Provide two real-world examples of how to utilize menus in an application and why you prefer a menu over enabling the user to enter text.
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- Describe the differences between the dialog design and the interface design.Create a graphical user interface program for solving the quadratic equation ax2 + bx + c = 0. The user will enter values for a, b, and c into text fields and press a “Solve” button. The program will then display a list of the roots in a text field. Your interface should look similar to the above. Use a BorderPane as the parent node of the scene. Use an HBox to hold the four labels and four text fields and another HBox to hold the “Solve” button. The unicode for a superscripted 2 is “\u00B2”. When the user clicks the “Solve” button the program should use Double.parseDouble to parse the a, b, and c text fields. If any of these calls to parseDouble cause an exception then catch the exception and change that text field’s text to “0” (by performing setText("0") on that text field). Do not change the values in the other text fields. Your program should correctly deal with cases where a, b, and/or c are 0 -- For instance, if all three fields are 0 then the roots are all x. If a and b are 0…What are two actual world instances of how menus are used in applications? What are the advantages of using a menu instead of allowing the user to input their own text if that option is available?
- Implement the "paint fill"feature seen in several picture editing products.To put it another way, if you have a screen (represented by a two-dimensional array of colours), a point, and a new colour, Fill in the surrounding area until the colour shifts away from the original.Can a Java Layout Manager aid you in the development of your application? A panel's layout manager may be set in a number of ways. Please describe how you would go about doing this and offer an example of your method.3- Implement onContextItemSelected(). When the user selects a menu item, the system calls this method so you can perform the appropriate action.
- these are the requirements for my selectors & event handlers in jquery- to show they are functioning a picture will show up, ive been able to do them all other then doOnChange- cant figure out how to get a new photo for each menu option <p>Please select a direction:<br/><select id="mydirection" name="direction"><option value="N">North</option><option value="S">South</option><option value="E">East</option><option value="W">West</option></select> I keep getting the same image for all 4 options when i have different images per option!Three-dimensional plots basically display a surface defined by a function in two variables, g = f (x,y). As before, to define g, we first create a set of (x,y) points over the domain of the function using the meshgrid command. Next, we assign the function itself. Finally, we use the surf command to create a surface plot.Give two instances of how you'd really utilize a menu in an application, and explain why you'd choose to do so rather than letting the user manually enter text.
- Could you please tell me what steps I need to take to make a link for the Left Menu?Write a complete interactive program that displays the alphabet on the canvas. • Each time the user presses a letter key, the matching letter should get a little big bigger. • When the user presses the ENTER or RETURN keys (you can use Processing's RETURN and ENTER values to detect this), the letters should be reset to their initial size Make sure your program doesn't crash if a non-letter key, like a number or punctuation, is pressed. Hint: You might be tempted to do this "the long way", with 26 different variables and 26 if/elif statements under your keyPressed() function. Don't do that. Use a dictionary to store the count/size of each letter. If you do this nicely, your code will be short. Our solution is only 29 lines (including blank lines and function headers!). Example 1: Initial state a b c d e f gh Imnopqr s t u v w x y z Example 2-After pressing the 'c': 'o' and 'k' keys a few times a b c d e fg hij ki mn Op W X YWrite a complete interactive program that displays the alphabet on the canvas. • Each time the user presses a letter key, the matching letter should get a little big bigger. • When the user presses the ENTER or RETURN keys (you can use Processing's RETURN and ENTER values to detect this), the letters should be reset to their initial size Make sure your program doesn't crash if a non-letter key, like a number or punctuation, is pressed. Hint: You might be tempted to do this "the long way", with 26 different variables and 26 if/elif statements under your keyPressed( function. Don't do that. Use a dictionary to store the count/size of each letter. If you do this nicely, your code will be short. Our solution is only 29 lines (including blank lines and function headers!). Example 1: Initial state abcdef kImno p qrstu v w xy z Example 2 - After pressing the 'c. 'o' and 'k' keys a few times -b Cdefg hijkimn O, stu