apply lighting to create a polished visualization of 3D models. You must include a minimum of two light sources, and at least one of them should be colored. Note that the light you worked on in a previous milestone counts as one of your two lights. The light sources you create will need to capture all of the objects in the 3D world you are building, meaning they should be positioned at locations that do not cause parts of the objects to appear dark when moving the camera around them. While we recommend that you include a point light for one of your two lights, you may implement a directional light or spotlight if you choose. As you generate lighting, make sure that any lights are designed in a way that helps curate a final polished presentation. You will need to properly implement all components of the Phong shading model, including the following:
Ambient
Diffuse
Specular
Place objects appropriately, using the X, Y, and Z coordinates, relative to one another in the 3D world. As you work, be sure to match the photograph you selected as closely as possible by placing the objects in their proper locations. Note that when you first import code for the objects you created in previous weeks, the objects may overlap, as it is likely that they were all initially placed at 0, 0, 0.
Navigation
Apply horizontal, vertical, and depth camera navigation around the 3D scene. The camera will be traversing the X, Y, and Z axes, and you should ensure it can capture all of the objects in your 3D scene. In a previous milestone, you already created some of this code. It is recommended that you use the code you have already created and then increase the radius of the camera’s orbit so it will correctly encompass all of the objects in the world you are building. You may find it easiest to add each object separately and then adjust the orbit radius or position of the camera each time. As you work, we recommend you use the following input devices:
WASD keys: These keys should be used to control the forward, backward, left, and right motion.
QE keys: These keys should be used to control the upward and downward movement.
Apply nuanced camera controls to effectively view the 3D objects in the application. This should allow the orientation of the camera to change even though its location has not moved. You should focus first on pitch and yaw, but careful changes can be made to roll, keeping in mind that you may want the upward direction to stay in the same location. As you work, you will also want to code for adjustments in the speed of the movement so a user will have more control over how they explore the objects in the scene. We recommend you use the following input devices:
Mouse cursor: This should be used to change the orientation of the camera so it can look up and down or right and left.
Mouse scroll: This should be used to adjust the speed of the movement, or the speed the camera travels around the scene.
Create perspective and orthographic displays of the 3D world. Use the tap of a keyboard key to allow a user to change the viewport display of all objects in the scene between orthographic (2D) and perspective (3D) views at will. To accomplish this, you will be switching the function call to retrieve either the perspective or orthographic projection matrix. Note that you will be keeping the camera in the same orientation that you already developed in previous criteria.
Best Practices
Apply coding best practices in formatting, commenting, and functional logic. To accomplish this, be sure to complete the following:
Employ formatting best practices by providing program code that is easy to read and follows industry standard code formatting practices, such as indentation and spacing.
Employ commenting best practices to ensure project source code is briefly and clearly explained using descriptive comments.
Employ functional coding logic best practices to ensure the program runs as expected. Note that not everything should be written in a single function; it should be well modularized.
Reflection
Justify development choices for your 3D scene. As you write, think about why you chose your selected objects. Also consider how you were able to program for the required functionality.
Explain how a user can navigate your 3D scene. As you compose your thoughts, discuss how you set up to control the virtual camera for your 3D scene using different input devices.
Explain the custom functions in your program that you are using to make your code more modular and organized. Ask yourself, what does the function you developed do and how is it reusable?
What to Submit
To complete this project, you must submit the following:
3D Scene
Submit a completed ZIP folder with all of your code, which may include one or multiple CPP files along with Visual Studio project files. Also make sure the ZIP folder includes an EXE file, because without this your code will not be able to run. Checking for the EXE can be used as a quick reference on the functionality of your code before you submit. Reference the Visual Studio Export Tutorial, linked in the Supporting Materials section, for guidance on how to download the necessary ZIP folder.
Design Decisions
Your written explanation should be submitted as a 2-page Microsoft Word document with 12-point Times New Roman font, double spacing, and one-inch margins. Any sources should be cited according to APA style.

Managing IT Professionals
In a minimum of 1,200 words. Use at least three scholarly sources in APA format explain the role of information technology ...
Managing IT Professionals
In a minimum of 1,200 words. Use at least three scholarly sources in APA format explain the role of information technology in an organization and the roles and responsibilities associated with creating and managing information technology policies.

Massachusetts Institute of Technology Java ATM Machine Simulator Project
Bank of America has decided to replace their old, COBOL programmed, ATM machines. ACME Machines, your employer, has won th ...
Massachusetts Institute of Technology Java ATM Machine Simulator Project
Bank of America has decided to replace their old, COBOL programmed, ATM machines. ACME Machines, your employer, has won the contract to create and deliver the 500 new ATM machines that Bank of America is going to need. At the lead programmer for ACME Machines, it is going to be your responsibility to create the software that the new ATM machine will use.Bank of America has provided an overview of how their customers typically interact with an ATM machine. The bank customer enters their card into the machine and then types in their PIN. Bank security then verifies the card. The user selects the account to use (e.g. checking or savings). They then select an amount to withdrawal. Security verifies if the amount is available. The system then makes a decision as to if it is going to provide the money. The ATM provides the funds if possible. The ATM provides a receipt and returns the card to the user.The Java program that you will create to control this ATM machine will start with a main method; however, then control will be transferred to a series of classes. Your program will contain at least the following classes and methods:Class: ATMCard o (1) Variable: cardNum – holds a single ATM card's ID number o (1) Variable: cardPIN – holds a single ATM card's PIN number o (1) Variable: checking balance – amount of money in this person's checking account o (1) Variable: savings balance – amount of money in this person's savings accountClass: CardServices o (2) Method: initializeCardDB – creates an array containing ATM card numbers and PINs o (3) Method: insertCard – checks to see if the inserted card's ID number is recognized o (6) Method: processCard – allows a user to request funds to withdraw o (12) Method: returnCard -returns the inserted card to the userClass: PINo (4) Method: processPIN – compares the entered PIN to the PIN stored for this card o (5) Method: eatCard – if the PIN is incorrectly entered four times, this eats the cardClass: Securityo (9) Method: verityBalance – ensure that the card owner's account has enough money o (10) Method: verifyMachineBalance-- ensure that the ATM machine has enough moneyClass: Account o (7) Method: select – determines if the user wants to withdraw from checking or savingsClass: Money o (8) Method: enterAmount – asks user to enter the amount that they want to withdrawClass: Dispense o (11) Method: ones – dispenses ones o (11) Method fives – dispenses fives o (11) Method: tens – dispenses tens o (11) Method: twenty's – dispenses twenty'soYou can assume that the ATM has been loaded with $1,000 in the following denominations:25 $20 bills, 25 $10 bills, 40 $5 bills, and 50 $1 bills. The ATM machine will attempt to provide every customer with money using the largest available bills assumingthat the machine still has enough money to fulfill the request – denominations don't matter (i.e. it could use all $1 if that's all that it had left)The ATM machine should be programmed to display "Wrong PIN", "Unrecognized card", and "Out of money – cannot complete transaction". The machine should "eat" the ATM card if the PIN is entered incorrectly 4 times.The machine will be preloaded to recognize the following ATM cards:Card NumberPINCheckingSavings1234567891111$550$1,2751357924682097$90-10192837466194$715-16758493020071$790$2113478219049871$113$78Note that "-1" means that an account does not exist.Once you've created your ATM machine, simulate the following transactions:John Smith has both a checking and a savings account with BoA. He uses the ATM with card 123456789 and enters PIN 1111. He then requests $250 from his checking account.Amy Rain has accounts at Citi Bank. When he inserts his ATM card into the BoA ATM machine with card ID number 347821905 the ATM machine should reject it.Paul Logan has both a checking and a savings account with BoA. He uses the ATM with card 675849302 and enters PIN 0071. He then requests $500 from his checking account.Tammy Placard only has a checking account. She then uses the ATM with card 135792468, but can't remember her PIN. She tries 2000, 2090, 2077, and 2079.Jill Holland only has a checking account with BoA. She uses the ATM with card 019283746 and enters PIN 6194. She then requests $300 from her checking account. This amount is refused because the machine does not have that much money. She then requests $250 and the machine completes the transaction.Note: You are only permitted to use the Java commands that we have covered in class so far. Yes, there are many more, but no, you can't use them in solving this homework!→ Homework Assignment: Submit an electronic copy of your program via the Canvas tool.Assignment Requirements:You are required to submit an electronic copy of your program online via the Canvas tool.Javadoc comments should be included for each class, method, and parameter. Before each method, put the following comment lines:Method Name: xxxDescription: xxx@param xxxYour code must contain the following comment header:/****///// COP 2510 – Spring Semester, 2020//// Homework #1: The New ACME Machines ATM Machine//// (Your Name)//

Create a web page that contains a music survey similar to the one shown below. See the next page for specifics.
I have my fife assignment I want it to be all done, it is about a web development. Create a web page that contains ...
Create a web page that contains a music survey similar to the one shown below. See the next page for specifics.
I have my fife assignment I want it to be all done, it is about a web development. Create a web page that contains a music survey similar to the one shown below. See the next page for specifics.

Silo Simulator project within LogixPro 500
Project Details: The project will involve the Silo Simulator within LogixPro 500. Follow all the Project Parameters liste ...
Silo Simulator project within LogixPro 500
Project Details: The project will involve the Silo Simulator within LogixPro 500. Follow all the Project Parameters listed, include an explanation of how your project works. Design a program that will move boxes to a filling station while the SELECTOR SWITCH is in position A. When the START switch is pressed, the RUN light should come ON.The first box arrives at the filling station and activates a PROX SENSOR, then activates a 5 second timer to pause the process then starts filling the box after 5 seconds is complete. While the box is filling, the FILL light should flash ON/OFF at a 1 second interval. The FILL light should go OFF when the box is full.Once the box is full, the FULL light should come ON, and activate a second timer to wait an additional 5 seconds. After the last 5 second interval is complete, the box should move away from the fill station, and the FULL light should go OFF, so the next box can arrive to be filled. The process should repeat. Once 10 boxes have passed the PROX SENSOR, the process should shut down. Also the RUN light should go OFF. To restart the process, move the SELECTOR SWITCH to position B to reset the counter. Move the SELECTOR SWITCH back to position A, depress the START SWITCH to restart the system for the next 10 boxes. If the STOP switch is pressed the system will stop, and the RUN light should go OFF. The START switch will have to be pressed to start the control system again.
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