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Java is a high-level programming language originally developed by Sun Microsystems and released in 1995. Java runs on a variety of platforms, such as Windows, Mac OS, and the various versions of UNIX. This tutorial gives a complete understanding of Java. This reference will take you through simple and practical approaches while learning Java Programming language.

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Mathematic ll Final Exam Y1S2

 

1) Determinant 2) Inverse Matrix 3) Gaussian Elimination 4) Iterative technique and calculate using three method to find x , y, z method: cramer's rule, gaussian elimination and inverse matrix.

#include <iostream> #include <vector> # GaussianElimination std::vector<std::vector<float>> GaussianElimination(std::vector<std::vector<float>> matrix) {   int rows = matrix.size();   int cols = matrix[0].size();   for (int i = 0; i < rows; i++)   {     float coefficient1 = matrix[i][i];     for (int j = 0; j < cols; j++)     {       matrix[i][j] /= coefficient1;     }     for (int j = 0; j < rows; j++)     {       if (j == i) continue;       float coefficient2 = matrix[j][i];       for (int k = 0; k < cols; k++)       {         matrix[j][k] -=  coefficient2 * matrix[i][k];       }     }   }   return matrix; } void PrintMatrix(std::vector<std::vector<float>> matrix) {   for (int i = 0; i < matrix.size(); i++)   {     for (int j = 0; j < matrix[0].size(); j++)     {       std::cout.width(5); std::cout << matrix[i][j] << "    ";     }     std::cout << std::endl;   } } void PrintSE(std::vector<

Calculate areas under curve using c++ and excel.

 

AWSD controller with c#

      using   UnityEngine ;   using   System.Collections ;   using   System.Collections.Generic ;     [ RequireComponent  ( typeof ( Rigidbody ) ) ]   public   class  PlayerController  :  MonoBehaviour  {         public   float  movementSpeed  =  5 . 0f ;         void  Start  ( )   {                 }             void  Update  ( )   {           Rigidbody rigidbody  =  GetComponent < Rigidbody > ( ) ;             if ( Input . GetKey ( KeyCode . W ) )   {              transform . position   +=  Vector3 . forward   *  Time . deltaTime   *  movementSpeed ;           }           else   if ( Input . GetKey ( KeyCode . S ) )   {              rigidbody . position   +=  Vector3 . back   *  Time . deltaTime   *  movementSpeed ;           }           else   if ( Input . GetKey ( KeyCode . A ) )   {              rigidbody . position   +=  Vector3 . left   *  Time . deltaTime   *  movementSpeed ;           }           else   if ( Input . GetKey ( KeyCode . D ) )   {              rigidbody . p

Simple swipe and tap on mobile phone

 Simple swipe and tap on mobile phone   private  Vector3 fp ;     //First touch position      private  Vector3 lp ;     //Last touch position      private   float  dragDistance ;    //minimum distance for a swipe to be registered        void  Start ( )      {         dragDistance  =  Screen . height   *   15   /   100 ;   //dragDistance is 15% height of the screen      }        void  Update ( )      {          if   ( Input . touchCount   ==   1 )   // user is touching the screen with a single touch          {             Touch touch  =  Input . GetTouch ( 0 ) ;   // get the touch              if   ( touch . phase   ==  TouchPhase . Began )   //check for the first touch              {                 fp  =  touch . position ;                 lp  =  touch . position ;              }              else   if   ( touch . phase   ==  TouchPhase . Moved )   // update the last position based on where they moved              {                 lp  =  touch . position ;              }