diff --git a/.vscode/launch.json b/.vscode/launch.json
deleted file mode 100644
index 0d0bc67..0000000
--- a/.vscode/launch.json
+++ /dev/null
@@ -1,17 +0,0 @@
-{
- // Use IntelliSense to learn about possible attributes.
- // Hover to view descriptions of existing attributes.
- // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
- "version": "0.2.0",
- "configurations": [
-
- {
- "type": "chrome",
- "request": "launch",
- "name": "Launch Chrome against localhost",
- "url": "http://localhost:8080/",
- "webRoot": "${workspaceFolder}"
- }
-
- ]
-}
\ No newline at end of file
diff --git a/404.html b/404.html
new file mode 100644
index 0000000..cd7e7c2
--- /dev/null
+++ b/404.html
@@ -0,0 +1,13 @@
+
+
+
+
+
+ Page not found
+
+
+
Page not found
+
Sorry, the page you are looking for does not exist.
+ Go back to the main page
+
+
\ No newline at end of file
diff --git a/LICENSE.txt b/LICENSE.txt
new file mode 100644
index 0000000..856b578
--- /dev/null
+++ b/LICENSE.txt
@@ -0,0 +1,63 @@
+Creative Commons Attribution 3.0 Unported
+http://creativecommons.org/licenses/by/3.0/
+
+License
+
+THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.
+
+BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE MAY BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.
+
+1. Definitions
+
+ 1. "Adaptation" means a work based upon the Work, or upon the Work and other pre-existing works, such as a translation, adaptation, derivative work, arrangement of music or other alterations of a literary or artistic work, or phonogram or performance and includes cinematographic adaptations or any other form in which the Work may be recast, transformed, or adapted including in any form recognizably derived from the original, except that a work that constitutes a Collection will not be considered an Adaptation for the purpose of this License. For the avoidance of doubt, where the Work is a musical work, performance or phonogram, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered an Adaptation for the purpose of this License.
+ 2. "Collection" means a collection of literary or artistic works, such as encyclopedias and anthologies, or performances, phonograms or broadcasts, or other works or subject matter other than works listed in Section 1(f) below, which, by reason of the selection and arrangement of their contents, constitute intellectual creations, in which the Work is included in its entirety in unmodified form along with one or more other contributions, each constituting separate and independent works in themselves, which together are assembled into a collective whole. A work that constitutes a Collection will not be considered an Adaptation (as defined above) for the purposes of this License.
+ 3. "Distribute" means to make available to the public the original and copies of the Work or Adaptation, as appropriate, through sale or other transfer of ownership.
+ 4. "Licensor" means the individual, individuals, entity or entities that offer(s) the Work under the terms of this License.
+ 5. "Original Author" means, in the case of a literary or artistic work, the individual, individuals, entity or entities who created the Work or if no individual or entity can be identified, the publisher; and in addition (i) in the case of a performance the actors, singers, musicians, dancers, and other persons who act, sing, deliver, declaim, play in, interpret or otherwise perform literary or artistic works or expressions of folklore; (ii) in the case of a phonogram the producer being the person or legal entity who first fixes the sounds of a performance or other sounds; and, (iii) in the case of broadcasts, the organization that transmits the broadcast.
+ 6. "Work" means the literary and/or artistic work offered under the terms of this License including without limitation any production in the literary, scientific and artistic domain, whatever may be the mode or form of its expression including digital form, such as a book, pamphlet and other writing; a lecture, address, sermon or other work of the same nature; a dramatic or dramatico-musical work; a choreographic work or entertainment in dumb show; a musical composition with or without words; a cinematographic work to which are assimilated works expressed by a process analogous to cinematography; a work of drawing, painting, architecture, sculpture, engraving or lithography; a photographic work to which are assimilated works expressed by a process analogous to photography; a work of applied art; an illustration, map, plan, sketch or three-dimensional work relative to geography, topography, architecture or science; a performance; a broadcast; a phonogram; a compilation of data to the extent it is protected as a copyrightable work; or a work performed by a variety or circus performer to the extent it is not otherwise considered a literary or artistic work.
+ 7. "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
+ 8. "Publicly Perform" means to perform public recitations of the Work and to communicate to the public those public recitations, by any means or process, including by wire or wireless means or public digital performances; to make available to the public Works in such a way that members of the public may access these Works from a place and at a place individually chosen by them; to perform the Work to the public by any means or process and the communication to the public of the performances of the Work, including by public digital performance; to broadcast and rebroadcast the Work by any means including signs, sounds or images.
+ 9. "Reproduce" means to make copies of the Work by any means including without limitation by sound or visual recordings and the right of fixation and reproducing fixations of the Work, including storage of a protected performance or phonogram in digital form or other electronic medium.
+
+2. Fair Dealing Rights. Nothing in this License is intended to reduce, limit, or restrict any uses free from copyright or rights arising from limitations or exceptions that are provided for in connection with the copyright protection under copyright law or other applicable laws.
+
+3. License Grant. Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:
+
+ 1. to Reproduce the Work, to incorporate the Work into one or more Collections, and to Reproduce the Work as incorporated in the Collections;
+ 2. to create and Reproduce Adaptations provided that any such Adaptation, including any translation in any medium, takes reasonable steps to clearly label, demarcate or otherwise identify that changes were made to the original Work. For example, a translation could be marked "The original work was translated from English to Spanish," or a modification could indicate "The original work has been modified.";
+ 3. to Distribute and Publicly Perform the Work including as incorporated in Collections; and,
+ 4. to Distribute and Publicly Perform Adaptations.
+ 5.
+
+ For the avoidance of doubt:
+ 1. Non-waivable Compulsory License Schemes. In those jurisdictions in which the right to collect royalties through any statutory or compulsory licensing scheme cannot be waived, the Licensor reserves the exclusive right to collect such royalties for any exercise by You of the rights granted under this License;
+ 2. Waivable Compulsory License Schemes. In those jurisdictions in which the right to collect royalties through any statutory or compulsory licensing scheme can be waived, the Licensor waives the exclusive right to collect such royalties for any exercise by You of the rights granted under this License; and,
+ 3. Voluntary License Schemes. The Licensor waives the right to collect royalties, whether individually or, in the event that the Licensor is a member of a collecting society that administers voluntary licensing schemes, via that society, from any exercise by You of the rights granted under this License.
+
+The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. Subject to Section 8(f), all rights not expressly granted by Licensor are hereby reserved.
+
+4. Restrictions. The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:
+
+ 1. You may Distribute or Publicly Perform the Work only under the terms of this License. You must include a copy of, or the Uniform Resource Identifier (URI) for, this License with every copy of the Work You Distribute or Publicly Perform. You may not offer or impose any terms on the Work that restrict the terms of this License or the ability of the recipient of the Work to exercise the rights granted to that recipient under the terms of the License. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties with every copy of the Work You Distribute or Publicly Perform. When You Distribute or Publicly Perform the Work, You may not impose any effective technological measures on the Work that restrict the ability of a recipient of the Work from You to exercise the rights granted to that recipient under the terms of the License. This Section 4(a) applies to the Work as incorporated in a Collection, but this does not require the Collection apart from the Work itself to be made subject to the terms of this License. If You create a Collection, upon notice from any Licensor You must, to the extent practicable, remove from the Collection any credit as required by Section 4(b), as requested. If You create an Adaptation, upon notice from any Licensor You must, to the extent practicable, remove from the Adaptation any credit as required by Section 4(b), as requested.
+ 2. If You Distribute, or Publicly Perform the Work or any Adaptations or Collections, You must, unless a request has been made pursuant to Section 4(a), keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or if the Original Author and/or Licensor designate another party or parties (e.g., a sponsor institute, publishing entity, journal) for attribution ("Attribution Parties") in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; (ii) the title of the Work if supplied; (iii) to the extent reasonably practicable, the URI, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and (iv) , consistent with Section 3(b), in the case of an Adaptation, a credit identifying the use of the Work in the Adaptation (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). The credit required by this Section 4 (b) may be implemented in any reasonable manner; provided, however, that in the case of a Adaptation or Collection, at a minimum such credit will appear, if a credit for all contributing authors of the Adaptation or Collection appears, then as part of these credits and in a manner at least as prominent as the credits for the other contributing authors. For the avoidance of doubt, You may only use the credit required by this Section for the purpose of attribution in the manner set out above and, by exercising Your rights under this License, You may not implicitly or explicitly assert or imply any connection with, sponsorship or endorsement by the Original Author, Licensor and/or Attribution Parties, as appropriate, of You or Your use of the Work, without the separate, express prior written permission of the Original Author, Licensor and/or Attribution Parties.
+ 3. Except as otherwise agreed in writing by the Licensor or as may be otherwise permitted by applicable law, if You Reproduce, Distribute or Publicly Perform the Work either by itself or as part of any Adaptations or Collections, You must not distort, mutilate, modify or take other derogatory action in relation to the Work which would be prejudicial to the Original Author's honor or reputation. Licensor agrees that in those jurisdictions (e.g. Japan), in which any exercise of the right granted in Section 3(b) of this License (the right to make Adaptations) would be deemed to be a distortion, mutilation, modification or other derogatory action prejudicial to the Original Author's honor and reputation, the Licensor will waive or not assert, as appropriate, this Section, to the fullest extent permitted by the applicable national law, to enable You to reasonably exercise Your right under Section 3(b) of this License (right to make Adaptations) but not otherwise.
+
+5. Representations, Warranties and Disclaimer
+
+UNLESS OTHERWISE MUTUALLY AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE WORK, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.
+
+6. Limitation on Liability. EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+
+7. Termination
+
+ 1. This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Adaptations or Collections from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
+ 2. Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.
+
+8. Miscellaneous
+
+ 1. Each time You Distribute or Publicly Perform the Work or a Collection, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
+ 2. Each time You Distribute or Publicly Perform an Adaptation, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
+ 3. If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
+ 4. No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
+ 5. This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.
+ 6. The rights granted under, and the subject matter referenced, in this License were drafted utilizing the terminology of the Berne Convention for the Protection of Literary and Artistic Works (as amended on September 28, 1979), the Rome Convention of 1961, the WIPO Copyright Treaty of 1996, the WIPO Performances and Phonograms Treaty of 1996 and the Universal Copyright Convention (as revised on July 24, 1971). These rights and subject matter take effect in the relevant jurisdiction in which the License terms are sought to be enforced according to the corresponding provisions of the implementation of those treaty provisions in the applicable national law. If the standard suite of rights granted under applicable copyright law includes additional rights not granted under this License, such additional rights are deemed to be included in the License; this License is not intended to restrict the license of any rights under applicable law.
diff --git a/OtherSites/originalportfolio.html b/OtherSites/originalportfolio.html
new file mode 100644
index 0000000..38bb94b
--- /dev/null
+++ b/OtherSites/originalportfolio.html
@@ -0,0 +1,545 @@
+
+
+
+
+
+ Dimension by HTML5 UP
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
LM portfolio
+
Discover about my work and me.
+
+
+
+
+
+
Bem vindo ao meu portfolio!
+
Aqui estão vários dos meus trabalhos desenvolvidos ao longo dos anos nas mais diversas áreas
+ criativas nas quais
+ tenho vindo a desenvolver um crescente interesse. Estas incluem 3D Animation, Design, Paints,
+ Photography entre outras.
+ Utilizo softwares como Blender, Figma, Clip Studio Paint, Inkscape, Ps etc. Também inclui alguns
+ projetos na área da programação e
+ escrita.
+
+
Adoro explorar novas técnicas, sejam elas digitais ou tradicionais (ou misturas), e participar em
+ workshops para aprender
+ mais sobre cada uma delas. Mais recentemente estou a focar-me na animação 3D! Através de vídeos
+ no
+ YouTube e de bastante tempo dedicado a explorara por mim a testar vários projetos, sinto que
+ estou a evoluir. Também frequentei uma cadeira
+ de 6 créditos no meu primeiro semestre de faculdade (em ISEL-LEIM) que se dedicava a 100% à
+ criação e respetiva animação de uma personagem 3D
+ (do tipo para jogos) no Blender.
+
Desde que me tenho memória o meu gosto pela arte (plástica e visual), esteve muitas vezes presente
+ ao longos dos anos,
+ mas acabei por seguir uma carreira mais cientifica/matematica nos últimos anos quando tive que
+ escolher a que me queria
+ dedicar.
+
+
+ Este ano, para variar, decidi que estava na altura de não ter que optar por nenhum dos lados, não
+ quero seguir uma área
+ só cientifica ou só artística, quero ter presente no meu dia a dia ambas, e a "paleta completa dos
+ tons" que levam de
+ uma área à outra.
+
+
+ Na minha perspectiva Matemática está num extremo e arte visual no outro, e eu quero estar na ponte
+ que os liga. Assim
+ estou decidida a descobrir todas essas pontes (acredito que sejam várias). Uma delas é a
+ "programação e multimedia", a
+ programação liga-se à matemática e multimedia à arte, e aproximam-se facilmente uma da outra, e
+ assim ficam as quatro
+ áreas ligadas de forma lógica.
+
+
+ Por esta linha de raciocínio, este próximo ano letivo que vêm vou mudar para o curso de Matemática
+ Aplicada e Computação
+ para Engenharia Informática e Multimedia e recomeçar o meu percurso no ensino superior procurando
+ obter o máximo
+ potencial de todas estas áreas tão logicamente interligadas.
+
+
+ Há mais "pontes", e eu vou desvenda-las, porque acredito que o futuro se encontra não apenas numa
+ área pura, mas sim,
+ nos tons intermédios entre todas e cada delas e é aí que devemos concentrar as nossas forças e
+ criatividade.
+
+
+
+
+
+
+
Curriculum Vitae
+
Adipiscing magna sed dolor elit. Praesent eleifend dignissim arcu, at eleifend sapien imperdiet ac.
+ Aliquam erat
+ volutpat.
Lorem ipsum dolor sit amet, consectetur et adipiscing elit. Praesent eleifend dignissim arcu, at
+ eleifend sapien
+ imperdiet ac. Aliquam erat volutpat. Praesent urna nisi, fringila lorem et vehicula lacinia quam.
+ Integer
+ sollicitudin mauris nec lorem luctus ultrices. Aliquam libero et malesuada fames ac ante ipsum
+ primis in
+ faucibus. Cras viverra ligula sit amet ex mollis mattis lorem ipsum dolor sit amet.
+
+
+
+
+
Writing
+
+
BD's
+
Lorem ipsum dolor sit amet, consectetur et adipiscing elit. Praesent eleifend dignissim arcu, at
+ eleifend sapien
+ imperdiet ac. Aliquam erat volutpat. Praesent urna nisi, fringila lorem et vehicula lacinia quam.
+ Integer
+ sollicitudin mauris nec lorem luctus ultrices. Aliquam libero et malesuada fames ac ante ipsum
+ primis in
+ faucibus. Cras viverra ligula sit amet ex mollis mattis lorem ipsum dolor sit amet.
This is bold and this is strong. This is italic and this is
+ emphasized.
+ This is superscript text and this is subscript text.
+ This is underlined and this is code: for (;;) { ... }. Finally, this is a link.
+
+
Heading Level 2
+
Heading Level 3
+
Heading Level 4
+
Heading Level 5
+
Heading Level 6
+
+
Blockquote
+
Fringilla nisl. Donec accumsan interdum nisi, quis tincidunt felis sagittis eget tempus
+ euismod. Vestibulum ante ipsum primis in faucibus vestibulum. Blandit adipiscing eu felis
+ iaculis volutpat ac adipiscing accumsan faucibus. Vestibulum ante ipsum primis in faucibus lorem
+ ipsum dolor sit amet nullam adipiscing eu felis.
+
Preformatted
+
i = 0;
+
+while (!deck.isInOrder()) {
+ print 'Iteration ' + i;
+ deck.shuffle();
+ i++;
+}
+
+print 'It took ' + i + ' iterations to sort the deck.';
+
+ See detials
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/PCMsites/3DGalery/projectDetails.html b/PCMsites/3DGalery/projectDetails.html
new file mode 100644
index 0000000..a038e8d
--- /dev/null
+++ b/PCMsites/3DGalery/projectDetails.html
@@ -0,0 +1,23 @@
+
+
+
+ Project Detail
+
+
+
+
+
+
+
+
+
+ Back to Galery
+
+
Project Detail
+
Lorem ipsum dolor sit, amet consectetur adipisicing elit. Officiis eligendi suscipit in perferendis unde pariatur repellat,
+ temporibus modi, exercitationem fugiat nulla delectus beatae ea vitae sapiente corporis doloribus quibusdam labore.
+
+
+
\ No newline at end of file
diff --git a/Icons/Comunication/104493_linkedin_icon.png b/PCMsites/Icons/Comunication/104493_linkedin_icon.png
similarity index 100%
rename from Icons/Comunication/104493_linkedin_icon.png
rename to PCMsites/Icons/Comunication/104493_linkedin_icon.png
diff --git a/Icons/Comunication/1161953_instagram_icon.png b/PCMsites/Icons/Comunication/1161953_instagram_icon.png
similarity index 100%
rename from Icons/Comunication/1161953_instagram_icon.png
rename to PCMsites/Icons/Comunication/1161953_instagram_icon.png
diff --git a/Icons/Comunication/291716_github_logo_social network_social_icon.png b/PCMsites/Icons/Comunication/291716_github_logo_social network_social_icon.png
similarity index 100%
rename from Icons/Comunication/291716_github_logo_social network_social_icon.png
rename to PCMsites/Icons/Comunication/291716_github_logo_social network_social_icon.png
diff --git a/Icons/Comunication/3069758_circle_discord_gaming_messenger_round icon_icon.png b/PCMsites/Icons/Comunication/3069758_circle_discord_gaming_messenger_round icon_icon.png
similarity index 100%
rename from Icons/Comunication/3069758_circle_discord_gaming_messenger_round icon_icon.png
rename to PCMsites/Icons/Comunication/3069758_circle_discord_gaming_messenger_round icon_icon.png
diff --git a/Icons/Comunication/4550857_email_gmail_mail_sending_yahoo_icon.png b/PCMsites/Icons/Comunication/4550857_email_gmail_mail_sending_yahoo_icon.png
similarity index 100%
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diff --git a/Icons/Comunication/8666128_artstation_icon.png b/PCMsites/Icons/Comunication/8666128_artstation_icon.png
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diff --git a/Icons/Skills/2814503_coding_filetype_javascript_programming_development_icon.png b/PCMsites/Icons/Skills/2814503_coding_filetype_javascript_programming_development_icon.png
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rename to PCMsites/Icons/Skills/2814503_coding_filetype_javascript_programming_development_icon.png
diff --git a/Icons/Skills/2814504_coding_exe_filetype_program_programming_icon.png b/PCMsites/Icons/Skills/2814504_coding_exe_filetype_program_programming_icon.png
similarity index 100%
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rename to PCMsites/Icons/Skills/2814504_coding_exe_filetype_program_programming_icon.png
diff --git a/Icons/Skills/2814506_c++_coding_filetype_programming_extension_icon.png b/PCMsites/Icons/Skills/2814506_c++_coding_filetype_programming_extension_icon.png
similarity index 100%
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rename to PCMsites/Icons/Skills/2814506_c++_coding_filetype_programming_extension_icon.png
diff --git a/Icons/Skills/2814507_coding_database_filetype_programming_sql_icon.png b/PCMsites/Icons/Skills/2814507_coding_database_filetype_programming_sql_icon.png
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diff --git a/Icons/Skills/2814508_coding_css_filetype_programming_extension_icon.png b/PCMsites/Icons/Skills/2814508_coding_css_filetype_programming_extension_icon.png
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diff --git a/Icons/Skills/4373067_adobe_ai_illustrator_logo_logos_icon.png b/PCMsites/Icons/Skills/4373067_adobe_ai_illustrator_logo_logos_icon.png
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diff --git a/Portfolio/Styles/stylePortfolio.css b/PCMsites/Portfolio/Styles/stylePortfolio.css
similarity index 94%
rename from Portfolio/Styles/stylePortfolio.css
rename to PCMsites/Portfolio/Styles/stylePortfolio.css
index 6eb0a07..17aa589 100644
--- a/Portfolio/Styles/stylePortfolio.css
+++ b/PCMsites/Portfolio/Styles/stylePortfolio.css
@@ -1,87 +1,87 @@
-p{
- color: darkgray;
- font: 14px roboto, sans-serif; /*colocal sans-serif no final caso não exista a font que queremos*/
- text-align: center;
- justify-content: center;
- margin: 5%;
-}
-
-h1{
- color: black;
- font: 14px roboto;
- text-align: center;
- justify-content: center;
- margin: 5%;
-}
-
-div{
- background-color: bisque;
- text-align: center;
- margin: 10%;
- padding: 5%;
-}
-
-.color1{
- background-color: #0f5a16;
-}
-
-.color2{
- background-color: #b9e19c;
-}
-
-header{
- background-color: #0f5a16;
-}
-
-nav{
- background-color: #b9e19c;
-}
-
-footer{
- background-color: #0f5a16;
-}
-
-div.galery>img{
- width: 30%;
- height: 30%;
-}
-
-a:visited{
- color: rgb(215, 174, 9);
-}
-
-div.galery{
- display: flex;
- flex-wrap: wrap;
- justify-content: center;
- border: #0f5a16 4px solid;
-}
-
-img{
- border: 2px solid #ecefdc;
-}
-
-img.logo{
- width: 20px;
- height: 20px;
- border: 0px;
-}
-
-.animation{
- width: 20px;
- height: 20px;
- background-color: #0f5a16;
- position: relative;
- animation-name: example;
- animation-duration: 4s;
- animation-iteration-count: infinite;
- animation-timing-function: linear;
- border-radius: 10px;
-}
-@keyframes example{
- 0%{background-color: #0f5a16; left: 0%; top: 0%}
- 25%{background-color: #b9e19c; left: 50%; top: 50%}
- 50%{background-color: #0f5a16; left: 100%; top: 100%}
- 75%{background-color: #b9e19c; left: 50%; top: 50%}
- 100%{background-color: #0f5a16; left: 0%; top: 0%}
+p{
+ color: darkgray;
+ font: 14px roboto, sans-serif; /*colocal sans-serif no final caso não exista a font que queremos*/
+ text-align: center;
+ justify-content: center;
+ margin: 5%;
+}
+
+h1{
+ color: black;
+ font: 14px roboto;
+ text-align: center;
+ justify-content: center;
+ margin: 5%;
+}
+
+div{
+ background-color: bisque;
+ text-align: center;
+ margin: 10%;
+ padding: 5%;
+}
+
+.color1{
+ background-color: #0f5a16;
+}
+
+.color2{
+ background-color: #b9e19c;
+}
+
+header{
+ background-color: #0f5a16;
+}
+
+nav{
+ background-color: #b9e19c;
+}
+
+footer{
+ background-color: #0f5a16;
+}
+
+div.galery>img{
+ width: 30%;
+ height: 30%;
+}
+
+a:visited{
+ color: rgb(215, 174, 9);
+}
+
+div.galery{
+ display: flex;
+ flex-wrap: wrap;
+ justify-content: center;
+ border: #0f5a16 4px solid;
+}
+
+img{
+ border: 2px solid #ecefdc;
+}
+
+img.logo{
+ width: 20px;
+ height: 20px;
+ border: 0px;
+}
+
+.animation{
+ width: 20px;
+ height: 20px;
+ background-color: #0f5a16;
+ position: relative;
+ animation-name: example;
+ animation-duration: 4s;
+ animation-iteration-count: infinite;
+ animation-timing-function: linear;
+ border-radius: 10px;
+}
+@keyframes example{
+ 0%{background-color: #0f5a16; left: 0%; top: 0%}
+ 25%{background-color: #b9e19c; left: 50%; top: 50%}
+ 50%{background-color: #0f5a16; left: 100%; top: 100%}
+ 75%{background-color: #b9e19c; left: 50%; top: 50%}
+ 100%{background-color: #0f5a16; left: 0%; top: 0%}
}
\ No newline at end of file
diff --git a/Portfolio/cv.html b/PCMsites/Portfolio/cv.html
similarity index 96%
rename from Portfolio/cv.html
rename to PCMsites/Portfolio/cv.html
index bc5f18f..377abfd 100644
--- a/Portfolio/cv.html
+++ b/PCMsites/Portfolio/cv.html
@@ -1,74 +1,74 @@
-
-
-
-
-
-
- CV
-
-
-
-
-
-
-
-
-
Leonor Medeiros Portfolio
-
-
-
-
-
-
Curriculum Vitae
-
-
-
-
Personal Information
-
Lorem ipsum, dolor sit amet consectetur adipisicing elit. Debitis, facere nam.
- Debitis eum rerum quasi, doloremque inventore asperiores
- porro itaque assumenda dicta totam doloribus. Eaque, nobis. Minus ducimus ipsa vel?
-
-
-
-
Education
-
2019-2023 - Degree in Multimedia Design and Communication
-
2016-2019 - High School in Arts
-
-
-
Experience
-
Lorem ipsum dolor sit amet consectetur adipisicing elit.
- Quisquam, voluptatum.
-
-
-
-
Skills
-
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- Quisquam, voluptatum.
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+ CV
+
+
+
+
+
+
+
+
+
Leonor Medeiros Portfolio
+
+
+
+
+
+
Curriculum Vitae
+
+
+
+
Personal Information
+
Lorem ipsum, dolor sit amet consectetur adipisicing elit. Debitis, facere nam.
+ Debitis eum rerum quasi, doloremque inventore asperiores
+ porro itaque assumenda dicta totam doloribus. Eaque, nobis. Minus ducimus ipsa vel?
+
+
+
+
Education
+
2019-2023 - Degree in Multimedia Design and Communication
+
2016-2019 - High School in Arts
+
+
+
Experience
+
Lorem ipsum dolor sit amet consectetur adipisicing elit.
+ Quisquam, voluptatum.
+
+
+
+
Skills
+
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+ Quisquam, voluptatum.
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Portfolio/galery.html b/PCMsites/Portfolio/galery.html
similarity index 97%
rename from Portfolio/galery.html
rename to PCMsites/Portfolio/galery.html
index a2b5222..8b6d219 100644
--- a/Portfolio/galery.html
+++ b/PCMsites/Portfolio/galery.html
@@ -1,68 +1,68 @@
-
-
-
-
-
-
- Galery
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Portfolio/img/Leonor Medeiros_banner.png b/PCMsites/Portfolio/img/Leonor Medeiros_banner.png
similarity index 100%
rename from Portfolio/img/Leonor Medeiros_banner.png
rename to PCMsites/Portfolio/img/Leonor Medeiros_banner.png
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rename to PCMsites/Portfolio/img/galery/IMG-20230801-WA0003.jpg
diff --git a/Portfolio/img/galery/IMG_20230801_214033.jpg b/PCMsites/Portfolio/img/galery/IMG_20230801_214033.jpg
similarity index 100%
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rename to PCMsites/Portfolio/img/galery/IMG_20230801_214033.jpg
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similarity index 100%
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rename from Portfolio/img/icons/104493_linkedin_icon.png
rename to PCMsites/Portfolio/img/icons/104493_linkedin_icon.png
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similarity index 100%
rename from Portfolio/img/icons/291716_github_logo_social network_social_icon.png
rename to PCMsites/Portfolio/img/icons/291716_github_logo_social network_social_icon.png
diff --git a/Portfolio/img/icons/4550857_email_gmail_mail_sending_yahoo_icon.png b/PCMsites/Portfolio/img/icons/4550857_email_gmail_mail_sending_yahoo_icon.png
similarity index 100%
rename from Portfolio/img/icons/4550857_email_gmail_mail_sending_yahoo_icon.png
rename to PCMsites/Portfolio/img/icons/4550857_email_gmail_mail_sending_yahoo_icon.png
diff --git a/Portfolio/img/icons/8666128_artstation_icon.png b/PCMsites/Portfolio/img/icons/8666128_artstation_icon.png
similarity index 100%
rename from Portfolio/img/icons/8666128_artstation_icon.png
rename to PCMsites/Portfolio/img/icons/8666128_artstation_icon.png
diff --git a/Portfolio/img/logo.jpg b/PCMsites/Portfolio/img/logo.jpg
similarity index 100%
rename from Portfolio/img/logo.jpg
rename to PCMsites/Portfolio/img/logo.jpg
diff --git a/Portfolio/img/logo.svg b/PCMsites/Portfolio/img/logo.svg
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rename from Portfolio/img/logo.svg
rename to PCMsites/Portfolio/img/logo.svg
diff --git a/Portfolio/main.html b/PCMsites/Portfolio/main.html
similarity index 97%
rename from Portfolio/main.html
rename to PCMsites/Portfolio/main.html
index 4c5548f..bc6e0f2 100644
--- a/Portfolio/main.html
+++ b/PCMsites/Portfolio/main.html
@@ -1,62 +1,62 @@
-
-
-
-
-
- Portfolio
-
-
-
-
-
-
-
-
Leonor Medeiros Portfolio
-
-
-
-
-
-
-
-
-
-
-
Welcome to my portfolio
-
Lorem ipsum dolor sit, amet consectetur adipisicing elit. Non quidem tenetur repudiandae hic eius. Facere quos odit fugit ullam reiciendis suscipit
- asperiores exercitationem earum culpa, cumque nisi illo, ea blanditiis?
-
-
-
-
-
-
-
Projects
-
-
DV class project
-
Create a simplicate image of an insect.
-
-
-
-
Project 2
-
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-
-
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-
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+
+
+
+
+ Portfolio
+
+
+
+
+
+
+
+
Leonor Medeiros Portfolio
+
+
+
+
+
+
+
+
+
+
+
Welcome to my portfolio
+
Lorem ipsum dolor sit, amet consectetur adipisicing elit. Non quidem tenetur repudiandae hic eius. Facere quos odit fugit ullam reiciendis suscipit
+ asperiores exercitationem earum culpa, cumque nisi illo, ea blanditiis?
+
+
+
+
+
+
+
Projects
+
+
DV class project
+
Create a simplicate image of an insect.
+
+
+
+
Project 2
+
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\ No newline at end of file
diff --git a/PCMsites/TP3/questionnaire.html b/PCMsites/TP3/questionnaire.html
new file mode 100644
index 0000000..4854353
--- /dev/null
+++ b/PCMsites/TP3/questionnaire.html
@@ -0,0 +1,50 @@
+
+
+
+
+
+
+ Introdução
+
+
+
+
+
+
+
+
+
Image Gallery
+
Questionnaire
+
+
O website da Image Gallery tem como propósito apresentar imagens relevantes para o utilizador. Para
+ alcançar esse objetivo, disponibilizamos três métodos de pesquisa: por categoria, por cor e por
+ semelhança. O utilizador pode procurar as imagens mais pertinentes dentro de uma categoria
+ específica, imagens com maior predominância de uma determinada cor e ainda imagens semelhantes
+ a uma imagem que introduza no sistema.
+
+
Este questionário tem como finalidade avaliar a usabilidade do website. Solicitamos que execute as
+ tarefas descritas abaixo e que, ao preencher este questionário, nos informe sobre as dificuldades
+ encontradas ao interagir com o sistema. Pedimos também a sua opinião sincera acerca da interface e
+ das funcionalidades disponíveis.
+
+
+
Agradecemos a sua participação.
+
* Questões de resposta obrigatória.
+
** Questão de resposta obrigatória (pelo menos uma preferência).
+
+
+
+
\ No newline at end of file
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diff --git a/PCMsites/TP4/js/DrawingObjects.js b/PCMsites/TP4/js/DrawingObjects.js
new file mode 100644
index 0000000..4389fdb
--- /dev/null
+++ b/PCMsites/TP4/js/DrawingObjects.js
@@ -0,0 +1,599 @@
+"use strict";
+
+/**
+ * Represents a drawing object.
+ * @abstract
+ */
+class DrawingObjects {
+ /**
+ * Creates a new DrawingObjects instance.
+ * @abstract
+ * @constructor
+ * @param {number} px - The x-coordinate of the object's position.
+ * @param {number} py - The y-coordinate of the object's position.
+ * @param {string} c - The color of the object.
+ * @param {string} name - The name of the object.
+ */
+ constructor(px, py, c, name) {
+ // Check if the current instance is of the abstract class itself.
+ if (this.constructor === DrawingObjects) {
+ // Error Type 1. Abstract class cannot be constructed.
+ throw new TypeError("Can not construct abstract class.");
+ }
+
+ // Otherwise, this constructor is called from a child class.
+
+ // Check if the child class has implemented the "draw" method.
+ if (this.draw === DrawingObjects.prototype.draw) {
+ // Error Type 4. Child has not implemented this abstract method.
+ throw new TypeError("Please implement abstract method draw.");
+ }
+
+ // Check if the child class has implemented the "mouseOver" method.
+ if (this.mouseOver === DrawingObjects.prototype.mouseOver) {
+ // Error Type 4. Child has not implemented this abstract method.
+ throw new TypeError("Please implement abstract method mouseOver.");
+ }
+
+ // Initialize the position and name properties.
+ this.posx = px;
+ this.posy = py;
+ this.color = c;
+ this.name = name;
+ }
+
+ /**
+ * Abstract method that should be implemented by child classes to draw the object on the canvas.
+ * @param {CanvasRenderingContext2D} cnv - The canvas context where the object will be drawn.
+ * @throws {TypeError} - This method should not be called from child classes.
+ */
+ draw(cnv) {
+ // Error Type 6. The child has implemented this method but also called `super.foo()`.
+ throw new TypeError("Do not call the abstract method draw from child.");
+ }
+
+ /**
+ * Abstract method that should be implemented by child classes to handle mouse over events.
+ * @param {number} mx - The x coordinate of the mouse pointer.
+ * @param {number} my - The y coordinate of the mouse pointer.
+ * @abstract
+ */
+ mouseOver(mx, my) {
+ // Error Type 6. The child has implemented this method but also called `super.foo()`.
+ throw new TypeError(
+ "Do not call the abstract method mouseOver from child."
+ );
+ }
+
+ // Helper method to calculate the square of the distance between two points.
+ /**
+ * Calculates the squared distance between two points.
+ * @param {number} px1 - The x-coordinate of the first point.
+ * @param {number} py1 - The y-coordinate of the first point.
+ * @param {number} px2 - The x-coordinate of the second point.
+ * @param {number} py2 - The y-coordinate of the second point.
+ * @returns {number} The squared distance between the two points.
+ */
+ sqDist(px1, py1, px2, py2) {
+ const xd = px1 - px2;
+ const yd = py1 - py2;
+
+ return xd * xd + yd * yd;
+ }
+}
+
+/**
+ * Represents a rectangle object that can be drawn on a canvas.
+ * @extends DrawingObjects
+ */
+class Rect extends DrawingObjects {
+ /**
+ * Creates a new instance of the Rect class.
+ * @constructor
+ * @param {number} px - The x-coordinate of the top-left corner of the rectangle.
+ * @param {number} py - The y-coordinate of the top-left corner of the rectangle.
+ * @param {number} w - The width of the rectangle.
+ * @param {number} h - The height of the rectangle.
+ * @param {string} c - The color of the rectangle.
+ */
+ constructor(px, py, w, h, c) {
+ // Call the constructor of the parent class (DrawingObjects) with the specified parameters.
+ super(px, py, c, "R");
+ // Set the width, height, and color properties for the Rect instance.
+ this.w = w;
+ this.h = h;
+ }
+
+ /**
+ * Draws a filled rectangle on the canvas at the specified position with the specified width and height.
+ * @param {HTMLCanvasElement} cnv - The canvas element to draw on.
+ * @returns {void}
+ */
+ draw(cnv) {
+ // Get the 2D rendering context for the canvas.
+ const ctx = cnv.getContext("2d");
+
+ // Set the fill color to the specified color for the rectangle.
+ ctx.fillStyle = this.color;
+
+ // Draw a filled rectangle on the canvas at the specified position (this.posx, this.posy)
+ // with the specified width (this.w) and height (this.h).
+ ctx.fillRect(this.posx, this.posy, this.w, this.h);
+ }
+
+ /**
+ * Checks if the mouse coordinates are within the boundaries of the rectangle.
+ * @param {number} mx - The x-coordinate of the mouse pointer.
+ * @param {number} my - The y-coordinate of the mouse pointer.
+ * @returns {boolean} True if the mouse is over the rectangle, false otherwise.
+ */
+ mouseOver(mx, my) {
+ // Check if the mouse coordinates (mx, my) are within the boundaries of the rectangle.
+ return (
+ mx >= this.posx &&
+ mx <= this.posx + this.w &&
+ my >= this.posy &&
+ my <= this.posy + this.h
+ );
+ }
+}
+
+/**
+ * Represents a picture object that can be drawn on a canvas.
+ * @extends DrawingObjects
+ */
+class Picture extends DrawingObjects {
+ /**
+ * Creates a new Picture object.
+ * @constructor
+ * @param {number} px - The x-coordinate of the picture.
+ * @param {number} py - The y-coordinate of the picture.
+ * @param {number} w - The width of the picture.
+ * @param {number} h - The height of the picture.
+ * @param {string} impath - The path to the image file.
+ */
+ constructor(px, py, w, h, impath) {
+ // Call the constructor of the parent class (DrawingObjects) with the specified parameters.
+ super(px, py, null, "P");
+ // Set the width, height, image path, and create an Image object for the Picture instance.
+ this.w = w;
+ this.h = h;
+ this.impath = impath;
+ this.imgobj = new Image();
+ this.imgobj.src = this.impath;
+ }
+
+ /**
+ * Draws the image object on the canvas at the specified position and dimensions.
+ * If the image is not yet loaded, it adds a load event listener to handle drawing when the image is ready.
+ *
+ * @param {HTMLCanvasElement} cnv - The canvas element to draw on.
+ * @returns {void}
+ */
+ draw(cnv) {
+ // Get the 2D rendering context for the canvas.
+ const ctx = cnv.getContext("2d");
+
+ // Check if the image is already loaded and complete.
+ if (this.imgobj.complete) {
+ // If the image is loaded, draw it on the canvas at the specified position (this.posx, this.posy)
+ // with the specified width (this.w) and height (this.h).
+ ctx.drawImage(this.imgobj, this.posx, this.posy, this.w, this.h);
+ } else {
+ // If the image is not yet loaded, add a load event listener to handle drawing when the image is ready.
+ // Using a reference to the current instance (self) to access it inside the event listener function.
+ const self = this;
+ this.imgobj.addEventListener(
+ "load",
+ function () {
+ // Draw the image on the canvas once it's loaded, using the specified position and dimensions.
+ ctx.drawImage(self.imgobj, self.posx, self.posy, self.w, self.h);
+ },
+ false
+ );
+ }
+ }
+
+ /**
+ * Checks if the given mouse coordinates are within the boundaries of the image.
+ * @param {number} mx - The x-coordinate of the mouse.
+ * @param {number} my - The y-coordinate of the mouse.
+ * @returns {boolean} - True if the mouse is within the boundaries of the image, false otherwise.
+ */
+ mouseOver(mx, my) {
+ // Check if the mouse coordinates (mx, my) are within the boundaries of the image.
+ return (
+ mx >= this.posx &&
+ mx <= this.posx + this.w &&
+ my >= this.posy &&
+ my <= this.posy + this.h
+ );
+ }
+}
+
+/**
+ * Represents an oval shape that can be drawn on a canvas.
+ * @extends DrawingObjects
+ */
+class Oval extends DrawingObjects {
+ /**
+ * Creates a new instance of the Oval class.
+ * @constructor
+ * @param {number} px - The x-coordinate of the center of the oval.
+ * @param {number} py - The y-coordinate of the center of the oval.
+ * @param {number} r - The radius of the oval.
+ * @param {number} hs - The horizontal scaling factor of the oval.
+ * @param {number} vs - The vertical scaling factor of the oval.
+ * @param {string} c - The fill color for the oval.
+ */
+ constructor(px, py, r, hs, vs, c) {
+ // Call the constructor of the parent class (DrawingObjects) with specified parameters.
+ super(px, py, c, "O");
+ // Set the radius, horizontal scaling factor, vertical scaling factor, and color for the Oval instance.
+ this.r = r;
+ this.radsq = r * r; // Square of the radius (used for mouse-over check)
+ this.hor = hs; // Horizontal scaling factor
+ this.ver = vs; // Vertical scaling factor
+ }
+
+ /**
+ * Checks if the mouse is over the oval object.
+ * @param {number} mx - The x-coordinate of the mouse.
+ * @param {number} my - The y-coordinate of the mouse.
+ * @returns {boolean} - True if the mouse is over the oval object, false otherwise.
+ */
+ mouseOver(mx, my) {
+ // Define two points: (x1, y1) is the center of the oval, and (x2, y2) is the mouse coordinates scaled by hor and ver.
+ const x1 = 0;
+ const y1 = 0;
+ const x2 = (mx - this.posx) / this.hor;
+ const y2 = (my - this.posy) / this.ver;
+
+ // Check if the mouse coordinates are within the oval by comparing the distance squared to the square of the radius.
+ return this.sqDist(x1, y1, x2, y2) <= this.radsq;
+ }
+
+ /**
+ * Draws an oval on the canvas.
+ * @param {HTMLCanvasElement} cnv - The canvas element to draw on.
+ */
+ draw(cnv) {
+ const ctx = cnv.getContext("2d");
+
+ // Save the current canvas state to isolate transformations and styles.
+ ctx.save();
+ ctx.translate(this.posx, this.posy); // Translate the origin to the oval's position.
+ ctx.scale(this.hor, this.ver); // Scale the canvas horizontally and vertically.
+
+ // Set the fill color for the oval.
+ ctx.fillStyle = this.color;
+
+ // Begin a path for the oval, draw it as an arc at the transformed origin (0, 0) with the specified radius (this.r).
+ ctx.beginPath();
+ ctx.arc(0, 0, this.r, 0, 2 * Math.PI, true);
+ ctx.closePath(); // Close the path to create a filled oval shape.
+ ctx.fill(); // Fill the oval with the specified color.
+
+ // Restore the canvas state to its previous state, undoing the translations and scaling.
+ ctx.restore();
+
+ console.log("drawn O");
+ }
+}
+
+/**
+ * Represents a heart shape object that can be drawn on a canvas.
+ * @extends DrawingObjects
+ */
+class Heart extends DrawingObjects {
+ /**
+ * Creates a new instance of DrawingObjects with specified parameters.
+ * @constructor
+ * @param {number} px - The x-coordinate of the object.
+ * @param {number} py - The y-coordinate of the object.
+ * @param {number} w - The width of the object.
+ * @param {string} c - The fill color for the heart.
+ */
+ constructor(px, py, w, c) {
+ // Call the constructor of the parent class (DrawingObjects) with specified parameters.
+ super(px, py, c, "H");
+ // Set the height of the heart, half width, square of the radius, angle, and color.
+ this.h = w * 0.7; // Height
+ this.drx = w / 4; // Half of the width (radius)
+ this.radsq = this.drx * this.drx; // Square of the radius (used for mouse-over check)
+ this.ang = 0.25 * Math.PI; // Angle for drawing the arcs
+ }
+
+ /**
+ * Checks if a point is outside the specified bounding box.
+ * @param {number} x - The x-coordinate of the top-left corner of the bounding box.
+ * @param {number} y - The y-coordinate of the top-left corner of the bounding box.
+ * @param {number} w - The width of the bounding box.
+ * @param {number} h - The height of the bounding box.
+ * @param {number} mx - The x-coordinate of the point to check.
+ * @param {number} my - The y-coordinate of the point to check.
+ * @returns {boolean} - True if the point is outside the bounding box, false otherwise.
+ */
+ outside(x, y, w, h, mx, my) {
+ // Check if a point (mx, my) is outside the specified bounding box (x, y, w, h).
+ return mx < x || mx > x + w || my < y || my > y + h;
+ }
+
+ /**
+ * Draws a heart shape on the given canvas context.
+ * @param {CanvasRenderingContext2D} cnv - The canvas context to draw on.
+ */
+ draw(cnv) {
+ const ctx = cnv.getContext("2d");
+
+ // Calculate the positions of control points and the tip of the heart.
+ const leftctrx = this.posx - this.drx;
+ const rightctrx = this.posx + this.drx;
+ const cx = rightctrx + this.drx * Math.cos(this.ang);
+ const cy = this.posy + this.drx * Math.sin(this.ang);
+
+ // Set the fill color for the heart.
+ ctx.fillStyle = this.color;
+
+ // Begin drawing the heart shape with arcs and lines.
+ ctx.beginPath();
+ ctx.moveTo(this.posx, this.posy); // Move to the starting point.
+
+ // Draw the left half of the heart using an arc.
+ ctx.arc(leftctrx, this.posy, this.drx, 0, Math.PI - this.ang, true);
+
+ // Continue to the bottom point of the heart and then to the tip.
+ ctx.lineTo(this.posx, this.posy + this.h);
+ ctx.lineTo(cx, cy);
+
+ // Draw the right half of the heart using another arc.
+ ctx.arc(rightctrx, this.posy, this.drx, this.ang, Math.PI, true);
+
+ ctx.closePath(); // Close the path to complete the heart shape.
+ ctx.fill(); // Fill the heart shape with the specified color.
+ }
+
+ /**
+ * Checks if the given point is inside the heart shape.
+ * @param {number} mx - The x-coordinate of the point to check.
+ * @param {number} my - The y-coordinate of the point to check.
+ * @returns {boolean} - True if the point is inside the heart shape, false otherwise.
+ */
+ mouseOver(mx, my) {
+ // Define the positions and dimensions for the bounding rectangle.
+ const leftctrx = this.posx - this.drx;
+ const rightctrx = this.posx + this.drx;
+ const qx = this.posx - 2 * this.drx;
+ const qy = this.posy - this.drx;
+ const qwidth = 4 * this.drx;
+ const qheight = this.drx + this.h;
+
+ // Define two points for comparison (x2, y2) and the slope (m).
+ const x2 = this.posx;
+ const y2 = this.posy + this.h;
+ let m = this.h / (2 * this.drx);
+
+ // Quick test to check if the point is outside the bounding rectangle.
+ if (this.outside(qx, qy, qwidth, qheight, mx, my)) {
+ return false;
+ }
+
+ // Compare the point to the two circle centers of the heart.
+ if (this.sqDist(mx, my, leftctrx, this.posy) < this.radsq) return true;
+ if (this.sqDist(mx, my, rightctrx, this.posy) < this.radsq) return true;
+
+ // If the point is above the heart and outside the circles, return false.
+ if (my <= this.posy) return false;
+
+ // Compare the point to the slopes of the left and right sides of the heart.
+ if (mx <= this.posx) {
+ return my < m * (mx - x2) + y2;
+ } else {
+ // Right side
+ m = -m;
+ return my < m * (mx - x2) + y2;
+ }
+ }
+}
+
+//TO DO: You may need to add more classes other than the following two (e.g., a third new object type and a text object).
+class Bear extends DrawingObjects {
+ constructor(px, py, r, hs, vs, c) {
+ super(px, py, c, "B");
+ this.r = r;
+ this.hs = hs;
+ this.vs = vs;
+
+ this.colorSecundary = "#000000";
+ this.colorTerciary = "#ffffff";
+ // TODO mudar this.c para this.color
+ this.earsL = new Oval(this.posx - 0.7 * this.r, this.posy - 0.9 * this.r, this.r, 0.5, 0.5, this.color);
+ this.earsR = new Oval(this.posx + 0.7 * this.r, this.posy - 0.9 * this.r, this.r, 0.5, 0.5, this.color);
+ this.earsLins = new Oval(this.posx - 0.7 * this.r, this.posy - 0.9 * this.r, this.r, 0.2, 0.2, this.colorSecundary);
+ this.earsRins = new Oval(this.posx + 0.7 * this.r, this.posy - 0.9 * this.r, this.r, 0.2, 0.2, this.colorSecundary);
+ this.head = new Oval(this.posx, this.posy, this.r, hs, vs, this.color);
+
+ this.eyeL = new Oval(this.posx - 0.3 * this.r, this.posy - 0.2 * this.r, this.r, 0.25, 0.25, this.colorSecundary);
+ this.eyeR = new Oval(this.posx + 0.3 * this.r, this.posy - 0.2 * this.r, this.r, 0.25, 0.25, this.colorSecundary);
+ this.eyeLins = new Oval(this.posx - 0.4 * this.r, this.posy - 0.3 * this.r, this.r, 0.1, 0.1, this.colorTerciary);
+ this.eyeRins = new Oval(this.posx + 0.2 * this.r, this.posy - 0.3 * this.r, this.r, 0.1, 0.1, this.colorTerciary);
+
+ this.nose = new Oval(this.posx, this.posy + 0.3 * this.r, this.r, 0.3, 0.2, this.colorSecundary);
+ this.noseIns = new Oval(this.posx - 0.1 * this.r, this.posy + 0.2 * this.r, this.r, 0.1, 0.06, this.colorTerciary);
+ }
+
+ mouseOver(mx, my) {
+ if (this.head.mouseOver(mx, my) || this.earsL.mouseOver(mx, my) || this.earsR.mouseOver(mx, my) ){
+ return true;
+ }
+ }
+
+ draw(cnv) {
+ const ctx = cnv.getContext("2d");
+
+ this.earsL.draw(cnv);
+ this.earsR.draw(cnv);
+ this.earsLins.draw(cnv);
+ this.earsRins.draw(cnv);
+ this.head.draw(cnv);
+ this.eyeL.draw(cnv);
+ this.eyeR.draw(cnv);
+ this.eyeLins.draw(cnv);
+ this.eyeRins.draw(cnv);
+ this.nose.draw(cnv);
+ this.noseIns.draw(cnv);
+
+ ctx.strokeStyle = this.colorSecundary;
+ ctx.beginPath();
+ ctx.arc(this.posx - 0.23 * this.r, this.posy + 0.5 * this.r, this.r * 0.2, Math.PI, Math.PI * 2, true);
+ ctx.stroke();
+ ctx.closePath();
+
+ ctx.beginPath();
+ ctx.arc(this.posx + 0.23 * this.r, this.posy + 0.5 * this.r, this.r * 0.2, Math.PI, Math.PI * 2, true);
+ ctx.stroke();
+ ctx.closePath();
+
+ // criar um set pose que altera a posiçao da ovais
+ // fazer uma class geral do set pose e dpeis para cada objeto fazer a sua versão
+ }
+}
+
+class Ghost extends DrawingObjects {
+ constructor(px, py, w, h, c) {
+ super(px, py, c, "G");
+ this.w = w;
+ this.h = h;
+ }
+
+ mouseOver(mx, my) {
+ if (my >= this.posy && my <= this.posy + this.h) {
+ // detetar se o rato esta sobre
+ // ver se esta dentor do quadrado
+ const cnv = documento.createElemente("canvas");
+ const ctx = cnv.getcontext("2d");
+ this.draw(cnv); // desenhar o proproios gost num canvas vazio
+
+ if (ctx.isPointInInPath(mx, my)) {
+ // devoove se o pnoto esta nu ultimo path desenhaod no canvas
+ console.log;
+ return true;
+ }
+ // existe uma forma alternativa de se criar um path e ver se o ponto esta dentro
+ }
+ }
+
+ draw(cnv) {
+ const ctx = cnv.getContext("2d");
+
+ const curveRadius = 20;
+ ctx.beginPath();
+ ctx.moveTo(this.posx + curveRadius, this.posy);
+ ctx.arcTo(
+ this.posx + this.w,
+ this.posy,
+ this.posx + this.w,
+ this.posy + this.h,
+ curveRadius
+ );
+ ctx.lineTo(this.posx + this.w, this.posy + this.h);
+
+ const legW = this.w / 6;
+
+ ctx.lineTo(this.posx + 5 * legW, this.posy + (2 / 3) * this.h);
+ ctx.lineTo(this.posx + 4 * legW, this.posy + this.h);
+ ctx.lineTo(this.posx + 3 * legW, this.posy + (2 / 3) * this.h);
+ ctx.lineTo(this.posx + 2 * legW, this.posy + this.h);
+ ctx.lineTo(this.posx + 1 * legW, this.posy + (2 / 3) * this.h);
+ ctx.lineTo(this.posx, this.posy + this.h);
+
+ ctx.lineTo(this.posx, this.posy - this.h);
+ ctx.arcTo(
+ this.posx,
+ this.posy - this.h,
+ this.posx + curveRadius,
+ this.posy,
+ curveRadius
+ );
+ ctx.closePath();
+ ctx.fill;
+ }
+}
+
+// TODO text object
+class TextObject extends DrawingObjects {
+ constructor(px, py, c, t) {
+ super(px, py, c, "T");
+ this.text = t;
+ }
+
+ mouseOver(mx, my) {}
+
+ draw(cnv) {
+ const ctx = cnv.getContext("2d");
+ ctx.fillStyle = this.color;
+ ctx.fillText(this.text, this.posx, this.posy);
+ }
+}
+
+// TODO fazer um boneco extra
+class Star extends DrawingObjects {
+ constructor(px, py, r, hs, vs, c) {
+ super(px, py, c, "S");
+ this.r = r;
+ this.hs = hs;
+ this.vs = vs;
+
+ //this.earsL = new Oval(this.posx - 0.7 * this.r, this.posy - 0.9 * this.r, this.r, 0.5, 0.5, this.color);
+ //this.earsR = new Oval(this.posx + 0.7 * this.r, this.posy - 0.9 * this.r, this.r, 0.5, 0.5, this.color);
+ this.head = new Oval(this.posx, this.posy, this.r, hs, vs, this.color);
+ }
+
+ mouseOver(mx, my) {
+ if (this.head.mouseOver(mx, my)) // || this.earsL.mouseOver(mx, my) || this.earsR.mouseOver(mx, my) ){
+ return true;
+ }
+
+ draw(cnv) {
+ const ctx = cnv.getContext("2d");
+
+ //this.earsL.draw(cnv);
+ //this.earsR.draw(cnv);
+ this.head.setPos(this.posx, this.posy);
+ this.head.draw(cnv);
+
+ ctx.strokeStyle = this.colorSecundary;
+ ctx.beginPath();
+ ctx.arc(this.posx - 0.23 * this.r, this.posy + 0.5 * this.r, this.r * 0.2, Math.PI, Math.PI * 2, true);
+ ctx.stroke();
+ ctx.closePath();
+ }
+
+ setPos(mx, my){
+ this.head.posx = mx;
+ this.head.posy = my;
+ }
+}
+
+/* Cor - usar bootstrap para ficar mais bonito
+
+
+
+
+
+
+
+
+
+
+//js
+documet.getelementById("onject-color").value
+
+*/
+
+// TODO : por animaçoe sno projeto
+
+// let texto = prompt("texto");
+
+//
diff --git a/PCMsites/TP4/js/FotoPrint.js b/PCMsites/TP4/js/FotoPrint.js
new file mode 100644
index 0000000..8308dcf
--- /dev/null
+++ b/PCMsites/TP4/js/FotoPrint.js
@@ -0,0 +1,214 @@
+'use strict';
+
+// TODO criar alguns metodos para gerir toolbar
+
+/**
+ * Represents a drawing application that manages a pool of drawing objects.
+ * @class
+ */
+class FotoPrint {
+ /**
+ * Creates a new instance of the FotoPrint class.
+ * @constructor
+ */
+ constructor() {
+ // Keeps track of the object being moved.
+ this.thingInMotion = null;
+ // Mouse offset in the x-direction during drag.
+ this.offsetx = null;
+ // Mouse offset in the y-direction during drag.
+ this.offsety = null;
+ // Creates a pool to manage drawing objects.
+ this.shpinDrawing = new Pool(100);
+
+ // Default color for drawing objects.
+ this.color = '#add8e6';
+
+ /* TO DO */
+ }
+
+ /**
+ * Initializes the application with various drawing objects.
+ */
+ init() {
+ // Initialize the application with various drawing objects.
+ const r = new Rect(10, 20, 50, 50, this.color);
+ this.shpinDrawing.insert(r);
+
+ const o = new Oval(100, 45, 25, 1, 1, this.color);
+ this.shpinDrawing.insert(o);
+
+ const h = new Heart(175, 30, 60, this.color);
+ this.shpinDrawing.insert(h);
+
+ /* TO DO */
+ const b = new Bear(260, 45, 25, 1, 1, this.color);
+ this.shpinDrawing.insert(b);
+
+ const g = new Ghost(325, 30, 60, 60, this.color);
+ this.shpinDrawing.insert(g);
+
+ // Create a picture (loaded from an image file) and insert it into the drawing pool.
+ const p = new Picture(10, 100, 100, 100, 'imgs/allison1.jpg');
+ this.shpinDrawing.insert(p);
+ }
+
+ /**
+ * Draws all objects in the pool on the canvas.
+ * @param {CanvasRenderingContext2D} cnv - The canvas context to draw on.
+ */
+ drawObj(cnv) {
+ // Draw all objects in the pool on the canvas.
+ this.shpinDrawing.stuff.forEach(o => o.draw(cnv));
+ }
+
+ /**
+ * Checks if an object is being dragged based on mouse coordinates.
+ * @param {number} mx - The x coordinate of the mouse.
+ * @param {number} my - The y coordinate of the mouse.
+ * @returns {boolean} - True if an object is being dragged, false otherwise.
+ */
+ dragObj(mx, my) {
+ // Check if an object is being dragged based on mouse coordinates.
+ return this.shpinDrawing.stuff.find((o, i, arr) => {
+ if(o.mouseOver(mx, my)) {
+ this.offsetx = mx - o.posx;
+ this.offsety = my - o.posy;
+ this.thingInMotion = arr.length - 1;
+ arr.splice(i, 1);
+ arr.push(o);
+ return true;
+ }
+ return false;
+ });
+ }
+
+ /**
+ * Move the currently dragged object based on mouse coordinates.
+ * @param {number} mx - The x-coordinate of the mouse.
+ * @param {number} my - The y-coordinate of the mouse.
+ */
+ moveObj(mx, my) {
+ // Move the currently dragged object based on mouse coordinates.
+ this.shpinDrawing.stuff[this.thingInMotion].posx = mx - this.offsetx;
+ this.shpinDrawing.stuff[this.thingInMotion].posy = my - this.offsety;
+ }
+
+ /**
+ * Removes the last object from the pool.
+ */
+ removeObj() {
+ // Remove the last object from the pool.
+ this.shpinDrawing.remove();
+ }
+
+ /**
+ * Inserts a cloned object into the pool based on mouse coordinates.
+ * @param {number} mx - The x-coordinate of the mouse.
+ * @param {number} my - The y-coordinate of the mouse.
+ * @returns {boolean} - Returns true if an object was inserted, false otherwise.
+ */
+ insertObj(mx, my) {
+ // Insert a cloned object into the pool based on mouse coordinates.
+ return this.shpinDrawing.stuff.find((o, i, arr) => {
+ if(o.mouseOver(mx, my)) {
+ this.shpinDrawing.insert(this.cloneObj(o));
+ return true;
+ }
+ return false;
+ });
+
+ /* TO DO */
+ //init toolbal
+ }
+
+ /**
+ * Clones a drawing object based on its type.
+ * @param {Object} obj - The object to be cloned.
+ * @returns {Object} - The cloned object.
+ * @throws {TypeError} - If the object type cannot be cloned.
+ */
+ cloneObj(obj) {
+ // Clone a drawing object based on its type.
+ let item = {};
+
+ switch (obj.name) {
+ case 'R':
+ item = new Rect(obj.posx + 20, obj.posy + 20, obj.w, obj.h, obj.color);
+ break;
+ case 'P':
+ item = new Picture(obj.posx + 20, obj.posy + 20, obj.w, obj.h, obj.impath);
+ break;
+ case 'O':
+ item = new Oval(obj.posx + 20, obj.posy + 20, obj.r, obj.hor, obj.ver, obj.color);
+ break;
+ case 'H':
+ item = new Heart(obj.posx + 20, obj.posy + 20, obj.drx * 4, obj.color);
+ break;
+ case 'B':
+ item = new Bear(obj.posx + 20, obj.posy + 20, obj.size, obj.color);
+ break;
+ case 'G':
+ item = new Ghost(obj.posx + 20, obj.posy + 20, obj.width, obj.height, obj.color);
+ break;
+ case 'S':
+ item = new Star(obj.posx + 20, obj.posy + 20, obj.size, obj.color);
+ break;
+ case 'T':
+ item = new TextObject(obj.posx + 20, obj.posy + 20, obj.w, obj.color, obj.text);
+ break;
+ default:
+ throw new TypeError('Cannot clone this type of object');
+ }
+ return item;
+ }
+}
+
+
+/**
+ * Represents a pool of drawing objects.
+ * @class
+ */
+class Pool {
+ /**
+ * Creates a new pool object with a specified maximum size.
+ * @constructor
+ * @param {number} maxSize - The maximum size of the pool.
+ */
+ constructor(maxSize) {
+ // Maximum size of the pool.
+ this.size = maxSize;
+ // Array to store drawing objects.
+ this.stuff = [];
+ }
+
+ /**
+ * Inserts an object into the pool if it's not full.
+ * @param {Object} obj - The object to be inserted into the pool.
+ */
+ insert(obj) {
+ // Insert an object into the pool if it's not full.
+ if (this.stuff.length >= this.size) {
+ // Display an alert if the pool is full.
+ alert('The pool is full: there isn\'t more memory space to include objects');
+ /* TO DO: Consider alternative actions when the pool is full, such as removing the oldest object or expanding the pool size. */
+ // remove the oldest object
+ this.stuff.shift();
+ }
+ this.stuff.push(obj);
+ }
+
+ /**
+ * Removes the last object from the pool if it's not empty. Displays an alert if there are no objects to delete.
+ */
+ remove() {
+ // Remove the last object from the pool if it's not empty.
+ if (this.stuff.length !== 0) {
+ this.stuff.pop();
+ } else {
+ // Display an alert if there are no objects to delete.
+ alert('There are no objects in the pool to delete');
+ /* TO DO: Consider alternative actions when attempting to remove an object from an empty pool, such as ignoring the request or prompting the user for additional input. */
+ }
+ }
+}
diff --git a/PCMsites/TP4/js/FotoPrint_manager.js b/PCMsites/TP4/js/FotoPrint_manager.js
new file mode 100644
index 0000000..0e5acce
--- /dev/null
+++ b/PCMsites/TP4/js/FotoPrint_manager.js
@@ -0,0 +1,228 @@
+'use strict';
+
+let app = null;
+
+// Entry point of the application
+/**
+ * Initializes the FotoPrint app and adds event listeners for mouse actions.
+ * @function
+ * @returns {void}
+ */
+function main() {
+ // Get the canvas element by its id
+ const cnv = document.getElementById('canvas');
+
+ // Create a new instance of the FotoPrint class and draw the initial canvas rectangle
+ app = new FotoPrint();
+ drawCanvasRect(cnv); // Function to draw a canvas rectangle
+
+ // Initialize the FotoPrint app and draw objects on the canvas
+ app.init(); // Function to initialize the application with various drawing objects
+ app.drawObj(cnv); // Function to draw all objects in the pool on the canvas
+
+ // Add event listeners for the save-as-image and remove buttons
+ document.getElementById('save-as-image').addEventListener('click', saveasimage);
+ document.getElementById('remove').addEventListener('click', remove);
+
+ // Add event listeners for mouse actions: drag, double-click, and window resize
+ cnv.addEventListener('mousedown', drag);
+ cnv.addEventListener('dblclick', makenewitem);
+
+ updateCanvasSize();
+ window.addEventListener('resize', function () {
+ updateCanvasSize(); // Function to update the canvas size on window resize
+ });
+
+ /* TO DO */
+ // draw canvas rect, por um retangulo à volta da toolbar; app.initilToolBar // incira os objs que aparecem na barra de cima
+}
+
+// Function to draw the canvas rectangle
+/**
+ * Draws a black rectangle border on the canvas.
+ * @param {HTMLCanvasElement} cnv - The canvas element to draw on.
+ */
+function drawCanvasRect(cnv) {
+ const ctx = cnv.getContext('2d');
+
+ // Clear the canvas and draw a black rectangle border
+ ctx.clearRect(0, 0, cnv.width, cnv.height);
+ ctx.strokeStyle = 'black';
+
+ /* TO DO */
+
+ ctx.lineWidth = 2;
+ ctx.strokeRect(0, 0, cnv.width, cnv.height);
+}
+
+// Drag & Drop operation - mousedown event
+/**
+ * Handles the drag event for canvas element.
+ * @param {MouseEvent} ev - The mouse event object.
+ */
+function drag(ev) {
+ const cnv = document.getElementById('canvas');
+ const [xPos, yPos] = getMouseCoord(cnv);
+ const mx = ev.x - xPos;
+ const my = ev.y - yPos;
+
+ // If dragging is successful, set cursor and add move and drop event listeners
+ if (app.dragObj(mx, my)) {
+ cnv.style.cursor = 'pointer';
+ cnv.addEventListener('mousemove', move, false);
+ cnv.addEventListener('mouseup', drop, false);
+ }
+}
+
+// Drag & Drop operation - mousemove event
+/**
+ * Moves an object on the canvas based on mouse coordinates.
+ * @param {MouseEvent} ev - The mouse event.
+ */
+function move(ev) {
+ const cnv = document.getElementById('canvas');
+ const [xPos, yPos] = getMouseCoord(cnv);
+ const mx = ev.x - xPos;
+ const my = ev.y - yPos;
+
+ // Move the object, redraw canvas rectangle, and draw objects
+ app.moveObj(mx, my);
+ drawCanvasRect(cnv);
+ app.drawObj(cnv);
+}
+
+// Drag & Drop operation - mouseup event
+/**
+ * Removes move and drop event listeners and resets cursor.
+ */
+function drop() {
+ const cnv = document.getElementById('canvas');
+
+ // Remove move and drop event listeners, reset cursor
+ cnv.removeEventListener('mousemove', move, false);
+ cnv.removeEventListener('mouseup', drop, false);
+ cnv.style.cursor = 'crosshair';
+}
+
+// Insert a new Object on Canvas - dblclick event
+/**
+ * Creates a new item on the canvas at the position of the mouse click event.
+ * @param {MouseEvent} ev - The mouse click event.
+ */
+function makenewitem(ev) {
+ let mx = null;
+ let my = null;
+ const cnv = document.getElementById('canvas');
+
+ // Calculate mouse coordinates relative to the canvas
+ let xPos = 0;
+ let yPos = 0;
+ [xPos, yPos] = getMouseCoord(cnv);
+ mx = ev.x - xPos;
+ my = ev.y - yPos;
+
+ // If insertion is successful, redraw canvas rectangle and draw objects
+ if (app.insertObj(mx, my)) {
+ drawCanvasRect(cnv);
+ app.drawObj(cnv);
+ }
+}
+
+// Delete button - onclick event
+/**
+ * Removes the last object from the canvas, redraws the canvas rectangle, and draws the remaining objects.
+ */
+function remove() {
+ const cnv = document.getElementById('canvas');
+
+ // Remove the last object, redraw canvas rectangle, and draw objects
+ app.removeObj();
+ drawCanvasRect(cnv);
+ app.drawObj(cnv);
+}
+
+// Save button - onclick event
+/**
+ * Saves the contents of the canvas element as a PNG image with the specified file name.
+ * @function
+ * @name saveasimage
+ * @returns {void}
+ */
+function saveasimage() {
+ try {
+ // Get the canvas element by its ID
+ const canvas = document.getElementById('canvas');
+
+ // Convert the contents of the canvas to a data URL representing a PNG image
+ const dataUrl = canvas.toDataURL('image/png');
+
+ // Create a temporary link element
+ const link = document.createElement('a');
+
+ // Set the link's href to the data URL and the download attribute to the specified file name
+ link.href = dataUrl;
+ link.download = 'photo.png';
+
+ // Trigger a click on the link to start the download
+ link.click();
+ } catch (err) {
+ // Display an alert if there is an issue with saving and log the error to the console
+ alert('Failed to save the canvas as an image. Please try again.');
+ console.error(err);
+ }
+}
+
+// Function to get mouse coordinates for all browsers
+/**
+ * Calculates the coordinates of the mouse relative to the top-left corner of the specified element.
+ * @param {HTMLElement} el - The element to calculate the coordinates relative to.
+ * @returns {Array} An array containing the x and y coordinates of the mouse.
+ */
+function getMouseCoord(el) {
+ let xPos = 0; // Initialize the x-coordinate
+ let yPos = 0; // Initialize the y-coordinate
+
+ // Traverse the DOM hierarchy to calculate the coordinates
+ while (el) {
+ if (el.tagName === 'BODY') {
+ // Deal with browser quirks with body/window/document and page scroll
+ let xScroll = el.scrollLeft || document.documentElement.scrollLeft;
+ let yScroll = el.scrollTop || document.documentElement.scrollTop;
+
+ xPos += (el.offsetLeft - xScroll + el.clientLeft);
+ yPos += (el.offsetTop - yScroll + el.clientTop);
+ } else {
+ // For all other non-BODY elements
+ xPos += (el.offsetLeft - el.scrollLeft + el.clientLeft);
+ yPos += (el.offsetTop - el.scrollTop + el.clientTop);
+ }
+
+ el = el.offsetParent;
+ }
+ return [xPos, yPos];
+}
+
+/**
+ * Updates the size of the canvas and draws the canvas rectangle and objects.
+ */
+function updateCanvasSize() {
+ const cnv = document.getElementById('canvas');
+ // Set the width of the canvas to match the body's width
+ cnv.width = document.body.clientWidth;
+
+ // Draw the canvas rectangle and objects
+ drawCanvasRect(cnv);
+ app.drawObj(cnv);
+}
+
+
+// add upload image, action upload(){const cnb, fileInput, const fileURL = wdindow
+// app.insertImage(fileURL); drawCanvas(cnv; app.drawOn«bjct(cnv;))
+
+// insert image(imagepath){
+ // const img
+ // this.ship
+//}
+
+
+// upload createImageUrl -> ver documentaçao
\ No newline at end of file
diff --git a/PCMsites/aulas/questionare.html b/PCMsites/aulas/questionare.html
new file mode 100644
index 0000000..16f5668
--- /dev/null
+++ b/PCMsites/aulas/questionare.html
@@ -0,0 +1,55 @@
+
+
+
+
+
+
+ Document
+
+
+
+
+
\ No newline at end of file
diff --git a/PCMsites/aulas/questionare.js b/PCMsites/aulas/questionare.js
new file mode 100644
index 0000000..47660f4
--- /dev/null
+++ b/PCMsites/aulas/questionare.js
@@ -0,0 +1,4 @@
+document.getElementById("questionare").addEventListener("submite", function(e){
+ e.preventDefault();
+ console.log("submitted");
+});
\ No newline at end of file
diff --git a/PCMsites/aulas/questionare_p2.html b/PCMsites/aulas/questionare_p2.html
new file mode 100644
index 0000000..5d2462a
--- /dev/null
+++ b/PCMsites/aulas/questionare_p2.html
@@ -0,0 +1,20 @@
+
+
+
+
+
+
+ Document
+
+
+
+
Questinare
+
Tarefas
+
+
+
+
+
\ No newline at end of file
diff --git a/PCMsites/aulas/style.css b/PCMsites/aulas/style.css
new file mode 100644
index 0000000..560892e
--- /dev/null
+++ b/PCMsites/aulas/style.css
@@ -0,0 +1,3 @@
+.div{
+ margin: 5%;
+}
\ No newline at end of file
diff --git a/Porfolio/3D/zone_3D.html b/Porfolio/3D/zone_3D.html
new file mode 100644
index 0000000..e69de29
diff --git a/Porfolio/Me/zone_me.html b/Porfolio/Me/zone_me.html
new file mode 100644
index 0000000..eec0164
--- /dev/null
+++ b/Porfolio/Me/zone_me.html
@@ -0,0 +1,161 @@
+
+
+
+
+
+
+
+ LM
+
+
+
+
+
+
+
+
Lorem ipsum dolor sit, amet consectetur
+ adipisicing
+ elit. In architecto vel animi! Officiis
+ fugiat
+ ratione, reiciendis
+ aliquid fuga ipsum nihil assumenda
+ consequuntur!
+ Earum natus dolor hic illo distinctio odio
+ libero.
+
+
+
+
+
+
+
Skills
+
Lorem ipsum dolor sit amet consectetur adipisicing
+ elit. Praesentium sit optio rerum architecto ut
+ omnis expedita, blanditiis.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Contact
+
Lorem ipsum dolor sit amet consectetur adipisicing
+ elit. Id iste, quae eius deserunt eum delectus
+ corporis tenetur.