4. Using your knowledge of the Stevenson’s career management model identify and briefly describe one activity that should be included in an organization’s career management program. Identify which element of the model the activity you identified fits within.

## 4. Using your knowledge of the Stevenson’s career management model identify and briefly describe one activity that should be included in an organization’s career management program. Identify which element of the model the activity you identified fits within.

Discipline Expertise- There is an apparent type of interdisciplinary in … Read More...

please email info@checkyourstudy.com Chapter 15 Practice Problems (Practice – no … Read More...

Non-violence as a rule of love   The mainly essential … Read More...
Faculty of Science Technology and Engineering Department of Physics Senior Laboratory Faraday rotation AIM To show that optical activity is induced in a certain type of glass when it is in a magnetic field. To investigate the degree of rotation of linearly polarised light as a function of the applied magnetic field and hence determine a parameter which is characteristic of each material and known as Verdet’s constant. BACKGROUND INFORMATION A brief description of the properties and production of polarised light is given in the section labelled: Notes on polarisation. This should be read before proceeding with this experiment. Additional details may be found in the references listed at the end of this experiment. Whereas some materials, such as quartz, are naturally optically active, optical activity can be induced in others by the application of a magnetic field. For such materials, the angle through which the plane of polarisation of a linearly polarised beam is rotated () depends on the thickness of the sample (L), the strength of the magnetic field (B) and on the properties of the particular material. The latter is described by means of a parameter introduced by Verdet, which is wavelength dependent. Thus:  = V B L Lamp Polariser Solenoid Polariser Glass rod A Solenoid power supply Viewing mirror EXPERIMENTAL PROCEDURE The experimental arrangement is shown in the diagram. Unpolarised white light is produced by a hot filament and viewed using a mirror. • The light from the globe passes through two polarisers as well as the specially doped glass rod. Select one of the colour filters provided and place in the light path. Each of these filters transmits a relatively narrow band of wavelengths centred around a dominant wavelength as listed in the table. Filter No. Dominant Wavelength 98 4350 Å 50 4500 75 4900 58 5300 72 B 6060 92 6700 With the power supply for the coil switched off, (do not simply turn the potentiometer to zero: this still allows some current to flow) adjust one of the polarisers until minimum light is transmitted to the mirror. Minimum transmission can be determined visually. • Decide which polariser you will work with and do not alter the other one during the measurements. • The magnetic field is generated by a current in a solenoid (coil) placed around the glass rod. As the current in the coil is increased, the magnitude of the magnetic field will increase as shown on the calibration curve below. The degree of optical activity will also increase, resulting in some angle of rotation of the plane of polarisation. Hence you will need to rotate your chosen polariser to regain a minimum setting. 0 1 2 3 4 5 0.00 0.02 0.04 0.06 0.08 I (amps) B (tesla) Magnetic field (B) produced by current (I) in solenoid • Record the rotation angle () for coil currents of 0,1,2,3,4 and 5 amps. Avoid having the current in the coil switched on except when measurements are actually being taken as it can easily overheat. If the coil becomes too hot to touch, switch it off and wait for it to cool before proceeding. • Plot  as a function of B and, given that the length of the glass rod is 30 cm, determine Verdet’s constant for this material at the wavelength () in use. • Repeat the experiment for each of the wavelengths available using the filter set provided. • Calculate the logarithm for each V and  and tabulate the results. By plotting log V against log , determine the relationship between V and . [Hint: m log(x) = log (xm) and log(xy) = log(x) + log(y)]. • Calculate the errors involved in your determination of V. The uncertainty in a value of B may be taken as the uncertainty in reading the scale of the calibration curve) • The magnetic field direction can be reversed by reversing the direction of current flow in the coil. Describe the effect of this reversal and provide an explanation. Reference Optics Hecht.

## Faculty of Science Technology and Engineering Department of Physics Senior Laboratory Faraday rotation AIM To show that optical activity is induced in a certain type of glass when it is in a magnetic field. To investigate the degree of rotation of linearly polarised light as a function of the applied magnetic field and hence determine a parameter which is characteristic of each material and known as Verdet’s constant. BACKGROUND INFORMATION A brief description of the properties and production of polarised light is given in the section labelled: Notes on polarisation. This should be read before proceeding with this experiment. Additional details may be found in the references listed at the end of this experiment. Whereas some materials, such as quartz, are naturally optically active, optical activity can be induced in others by the application of a magnetic field. For such materials, the angle through which the plane of polarisation of a linearly polarised beam is rotated () depends on the thickness of the sample (L), the strength of the magnetic field (B) and on the properties of the particular material. The latter is described by means of a parameter introduced by Verdet, which is wavelength dependent. Thus:  = V B L Lamp Polariser Solenoid Polariser Glass rod A Solenoid power supply Viewing mirror EXPERIMENTAL PROCEDURE The experimental arrangement is shown in the diagram. Unpolarised white light is produced by a hot filament and viewed using a mirror. • The light from the globe passes through two polarisers as well as the specially doped glass rod. Select one of the colour filters provided and place in the light path. Each of these filters transmits a relatively narrow band of wavelengths centred around a dominant wavelength as listed in the table. Filter No. Dominant Wavelength 98 4350 Å 50 4500 75 4900 58 5300 72 B 6060 92 6700 With the power supply for the coil switched off, (do not simply turn the potentiometer to zero: this still allows some current to flow) adjust one of the polarisers until minimum light is transmitted to the mirror. Minimum transmission can be determined visually. • Decide which polariser you will work with and do not alter the other one during the measurements. • The magnetic field is generated by a current in a solenoid (coil) placed around the glass rod. As the current in the coil is increased, the magnitude of the magnetic field will increase as shown on the calibration curve below. The degree of optical activity will also increase, resulting in some angle of rotation of the plane of polarisation. Hence you will need to rotate your chosen polariser to regain a minimum setting. 0 1 2 3 4 5 0.00 0.02 0.04 0.06 0.08 I (amps) B (tesla) Magnetic field (B) produced by current (I) in solenoid • Record the rotation angle () for coil currents of 0,1,2,3,4 and 5 amps. Avoid having the current in the coil switched on except when measurements are actually being taken as it can easily overheat. If the coil becomes too hot to touch, switch it off and wait for it to cool before proceeding. • Plot  as a function of B and, given that the length of the glass rod is 30 cm, determine Verdet’s constant for this material at the wavelength () in use. • Repeat the experiment for each of the wavelengths available using the filter set provided. • Calculate the logarithm for each V and  and tabulate the results. By plotting log V against log , determine the relationship between V and . [Hint: m log(x) = log (xm) and log(xy) = log(x) + log(y)]. • Calculate the errors involved in your determination of V. The uncertainty in a value of B may be taken as the uncertainty in reading the scale of the calibration curve) • The magnetic field direction can be reversed by reversing the direction of current flow in the coil. Describe the effect of this reversal and provide an explanation. Reference Optics Hecht.

c. Briefly describe the credits the commissioning process will likely affect in the certification of the building

## c. Briefly describe the credits the commissioning process will likely affect in the certification of the building

To require building commissioning as a standard practice is one … Read More...
Project Part 1 Objective Our objective, in this Part 1 of our Project, is to practise solving a problem by composing and testing a Python program using all that we have learnt so far and discovering new things, such as lists of lists, on the way. Project – Hunting worms in our garden! No more turtles! In this project, we shall move on to worms. Indeed, our project is a game in which the player hunts for worms in our garden. Once our garden has been displayed, the player tries to guess where the worms are located by entering the coordinates of a cell in our garden. When the player has located all the worms, the game is over! Of course there are ways of making this game more exciting (hence complicated), but considering that we have 2 weeks for Part 1 and 2 weeks for Part 2, keeping it simple will be our goal. We will implement our game in two parts. In Part 1, we write code that constructs and tests our data structures i.e., our variables. In Part 2, we write code that allows the player to play a complete “worm hunting” game! ? Project – Part 1 – Description Data Structures (variables): As stated above, in Part 1, we write code that constructs our data structures i.e., our variables. In our game program, we will need data structures (variables) to represent: 1. Our garden that is displayed to the player (suggestion: list of lists), 2. The garden that contains all the worms (suggestion: another list of lists), Garden: Our garden in Part 1 of our Project will have a width and a height of 10. Warning: The width and the height of our garden may change in Part 2 of our Project. So, it may be a good idea to create 2 variables and assign the width and the height of our garden to these 2 variables. 3. Our worms and their information. For each worm, we may want to keep the following information: a. worm number, b. the location of the worm, for example, either the coordinates of the cells containing the worm OR the coordinate of the first cell containing the worm, its length and whether the worm is laying horizontally or vertically. Worms: We will create 6 worms of length 3. 4. And other variables as needed. Testing our data structures: ? Suggestion: as we create a data structure (the “displayed” garden, the garden containing the worms, each worm, etc…), print it with a “debug print statement”. Once we are certain the data structure is well constructed, comment out the “debug print statement”. Code: In Part 1, the code we write must include functions and it must include the main section of our program. In other words, in Part 1, the code we write must be a complete program. In terms of functions, here is a list of suggestions. We may have functions that … ? creates a garden (i.e., a garden data structure), ? creates the worms (i.e., the worm data structure), ? places a worm in the garden that is to hold the worms (i.e., another garden data structure), ? displays the garden on the screen for the player to see, ? displays a worm in the displayed garden, ? etc… ? Finally, in Part 1, the code we write must implement the following algorithm: Algorithm: Here is the algorithm for the main section of our game program: ? Welcome the player ? Create an empty “displayed” garden, (“displayed” because this is the garden we display to the player) ? Create the worms (worms’ information) ? Create an empty “hidden” garden Note 1: “hidden” because one can keep track of the worms in this “hidden” garden, which we do not show to the player. This is why it is called “hidden”. Note 2: One can keep track of worm’s locations using a different mechanism or data structure. It does not have to be a list of lists representing a “hidden” garden. We are free to choose how we want to keep track of where our worms are located in our garden. ? Place each worm in the “hidden” garden (or whatever mechanism or data structure we decide to use) ? Display the “displayed” garden on the screen for the player to see ? While the player wants to play, ask the player for a worm number (1 to 6), read this worm number and display this worm on the “displayed” garden. This is not the game. Remember, we shall implement the game itself in Part 2. Here, in this step, we make sure our code works properly, i.e., it can retrieve worm information and display worms properly. Displaying worms properly: Note that when we create worms and display them, it may be the case that worms overlap with other worms and that worms wrap around the garden. These 2 situations are illustrated in the 3 Sample Runs discussed below. At this point, we are ready for Part 2 of our Project. Sample Runs: In order to illustrate the explanations given above of what we are to do in this Part 1 of our Project, 3 sample runs have been posted below the description of this Part 1 of our Project on our course web site. Have a look at these 3 sample runs. The code we create for this Part 1 of our Project must produce exactly the same output as the one shown in these 3 sample runs. Of course, the position of our worms will be different but everything else should be the same. What we see in each of these 3 sample runs is 1 execution of the code we are to create for this Part 1 of our Project. Note about Sample Run 1: In this Sample Run, the player enters the numbers 1 to 8 sequentially. Wrap around: Worm 2 wraps around: it starts at (row 7, column B), (row 7, column A) then wraps around to (row 7, column J). Worm 6 also wraps around: it starts at (row 2, column E), (row 1, column E) then wraps around to (row 10, column E). Overlap: There are some overlapping worms: worms 5 and 6 overlap at (row 1, column E). Note about Sample Run 2: In this Sample Run, the player enters the numbers 1 to 8 sequentially. Wrap around: Worm 3 wraps around: it starts at (row 1, column B) then wraps around to (row 10, column B) and (row 9, column B). Worm 6 also wraps around: it starts at (row 1, column D) then wraps around to (row 10, column D) and (row 9, column D). Overlap: There are some overlapping worms: worms 2 and 4 overlap at (row 3, column H), worms 1 and 2 overlap at (row 3, column G) and worms 2 and 5 overlap at (row 3, column E). Note about Sample Run 3: In this Sample Run, the player enters the numbers in the following sequence: 3, 2, 6, 4, 5, 1, 7, 8. Wrap around: Worm 3 wraps around: it starts at (row 2, column C), (row 1, column C) then wraps around to (row 10, column C). Worm 1 also wraps around: it starts at (row 2, column B), (row 2, column A) then wraps around to (row 2, column J). Overlap: There are some overlapping worms: worms 6 and 3 overlap at (row 1, column C) and (row 2, column C). Other Requirements: Here are a few more requirements the code we are to create for this Part 1 of our Project must satisfy. 1. The location of each worm in the garden must be determined randomly. 2. Whether a worm is lying horizontally or vertically must also be determined randomly. 3. It is acceptable in Part 1 of our Project if worms overlap each other (see Sample Runs) 4. When placing a worm in a garden, the worm must “wrap around” the garden. See Sample Runs for examples of what “wrapping around” signifies. How will we implement this wrapping around? Hint: wrapping around can be achieved using an arithmetic operator we have already seen. 5. We must make use of docstring when we implement our functions (have a look at our textbook for an explanation and an example). 6. Every time we encounter the word must in this description of Part 1 of our Project, we shall look upon that sentence as another requirement. For example, the sentence “The code we create for this Part 1 of our Project must produce exactly the same output as the one shown in these 3 sample runs.”, even though it is not listed below the Other Requirements heading, is also a requirement because of its must.

## Project Part 1 Objective Our objective, in this Part 1 of our Project, is to practise solving a problem by composing and testing a Python program using all that we have learnt so far and discovering new things, such as lists of lists, on the way. Project – Hunting worms in our garden! No more turtles! In this project, we shall move on to worms. Indeed, our project is a game in which the player hunts for worms in our garden. Once our garden has been displayed, the player tries to guess where the worms are located by entering the coordinates of a cell in our garden. When the player has located all the worms, the game is over! Of course there are ways of making this game more exciting (hence complicated), but considering that we have 2 weeks for Part 1 and 2 weeks for Part 2, keeping it simple will be our goal. We will implement our game in two parts. In Part 1, we write code that constructs and tests our data structures i.e., our variables. In Part 2, we write code that allows the player to play a complete “worm hunting” game! ? Project – Part 1 – Description Data Structures (variables): As stated above, in Part 1, we write code that constructs our data structures i.e., our variables. In our game program, we will need data structures (variables) to represent: 1. Our garden that is displayed to the player (suggestion: list of lists), 2. The garden that contains all the worms (suggestion: another list of lists), Garden: Our garden in Part 1 of our Project will have a width and a height of 10. Warning: The width and the height of our garden may change in Part 2 of our Project. So, it may be a good idea to create 2 variables and assign the width and the height of our garden to these 2 variables. 3. Our worms and their information. For each worm, we may want to keep the following information: a. worm number, b. the location of the worm, for example, either the coordinates of the cells containing the worm OR the coordinate of the first cell containing the worm, its length and whether the worm is laying horizontally or vertically. Worms: We will create 6 worms of length 3. 4. And other variables as needed. Testing our data structures: ? Suggestion: as we create a data structure (the “displayed” garden, the garden containing the worms, each worm, etc…), print it with a “debug print statement”. Once we are certain the data structure is well constructed, comment out the “debug print statement”. Code: In Part 1, the code we write must include functions and it must include the main section of our program. In other words, in Part 1, the code we write must be a complete program. In terms of functions, here is a list of suggestions. We may have functions that … ? creates a garden (i.e., a garden data structure), ? creates the worms (i.e., the worm data structure), ? places a worm in the garden that is to hold the worms (i.e., another garden data structure), ? displays the garden on the screen for the player to see, ? displays a worm in the displayed garden, ? etc… ? Finally, in Part 1, the code we write must implement the following algorithm: Algorithm: Here is the algorithm for the main section of our game program: ? Welcome the player ? Create an empty “displayed” garden, (“displayed” because this is the garden we display to the player) ? Create the worms (worms’ information) ? Create an empty “hidden” garden Note 1: “hidden” because one can keep track of the worms in this “hidden” garden, which we do not show to the player. This is why it is called “hidden”. Note 2: One can keep track of worm’s locations using a different mechanism or data structure. It does not have to be a list of lists representing a “hidden” garden. We are free to choose how we want to keep track of where our worms are located in our garden. ? Place each worm in the “hidden” garden (or whatever mechanism or data structure we decide to use) ? Display the “displayed” garden on the screen for the player to see ? While the player wants to play, ask the player for a worm number (1 to 6), read this worm number and display this worm on the “displayed” garden. This is not the game. Remember, we shall implement the game itself in Part 2. Here, in this step, we make sure our code works properly, i.e., it can retrieve worm information and display worms properly. Displaying worms properly: Note that when we create worms and display them, it may be the case that worms overlap with other worms and that worms wrap around the garden. These 2 situations are illustrated in the 3 Sample Runs discussed below. At this point, we are ready for Part 2 of our Project. Sample Runs: In order to illustrate the explanations given above of what we are to do in this Part 1 of our Project, 3 sample runs have been posted below the description of this Part 1 of our Project on our course web site. Have a look at these 3 sample runs. The code we create for this Part 1 of our Project must produce exactly the same output as the one shown in these 3 sample runs. Of course, the position of our worms will be different but everything else should be the same. What we see in each of these 3 sample runs is 1 execution of the code we are to create for this Part 1 of our Project. Note about Sample Run 1: In this Sample Run, the player enters the numbers 1 to 8 sequentially. Wrap around: Worm 2 wraps around: it starts at (row 7, column B), (row 7, column A) then wraps around to (row 7, column J). Worm 6 also wraps around: it starts at (row 2, column E), (row 1, column E) then wraps around to (row 10, column E). Overlap: There are some overlapping worms: worms 5 and 6 overlap at (row 1, column E). Note about Sample Run 2: In this Sample Run, the player enters the numbers 1 to 8 sequentially. Wrap around: Worm 3 wraps around: it starts at (row 1, column B) then wraps around to (row 10, column B) and (row 9, column B). Worm 6 also wraps around: it starts at (row 1, column D) then wraps around to (row 10, column D) and (row 9, column D). Overlap: There are some overlapping worms: worms 2 and 4 overlap at (row 3, column H), worms 1 and 2 overlap at (row 3, column G) and worms 2 and 5 overlap at (row 3, column E). Note about Sample Run 3: In this Sample Run, the player enters the numbers in the following sequence: 3, 2, 6, 4, 5, 1, 7, 8. Wrap around: Worm 3 wraps around: it starts at (row 2, column C), (row 1, column C) then wraps around to (row 10, column C). Worm 1 also wraps around: it starts at (row 2, column B), (row 2, column A) then wraps around to (row 2, column J). Overlap: There are some overlapping worms: worms 6 and 3 overlap at (row 1, column C) and (row 2, column C). Other Requirements: Here are a few more requirements the code we are to create for this Part 1 of our Project must satisfy. 1. The location of each worm in the garden must be determined randomly. 2. Whether a worm is lying horizontally or vertically must also be determined randomly. 3. It is acceptable in Part 1 of our Project if worms overlap each other (see Sample Runs) 4. When placing a worm in a garden, the worm must “wrap around” the garden. See Sample Runs for examples of what “wrapping around” signifies. How will we implement this wrapping around? Hint: wrapping around can be achieved using an arithmetic operator we have already seen. 5. We must make use of docstring when we implement our functions (have a look at our textbook for an explanation and an example). 6. Every time we encounter the word must in this description of Part 1 of our Project, we shall look upon that sentence as another requirement. For example, the sentence “The code we create for this Part 1 of our Project must produce exactly the same output as the one shown in these 3 sample runs.”, even though it is not listed below the Other Requirements heading, is also a requirement because of its must.

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