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read the attached and do the required
there are some qs need to do and other needs answer
please read it carefully and do your best to have it right
let me know if you have any question
thank you
Unformatted Attachment Preview
HCA-537: Introduction to Health Database and Technologies
Instructor: Wu,M
Assignment 1
Q1: Please briefly describe a personal computer (PC), which may be your computer at home or a PC in the computer
labs at campus.
I hope you can find out
How fast that PC works?
How large storage systems are? (Memory, hard drive …)
And more …
Helping Line
Hints: Review main components of the computer, and discuss them one by one. Such as the Processor
(CUP) of this PC runs at XXX MHz, etc.
Tips: To determine “My computer properties”:
1.
From the Windows Desktop, place your mouse cursor over the My Computer Icon.
2.
Click the RIGHT mouse button and select Properties from the list.
3.
The System Properties Splash Screen defaults to the General section.
System: Tells you which Operating System you are using as well as the version number beneath it.
Computer: Tells you the type of processor your computer uses as well as the amount of RAM (Main Memory) your
system has.
------------------------------------------------------------------------
Q2: Assume that you are planning to develop a database for a laboratory, which will maintain the data that the lab
generate, support the faculty and students who conduct experiments and researches, and facilitate cooperation and
sharing of information between labs.
Please identify the important things (objects) in a lab as completely as possible. Such as, “equipment”, “person”, et
al. Also, you should list attributes of for those objects, such as, person first name, equipment name, etc.
Helping Line
Conducting interviews with persons who familiar with laboratories. What kinds of things are significant? You
may ask questions focusing on a particular subject. Such as, “Let’s talk about Subject A…, What kinds of
characteristics Subject A has? What information about Subject A need to be stored? …” Check nouns in
your interview notes.
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I need someone to write a modern Open source for a 3D chair with low polygon count>>> DONT use the below code because its considered as Old GL : CODE#include <windows.h>#include <GL/glut.h> //Initializes 3D renderingvoid initRendering() { glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); //Enable lighting glEnable(GL_LIGHT0); //Enable light #0 glEnable(GL_LIGHT1); //Enable light #1 glEnable(GL_NORMALIZE); //Automatically normalize normals glShadeModel(GL_SMOOTH); //Enable smooth shading} //Called when the window is resizedvoid handleResize(int w, int h) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (double)w / (double)h, 1.0, 200.0);}float _angle = -70.0f;//Draws the 3D scenevoid drawScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); // keep it like this glLoadIdentity(); glTranslatef(0.0f, 0.0f, -14.0f);//Add ambient light GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color (0.2, 0.2,0.2) glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);//Add positioned light GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f}; //Color (0.5, 0.5, 0.5) GLfloat lightPos0[] = {0.0f, -8.0f, 8.0f, 1.0f}; //Positioned at (4, 0, 8) glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);//Add directed light GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f}; //Color (0.5, 0.2, 0.2)//Coming from the direction (-1, 0.5, 0.5) GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f}; glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1); glLightfv(GL_LIGHT1, GL_POSITION, lightPos1); glRotatef(10, 1.0f, 0.0f, 0.0f); glRotatef(-10, 0.0f, 0.0f, 1.0f); glRotatef(_angle,0.0f, 1.0f, 0.0f);//glRotatef(10, 1.0f, 0.0f, 0.0f);//glRotatef(-10, 0.0f, 0.0f, 1.0f);//glRotatef(_angle,0.0f, 1.0f, 0.0f);glColor3f(1.0f, 1.0f, 0.0f); glBegin(GL_QUADS);//FrontglNormal3f(0.0f, 0.0f, 1.0f);glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(2.0f, -0.2f, 2.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f);//Right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(2.0f, -0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(2.0f, -0.2f, 2.0f);//Back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(-2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f); glVertex3f(2.0f, -0.2f, -2.0f);//Left glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, -2.0f);//top glNormal3f(0.0f,1.0f,0.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f);//bottomglNormal3f(0.0f,-1.0f,0.0f); glVertex3f(2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(2.0f, -0.2f, -2.0f);//table front leg//frontglNormal3f(0.0f, 0.0f, 1.0f); glVertex3f(1.8f,-0.2f,1.6f); glVertex3f(1.4f, -0.2f, 1.6f); glVertex3f(1.4f, -3.0f, 1.6f); glVertex3f(1.8f, -3.0f, 1.6f);//backglNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,1.2f); glVertex3f(1.4f, -0.2f, 1.2f); glVertex3f(1.4f, -3.0f, 1.2f); glVertex3f(1.8f, -3.0f, 1.2f);//right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.8f,-0.2f,1.6f); glVertex3f(1.8f, -0.2f, 1.2f); glVertex3f(1.8f, -3.0f, 1.2f); glVertex3f(1.8f, -3.0f, 1.6f);//leftglNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(1.4f,-0.2f,1.6f); glVertex3f(1.4f, -0.2f, 1.2f); glVertex3f(1.4f, -3.0f, 1.2f); glVertex3f(1.4f, -3.0f, 1.6f);//back leg back//front glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,-1.2f); glVertex3f(1.4f, -0.2f, -1.2f); glVertex3f(1.4f, -3.0f, -1.2f); glVertex3f(1.8f, -3.0f, -1.2f);//back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,-1.6f); glVertex3f(1.4f, -0.2f, -1.6f); glVertex3f(1.4f, -3.0f, -1.6f); glVertex3f(1.8f, -3.0f, -1.6f);//rightglNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.8f,-0.2f,-1.6f); glVertex3f(1.8f, -0.2f, -1.2f); glVertex3f(1.8f, -3.0f, -1.2f); glVertex3f(1.8f, -3.0f, -1.6f);//leftglNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.4f,-0.2f,-1.6f); glVertex3f(1.4f, -0.2f, -1.2f); glVertex3f(1.4f, -3.0f, -1.2f); glVertex3f(1.4f, -3.0f, -1.6f);//leg left frontglNormal3f(0.0f, 0.0f, 1.0f); glVertex3f(-1.8f,-0.2f,1.6f); glVertex3f(-1.4f, -0.2f, 1.6f); glVertex3f(-1.4f, -3.0f, 1.6f); glVertex3f(-1.8f, -3.0f, 1.6f);//backglNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,1.2f); glVertex3f(-1.4f, -0.2f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.2f);//right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(-1.8f,-0.2f,1.6f); glVertex3f(-1.8f, -0.2f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.6f);//leftglNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.4f,-0.2f,1.6f); glVertex3f(-1.4f, -0.2f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.6f);//left leg back front//front glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,-1.2f); glVertex3f(-1.4f, -0.2f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.2f);//back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,-1.6f); glVertex3f(-1.4f, -0.2f, -1.6f); glVertex3f(-1.4f, -3.0f, -1.6f); glVertex3f(-1.8f, -3.0f, -1.6f);//rightglNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(-1.8f,-0.2f,-1.6f); glVertex3f(-1.8f, -0.2f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.6f);//leftglNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.4f,-0.2f,-1.6f); glVertex3f(-1.4f, -0.2f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.6f);//chair back//front glColor3f(1,0,0);//glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -1.8f); glVertex3f(1.8f, 0.2f, -1.8f); glVertex3f(1.8f, 3.5f, -1.8f); glVertex3f(-1.8f, 3.5f, -1.8f);//back//glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -2.0f);//glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -2.0f); glVertex3f(-1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -1.8f); glVertex3f(-1.8f, 0.2f, -1.8f);glVertex3f(1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 3.5f, -2.0f); glVertex3f(1.8f, 3.5f, -1.8f); glVertex3f(1.8f, 0.2f, -1.8f); glVertex3f(-1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -1.8f); glVertex3f(1.8f, 3.5f, -1.8f);glVertex3f(1.8f, 3.5f, -2.0f); glEnd(); glutSwapBuffers();} void update(int value) { _angle += 1.5f;if (_angle > 360) {_angle -= 360;} glutPostRedisplay(); glutTimerFunc(25, update, 0);}int main(int argc, char** argv) {//Initialize GLUT glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(600, 600);//Create the window glutCreateWindow("Lighting"); initRendering();//Set handler functions glutDisplayFunc(drawScene); glutReshapeFunc(handleResize); update(0); glutMainLoop();return 0;}#include <windows.h> #include <GL/glut.h> //Initializes 3D rendering void initRendering() { glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); //Enable lighting glEnable(GL_LIGHT0); //Enable light #0 glEnable(GL_LIGHT1); //Enable light #1 glEnable(GL_NORMALIZE); //Automatically normalize normals glShadeModel(GL_SMOOTH); //Enable smooth shading } //Called when the window is resized void handleResize(int w, int h) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (double)w / (double)h, 1.0, 200.0); } float _angle = -70.0f; //Draws the 3D scene void drawScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); // keep it like this glLoadIdentity(); glTranslatef(0.0f, 0.0f, -14.0f); //Add ambient light GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color (0.2, 0.2,0.2) glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor); //Add positioned light GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f}; //Color (0.5, 0.5, 0.5) GLfloat lightPos0[] = {0.0f, -8.0f, 8.0f, 1.0f}; //Positioned at (4, 0, 8) glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos0); //Add directed light GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f}; //Color (0.5, 0.2, 0.2) //Coming from the direction (-1, 0.5, 0.5) GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f}; glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1); glLightfv(GL_LIGHT1, GL_POSITION, lightPos1); glRotatef(10, 1.0f, 0.0f, 0.0f); glRotatef(-10, 0.0f, 0.0f, 1.0f); glRotatef(_angle,0.0f, 1.0f, 0.0f); //glRotatef(10, 1.0f, 0.0f, 0.0f); //glRotatef(-10, 0.0f, 0.0f, 1.0f); //glRotatef(_angle,0.0f, 1.0f, 0.0f); glColor3f(1.0f, 1.0f, 0.0f); glBegin(GL_QUADS); //Front glNormal3f(0.0f, 0.0f, 1.0f); glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(2.0f, -0.2f, 2.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f); //Right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(2.0f, -0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(2.0f, -0.2f, 2.0f); //Back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(-2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f); glVertex3f(2.0f, -0.2f, -2.0f); //Left glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, -2.0f); //top glNormal3f(0.0f,1.0f,0.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f); //bottom glNormal3f(0.0f,-1.0f,0.0f); glVertex3f(2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(2.0f, -0.2f, -2.0f); //table front leg //front glNormal3f(0.0f, 0.0f, 1.0f); glVertex3f(1.8f,-0.2f,1.6f); glVertex3f(1.4f, -0.2f, 1.6f); glVertex3f(1.4f, -3.0f, 1.6f); glVertex3f(1.8f, -3.0f, 1.6f); //back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,1.2f); glVertex3f(1.4f, -0.2f, 1.2f); glVertex3f(1.4f, -3.0f, 1.2f); glVertex3f(1.8f, -3.0f, 1.2f); //right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.8f,-0.2f,1.6f); glVertex3f(1.8f, -0.2f, 1.2f); glVertex3f(1.8f, -3.0f, 1.2f); glVertex3f(1.8f, -3.0f, 1.6f); //left glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(1.4f,-0.2f,1.6f); glVertex3f(1.4f, -0.2f, 1.2f); glVertex3f(1.4f, -3.0f, 1.2f); glVertex3f(1.4f, -3.0f, 1.6f); //back leg back //front glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,-1.2f); glVertex3f(1.4f, -0.2f, -1.2f); glVertex3f(1.4f, -3.0f, -1.2f); glVertex3f(1.8f, -3.0f, -1.2f); //back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,-1.6f); glVertex3f(1.4f, -0.2f, -1.6f); glVertex3f(1.4f, -3.0f, -1.6f); glVertex3f(1.8f, -3.0f, -1.6f); //right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.8f,-0.2f,-1.6f); glVertex3f(1.8f, -0.2f, -1.2f); glVertex3f(1.8f, -3.0f, -1.2f); glVertex3f(1.8f, -3.0f, -1.6f); //left glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.4f,-0.2f,-1.6f); glVertex3f(1.4f, -0.2f, -1.2f); glVertex3f(1.4f, -3.0f, -1.2f); glVertex3f(1.4f, -3.0f, -1.6f); //leg left front glNormal3f(0.0f, 0.0f, 1.0f); glVertex3f(-1.8f,-0.2f,1.6f); glVertex3f(-1.4f, -0.2f, 1.6f); glVertex3f(-1.4f, -3.0f, 1.6f); glVertex3f(-1.8f, -3.0f, 1.6f); //back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,1.2f); glVertex3f(-1.4f, -0.2f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.2f); //right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(-1.8f,-0.2f,1.6f); glVertex3f(-1.8f, -0.2f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.6f); //left glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.4f,-0.2f,1.6f); glVertex3f(-1.4f, -0.2f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.6f); //left leg back front //front glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,-1.2f); glVertex3f(-1.4f, -0.2f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.2f); //back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,-1.6f); glVertex3f(-1.4f, -0.2f, -1.6f); glVertex3f(-1.4f, -3.0f, -1.6f); glVertex3f(-1.8f, -3.0f, -1.6f); //right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(-1.8f,-0.2f,-1.6f); glVertex3f(-1.8f, -0.2f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.6f); //left glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.4f,-0.2f,-1.6f); glVertex3f(-1.4f, -0.2f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.6f); //chair back //front glColor3f(1,0,0); //glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -1.8f); glVertex3f(1.8f, 0.2f, -1.8f); glVertex3f(1.8f, 3.5f, -1.8f); glVertex3f(-1.8f, 3.5f, -1.8f); //back //glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -2.0f); //glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -2.0f); glVertex3f(-1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -1.8f); glVertex3f(-1.8f, 0.2f, -1.8f); glVertex3f(1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 3.5f, -2.0f); glVertex3f(1.8f, 3.5f, -1.8f); glVertex3f(1.8f, 0.2f, -1.8f); glVertex3f(-1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -1.8f); glVertex3f(1.8f, 3.5f, -1.8f); glVertex3f(1.8f, 3.5f, -2.0f); glEnd(); glutSwapBuffers(); } void update(int value) { _angle += 1.5f; if (_angle > 360) { _angle -= 360; } glutPostRedisplay(); glutTimerFunc(25, update, 0); } int main(int argc, char** argv) { //Initialize GLUT glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(600, 600); //Create the window glutCreateWindow("Lighting"); initRendering(); //Set handler functions glutDisplayFunc(drawScene); glutReshapeFunc(handleResize); update(0); glutMainLoop(); return 0; }
ITMG 381 AMU Immunomedics Lawsuit On Craigslist for FHA Violations Discussion
Instructions Use
examples from the readings, lecture notes and outside research to
support your answers. The assignmen ...
ITMG 381 AMU Immunomedics Lawsuit On Craigslist for FHA Violations Discussion
Instructions Use
examples from the readings, lecture notes and outside research to
support your answers. The assignment must be a minimum of 1-full page in
length with a minimum of 2 - outside sources. Please be sure to follow
APA guidelines for citing and referencing source. Chapter 10Immunomedics
was alerted that there was some negative buzz about the company in a
chat room. The poster used a pseudonym, and therefore the company was
unable to identify the poster for lawsuit purposes. The only information
the company could ascertain was the poster's ISP. So the company
decided to subpoena the ISP for identity information of the poster in
order to file suite against the poster. How should the courts handle
these cases, where the company's complaints may, or may not rise to the
level of an actionable legal claim? Chapter 11Please read Question #5 on page 362 on the attachment provided and then answer the following questions. Should Craigslist be subject to liability for FHA violations? Why or why not? Cite appropriate legal principles when explaining your answer. (Include the references) Here's a freebie:Internet Library of Law and Court Decisions (2006). Chicago Lawyers'
Committee For Civil Rights Under The Law, Inc. v. Craigslist, Inc.461 F.Supp.2d 681, Case No. 06 C 0657 (N.D. Ill., November 14, 2006) aff'd -- F.3d -- (7th Cir. Mar. 14, 2008) Retrieved from http://www.internetlibrary.com/cases/lib_case448.cfm
CSCI 2110 Data Structures and Algorithms Lab Report
This lab is designed to help you get familiar with hashing.All the instruction is in the PDF.Each exercise carries 10 poin ...
CSCI 2110 Data Structures and Algorithms Lab Report
This lab is designed to help you get familiar with hashing.All the instruction is in the PDF.Each exercise carries 10 points. Working code, Outputs included, Efficient, Good basic comments included: 10/10 No comments or poor commenting: subtract one point Unnecessarily inefficient: subtract one point No outputs and/or not all test cases covered: subtract up to two points Code not working: subtract up to six points depending upon how many methods are incorrect. Markers can test cases beyond those shown in sample inputs, and may test methods independently. Your final score will be scaled down to a value out of 10. For example, if there are three exercises and you score 9/10, 10/10 and 8/10 on the three exercises, your total is 27/30 or 9/10.
centroid of a triangle
Define two structured types, one for a two - dimensional Point (floating point coordinates named x and y), the other for a ...
centroid of a triangle
Define two structured types, one for a two - dimensional Point (floating point coordinates named x and y), the other for a triangle consisting of 3 Points. Have main declare a Triangle and then fill in its vertex Points with random floating point numbers between 0 and 1. Write a second function named centroid with a single input (parameter), a Triangle. The purpose of the centroid function is, surprise, surprise, to compute and return the centroid of a triangle. Have main print out the vertices of the Triangle and then print out the results of the call to centroid.
CIS 3309 Temple University Code Segment for Bookstore Project Lab Report
I will poste everything here............................................................................
CIS 3309 Temple University Code Segment for Bookstore Project Lab Report
I will poste everything here............................................................................
DeVry University R Programming Project
5.3 Die Outcomes Using Multiplication
You now understand how to simulate the rolling of two six-sided die and how to obtai ...
DeVry University R Programming Project
5.3 Die Outcomes Using Multiplication
You now understand how to simulate the rolling of two six-sided die and how to obtain the sum of the two die values. Using the "expand.grid" function in R you calculated the possible outcomes for rolling various combinations of die such as rolling a six-sided die with a four-sided die.
In this activity, you will investigate the outcomes of rolling two four-sided die with one big difference. Instead of adding the two die values to obtain their sum you will multiply the two die values to obtain their product.
Roll the dice!
Modify your die rolling function to return the results of MULTIPLYING the two die values together instead of adding them.
Use your new function to roll two FOUR-SIDED die containing only the values 1, 2, 3, and 4. Replicate 10,000 rolls of the four-sided die and plot the results in a histogram.
Document your code and the histogram in an HTML R Markdown document and submit the HTML file for this assignment.
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Morden OPENGL 3D chairs -C++
I need someone to write a modern Open source for a 3D chair with low polygon count>>> DONT use the below code bec ...
Morden OPENGL 3D chairs -C++
I need someone to write a modern Open source for a 3D chair with low polygon count>>> DONT use the below code because its considered as Old GL : CODE#include <windows.h>#include <GL/glut.h> //Initializes 3D renderingvoid initRendering() { glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); //Enable lighting glEnable(GL_LIGHT0); //Enable light #0 glEnable(GL_LIGHT1); //Enable light #1 glEnable(GL_NORMALIZE); //Automatically normalize normals glShadeModel(GL_SMOOTH); //Enable smooth shading} //Called when the window is resizedvoid handleResize(int w, int h) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (double)w / (double)h, 1.0, 200.0);}float _angle = -70.0f;//Draws the 3D scenevoid drawScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); // keep it like this glLoadIdentity(); glTranslatef(0.0f, 0.0f, -14.0f);//Add ambient light GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color (0.2, 0.2,0.2) glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);//Add positioned light GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f}; //Color (0.5, 0.5, 0.5) GLfloat lightPos0[] = {0.0f, -8.0f, 8.0f, 1.0f}; //Positioned at (4, 0, 8) glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);//Add directed light GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f}; //Color (0.5, 0.2, 0.2)//Coming from the direction (-1, 0.5, 0.5) GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f}; glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1); glLightfv(GL_LIGHT1, GL_POSITION, lightPos1); glRotatef(10, 1.0f, 0.0f, 0.0f); glRotatef(-10, 0.0f, 0.0f, 1.0f); glRotatef(_angle,0.0f, 1.0f, 0.0f);//glRotatef(10, 1.0f, 0.0f, 0.0f);//glRotatef(-10, 0.0f, 0.0f, 1.0f);//glRotatef(_angle,0.0f, 1.0f, 0.0f);glColor3f(1.0f, 1.0f, 0.0f); glBegin(GL_QUADS);//FrontglNormal3f(0.0f, 0.0f, 1.0f);glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(2.0f, -0.2f, 2.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f);//Right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(2.0f, -0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(2.0f, -0.2f, 2.0f);//Back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(-2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f); glVertex3f(2.0f, -0.2f, -2.0f);//Left glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, -2.0f);//top glNormal3f(0.0f,1.0f,0.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f);//bottomglNormal3f(0.0f,-1.0f,0.0f); glVertex3f(2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(2.0f, -0.2f, -2.0f);//table front leg//frontglNormal3f(0.0f, 0.0f, 1.0f); glVertex3f(1.8f,-0.2f,1.6f); glVertex3f(1.4f, -0.2f, 1.6f); glVertex3f(1.4f, -3.0f, 1.6f); glVertex3f(1.8f, -3.0f, 1.6f);//backglNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,1.2f); glVertex3f(1.4f, -0.2f, 1.2f); glVertex3f(1.4f, -3.0f, 1.2f); glVertex3f(1.8f, -3.0f, 1.2f);//right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.8f,-0.2f,1.6f); glVertex3f(1.8f, -0.2f, 1.2f); glVertex3f(1.8f, -3.0f, 1.2f); glVertex3f(1.8f, -3.0f, 1.6f);//leftglNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(1.4f,-0.2f,1.6f); glVertex3f(1.4f, -0.2f, 1.2f); glVertex3f(1.4f, -3.0f, 1.2f); glVertex3f(1.4f, -3.0f, 1.6f);//back leg back//front glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,-1.2f); glVertex3f(1.4f, -0.2f, -1.2f); glVertex3f(1.4f, -3.0f, -1.2f); glVertex3f(1.8f, -3.0f, -1.2f);//back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,-1.6f); glVertex3f(1.4f, -0.2f, -1.6f); glVertex3f(1.4f, -3.0f, -1.6f); glVertex3f(1.8f, -3.0f, -1.6f);//rightglNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.8f,-0.2f,-1.6f); glVertex3f(1.8f, -0.2f, -1.2f); glVertex3f(1.8f, -3.0f, -1.2f); glVertex3f(1.8f, -3.0f, -1.6f);//leftglNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.4f,-0.2f,-1.6f); glVertex3f(1.4f, -0.2f, -1.2f); glVertex3f(1.4f, -3.0f, -1.2f); glVertex3f(1.4f, -3.0f, -1.6f);//leg left frontglNormal3f(0.0f, 0.0f, 1.0f); glVertex3f(-1.8f,-0.2f,1.6f); glVertex3f(-1.4f, -0.2f, 1.6f); glVertex3f(-1.4f, -3.0f, 1.6f); glVertex3f(-1.8f, -3.0f, 1.6f);//backglNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,1.2f); glVertex3f(-1.4f, -0.2f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.2f);//right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(-1.8f,-0.2f,1.6f); glVertex3f(-1.8f, -0.2f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.6f);//leftglNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.4f,-0.2f,1.6f); glVertex3f(-1.4f, -0.2f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.6f);//left leg back front//front glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,-1.2f); glVertex3f(-1.4f, -0.2f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.2f);//back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,-1.6f); glVertex3f(-1.4f, -0.2f, -1.6f); glVertex3f(-1.4f, -3.0f, -1.6f); glVertex3f(-1.8f, -3.0f, -1.6f);//rightglNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(-1.8f,-0.2f,-1.6f); glVertex3f(-1.8f, -0.2f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.6f);//leftglNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.4f,-0.2f,-1.6f); glVertex3f(-1.4f, -0.2f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.6f);//chair back//front glColor3f(1,0,0);//glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -1.8f); glVertex3f(1.8f, 0.2f, -1.8f); glVertex3f(1.8f, 3.5f, -1.8f); glVertex3f(-1.8f, 3.5f, -1.8f);//back//glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -2.0f);//glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -2.0f); glVertex3f(-1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -1.8f); glVertex3f(-1.8f, 0.2f, -1.8f);glVertex3f(1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 3.5f, -2.0f); glVertex3f(1.8f, 3.5f, -1.8f); glVertex3f(1.8f, 0.2f, -1.8f); glVertex3f(-1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -1.8f); glVertex3f(1.8f, 3.5f, -1.8f);glVertex3f(1.8f, 3.5f, -2.0f); glEnd(); glutSwapBuffers();} void update(int value) { _angle += 1.5f;if (_angle > 360) {_angle -= 360;} glutPostRedisplay(); glutTimerFunc(25, update, 0);}int main(int argc, char** argv) {//Initialize GLUT glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(600, 600);//Create the window glutCreateWindow("Lighting"); initRendering();//Set handler functions glutDisplayFunc(drawScene); glutReshapeFunc(handleResize); update(0); glutMainLoop();return 0;}#include <windows.h> #include <GL/glut.h> //Initializes 3D rendering void initRendering() { glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); //Enable lighting glEnable(GL_LIGHT0); //Enable light #0 glEnable(GL_LIGHT1); //Enable light #1 glEnable(GL_NORMALIZE); //Automatically normalize normals glShadeModel(GL_SMOOTH); //Enable smooth shading } //Called when the window is resized void handleResize(int w, int h) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (double)w / (double)h, 1.0, 200.0); } float _angle = -70.0f; //Draws the 3D scene void drawScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); // keep it like this glLoadIdentity(); glTranslatef(0.0f, 0.0f, -14.0f); //Add ambient light GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color (0.2, 0.2,0.2) glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor); //Add positioned light GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f}; //Color (0.5, 0.5, 0.5) GLfloat lightPos0[] = {0.0f, -8.0f, 8.0f, 1.0f}; //Positioned at (4, 0, 8) glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos0); //Add directed light GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f}; //Color (0.5, 0.2, 0.2) //Coming from the direction (-1, 0.5, 0.5) GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f}; glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1); glLightfv(GL_LIGHT1, GL_POSITION, lightPos1); glRotatef(10, 1.0f, 0.0f, 0.0f); glRotatef(-10, 0.0f, 0.0f, 1.0f); glRotatef(_angle,0.0f, 1.0f, 0.0f); //glRotatef(10, 1.0f, 0.0f, 0.0f); //glRotatef(-10, 0.0f, 0.0f, 1.0f); //glRotatef(_angle,0.0f, 1.0f, 0.0f); glColor3f(1.0f, 1.0f, 0.0f); glBegin(GL_QUADS); //Front glNormal3f(0.0f, 0.0f, 1.0f); glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(2.0f, -0.2f, 2.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f); //Right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(2.0f, -0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(2.0f, -0.2f, 2.0f); //Back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(-2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f); glVertex3f(2.0f, -0.2f, -2.0f); //Left glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, -2.0f); //top glNormal3f(0.0f,1.0f,0.0f); glVertex3f(2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, 2.0f); glVertex3f(-2.0f, 0.2f, -2.0f); glVertex3f(2.0f, 0.2f, -2.0f); //bottom glNormal3f(0.0f,-1.0f,0.0f); glVertex3f(2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, -0.2f, 2.0f); glVertex3f(-2.0f, -0.2f, -2.0f); glVertex3f(2.0f, -0.2f, -2.0f); //table front leg //front glNormal3f(0.0f, 0.0f, 1.0f); glVertex3f(1.8f,-0.2f,1.6f); glVertex3f(1.4f, -0.2f, 1.6f); glVertex3f(1.4f, -3.0f, 1.6f); glVertex3f(1.8f, -3.0f, 1.6f); //back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,1.2f); glVertex3f(1.4f, -0.2f, 1.2f); glVertex3f(1.4f, -3.0f, 1.2f); glVertex3f(1.8f, -3.0f, 1.2f); //right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.8f,-0.2f,1.6f); glVertex3f(1.8f, -0.2f, 1.2f); glVertex3f(1.8f, -3.0f, 1.2f); glVertex3f(1.8f, -3.0f, 1.6f); //left glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(1.4f,-0.2f,1.6f); glVertex3f(1.4f, -0.2f, 1.2f); glVertex3f(1.4f, -3.0f, 1.2f); glVertex3f(1.4f, -3.0f, 1.6f); //back leg back //front glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,-1.2f); glVertex3f(1.4f, -0.2f, -1.2f); glVertex3f(1.4f, -3.0f, -1.2f); glVertex3f(1.8f, -3.0f, -1.2f); //back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(1.8f,-0.2f,-1.6f); glVertex3f(1.4f, -0.2f, -1.6f); glVertex3f(1.4f, -3.0f, -1.6f); glVertex3f(1.8f, -3.0f, -1.6f); //right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.8f,-0.2f,-1.6f); glVertex3f(1.8f, -0.2f, -1.2f); glVertex3f(1.8f, -3.0f, -1.2f); glVertex3f(1.8f, -3.0f, -1.6f); //left glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(1.4f,-0.2f,-1.6f); glVertex3f(1.4f, -0.2f, -1.2f); glVertex3f(1.4f, -3.0f, -1.2f); glVertex3f(1.4f, -3.0f, -1.6f); //leg left front glNormal3f(0.0f, 0.0f, 1.0f); glVertex3f(-1.8f,-0.2f,1.6f); glVertex3f(-1.4f, -0.2f, 1.6f); glVertex3f(-1.4f, -3.0f, 1.6f); glVertex3f(-1.8f, -3.0f, 1.6f); //back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,1.2f); glVertex3f(-1.4f, -0.2f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.2f); //right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(-1.8f,-0.2f,1.6f); glVertex3f(-1.8f, -0.2f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.2f); glVertex3f(-1.8f, -3.0f, 1.6f); //left glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.4f,-0.2f,1.6f); glVertex3f(-1.4f, -0.2f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.2f); glVertex3f(-1.4f, -3.0f, 1.6f); //left leg back front //front glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,-1.2f); glVertex3f(-1.4f, -0.2f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.2f); //back glNormal3f(0.0f, 0.0f, -1.0f); glVertex3f(-1.8f,-0.2f,-1.6f); glVertex3f(-1.4f, -0.2f, -1.6f); glVertex3f(-1.4f, -3.0f, -1.6f); glVertex3f(-1.8f, -3.0f, -1.6f); //right glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(-1.8f,-0.2f,-1.6f); glVertex3f(-1.8f, -0.2f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.2f); glVertex3f(-1.8f, -3.0f, -1.6f); //left glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.4f,-0.2f,-1.6f); glVertex3f(-1.4f, -0.2f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.2f); glVertex3f(-1.4f, -3.0f, -1.6f); //chair back //front glColor3f(1,0,0); //glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -1.8f); glVertex3f(1.8f, 0.2f, -1.8f); glVertex3f(1.8f, 3.5f, -1.8f); glVertex3f(-1.8f, 3.5f, -1.8f); //back //glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -2.0f); //glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(-1.8f, 0.2f, -2.0f); glVertex3f(-1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -1.8f); glVertex3f(-1.8f, 0.2f, -1.8f); glVertex3f(1.8f, 0.2f, -2.0f); glVertex3f(1.8f, 3.5f, -2.0f); glVertex3f(1.8f, 3.5f, -1.8f); glVertex3f(1.8f, 0.2f, -1.8f); glVertex3f(-1.8f, 3.5f, -2.0f); glVertex3f(-1.8f, 3.5f, -1.8f); glVertex3f(1.8f, 3.5f, -1.8f); glVertex3f(1.8f, 3.5f, -2.0f); glEnd(); glutSwapBuffers(); } void update(int value) { _angle += 1.5f; if (_angle > 360) { _angle -= 360; } glutPostRedisplay(); glutTimerFunc(25, update, 0); } int main(int argc, char** argv) { //Initialize GLUT glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(600, 600); //Create the window glutCreateWindow("Lighting"); initRendering(); //Set handler functions glutDisplayFunc(drawScene); glutReshapeFunc(handleResize); update(0); glutMainLoop(); return 0; }
ITMG 381 AMU Immunomedics Lawsuit On Craigslist for FHA Violations Discussion
Instructions Use
examples from the readings, lecture notes and outside research to
support your answers. The assignmen ...
ITMG 381 AMU Immunomedics Lawsuit On Craigslist for FHA Violations Discussion
Instructions Use
examples from the readings, lecture notes and outside research to
support your answers. The assignment must be a minimum of 1-full page in
length with a minimum of 2 - outside sources. Please be sure to follow
APA guidelines for citing and referencing source. Chapter 10Immunomedics
was alerted that there was some negative buzz about the company in a
chat room. The poster used a pseudonym, and therefore the company was
unable to identify the poster for lawsuit purposes. The only information
the company could ascertain was the poster's ISP. So the company
decided to subpoena the ISP for identity information of the poster in
order to file suite against the poster. How should the courts handle
these cases, where the company's complaints may, or may not rise to the
level of an actionable legal claim? Chapter 11Please read Question #5 on page 362 on the attachment provided and then answer the following questions. Should Craigslist be subject to liability for FHA violations? Why or why not? Cite appropriate legal principles when explaining your answer. (Include the references) Here's a freebie:Internet Library of Law and Court Decisions (2006). Chicago Lawyers'
Committee For Civil Rights Under The Law, Inc. v. Craigslist, Inc.461 F.Supp.2d 681, Case No. 06 C 0657 (N.D. Ill., November 14, 2006) aff'd -- F.3d -- (7th Cir. Mar. 14, 2008) Retrieved from http://www.internetlibrary.com/cases/lib_case448.cfm
CSCI 2110 Data Structures and Algorithms Lab Report
This lab is designed to help you get familiar with hashing.All the instruction is in the PDF.Each exercise carries 10 poin ...
CSCI 2110 Data Structures and Algorithms Lab Report
This lab is designed to help you get familiar with hashing.All the instruction is in the PDF.Each exercise carries 10 points. Working code, Outputs included, Efficient, Good basic comments included: 10/10 No comments or poor commenting: subtract one point Unnecessarily inefficient: subtract one point No outputs and/or not all test cases covered: subtract up to two points Code not working: subtract up to six points depending upon how many methods are incorrect. Markers can test cases beyond those shown in sample inputs, and may test methods independently. Your final score will be scaled down to a value out of 10. For example, if there are three exercises and you score 9/10, 10/10 and 8/10 on the three exercises, your total is 27/30 or 9/10.
centroid of a triangle
Define two structured types, one for a two - dimensional Point (floating point coordinates named x and y), the other for a ...
centroid of a triangle
Define two structured types, one for a two - dimensional Point (floating point coordinates named x and y), the other for a triangle consisting of 3 Points. Have main declare a Triangle and then fill in its vertex Points with random floating point numbers between 0 and 1. Write a second function named centroid with a single input (parameter), a Triangle. The purpose of the centroid function is, surprise, surprise, to compute and return the centroid of a triangle. Have main print out the vertices of the Triangle and then print out the results of the call to centroid.
CIS 3309 Temple University Code Segment for Bookstore Project Lab Report
I will poste everything here............................................................................
CIS 3309 Temple University Code Segment for Bookstore Project Lab Report
I will poste everything here............................................................................
DeVry University R Programming Project
5.3 Die Outcomes Using Multiplication
You now understand how to simulate the rolling of two six-sided die and how to obtai ...
DeVry University R Programming Project
5.3 Die Outcomes Using Multiplication
You now understand how to simulate the rolling of two six-sided die and how to obtain the sum of the two die values. Using the "expand.grid" function in R you calculated the possible outcomes for rolling various combinations of die such as rolling a six-sided die with a four-sided die.
In this activity, you will investigate the outcomes of rolling two four-sided die with one big difference. Instead of adding the two die values to obtain their sum you will multiply the two die values to obtain their product.
Roll the dice!
Modify your die rolling function to return the results of MULTIPLYING the two die values together instead of adding them.
Use your new function to roll two FOUR-SIDED die containing only the values 1, 2, 3, and 4. Replicate 10,000 rolls of the four-sided die and plot the results in a histogram.
Document your code and the histogram in an HTML R Markdown document and submit the HTML file for this assignment.
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