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- Please provide answer in C#: Slot Machine Simulation A slot machine is a gambling device into which the user inserts money and then pulls a lever (or presses a button). The slot machine then displays a set of random images. If two or more of the images match, the user wins an amount of money that the slot machine dispenses back to the user. Create an application that simulates a slot machine. Figure 8-23 (on page 539 of your book) shows an example of how the form should look. The application should let the user enter into a TextBox the amount of money he or she is inserting into the machine. When the user clicks the Spin button, the application should display three randomly selected symbols. (Slot machines traditionally display fruit symbols. You will find a set of fruit symbols attached to this dropbox for your use - from the Student Sample Programs provided by the book author.) If none of the randomly displayed images match, the program should inform the user that he or she has won…Description of animation In informal language, here is an example description of the animation for the "Simple Animation": Create red rectangle R with corner at (200,200), width 50and height 100 Create blue oval C with center at (500,100), radius 60 and30 R appears at time t=1 and disappears at time t=100 C appears at time t=6 and disappears at time t=100 R moves from (200,200) to (300,300) from time t=10 to t=50 C moves from (500,100) to (500,400) from time t=20 to t=70 C changes from blue to green from time t=50 to t=80 R moves from (300,300) to (200,200) from time t=70 tot=100 R changes width from 50 to 25 from time t=51 to t=70 We use a time reference for each step in the animation. This time reference is usually unitless, which helps us in describing animation without mentioning its absolute speed. Further, the animation must adhere to certain constraints. For example, one cannot have move the same rectangle to the left and right during overlapping…Please add an gif image/plot an gif to this code. This is a brownian motion python code here it is code import numpy as np import matplotlib.pyplot as plt def brownian_motion(L, N): # initialize position in the center of the grid x = L // 2 y = L // 2 # initialize the grid grid = np.zeros((L, L), dtype=np.int32) # loop over the number of steps for i in range(N): # choose a random direction direction = np.random.choice(['up', 'down', 'left', 'right']) # move one step in that direction if direction == 'up': " y += 1" elif direction == 'down': "y -= 1" elif direction == 'left': "x -= 1" elif direction == 'right': "x += 1" # make sure the particle is still on the grid if x < 0 or x >= L or y < 0 or y >= L: "continue" # update the grid grid[y, x] = 1 return grid if __name__ == '__main__': # set the size of the grid L…
- bootstrap class for form control is class="form-control-file" class="input-group-text" class="form-control"Microsoft Visual C# 7th edition. need help, please. Thanks In previous chapters, you created applications for Marshall’s Murals. Now, modify the version of the MarshallsRevenue program created in Chapter 5 so that after mural data entry is complete, the user is prompted for the appropriate number of customer names for both the interior and exterior murals and a code for each that indicates the mural style: L for landscape S for seascape A for abstract C for children’s O for other When a code is invalid, re-prompt the user for a valid code continuously. For example, if Y is input, output Y is not a valid code, and re-prompt the user until a valid code is entered. After data entry is complete, display a count of each type of mural. For example the output should be in the following format with the correct number next to each mural type: The interior murals scheduled are: Landscape 1 Seascape 2 Abstract 1 Children's 3 Other 9 The exterior murals scheduled are: Landscape 4 Seascape 0…The parameter is incorrect. The picture size is not supported. Each image must have a resolution of 40 to 2600 pixels.
- MipMaps I Suppose that a pixel projects to an area of 10x28 texels in a texture map. From what mipmap level does the texture unit look up the texture value for this pixel, if the texture unit is using "nearest" lookup for mipmaps? Enter a single integer that is the mipmap level. A/The text presented the Sierpinski triangle fractal. Inthis exercise, you will write a program to display another fractal, called the Kochsnowflake, named after a famous Swedish mathematician. A Koch snowflake iscreated as follows:1. Begin with an equilateral triangle, which is considered to be the Koch fractalof order (or level) 0, as shown in Figure a.2. Divide each line in the shape into three equal line segments and draw an outwardequilateral triangle with the middle line segment as the base to create aKoch fractal of order 1, as shown in Figure b.3. Repeat Step 2 to create a Koch fractal of order 2, 3, . . . , and so on, as shownin Figures c and d.Turtle Graphics Drawings Use the turtle graphics library to write programs that reproduce each of the designs shown inFigure 2-34. Figure 2-34 Designs, the first drawing (squares)
- Computer Science JAVA (NOT KOTLIN) This must be done inside of Fragment with tab layout. The design of the tab: a. any image b. Add two thumbnails at top corners of the image above c. Allow the user to draw on screen, allow the user to select the pen thickness and color (give 3 options each), with a button to update the pen properties. d. Button to clear the drawing.PLEASE READ-THIS IS NOT FOR A GRADE!⚠️⚠️⚠️ Using the code below how would you code a Program that should display the average for the first semester and the second semester.Also posted an example Code: import tkinter # Let's create the Tkinter window. window = tkinter.Tk() window.title("GUI") # You will first create a division with the help of Frame class and align them on TOP and BOTTOM with pack() method. top_frame = tkinter.Frame(window).pack() bottom_frame = tkinter.Frame(window).pack(side = "bottom") # Once the frames are created then you are all set to add widgets in both the frames. btn1 = tkinter.Button(top_frame, text = "Button1", fg = "red").pack() #'fg or foreground' is for coloring the contents (buttons) btn2 = tkinter.Button(top_frame, text = "Button2", fg = "green").pack() btn3 = tkinter.Button(bottom_frame, text = "Button3", fg = "purple").pack(side = "left") #'side' is used to left or right align the widgets btn4 = tkinter.Button(bottom_frame, text =…|When you use the same code to perform a routine operation, you can save it as |this and reuse that code over and over by simply typing in the whatever you name it. An example would be printf() |Abstraction if you are using a drag and drop web design program and want to insert a picture by dragging the picture element to the page, the actual code is written because of your actions even if you do Function not see the code.