Situs ini diperuntukkan sebagai media penyebaran semua karya tulis saya. Selain itu, situs ini diperuntukkan bagi Anda sebagai pembelajar mandiri yang ingin memahami dan memperdalam dunia pemrograman baik Java, MATLAB, C/C++, Python, Visual Basic .NET, Visual C#.NET, dan Pemrograman Internet (PHP/MySQL). Di situs ini juga disediakan sejumlah aplikasi GUI MATLAB yang dapat Anda unduh. Anda dapat memodifikasinya sesuai dengan kebutuhan Anda sebagai pembelajar dan peneliti. Semua bahan materi maupun aplikasi GUI MATLAB pada situs ini akan selalu diperbarui sesuai dengan perkuliahan dan studi kasus yang dilakukan oleh penulis. Ke depannya, materi yang ada pada blog ini akan banyak berkaitan dengan pemrosesan sinyal/citra/video digital, kriptografi/kriptanalisis, steganografi/steganalisis, dan forensika multimedia yang menjadi objek kajian penelitian penulis. Bagi yang ingin menyumbangkan pemikiran, Anda dipersilahkan memberikan masukan melalui kolom komentar.
Dr.Eng Rismon Hasiholan Sianipar, S.T, M.T, M.Eng
JENDERAL POLISI BAJINGAN TITO KARNAVIAN DAN KRISHNA MURTI OTAK REKAYASA VIDEO CCTV JESSICA WONGSO!
In chapter three, you will build a Visual C# interface
for the database. The interface will be used to enter new orders into the
database. The order form will be used to enter the following information into
the database: order ID, order date, client ID, client’s first name and family
name, client’s address, product information ordered. The form will have the
ability to add new orders, find clients, add new clients. The completed order
invoice will be provided in a printed report.
In chapter four, you will build a database management
system where you can store information about valuables in your warehouse. The
table will have seven fields: Item (description of the item), Location (where
the item was placed), Shop (where the item was purchased), DatePurchased (when
the item was purchased), Cost (how much the item cost), SerialNumber (serial
number of the item), PhotoFile (path of the photo file of the item), and Fragile
(indicates whether a particular item is fragile or not). The development of
this Warehouse Inventory Project will be performed, as usual, in a step-by-step
manner. You will first create the database. Furthermore, the interface will be
built so that the user can view, edit, add, or add data records from the
database. Finally, you add code to create a printable list of information from
the database.
In chapter five, you will build an application that can be used to track daily high and low pollutant PM2.5 and air quality level. You will do this in stages, from database development to creation of distribution packages. These steps are the same as those used in developing a commercial database application. The steps that need to be taken in building Siantar Air Quality Index (SAQI) database project are: Build and test a Visual C# interface; Create an empty database using code; and Report database. The designed interface will allow the user to enter max pollutant, min pollutant, and air quality for any date that the user chooses in a particular year. This information will be stored in a database. Graphical result of the data will be provided, along with summary information relating to the maximum value, minimum value, and mean value. You will use a tab control as the main component of the interface. The control has three tabs: one for viewing and editing data, one for viewing graph of pollutant data, and another for viewing graph of air quality data. Each tab on this control operates like a Visual C# control panel.
In chapter six, you will perform the steps necessary to
build a SQL Server book inventory database that contains 4 tables using
Microsoft Visual Studio 2019. You will build each table and add the associated
fields as needed. You will have four tables in the database and define the
relationship between the primary key and foreign key. You will associate
AuthorID (foreign key) field in the Title_Author table with AuthorID (primary
key) in the Author table. Then, you want to associate the ISBN (foreign key) field
in Title_Author table with ISBN (primary key) in the Title table.
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.
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.
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Tujuan utama dari buku ini adalah memberikan kesempatan bagi para mahasiswa untuk menerapkan pemrograman MATLAB dalm mengimplementasikan teknik-teknik untuk menyelesaikan berbagai permasalahan dalam Sinyal dan Sistem. Buku ini mendorong para mahasiswa untuk mengeksplorasi terapan MATLAB sebagai perangkat pembantu dalam menyelesaikan topik-topik yang lebih rumit. Tujuan lain yang ingin dicapai adalah untuk mengintroduksi pemrograman MATLAB sebagai suatu alat bantu komputasi dan simulasi bagi para (calon)insinyur dan (calon) ilmuwan yang (sebelumnya) tidak memilikki pemahaman tentang MATLAB. Buku ini menganut pendekatan belajar sendiri, yaitu pembaca ditantang untuk mencoba sendiri dalam menemukan cara pemrograman MATLAB yang efesien. Kode-kode MATLAB yang yang disediakan pada buku ini dapat dengan mudah dimodifikasi untuk menyelesaikan masalah-masalah yang hampir sama.
Berikut adalah topik-topik kupasan yang secara komprehensif dibahas: Bab 1. Sinyal dan Sistem Linier; Bab 2. Proses Acak; Bab 3. Sistem Diskret; Bab 4. Deret dan Transformasi Fourier; Bab 5. Transformasi Z; Bab 6. Ruang Keadaan; Bab 7. Pemodelan; Bab 8. DFT; Bab 9. Modulasi.
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