Author:
Publisher: Xspurts.com
ISBN:
Category : Business & Economics
Languages : en
Pages : 111
Book Description
From Zero to Hero: Business Ideas That Could Make You a Millionaire Unlock the secrets to transforming your entrepreneurial dreams into reality with From Zero to Hero: Business Ideas That Could Make You a Millionaire. This comprehensive guide takes you on a thrilling journey from the inception of a groundbreaking idea to scaling your business for unprecedented success. Each chapter is a treasure trove of insights and strategies designed to help you navigate the complex world of startups and achieve your millionaire aspirations. Discover how to find your million-dollar idea, craft a winning business plan, and secure the funding you need. Explore essential resources, build a brand that resonates, and harness the power of digital marketing. Learn the art of customer acquisition, scaling your business, and leveraging technology to drive success. Gain valuable insights on innovation, networking, and measuring success. Dive into real-life success stories and prepare for the future with emerging trends. Ready to turn your dreams into reality? Start your journey with the ultimate blueprint for entrepreneurial success! Chapters: Discovering Your Million-Dollar Idea The Entrepreneurial Blueprint: Creating a Winning Business Plan Finding Funding: Strategies to Secure Capital The Startup Toolkit: Essential Resources for New Entrepreneurs Building a Brand That Resonates Harnessing the Power of Digital Marketing Customer Acquisition Strategies: Attracting Your First Clients Scaling Your Business: From Startup to Success The Role of Innovation in Business Growth Effective Networking: Building Valuable Relationships Leveraging Technology to Drive Business Success Creating a Product That Sells: Design and Development Tips Financial Management for Startups: Budgeting and Forecasting Navigating Legal and Regulatory Challenges Building a Strong Online Presence Crafting Compelling Sales Strategies Customer Retention Techniques: Keeping Clients Happy Building a Winning Team: Hiring and Leadership Tips Time Management: Prioritizing Tasks for Maximum Efficiency Analyzing Market Trends to Stay Ahead Crafting an Effective Pitch to Attract Investors Scaling Strategies: Expanding Your Business Horizons Overcoming Common Startup Challenges The Role of Mentorship in Accelerating Growth Measuring Success: Key Performance Indicators for Startups Developing an Exit Strategy: Planning for the Future Success Stories: Inspirational Journeys from Zero to Hero The Future of Business: Emerging Trends and Opportunities
From Zero to Hero
Author:
Publisher: Xspurts.com
ISBN:
Category : Business & Economics
Languages : en
Pages : 111
Book Description
From Zero to Hero: Business Ideas That Could Make You a Millionaire Unlock the secrets to transforming your entrepreneurial dreams into reality with From Zero to Hero: Business Ideas That Could Make You a Millionaire. This comprehensive guide takes you on a thrilling journey from the inception of a groundbreaking idea to scaling your business for unprecedented success. Each chapter is a treasure trove of insights and strategies designed to help you navigate the complex world of startups and achieve your millionaire aspirations. Discover how to find your million-dollar idea, craft a winning business plan, and secure the funding you need. Explore essential resources, build a brand that resonates, and harness the power of digital marketing. Learn the art of customer acquisition, scaling your business, and leveraging technology to drive success. Gain valuable insights on innovation, networking, and measuring success. Dive into real-life success stories and prepare for the future with emerging trends. Ready to turn your dreams into reality? Start your journey with the ultimate blueprint for entrepreneurial success! Chapters: Discovering Your Million-Dollar Idea The Entrepreneurial Blueprint: Creating a Winning Business Plan Finding Funding: Strategies to Secure Capital The Startup Toolkit: Essential Resources for New Entrepreneurs Building a Brand That Resonates Harnessing the Power of Digital Marketing Customer Acquisition Strategies: Attracting Your First Clients Scaling Your Business: From Startup to Success The Role of Innovation in Business Growth Effective Networking: Building Valuable Relationships Leveraging Technology to Drive Business Success Creating a Product That Sells: Design and Development Tips Financial Management for Startups: Budgeting and Forecasting Navigating Legal and Regulatory Challenges Building a Strong Online Presence Crafting Compelling Sales Strategies Customer Retention Techniques: Keeping Clients Happy Building a Winning Team: Hiring and Leadership Tips Time Management: Prioritizing Tasks for Maximum Efficiency Analyzing Market Trends to Stay Ahead Crafting an Effective Pitch to Attract Investors Scaling Strategies: Expanding Your Business Horizons Overcoming Common Startup Challenges The Role of Mentorship in Accelerating Growth Measuring Success: Key Performance Indicators for Startups Developing an Exit Strategy: Planning for the Future Success Stories: Inspirational Journeys from Zero to Hero The Future of Business: Emerging Trends and Opportunities
Publisher: Xspurts.com
ISBN:
Category : Business & Economics
Languages : en
Pages : 111
Book Description
From Zero to Hero: Business Ideas That Could Make You a Millionaire Unlock the secrets to transforming your entrepreneurial dreams into reality with From Zero to Hero: Business Ideas That Could Make You a Millionaire. This comprehensive guide takes you on a thrilling journey from the inception of a groundbreaking idea to scaling your business for unprecedented success. Each chapter is a treasure trove of insights and strategies designed to help you navigate the complex world of startups and achieve your millionaire aspirations. Discover how to find your million-dollar idea, craft a winning business plan, and secure the funding you need. Explore essential resources, build a brand that resonates, and harness the power of digital marketing. Learn the art of customer acquisition, scaling your business, and leveraging technology to drive success. Gain valuable insights on innovation, networking, and measuring success. Dive into real-life success stories and prepare for the future with emerging trends. Ready to turn your dreams into reality? Start your journey with the ultimate blueprint for entrepreneurial success! Chapters: Discovering Your Million-Dollar Idea The Entrepreneurial Blueprint: Creating a Winning Business Plan Finding Funding: Strategies to Secure Capital The Startup Toolkit: Essential Resources for New Entrepreneurs Building a Brand That Resonates Harnessing the Power of Digital Marketing Customer Acquisition Strategies: Attracting Your First Clients Scaling Your Business: From Startup to Success The Role of Innovation in Business Growth Effective Networking: Building Valuable Relationships Leveraging Technology to Drive Business Success Creating a Product That Sells: Design and Development Tips Financial Management for Startups: Budgeting and Forecasting Navigating Legal and Regulatory Challenges Building a Strong Online Presence Crafting Compelling Sales Strategies Customer Retention Techniques: Keeping Clients Happy Building a Winning Team: Hiring and Leadership Tips Time Management: Prioritizing Tasks for Maximum Efficiency Analyzing Market Trends to Stay Ahead Crafting an Effective Pitch to Attract Investors Scaling Strategies: Expanding Your Business Horizons Overcoming Common Startup Challenges The Role of Mentorship in Accelerating Growth Measuring Success: Key Performance Indicators for Startups Developing an Exit Strategy: Planning for the Future Success Stories: Inspirational Journeys from Zero to Hero The Future of Business: Emerging Trends and Opportunities
Zero to Genetic Engineering Hero
Author: Justin Pahara
Publisher: Maker Media, Inc.
ISBN: 1680457675
Category : Science
Languages : en
Pages : 336
Book Description
Zero to Genetic Engineering Hero is made to provide you with a first glimpse of the inner-workings of a cell. It further focuses on skill-building for genetic engineering and the Biology-as-a-Technology mindset (BAAT). This book is designed and written for hands-on learners who have little knowledge of biology or genetic engineering. This book focuses on the reader mastering the necessary skills of genetic engineering while learning about cells and how they function. The goal of this book is to take you from no prior biology and genetic engineering knowledge toward a basic understanding of how a cell functions, and how they are engineered, all while building the skills needed to do so.
Publisher: Maker Media, Inc.
ISBN: 1680457675
Category : Science
Languages : en
Pages : 336
Book Description
Zero to Genetic Engineering Hero is made to provide you with a first glimpse of the inner-workings of a cell. It further focuses on skill-building for genetic engineering and the Biology-as-a-Technology mindset (BAAT). This book is designed and written for hands-on learners who have little knowledge of biology or genetic engineering. This book focuses on the reader mastering the necessary skills of genetic engineering while learning about cells and how they function. The goal of this book is to take you from no prior biology and genetic engineering knowledge toward a basic understanding of how a cell functions, and how they are engineered, all while building the skills needed to do so.
FROM ZERO TO JDBC HERO
Author: Vivian Siahaan
Publisher: SPARTA PUBLISHING
ISBN:
Category : Computers
Languages : en
Pages : 499
Book Description
In this book, you will learn how to build from scratch a criminal records management database system using Java/SQLite. All Java code for digital image processing in this book is Native Java. Intentionally not to rely on external libraries, so that readers know in detail the process of extracting digital images from scratch in Java. In chapter one, you will create Bank database and its four tables. In chapter two, you will learn the basics of cryptography using Java. Here, you will learn how to write a Java program to count Hash, MAC (Message Authentication Code), store keys in a KeyStore, generate PrivateKey and PublicKey, encrypt / decrypt data, and generate and verify digital prints. In chapter three, you will learn how to create and store salt passwords and verify them. You will create a Login table. In this case, you will see how to create a Java GUI using NetBeans to implement it. In addition to the Login table, in this chapter you will also create a Client table. In the case of the Client table, you will learn how to generate and save public and private keys into a database. You will also learn how to encrypt / decrypt data and save the results into a database. In chapter four, you will create an Account table. This account table has the following ten fields: account_id (primary key), client_id (primarykey), account_number, account_date, account_type, plain_balance, cipher_balance, decipher_balance, digital_signature, and signature_verification. In this case, you will learn how to implement generating and verifying digital prints and storing the results into a database. In chapter five, you will create a Client_Data table, which has the following seven fields: client_data_id (primary key), account_id (primary_key), birth_date, address, mother_name, telephone, and photo_path. In chapter six, you will create Crime database and its six tables. In chapter seven, you will be taught how to extract image features, utilizing BufferedImage class, in Java GUI. In chapter eight, you will be taught to create Java GUI to view, edit, insert, and delete Suspect table data. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. In chapter nine, you will be taught to create Java GUI to view, edit, insert, and delete Feature_Extraction table data. This table has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. All six fields (except keys) will have a BLOB data type, so that the image of the feature will be directly saved into this table. In chapter ten, you will add two tables: Police_Station and Investigator. These two tables will later be joined to Suspect table through another table, File_Case, which will be built in the seventh chapter. The Police_Station has six columns: police_station_id (primary key), location, city, province, telephone, and photo. The Investigator has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. Here, you will design a Java GUI to display, edit, fill, and delete data in both tables. In chapter eleven, you will add two tables: Victim and File_Case. The File_Case table will connect four other tables: Suspect, Police_Station, Investigator and Victim. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The File_Case has seven columns: file_case_id (primary key), suspect_id (foreign key), police_station_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description. Here, you will also design a Java GUI to display, edit, fill, and delete data in both tables.
Publisher: SPARTA PUBLISHING
ISBN:
Category : Computers
Languages : en
Pages : 499
Book Description
In this book, you will learn how to build from scratch a criminal records management database system using Java/SQLite. All Java code for digital image processing in this book is Native Java. Intentionally not to rely on external libraries, so that readers know in detail the process of extracting digital images from scratch in Java. In chapter one, you will create Bank database and its four tables. In chapter two, you will learn the basics of cryptography using Java. Here, you will learn how to write a Java program to count Hash, MAC (Message Authentication Code), store keys in a KeyStore, generate PrivateKey and PublicKey, encrypt / decrypt data, and generate and verify digital prints. In chapter three, you will learn how to create and store salt passwords and verify them. You will create a Login table. In this case, you will see how to create a Java GUI using NetBeans to implement it. In addition to the Login table, in this chapter you will also create a Client table. In the case of the Client table, you will learn how to generate and save public and private keys into a database. You will also learn how to encrypt / decrypt data and save the results into a database. In chapter four, you will create an Account table. This account table has the following ten fields: account_id (primary key), client_id (primarykey), account_number, account_date, account_type, plain_balance, cipher_balance, decipher_balance, digital_signature, and signature_verification. In this case, you will learn how to implement generating and verifying digital prints and storing the results into a database. In chapter five, you will create a Client_Data table, which has the following seven fields: client_data_id (primary key), account_id (primary_key), birth_date, address, mother_name, telephone, and photo_path. In chapter six, you will create Crime database and its six tables. In chapter seven, you will be taught how to extract image features, utilizing BufferedImage class, in Java GUI. In chapter eight, you will be taught to create Java GUI to view, edit, insert, and delete Suspect table data. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. In chapter nine, you will be taught to create Java GUI to view, edit, insert, and delete Feature_Extraction table data. This table has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. All six fields (except keys) will have a BLOB data type, so that the image of the feature will be directly saved into this table. In chapter ten, you will add two tables: Police_Station and Investigator. These two tables will later be joined to Suspect table through another table, File_Case, which will be built in the seventh chapter. The Police_Station has six columns: police_station_id (primary key), location, city, province, telephone, and photo. The Investigator has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. Here, you will design a Java GUI to display, edit, fill, and delete data in both tables. In chapter eleven, you will add two tables: Victim and File_Case. The File_Case table will connect four other tables: Suspect, Police_Station, Investigator and Victim. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The File_Case has seven columns: file_case_id (primary key), suspect_id (foreign key), police_station_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description. Here, you will also design a Java GUI to display, edit, fill, and delete data in both tables.
From Zero to eBiz Hero: Mastering SEO for Triumph
Author: Shu Chen Hou
Publisher: KOKOSHUNGSAN®
ISBN:
Category : Business & Economics
Languages : en
Pages : 106
Book Description
Unlock the Power of SEO and Transform Your Online Success! Are you ready to turn your e-commerce venture into a triumph? Do you want to master the art of Search Engine Optimization (SEO) and propel your online business to new heights? Want to outshine your competitors, captivate your target audience, and achieve eBiz hero status in the digital realm? Look no further! "From Zero to eBiz Hero: Mastering SEO for Triumph" is your ultimate guide to conquering the world of online business through the unmatched power of SEO. What's Inside? Understand SEO Fundamentals: Demystify the world of SEO with crystal-clear explanations and in-depth insights. Keyword Mastery: Discover the language your customers speak and harness it to skyrocket your rankings. Content Excellence: Craft content that not only ranks but engages, informs, and converts. Technical SEO Demystified: Unlock the secrets of website optimization and mobile readiness. Link Building and Authority: Build trust, authority, and a formidable online presence. Local SEO Domination: Make your business the go-to choice in your local community. Analytics and Adaptation: Master data-driven decision-making to stay ahead of the game. Algorithm Updates: Navigate the ever-evolving digital landscape with confidence. Why Choose "From Zero to eBiz Hero"? Proven Strategies: Battle-tested techniques that deliver real results. Comprehensive Coverage: From SEO basics to advanced tactics, we've got you covered. Practical Tools: Equip yourself with the tools and knowledge to dominate the competition. Measurable Success: Learn how to track your progress and maximize your ROI. Expert Guidance: Benefit from the wisdom of SEO professionals with years of experience. Ready to embark on your journey from SEO novice to eBiz hero? Grab your copy of "From Zero to eBiz Hero: Mastering SEO for Triumph" today, and get ready to transform your online business into a triumphant success story! Unlock the secrets of SEO. Elevate your online presence. Triumph in the world of e-commerce. Don't miss out on this opportunity to revolutionize your digital journey. Your path to eBiz hero status starts now!
Publisher: KOKOSHUNGSAN®
ISBN:
Category : Business & Economics
Languages : en
Pages : 106
Book Description
Unlock the Power of SEO and Transform Your Online Success! Are you ready to turn your e-commerce venture into a triumph? Do you want to master the art of Search Engine Optimization (SEO) and propel your online business to new heights? Want to outshine your competitors, captivate your target audience, and achieve eBiz hero status in the digital realm? Look no further! "From Zero to eBiz Hero: Mastering SEO for Triumph" is your ultimate guide to conquering the world of online business through the unmatched power of SEO. What's Inside? Understand SEO Fundamentals: Demystify the world of SEO with crystal-clear explanations and in-depth insights. Keyword Mastery: Discover the language your customers speak and harness it to skyrocket your rankings. Content Excellence: Craft content that not only ranks but engages, informs, and converts. Technical SEO Demystified: Unlock the secrets of website optimization and mobile readiness. Link Building and Authority: Build trust, authority, and a formidable online presence. Local SEO Domination: Make your business the go-to choice in your local community. Analytics and Adaptation: Master data-driven decision-making to stay ahead of the game. Algorithm Updates: Navigate the ever-evolving digital landscape with confidence. Why Choose "From Zero to eBiz Hero"? Proven Strategies: Battle-tested techniques that deliver real results. Comprehensive Coverage: From SEO basics to advanced tactics, we've got you covered. Practical Tools: Equip yourself with the tools and knowledge to dominate the competition. Measurable Success: Learn how to track your progress and maximize your ROI. Expert Guidance: Benefit from the wisdom of SEO professionals with years of experience. Ready to embark on your journey from SEO novice to eBiz hero? Grab your copy of "From Zero to eBiz Hero: Mastering SEO for Triumph" today, and get ready to transform your online business into a triumphant success story! Unlock the secrets of SEO. Elevate your online presence. Triumph in the world of e-commerce. Don't miss out on this opportunity to revolutionize your digital journey. Your path to eBiz hero status starts now!
From Zero To Hero: .NET PROGRAMMING FOR STUDENTS
Author: Vivian Siahaan
Publisher: BALIGE PUBLISHING
ISBN:
Category : Computers
Languages : en
Pages : 1089
Book Description
Book 1: VISUAL BASIC .NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will get to know the properties and events of each control in a Windows Visual Basic application. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In Tutorial 1.1, you will build a dual-mode stopwatch. The stopwatch can be started and stopped whenever desired. Two time traces: the running time when the stopwatch is active (running time) and the total time since the first stopwatch was activated. Two label controls are used to display the time (two more labels to display title information). Two button controls are used to start/stop and reset the application, one more button to exit the application. The timer control is used to periodically (every second) update the displayed time. In Tutorial 1.2, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factor you want to use. This project has three timing options. In Tutorial 1.3, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. In Tutorial 1.4, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. In chapter two, you will learn the basic concepts of classes and objects. Next, it will demonstrate how to define class and type of enumeration, which shows how both are used in the application. In Tutorial 2.1, you will create a two-level application that uses a form to pass input user to the People class. The form class is the level of representation and the People class is the middle level. You will add controls to the form so people can enter ID, last name, and their height. When the user clicks the Save button, the code will assign input values to the People class properties. Finally, you will display the People object on a label. Figure below shows the form after the user clicks the Save button. In Tutorial 2.2, you will add a parameterized constructor to the People class. The application will ask the user to enter values, which will then be passed to the People constructor. Then, the application will display the values stored on the People object. In Tutorial 2.3, you will create an application that utilizes enumeration type. The user will choose one type of account that is listed in a ListBox control and what he chooses is then displayed in a Label control. In Tutorial 2.4, you will create a simple Bank application. This application has one class, BankAcc, and a startup form. In Tutorial 2.5, you will improve the simple Bank application, by implementing the following two properties in the BankAcc class: TotalDeposit- Total money saved in current account; TotalWithdraw- Total funds that have been withdrawn from current account. In Tutorial 2.6, you will create an application to calculate the time needed for a particular aircraft to reach takeoff speed. You will also calculate how long the runway will be required. For each type of aircraft, you are given (1) the name of the aircraft, (2) the required take-off speed (feet/sec), and (3) how fast the plane accelerates (feet/sec2). In Tutorial 2.7, you will provide a number of programming training for those who want to improve their programming skills. Your task here is to write an object-oriented application so that training manager can display and edit the training services offered. There are several training categories: (1) Application Development, (2) Database, (3) Networking, and (4) System Administration. The training itself consists of: (1) title, (2) training days, (3) category, and (4) cost. Create a class named Training that contains this information, along with its properties and a ToString() method. In chapter three, several tutorials will be presented to build more complex projects. You will build them gradually and step by step. In Tutorial 3.1, you will build Catching Ball game. The bird flew and dropped ball from the sky. User is challenged to position man under the fallen ball to catch it. In Tutorial 3.2, you will build Smart Tic Tac Toe game. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for human. In Tutorial 3.3, you will build a Matching Images game. Ten pairs of images hidden on the game board. The object of the game is to find image pairs. In Two Players mode, players will get turns in turn. In One Player mode, there are two options to choose from: Playing Alone or Against Computer. When Play Alone option is selected, the player will play alone without an opponent. If Against Computer option is selected, then the level of computer intelligence is given with several levels according to the level of difficulty of the game. In Tutorial 3.4, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. In chapter four, tutorials will be presented to build two advanced projects. You will build them gradually and step by step. In Tutorial 4.1, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. In Tutorial 4.2, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. Book 1: VISUAL C#.NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# applications. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In chapter two, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. You will use 12 labels, a large control panel, and three control buttons on the form. In the control panel, a smaller panel with two group box controls and a button control are placed. In the first group box, you will use 2 radio buttons; in the second box group, place 4 radio buttons. Next, two timer controls are added to the project. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty. In chapter three, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. The panel control on the left side of the form contains the delivery grid. On the upper right are group boxes with two label controls to display the time or hour and sale results. The computer monitor (in a picture box) displays order and delivery status using a list box and label control. Another group box contains a roasting oven when the roasted ducks are displayed using eight picture box controls. Two button controls on the group box control the operation of the oven. Group boxes under the oven show how many ducks are ready to be delivered and how many are in the delivery scooter (a button control is to load the roasted duck into the scooter). The two button controls beneath are used to start/pause the game and to stop the game or exit the game. In the area under the form there are several timers for controlling a number of aspects in the program. The delivery grid consists of 400 label controls on 20 rows (marked with numbers) and 20 columns (marked with letters). Here, you will learn how to place controls on a form (or panel in this case) using code (when the program runs, not when designing the form). This mechanism can save time designing the form. In chapter four, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. You build the form in two stages, the first stage creates two option group boxes, and then the second stage uses both those group boxes as landing controls. Two control panels are placed on the left side of the form: one panel for drawing and another panel for the edge. On the right side of the form, place the two group control boxes. In the first group box, five radio buttons and a check box are added. In the second group box, two radio buttons are placed. In the below section of the form, three buttons are added. Finally, one timer control is added. Then in the form, a group box is added overlap panel. Then, 11 label controls are added to the group box. After that, a progress bar is added. Under the bar, two control panels are added, one high panel and one short panel. In the second (short) panel control, two small label controls are added. Underneath, three button controls are placed. Under these three buttons, a label control is added. For each label control, set the AutoSize property to False to be resized and set (temporarily) the BorderStyle property to FixedSingle so that you can see the edges to facilitate the layout process. In this chapter, you will build Jumper game. In this game, you will move the jumper across the busy road, avoid the tiger, and cross the river with the changing current to get to house safely. You will place four label controls on the top part of the form (set the AutoSize property to False so that it can be resized and the BorderStyle property temporarily becomes FixedSingle so you can see the edges). Then, you use five panel controls below the labels. These panels will be a place for image graphics. Each panel has a width of 16 jumpers or 640 pixels, because one jumper will be given a width of 40 pixels. The first panel will be the jumper house, which will be given a height of 80 pixels. The next panel will become a river, with a height of 120 pixels. The next panel will be a place for tiger, 40 pixels high. Under the snake panel, there is a road panel. This panel will contain three boat lanes. Each boat has a height of 40 pixels, but you will give it a height of 140 pixels (not 120 pixels) to make room for lane markers. The fifth panel is the place where the jumper will begin its journey or leap. This panel will be given a height of 40 pixels. Add the last control panel below the form with three button controls. Then, finally, add four timer controls. Adjust the size of the form so that the panel controls can occupy according to the width of the form. BOOK 3: VISUAL C# .NET : A Step By Step, Project-Based Guide to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# application. You need to learn and know in order to be more familiar when applying them to some applications in this book. In chapter two, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factors you want to use. This project has three timing options. Random math problems using values from 0 to 9 will be presented. Timing options are provided to measure accuracy and speed. There are many controls used. Two label controls are used for title information, two for displaying scores. There is a wide label in the middle of the form to display math questions. And, long skinny label is used as separator. Two button controls are used to start and stop question and one button to exit the project. There are three group control boxes. The first group box holds four check box controls that are used to select the type of questions. The second group box holds eleven radio buttons that are used to select values that are used as factors in calculations. The third group box contains three radio button controls for timing options. A scroll bar control rod is used to change the time. In chapter three, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. On the left side of the form is a large picture box control. On the right side, two group box controls and two button controls are placed. In the picture box, a control panel is placed. In the panel, there are four label controls (set the AutoSize property to False) and nine button controls. In the first group box control, place three radio buttons. In the second group box control, a text box control is placed. The picture box contains an image of bank and a panel. The label controls in the panel are used to display the combinations entered (the BorderStyle property set to FixedSingle to display the label size). The nine buttons on the panel are used to enter combinations. Radio buttons are used to set options. The buttons (one to start and stop the game and another to exit the project) are used to control game operations. The text box displays the results of the combinations entered. In chapter four, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. Labels are used to display instructions and number of horses in a race. Four button controls are used: two buttons to change number of horses, one button to start the game, and one other button to stop the game. The picture box control is used to load the horse image. A timer control is used to update the horse's movement during the race. In chapter five, you will build Catching Ball game. The bird flew and dropped ball from the sky. Users are challenged to position man under the fallen ball to catch it. Labels are used for instructions and to display game information (remaining time, number of balls captured, and game difficulty level). Two buttons are used to change the game difficulty level, one button to start the game, and another button to stop the game. Picture box controls hold images for man, bird, and ball. In chapter six, you will build Smart Tic Tac Toe game. That said, this is the first game ever programmed on a computer and one that had been programmed by Bill Gates himself when he was a teenager while attending Lakeside School in Seattle. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for humans. In chapter seven, you will build Fighting Plane program. This program can be played by two human players or human player versus computer. The controls of the player are done via the keyboard. Player 1 presses A key to move up, Z key to move down, and S key to throw rudal. When you choose Two players from the Options button, this game can be played by two human players. Player 1 presses the same keys, while player 2 presses key K to move up, M to move down, and key J to throw rudal. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty.
Publisher: BALIGE PUBLISHING
ISBN:
Category : Computers
Languages : en
Pages : 1089
Book Description
Book 1: VISUAL BASIC .NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will get to know the properties and events of each control in a Windows Visual Basic application. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In Tutorial 1.1, you will build a dual-mode stopwatch. The stopwatch can be started and stopped whenever desired. Two time traces: the running time when the stopwatch is active (running time) and the total time since the first stopwatch was activated. Two label controls are used to display the time (two more labels to display title information). Two button controls are used to start/stop and reset the application, one more button to exit the application. The timer control is used to periodically (every second) update the displayed time. In Tutorial 1.2, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factor you want to use. This project has three timing options. In Tutorial 1.3, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. In Tutorial 1.4, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. In chapter two, you will learn the basic concepts of classes and objects. Next, it will demonstrate how to define class and type of enumeration, which shows how both are used in the application. In Tutorial 2.1, you will create a two-level application that uses a form to pass input user to the People class. The form class is the level of representation and the People class is the middle level. You will add controls to the form so people can enter ID, last name, and their height. When the user clicks the Save button, the code will assign input values to the People class properties. Finally, you will display the People object on a label. Figure below shows the form after the user clicks the Save button. In Tutorial 2.2, you will add a parameterized constructor to the People class. The application will ask the user to enter values, which will then be passed to the People constructor. Then, the application will display the values stored on the People object. In Tutorial 2.3, you will create an application that utilizes enumeration type. The user will choose one type of account that is listed in a ListBox control and what he chooses is then displayed in a Label control. In Tutorial 2.4, you will create a simple Bank application. This application has one class, BankAcc, and a startup form. In Tutorial 2.5, you will improve the simple Bank application, by implementing the following two properties in the BankAcc class: TotalDeposit- Total money saved in current account; TotalWithdraw- Total funds that have been withdrawn from current account. In Tutorial 2.6, you will create an application to calculate the time needed for a particular aircraft to reach takeoff speed. You will also calculate how long the runway will be required. For each type of aircraft, you are given (1) the name of the aircraft, (2) the required take-off speed (feet/sec), and (3) how fast the plane accelerates (feet/sec2). In Tutorial 2.7, you will provide a number of programming training for those who want to improve their programming skills. Your task here is to write an object-oriented application so that training manager can display and edit the training services offered. There are several training categories: (1) Application Development, (2) Database, (3) Networking, and (4) System Administration. The training itself consists of: (1) title, (2) training days, (3) category, and (4) cost. Create a class named Training that contains this information, along with its properties and a ToString() method. In chapter three, several tutorials will be presented to build more complex projects. You will build them gradually and step by step. In Tutorial 3.1, you will build Catching Ball game. The bird flew and dropped ball from the sky. User is challenged to position man under the fallen ball to catch it. In Tutorial 3.2, you will build Smart Tic Tac Toe game. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for human. In Tutorial 3.3, you will build a Matching Images game. Ten pairs of images hidden on the game board. The object of the game is to find image pairs. In Two Players mode, players will get turns in turn. In One Player mode, there are two options to choose from: Playing Alone or Against Computer. When Play Alone option is selected, the player will play alone without an opponent. If Against Computer option is selected, then the level of computer intelligence is given with several levels according to the level of difficulty of the game. In Tutorial 3.4, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. In chapter four, tutorials will be presented to build two advanced projects. You will build them gradually and step by step. In Tutorial 4.1, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. In Tutorial 4.2, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. Book 1: VISUAL C#.NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# applications. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In chapter two, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. You will use 12 labels, a large control panel, and three control buttons on the form. In the control panel, a smaller panel with two group box controls and a button control are placed. In the first group box, you will use 2 radio buttons; in the second box group, place 4 radio buttons. Next, two timer controls are added to the project. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty. In chapter three, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. The panel control on the left side of the form contains the delivery grid. On the upper right are group boxes with two label controls to display the time or hour and sale results. The computer monitor (in a picture box) displays order and delivery status using a list box and label control. Another group box contains a roasting oven when the roasted ducks are displayed using eight picture box controls. Two button controls on the group box control the operation of the oven. Group boxes under the oven show how many ducks are ready to be delivered and how many are in the delivery scooter (a button control is to load the roasted duck into the scooter). The two button controls beneath are used to start/pause the game and to stop the game or exit the game. In the area under the form there are several timers for controlling a number of aspects in the program. The delivery grid consists of 400 label controls on 20 rows (marked with numbers) and 20 columns (marked with letters). Here, you will learn how to place controls on a form (or panel in this case) using code (when the program runs, not when designing the form). This mechanism can save time designing the form. In chapter four, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. You build the form in two stages, the first stage creates two option group boxes, and then the second stage uses both those group boxes as landing controls. Two control panels are placed on the left side of the form: one panel for drawing and another panel for the edge. On the right side of the form, place the two group control boxes. In the first group box, five radio buttons and a check box are added. In the second group box, two radio buttons are placed. In the below section of the form, three buttons are added. Finally, one timer control is added. Then in the form, a group box is added overlap panel. Then, 11 label controls are added to the group box. After that, a progress bar is added. Under the bar, two control panels are added, one high panel and one short panel. In the second (short) panel control, two small label controls are added. Underneath, three button controls are placed. Under these three buttons, a label control is added. For each label control, set the AutoSize property to False to be resized and set (temporarily) the BorderStyle property to FixedSingle so that you can see the edges to facilitate the layout process. In this chapter, you will build Jumper game. In this game, you will move the jumper across the busy road, avoid the tiger, and cross the river with the changing current to get to house safely. You will place four label controls on the top part of the form (set the AutoSize property to False so that it can be resized and the BorderStyle property temporarily becomes FixedSingle so you can see the edges). Then, you use five panel controls below the labels. These panels will be a place for image graphics. Each panel has a width of 16 jumpers or 640 pixels, because one jumper will be given a width of 40 pixels. The first panel will be the jumper house, which will be given a height of 80 pixels. The next panel will become a river, with a height of 120 pixels. The next panel will be a place for tiger, 40 pixels high. Under the snake panel, there is a road panel. This panel will contain three boat lanes. Each boat has a height of 40 pixels, but you will give it a height of 140 pixels (not 120 pixels) to make room for lane markers. The fifth panel is the place where the jumper will begin its journey or leap. This panel will be given a height of 40 pixels. Add the last control panel below the form with three button controls. Then, finally, add four timer controls. Adjust the size of the form so that the panel controls can occupy according to the width of the form. BOOK 3: VISUAL C# .NET : A Step By Step, Project-Based Guide to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# application. You need to learn and know in order to be more familiar when applying them to some applications in this book. In chapter two, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factors you want to use. This project has three timing options. Random math problems using values from 0 to 9 will be presented. Timing options are provided to measure accuracy and speed. There are many controls used. Two label controls are used for title information, two for displaying scores. There is a wide label in the middle of the form to display math questions. And, long skinny label is used as separator. Two button controls are used to start and stop question and one button to exit the project. There are three group control boxes. The first group box holds four check box controls that are used to select the type of questions. The second group box holds eleven radio buttons that are used to select values that are used as factors in calculations. The third group box contains three radio button controls for timing options. A scroll bar control rod is used to change the time. In chapter three, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. On the left side of the form is a large picture box control. On the right side, two group box controls and two button controls are placed. In the picture box, a control panel is placed. In the panel, there are four label controls (set the AutoSize property to False) and nine button controls. In the first group box control, place three radio buttons. In the second group box control, a text box control is placed. The picture box contains an image of bank and a panel. The label controls in the panel are used to display the combinations entered (the BorderStyle property set to FixedSingle to display the label size). The nine buttons on the panel are used to enter combinations. Radio buttons are used to set options. The buttons (one to start and stop the game and another to exit the project) are used to control game operations. The text box displays the results of the combinations entered. In chapter four, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. Labels are used to display instructions and number of horses in a race. Four button controls are used: two buttons to change number of horses, one button to start the game, and one other button to stop the game. The picture box control is used to load the horse image. A timer control is used to update the horse's movement during the race. In chapter five, you will build Catching Ball game. The bird flew and dropped ball from the sky. Users are challenged to position man under the fallen ball to catch it. Labels are used for instructions and to display game information (remaining time, number of balls captured, and game difficulty level). Two buttons are used to change the game difficulty level, one button to start the game, and another button to stop the game. Picture box controls hold images for man, bird, and ball. In chapter six, you will build Smart Tic Tac Toe game. That said, this is the first game ever programmed on a computer and one that had been programmed by Bill Gates himself when he was a teenager while attending Lakeside School in Seattle. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for humans. In chapter seven, you will build Fighting Plane program. This program can be played by two human players or human player versus computer. The controls of the player are done via the keyboard. Player 1 presses A key to move up, Z key to move down, and S key to throw rudal. When you choose Two players from the Options button, this game can be played by two human players. Player 1 presses the same keys, while player 2 presses key K to move up, M to move down, and key J to throw rudal. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty.
From Zero To Pyhon Hero
Author: Vivian Siahaan
Publisher: SPARTA PUBLISHING
ISBN:
Category : Computers
Languages : en
Pages : 547
Book Description
This book is SQL Server-based python programming. Microsoft SQL Server is robust relational database management system used by so many organizations of various sizes including top fortune 100 companies. SQL Server is a relational database management system (RDBMS) developed and marketed by Microsoft. As a database server, the primary function of the SQL Server is to store and retrieve data used by other applications. Deliberately designed for various levels of programming skill, this book is suitable for students, engineers, and even researchers in various disciplines. There is no need for advanced programming experience, and school-level programming skills are needed. In the first chapter, you will learn to use several widgets in PyQt5: Display a welcome message; Use the Radio Button widget; Grouping radio buttons; Displays options in the form of a check box; and Display two groups of check boxes. In chapter two, you will learn to use the following topics: Using Signal / Slot Editor; Copy and place text from one Line Edit widget to another; Convert data types and make a simple calculator; Use the Spin Box widget; Use scrollbars and sliders; Using the Widget List; Select a number of list items from one Widget List and display them on another Widget List widget; Add items to the Widget List; Perform operations on the Widget List; Use the Combo Box widget; Displays data selected by the user from the Calendar Widget; Creating a hotel reservation application; and Display tabular data using Table Widgets. In chapter three, you will learn: How to create the initial three tables project in the School database: Teacher, Class, and Subject tables; How to create database configuration files; How to create a Python GUI for inserting and editing tables; How to create a Python GUI to join and query the three tables. In chapter four, you will learn how to: Create a main form to connect all forms; Create a project will add three more tables to the school database: Student, Parent, and Tuition tables; Create a Python GUI for inserting and editing tables; Create a Python GUI to join and query over the three tables. In chapter five, you will join the six classes, Teacher, TClass, Subject, Student, Parent, and Tuition and make queries over those tables. In chapter six, you will create dan configure database. In this chapter, you will create Suspect table in crime database. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. You will also create GUI to display, edit, insert, and delete for this table. In chapter seven, you will create a table with the name Feature_Extraction, which has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. The six fields (except keys) will have VARBINARY(MAX) data type. You will also create GUI to display, edit, insert, and delete for this table. In chapter eight, you will create two tables, Police and Investigator. The Police table has six columns: police_id (primary key), province, city, address, telephone, and photo. The Investigator table has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. You will also create GUI to display, edit, insert, and delete for both tables. In the last chapter, you will create two tables, Victim and Case_File. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The Case_File table has seven columns: case_file_id (primary key), suspect_id (foreign key), police_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description. You will create GUI to display, edit, insert, and delete for both tables as well.
Publisher: SPARTA PUBLISHING
ISBN:
Category : Computers
Languages : en
Pages : 547
Book Description
This book is SQL Server-based python programming. Microsoft SQL Server is robust relational database management system used by so many organizations of various sizes including top fortune 100 companies. SQL Server is a relational database management system (RDBMS) developed and marketed by Microsoft. As a database server, the primary function of the SQL Server is to store and retrieve data used by other applications. Deliberately designed for various levels of programming skill, this book is suitable for students, engineers, and even researchers in various disciplines. There is no need for advanced programming experience, and school-level programming skills are needed. In the first chapter, you will learn to use several widgets in PyQt5: Display a welcome message; Use the Radio Button widget; Grouping radio buttons; Displays options in the form of a check box; and Display two groups of check boxes. In chapter two, you will learn to use the following topics: Using Signal / Slot Editor; Copy and place text from one Line Edit widget to another; Convert data types and make a simple calculator; Use the Spin Box widget; Use scrollbars and sliders; Using the Widget List; Select a number of list items from one Widget List and display them on another Widget List widget; Add items to the Widget List; Perform operations on the Widget List; Use the Combo Box widget; Displays data selected by the user from the Calendar Widget; Creating a hotel reservation application; and Display tabular data using Table Widgets. In chapter three, you will learn: How to create the initial three tables project in the School database: Teacher, Class, and Subject tables; How to create database configuration files; How to create a Python GUI for inserting and editing tables; How to create a Python GUI to join and query the three tables. In chapter four, you will learn how to: Create a main form to connect all forms; Create a project will add three more tables to the school database: Student, Parent, and Tuition tables; Create a Python GUI for inserting and editing tables; Create a Python GUI to join and query over the three tables. In chapter five, you will join the six classes, Teacher, TClass, Subject, Student, Parent, and Tuition and make queries over those tables. In chapter six, you will create dan configure database. In this chapter, you will create Suspect table in crime database. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. You will also create GUI to display, edit, insert, and delete for this table. In chapter seven, you will create a table with the name Feature_Extraction, which has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. The six fields (except keys) will have VARBINARY(MAX) data type. You will also create GUI to display, edit, insert, and delete for this table. In chapter eight, you will create two tables, Police and Investigator. The Police table has six columns: police_id (primary key), province, city, address, telephone, and photo. The Investigator table has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. You will also create GUI to display, edit, insert, and delete for both tables. In the last chapter, you will create two tables, Victim and Case_File. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The Case_File table has seven columns: case_file_id (primary key), suspect_id (foreign key), police_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description. You will create GUI to display, edit, insert, and delete for both tables as well.
From Zero to Hero
Author: Damaja Le
Publisher: Dorrance Publishing
ISBN: 1480972576
Category : Fiction
Languages : en
Pages : 235
Book Description
From Zero to Hero by Damaja Le From Zero to Hero is not a confessional in the true sense of the word; it’s not about people telling secrets or outing dirty little antics that went on in a club or concert parking lot or hotel room with a Monica Lewinsky nightcap, as I expected. It’s more of a two-part contention, a story of courage fueled by the determination to succeed, however long it took. It’s about a man suffering with alcoholism, drug addiction, unemployment, and a rapidly failing marriage. He wanted to move his family some place where they could start over, where nobody knew them. Somehow finding the courage and strength of conviction, something he had learned and developed while in the Marine Corps, he knew he could overcome any situation with the right motivation, funding and staffing. Sounds kind of crazy when put in those terms, but I relate to what he was saying, having had similar experiences. It was deeply personal as well as tragic. This is also an up close glimpse into shadowy deals and tiny print promises that can either make or break a trust. I’ve known and respected Damaja for many years and I’m honored he asked for my opinion. HAHA, seriously, get the book – it’s pretty entertaining. -Ron Dhanifu, Broadcaster and on air personality for radio station 88.3 FM K.S.D.S San Diego, California Damaja Le, a Viet-Nam Vet and four time Purple Heart recipient, arrived in San Diego on February 22 in a 1976 Bi-Centennial Greyhound bus with 79 cents in his pocket trying to kick a hundred-dollar-a-day heroin habit along with trying to dry out from alcoholism by dropping tabs of orange sunshine acid. Could I help? I wasn’t a rehab councilor, but a mutual friend thought I could at least point him a positive direction. Through our many conversations, he told me after leaving the military. He tried to assimilate into a regular home life by getting a job, getting married, and having kids, even going back to school on the G. I. Bill. As hard as he tried, he just didn’t get it. Everything must change. I would come to ask Damaja if he would do anything different and he smiled and said, “Nothing different just more of it.” Great reading couldn’t put it down. -Michael R. Pritchard, Chief Interviewer and Detective for the indigent and displaced in Harvur Buns, Oregon
Publisher: Dorrance Publishing
ISBN: 1480972576
Category : Fiction
Languages : en
Pages : 235
Book Description
From Zero to Hero by Damaja Le From Zero to Hero is not a confessional in the true sense of the word; it’s not about people telling secrets or outing dirty little antics that went on in a club or concert parking lot or hotel room with a Monica Lewinsky nightcap, as I expected. It’s more of a two-part contention, a story of courage fueled by the determination to succeed, however long it took. It’s about a man suffering with alcoholism, drug addiction, unemployment, and a rapidly failing marriage. He wanted to move his family some place where they could start over, where nobody knew them. Somehow finding the courage and strength of conviction, something he had learned and developed while in the Marine Corps, he knew he could overcome any situation with the right motivation, funding and staffing. Sounds kind of crazy when put in those terms, but I relate to what he was saying, having had similar experiences. It was deeply personal as well as tragic. This is also an up close glimpse into shadowy deals and tiny print promises that can either make or break a trust. I’ve known and respected Damaja for many years and I’m honored he asked for my opinion. HAHA, seriously, get the book – it’s pretty entertaining. -Ron Dhanifu, Broadcaster and on air personality for radio station 88.3 FM K.S.D.S San Diego, California Damaja Le, a Viet-Nam Vet and four time Purple Heart recipient, arrived in San Diego on February 22 in a 1976 Bi-Centennial Greyhound bus with 79 cents in his pocket trying to kick a hundred-dollar-a-day heroin habit along with trying to dry out from alcoholism by dropping tabs of orange sunshine acid. Could I help? I wasn’t a rehab councilor, but a mutual friend thought I could at least point him a positive direction. Through our many conversations, he told me after leaving the military. He tried to assimilate into a regular home life by getting a job, getting married, and having kids, even going back to school on the G. I. Bill. As hard as he tried, he just didn’t get it. Everything must change. I would come to ask Damaja if he would do anything different and he smiled and said, “Nothing different just more of it.” Great reading couldn’t put it down. -Michael R. Pritchard, Chief Interviewer and Detective for the indigent and displaced in Harvur Buns, Oregon
Zero to Hero
Author: Yvan Byeajee
Publisher: CreateSpace
ISBN: 9781516901845
Category :
Languages : en
Pages : 106
Book Description
I don't have anything extraordinary. I am the typical guy that no one pays attention to because he's so discreet. I wasn't blessed with an amazing physique, nor am I endowed with an above average intelligence. I am just a regular guy, admittedly with a painful past, but a regular guy nonetheless. I don't possess any special talents; yet, I am able to return consistent profits, year after year, in an endeavor where most people fail. My name is Yvan Byeajee, I am a trader. Not the kind you see in the movies - those who partake in lavish lifestyles; snort lines of coke off of some hooker's behind; or threaten the very health of our economy - no, I am more modest than that. And I have my reasons. Durable success in the markets is the only logical outcome of the kind of consistency you cultivate in your day-to-day life. Furthermore, it is a function of your ability to tame that voice in your head that is constantly nagging at you and forcing you to make poor decisions, whether in the markets or in your personal life. After having lost everything in the markets because of my inability to calm that inner voice, I knew I had to make some changes. Eventually, I stumbled upon an effective way to calm the zoo that is my mind, something I always assumed to be either impossible or useless. For the price of a cocktail, in this short book, you will learn the secret to my success in the markets! I will show you the one exercise that I think all traders should be doing on a daily basis. This exercise has not only changed my trading, but it has also changed my life - and I am confident it can change yours as well!
Publisher: CreateSpace
ISBN: 9781516901845
Category :
Languages : en
Pages : 106
Book Description
I don't have anything extraordinary. I am the typical guy that no one pays attention to because he's so discreet. I wasn't blessed with an amazing physique, nor am I endowed with an above average intelligence. I am just a regular guy, admittedly with a painful past, but a regular guy nonetheless. I don't possess any special talents; yet, I am able to return consistent profits, year after year, in an endeavor where most people fail. My name is Yvan Byeajee, I am a trader. Not the kind you see in the movies - those who partake in lavish lifestyles; snort lines of coke off of some hooker's behind; or threaten the very health of our economy - no, I am more modest than that. And I have my reasons. Durable success in the markets is the only logical outcome of the kind of consistency you cultivate in your day-to-day life. Furthermore, it is a function of your ability to tame that voice in your head that is constantly nagging at you and forcing you to make poor decisions, whether in the markets or in your personal life. After having lost everything in the markets because of my inability to calm that inner voice, I knew I had to make some changes. Eventually, I stumbled upon an effective way to calm the zoo that is my mind, something I always assumed to be either impossible or useless. For the price of a cocktail, in this short book, you will learn the secret to my success in the markets! I will show you the one exercise that I think all traders should be doing on a daily basis. This exercise has not only changed my trading, but it has also changed my life - and I am confident it can change yours as well!
Zero to Hero (Ghost Buddy #1)
Author: Henry Winkler
Publisher: Scholastic Inc.
ISBN: 0545392527
Category : Juvenile Fiction
Languages : en
Pages : 178
Book Description
A hilarious new series from Henry Winkler & Lin Oliver, authors of the bestselling HANK ZIPZER books!Billy Broccoli is new to the neighborhood, and wants cool friends and a spot on the baseball team more than anything. But the one thing he never wanted is his own personal ghost. So imagine his surprise when he ends up sharing a room with Hoover Porterhouse, a funny ghost with a whole lot of attitude.When an obnoxious school bully sets out to demolish Billy, the Hoove comes up with a plan for revenge. It’s all in the Hoove’s Rule Number Forty-Two: Stay cool. And like it or not, Billy and the Hoove have to stick together if Billy ever wants to get in style, get even, and conquer the school.
Publisher: Scholastic Inc.
ISBN: 0545392527
Category : Juvenile Fiction
Languages : en
Pages : 178
Book Description
A hilarious new series from Henry Winkler & Lin Oliver, authors of the bestselling HANK ZIPZER books!Billy Broccoli is new to the neighborhood, and wants cool friends and a spot on the baseball team more than anything. But the one thing he never wanted is his own personal ghost. So imagine his surprise when he ends up sharing a room with Hoover Porterhouse, a funny ghost with a whole lot of attitude.When an obnoxious school bully sets out to demolish Billy, the Hoove comes up with a plan for revenge. It’s all in the Hoove’s Rule Number Forty-Two: Stay cool. And like it or not, Billy and the Hoove have to stick together if Billy ever wants to get in style, get even, and conquer the school.
From zero to hero
Author: Wanda Montanelli
Publisher: Tektime
ISBN: 8835459591
Category : Psychology
Languages : en
Pages : 182
Book Description
In daily encounters on TV, press editorials and news reports, the only reason seeming to compel insiders is their circulation or audience. Everyone else turns a blind eye to it. Nobody cares about knowing that the higher the audience, the more links to Twitter there’ll be or that the more likes on Facebook there’ll be, the seeds of gratuitous violence are more effectively sown. This is called emulation or, in the psychopathology of communication, the “Werther effect”. Our society is full of frustrated individuals who ascribe their own failings to the world around them and it may be the case that some marginalised people regard themselves as being rather low on the social scale and therefore choose to give themselves hero status, worthy of the newspaper front pages. Consequently, they may happen to take action by seizing a firearm in search of verification of them transforming their empty existence into stuff of legend, giving enough to take about for days, months and years to come. Such a breakthrough, from zero to hero! Translator: Rhys Llwyd PUBLISHER: TEKTIME
Publisher: Tektime
ISBN: 8835459591
Category : Psychology
Languages : en
Pages : 182
Book Description
In daily encounters on TV, press editorials and news reports, the only reason seeming to compel insiders is their circulation or audience. Everyone else turns a blind eye to it. Nobody cares about knowing that the higher the audience, the more links to Twitter there’ll be or that the more likes on Facebook there’ll be, the seeds of gratuitous violence are more effectively sown. This is called emulation or, in the psychopathology of communication, the “Werther effect”. Our society is full of frustrated individuals who ascribe their own failings to the world around them and it may be the case that some marginalised people regard themselves as being rather low on the social scale and therefore choose to give themselves hero status, worthy of the newspaper front pages. Consequently, they may happen to take action by seizing a firearm in search of verification of them transforming their empty existence into stuff of legend, giving enough to take about for days, months and years to come. Such a breakthrough, from zero to hero! Translator: Rhys Llwyd PUBLISHER: TEKTIME