A High Reliability Organization commits to: radio_button_checkedradio_button_uncheckedA) Transparency and disclosure of error radio_button_checkedradio_button_uncheckedB) Sharing safety issues with st…

A High Reliability Organization commits to: radio_button_checkedradio_button_uncheckedA) Transparency and disclosure of error radio_button_checkedradio_button_uncheckedB) Sharing safety issues with staff once a year radio_button_checkedradio_button_uncheckedC) Only reporting actual harm to patients radio_button_checkedradio_button_uncheckedD) Listing increased reimbursement as the single focus and goal.

A systems approach to safety includes: radio_button_checkedradio_button_uncheckedA) Encouraging a culture of security radio_button_checkedradio_button_uncheckedB) Involving every individual in the org…

A systems approach to safety includes: radio_button_checkedradio_button_uncheckedA) Encouraging a culture of security radio_button_checkedradio_button_uncheckedB) Involving every individual in the organization radio_button_checkedradio_button_uncheckedC) Board members and Leadership only radio_button_checkedradio_button_uncheckedD) A focus on computer technology

Question: Use the provided code and design the Tio Game Description with its Game Engine and Game GUI Requirements. Include UML Diagrams with text explanations by using https://www.draw.io.  Also Inc…

Question:Use the provided code and design the Tio Game Description with its Game Engine and Game GUI Requirements. Include UML Diagrams with text explanations by using https://www.draw.io.  Also Include two paper sketches of the GUI plan to build and show a photo of each sketch. Provide unit tests to check that the game logic works correctly. Tio Game Description Tio is a wasteland game with a 10 x 10 grid maze map. The goal is to move the player around in the map to collect all treasures and leave the map at the exit gate within the time limit. To simplify the design, assume each movement, or a step, of the play equals to one time unit. The maze map consists of the following items:An entrance to the maze, which is located at the bottom left cell.An exit of the maze, which is located at the top right cell.A player, who is placed at the entrance at the beginning of a game.5 treasures, each of which is placed at a random cell.2 medical units, each of which is placed at a random cell.5 traps, each of which is placed at a random cell.Some mutants, each of which is placed at a random cell. The followings are its key features and settings.To start a new game: The player inputs an integer d in a text field to set up the difficulty level of the game. d should be in the range of 0 – 10, and it has the default value of 5.The player clicks a “Run” button to start the game, which triggers the random generation of the map.Random generation of the map:An entrance cell is placed at the bottom left cell.An exit cell is placed at the top right cell.A time limit, which is initially set up as 100 steps.The player will appear in the entrance cell with the step counter as “0”. The life of the player is set to “10”.8 treasures are placed randomly in the map.2 medical units are placed randomly in the map.5 traps are placed randomly in the map.d mutants are placed randomly in the map.The entrance, exit, treasures, medical units, traps, and mutants should not overlap.Top scores:The project has a Top 5 Plays feature, which records the 5 best plays in the game history. The GUI has a section to show this list, which includes the rank, scores, and date. E.g., an item in the list reads like “#1 125 20/04/2024”.Play a game:The player can move in 4 directions: left, right, up, and down inside the map. Each movement is considered as 1 step.After the player moves 1 step, each mutant also moves 1 step. For each mutant, it randomly selects one of the following actions: left, right, up, down, and stay. If the target cell is treasure, medical unit, or trap, the mutant will stay instead.For the player,:Visiting a treasure cell collects 1 treasure. The treasure is picked up, and the cell becomes empty.Visiting a medical unit cell increases the life by 3. However, the maximum life is 10. Regardless the current life of the player, the medical unit is consumed immediately when visiting, and the cell becomes empty.Visiting a trap cell decreases the life by 2. The trap becomes empty after visiting.When visiting a mutant cell, each mutant decreases the life by 4. The mutant(s) becomes empty after visiting.The game finishes when(Win) The player is at the exit cell. The score is: 20 * number of treasures + (time limit – steps of the player).(Lose) The life reaches 0, or the step counter reaches 100. The score is -1.The score is shown at the end of a game. And if this play gets into the new top 5, a “congratulation” message is also shown.Other requirements:The game can be played in the text UI in which the interaction is enabled by typing keywords, e.g. “u” for up and “d” for down.To represent different types of cell items, inheritance or interfaces should be used to implement relevant classes.In the GUI,A player can play by clicking 4 control buttons inside the GUI. There is no need to support keyboard control.Different types of items should be displayed with different icons/symbols.Time limit of the map is displayed and updated during the play.Total number of steps of the player is displayed and updated during the play.The number of collected treasures is displayed and updated during the play.A “Help” button to get instructions on the game play.A “Save” button to save the game play into a file.A “Load” button to load a saved game.Implement the ‘engine’ of the game first.  Design some unit tests to check that the game logic works correctly. Then use JavaFX to add a graphical user interface (GUI) to the game, which displays the 2D board and allows the user to play the game.  Must use JavaFX, not any other Java GUI libraries.   Game Engine and Game GUI Requirements Check can run JavaFX. This project uses the ‘Gradle’ build tool to automatically download and install the necessary JavaFX and JUnit libraries when build and run the project. Data Design Decisions: Think carefully about how to represent different cells in map. Can use either inheritance or interfaces, or both. Implement and Test Your Game Engine: Generally, need to test every method in these classes. However, to keep this simpler, do not require unit tests for: (1) constructors, (2) getters/setters, and (3) methods that involve the testing of input/output.Text-based play: The main() method of GameEngine class should support a text-based game play in the console. By the time have finished implementing the game engine, one (or several) of the tests should be stepping through a complete game via the text-based UI.Class Relationships: To get high marks, the engine needs to include several Java classes, with some association/composition relationships between them, and if possible, some inheritance/interface usage.  Think about where can best use these Java features. The goal of this stage is to use JavaFX to add an elegant and fully functional GUI to the game so that it can more easily be played on desktop computers.  The GUI should have the following features:event-handling of mouse events, including buttons for starting game and moving up/down/left/right;display of bitmap images (recommend to use some large images for the background of the whole game, and use some small images for different items/cells in the map, so that the game looks professional and entertaining);multiple panels, with a main gaming panel to display the game, plus one or more panels around the edges to display game options, score information, and control and help buttons etc.;a clean separation between the back-end (game engine) and front-end (GUI) classes using different Java package names, as described above;Provided Code: Engine: Cell.java: package Fallin.engine;import javafx.scene.layout.StackPane;public class Cell extends StackPane {} GameEngine.java: package Fallin.engine;import javafx.scene.text.Text;public class GameEngine {   /**
    * An example board to store the current game state.
    *
    * Note: depending on your game, you might want to change this from ‘int’ to String or something?
    */
   private Cell[][] map;   /**
    * Creates a square game board.
    *
    * @param size the width and height.
    */
   public GameEngine(int size) {
       map = new Cell[size][size];       for (int i = 0; i < size; i++) {            for (int j = 0; j < size; j++) {                Cell cell = new Cell();                Text text = new Text(i + "," + j);                cell.getChildren().add(text);                map[i][j] = cell;            }        }       map[0][0].setStyle("-fx-background-color: #7baaa4");        map[size-1][size-1].setStyle("-fx-background-color: #7baaa4");    }   /**     * The size of the current game.     *     * @return this is both the width and the height.     */    public int getSize() {        return map.length;    }   /**     * The map of the current game.     *     * @return the map, which is a 2d array.     */    public Cell[][] getMap() {        return map;    }   /**     * Plays a text-based game     */    public static void main(String[] args) {        GameEngine engine = new GameEngine(10);        System.out.printf("The size of map is %d * %dn", engine.getSize(), engine.getSize());    } } GUI:Controller.java:package Fallin.gui;import Fallin.engine.Cell; import Fallin.engine.GameEngine; import javafx.fxml.FXML; import javafx.scene.layout.GridPane; import javafx.scene.text.Text;public class Controller {    @FXML    private GridPane gridPane;   GameEngine engine;   @FXML    public void initialize() {        engine = new GameEngine(10);       updateGui();    }   private void updateGui() {        //Clear old GUI grid pane        gridPane.getChildren().clear();       //Loop through map board and add each cell into grid pane        for(int i = 0; i < engine.getSize(); i++) {            for (int j = 0; j < engine.getSize(); j++) {                Cell cell = engine.getMap()[i][j];                gridPane.add(cell, j, i);            }        }        gridPane.setGridLinesVisible(true);    }} GameGUI.java:package Fallin.gui;import Fallin.engine.GameEngine; import javafx.application.Application; import javafx.fxml.FXMLLoader; import javafx.scene.Parent; import javafx.scene.Scene; import javafx.scene.layout.BorderPane; import javafx.stage.Stage;/** * GUI for the Maze Runner Game. * * NOTE: Do NOT run this class directly in IntelliJ - run 'RunGame' instead. */ public class GameGUI extends Application {   @Override    public void start(Stage primaryStage) throws Exception {        BorderPane root = FXMLLoader.load(getClass().getResource("game_gui.fxml"));       primaryStage.setScene(new Scene(root, 800, 800));        primaryStage.setTitle("Fallin Game");        primaryStage.show();    }   /** In IntelliJ, do NOT run this method.  Run 'RunGame.main()' instead. */    public static void main(String[] args) {        launch(args);    } } RunGame.java:package Fallin.gui;/** * This class is just to start up the GUI without requiring any VM options. * */ public class RunGame {   public static void main(String[] args) {        GameGUI.main(args);    } } Game_Gui.fxml:

           
   
   


              
   

 Test: TestGameEngine.java:import Fallin.engine.GameEngine;
import org.junit.jupiter.api.Test;import static org.junit.jupiter.api.Assertions.assertEquals;public class TestGameEngine {
   @Test
   void testGetSize() {
       GameEngine ge = new GameEngine(10);       assertEquals(10, ge.getSize());   }
}

Which of Weick and Sutcliffe’s principles of high reliability focus on constant alertness to the possibility of error? radio_button_checkedradio_button_uncheckedA) Sensitivity to Operations radio_butt…

Which of Weick and Sutcliffe’s principles of high reliability focus on constant alertness to the possibility of error? radio_button_checkedradio_button_uncheckedA) Sensitivity to Operations radio_button_checkedradio_button_uncheckedB) Deference to Expertise radio_button_checkedradio_button_uncheckedC) Preoccupation with Failure radio_button_checkedradio_button_uncheckedD) Commitment to Resilience

What is the primary function of the flattening layer in a convolutional neural network architecture? Answer choices Select an option Applying an activation function to the features Introducing regular…

What is the primary function of the flattening layer in a convolutional neural network architecture? Answer choices Select an option Applying an activation function to the features Introducing regularization to prevent overfitting Reducing the spatial dimensions of feature maps Converting the feature maps into a 1D vector

The Professional Standards Review Organizations were first implemented to: radio_button_checkedradio_button_uncheckedA) Improve and provide consistency in hospital operations radio_button_checkedradio…

The Professional Standards Review Organizations were first implemented to: radio_button_checkedradio_button_uncheckedA) Improve and provide consistency in hospital operations radio_button_checkedradio_button_uncheckedB) Encourage underuse of services radio_button_checkedradio_button_uncheckedC) To monitor appropriate hospital administrative services radio_button_checkedradio_button_uncheckedD) To support payment based on quality care

Donbedian’s Model for Quality includes which three measures? radio_button_checkedradio_button_uncheckedA) Outcomes, Quantity, Assessment radio_button_checkedradio_button_uncheckedB) Structural, Proces…

Donbedian’s Model for Quality includes which three measures? radio_button_checkedradio_button_uncheckedA) Outcomes, Quantity, Assessment radio_button_checkedradio_button_uncheckedB) Structural, Process and Outcomes radio_button_checkedradio_button_uncheckedC) Evaluation, Measures, Planning radio_button_checkedradio_button_uncheckedD) Procedural, Structural, Visuals

What is the typical order of layers in a Convolutional Neural Network (CNN) architecture? Answer choices Select an option Input Layer – Fully Connected Layer – Pooling Layer – Convolutional Layer – Fl…

What is the typical order of layers in a Convolutional Neural Network (CNN) architecture? Answer choices Select an option Input Layer – Fully Connected Layer – Pooling Layer – Convolutional Layer – Flatten Layer – Output Layer Input Layer – Convolutional Layer – Pooling Layer – Flatten Layer – Fully Connected Layer – Output Layer Input Layer – Convolutional Layer – Flatten Layer – Pooling Layer – Fully Connected Layer – Output Layer Input Layer – Fully Connected Layer – Convolutional Layer – Pooling Layer – Flatten Layer – Output Layer

What report first sparked the current patient safety movement? radio_button_checkedradio_button_uncheckedA) To Err Is Human radio_button_checkedradio_button_uncheckedB) Crossing The Quality Chasm radi…

What report first sparked the current patient safety movement? radio_button_checkedradio_button_uncheckedA) To Err Is Human radio_button_checkedradio_button_uncheckedB) Crossing The Quality Chasm radio_button_checkedradio_button_uncheckedC) The Joint Commission radio_button_checkedradio_button_uncheckedD) Handwashing for Safety

Which of the following was the last state to pass legislature for a state-wide prescription drug monitoring program? radio_button_checkedradio_button_uncheckedA) North Carolina radio_button_checkedrad…

Which of the following was the last state to pass legislature for a state-wide prescription drug monitoring program? radio_button_checkedradio_button_uncheckedA) North Carolina radio_button_checkedradio_button_uncheckedB) Pennsylvania radio_button_checkedradio_button_uncheckedC) Kentucky radio_button_checkedradio_button_uncheckedD) Missouri