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ACLC COLLEGE TAGUIG

FTI Complex, Taguig City


COLLEGE OF COMPUTER STUDIES

POS AND INVENTORY SYSTEM FOR

MABOLO FLOWER SHOP

In Partial Fulfillment of the

Subject in System Analysis and Design for the Degree of Bachelor of

Science

In Information Technology

Submitted by:

Haboc, Jessie

Ubang, Alvin
ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

Table of Contents

I. Chapter 1 : The Problem and Its Background

1.1 Introduction

1.2 Background of the Study.

1.3 Purpose and Description.

1.4 Conceptual Framework

1.5 Statement of the Problem

1.6 Objectives of the Study.

1.7 Scope and Limitations of the Study

1.8 Significance of the Study..

1.9 Definition of Terms........

II. Chapter 2 : Review of Related Literature

2.1 Foreign Related Literature...

2.2 Local Related Literature....

2.3 Foreign Related Studies...

2.4 Local Related Studies...

III. Chapter 3 : Methodology and Technical Background

3.1 Research Methodology .

3.1.1 Subjects of the Study.

3.1.2 Data Gathering Procedure


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3.2 Statistical Treatment of Data....

3.3 Method Used in Developing the Software......

3.4 System Requirements................

3.5 Project Cost and Benefits..

IV. Chapter 4 : Presentation, Analysis, and Interpretation of Data

4.1 Presentation of Profile

4.2 Data Presentation.

4.3 Summary of Evaluation of the

Proposed Application.

V. Chapter 5 : Summary of Findings, Conclusion and

Recommendation

5.1 Summary....

5.2 Conclusion

5.3 Recommendation.
ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
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Chapter 1

THE PROBLEM AND ITS BACKGROUND

Introduction

Technology is a systematic treatment of Art and Science. It is an Art because

it is an expression or application of humans creative skills and imagination, and a

Science because it is a systematic application of human knowledge. It adapts to the

dynamic changes that man demands as his desire for convenience arises. Most of

all it is an answer to mans desire to make their lives easier.

As it is, we now live in an era where electronic gadgets such as computers

play a huge role in the advancement of technology. Computers which for the past

decades has been considered a major factor in all the innovations that was

introduced to us consumers - innovations that however advanced or updated, may

always be a subject of improvement.

Having said that, we have set our goal to create a simple innovation that can

be applied in businesses to them in their endeavors towards success as well as

maximize the use of computers.


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1.2 Background of the study

Founded in 1996 with the vision of making flowers a lifestyle element in the

daily lives of the Filipino, MORAGA, Incorporated with its trade name as MABOLO

continues to provide the Philippine market with the finest floral designs that tailor fit

and grace homes, corporate and social events in the country.

We import all our seasonal flowers and materials on a weekly basis. We pride

ourselves and can certify our phytosanitation and that methods of growing,

harvesting and packing of these materials are safe and within the international

standards set by the International Flower Auction, Bloemen Bureau.

For over 20 years, Mabolo has fused the best of Philippine culture with

international contemporary and lifestyle design. Through the years, incorporating its

design resources we have expanded our offerings to include a design department,

landscape, gifts, tabletop, unique home accessories, furniture and furnishings

adding to the visual aesthetics to complete its concept of lifestyle enhancement.


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Heading the Mabolo organization is the sibling tandem of Creative and Artistic

Director, Antonio V.K. Garcia and Ma. Gema V.K. Garcia.

1.3 Purpose and Description

1.4 Conceptual Framework


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INPUT PROCESS OUTPUT

MENU

PRESS THE GIVEN


LETTER DISPLAY THE
Play Puzzle Display the
SCORE OF THE
(UNLIMITED MODE) ENTER (BUTTON) high score and
GAME AND
TWIST (BUTTON) just typeYOUR
TYPE your
Play Action
nameNAME
and
(TIME MODE) CLEAR (BUTTON)
press enter.
GIVE UP (BUTTON)
Instructions
Resume
Restart
Exit Game

Feedback

Figure 1
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1.5 Statement of the problem

The main problem of Mabolo flower shop is the improper management of

their inventory and records.

1.5.1 Specific Problems

Unorganized paper records

Lost paper records.

Difficulty in gathering Informations.

1.6 Objectives of the Study

1.6.1 General Objective

To develop a system that will help Mabolo flower shop to manage their

inventory records.

1.6.2 Specific Objectives

Creating a system to properly organize and manage and records.

To solve the problem of lost records and files.


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To create an automated system of gathering patient information.

1.7 Scope and Limitations of the Study

Scope

Log-in process for security purposes

There is a search box to easily locate a specific patients record.

The user can update and view records easily.

Limitations

No backup function in the system, Back up can be processed through

copying of the whole data.

Offline

1.7 Significance of the study

This study will be valuable and significant to children, parents, readers and future

researchers.
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For the Users

Our proposed system will enable the user to work more efficiently and

conveniently because gathering of patient data will be automated.

For the Company

Our proposed system will improve the clinics current way of storing patient

information. Management of files and records will be automated, reducing the risk

of lost files/records because of their current way of manually storing them.

For the Costumers

Transactions will be done faster than the usual process because the

gathering and inventory of the product records will be automated.

1.8 Definition of Terms


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Logic Games may refer to: a logic puzzle, which includes games as varied as

Sudoku, Futoshiki, Kakuro, etc. The logic games section of the LSAT. a game-

theoretical device for defining the semantics of a logic; see game semantics.

Android Game- Are some of the most fun you can cram onto a phone or tablet.

From story-driven role-playing games, to white-knuckled racing games, to casual,

cute puzzle games,

Critical Thinking Is that mode of thinking about any subject, content, or problem

in which the thinker improves the quality of his or her thinking by skillfully

analyzing, assessing, and reconstructing it. Critical thinking is self-directed, self-

disciplined, self-monitored, and self-corrective thinking.

Puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge.

In a puzzle, one is required to put pieces together in a logical way, in order to

arrive at the correct solution of the puzzle. There are different types of puzzles for

different ages, such as crossword puzzles, word-search puzzles, number puzzles,

or logic puzzles.
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Chapter 2

REVIEW OF RELATED LITERATURE

This chapter presents the literature and studies relevant to presentation

investigation.

2.1 Foreign Related Literature

4 PICTURE AND 1 WORD

The gameplay is very simple: each level displays four pictures linked by one
word the player's aim is to work out what the word is, from a set of letters given
below the pictures. The game is said to follow the "freemium" model: although the
game is free, and devoid of any in-game advertising, microtransactions are
available to help the user progress through the game more quickly.
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The game is written from an English dialect perspective, as well as contains


some unfamiliar words, causing some people to turn to cheating sites or apps to
get the correct answers. According to psychology PhD Jamie Madigan, people
are more likely to cheat when they are anonymous and that theyll cheat less the
more they are connected to other gamers the more, in other words, that they
are known.

Reference:

https://play.google.com/store/apps/details?id=de.lotum.whatsinthefoto.us

D LOGIC

If you want to test your logic skills with some fun and twisted logical

question and brain teasers, then this is the right APP! D Logic works as a little

brain trainer program featuring:

80 twisted brain teasers: A brain teaser is a form of puzzle that requires thought

to solve. It often requires thinking in unconventional ways with given constraints in

mind; sometimes it also involves lateral thinking.

75 numeric sequences: To test your mathematic skill and logic.


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FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

Both types of questions are excellent brain training exercises.

Play is very simple, just read the questions, think about the answer and

when you are ready press the solution button and check if you are right or wrong.

You can share the questions and answers by clicking on the text. Challenge your

friends and show them who is the smartest.

Challenge your mind with our brain teasers and logic questions and start training

your brain now!

Reference: https://play.google.com/store/apps/details?id=com.gmpsoft.dlogic

2.2 Local Related Literature

PICTOWORD

Pictoword is a simple yet addictive word game where you "read" a series of pics that
combine to create a word or phrase!

Guessing these words will be so much fun. These challenging and fun word puzzles
will absolutely enlighten your day for girls and boys. Play single player or with
friends, super fun!
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For example, you'll see pics of SAND and WITCH. Combine the two to solve for
SANDWICH - a lunchtime favorite! When you're stumped, try saying the words out
loud or ask a friend!

Ready? 2 Pics, 1 Word - Can you guess what's this word?


Fun addicting games dont get better than this. See if you can handle the addictive
word challenge from Pictoword the best word games for your phone! Play with or
without wifi in your car!

Reference:

https://play.google.com/store/apps/details?id=com.kooapps.pictowordandroid

2.3 Foreign Related Studies

According to Lewis & Ferlazzo (2011: 3) states that Text Twist is an online

Java based game available at Yahoo.com and the inspiration of Scrabble Flash.

Games like this are useful for developing students vocabulary in 2 contexts. One is

through repetitive play, with family or friends. The main drawback in this scenario is
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that only student already possessing a good vocabulary are more likely to be

interested in playing this games.

Mc Donough (1994:217) states that: Network vocabulary and simulation

work, on the other hand, usually requires the learners to take part in communication

which involves personal experience and emotion. Games are useful and effective

tools that should be applied in vocabulary classes. The use of vocabulary is a way

to make the lessons more interesting, enjoyable and effective. By definition above,

the researcher conclude that Text Twist game is one kinds of method to improve

vocabulary mastery. It is easy to use and can be applied to teach vocabulary to

students.

2.4 Local Related Studies


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According to Samsara Louise Pagaduan of Kooapps(2012) Pictoword is one

of their most successful games. Its a puzzle and educational word game targeted

for all ages, and they were very proud of it. Free-to-play Pictoword is easy to pick

up, but hard to put down and even harder to master. Each level, youre shown two

pictures whose spellings or sounds you have to combine to form the right word. It

can be as easy as a picture of an ear and a ring that form earring, or something

trickier, like a picture of a windmill and a lion that merge into million. The higher

your level, the harder the word. You gain coins per level, allowing you to unlock new

word categories such as animals, movies, and celebrities.


ACLC COLLEGE TAGUIG
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Chapter 3

RESEARCH AND METHODOLOGY

3.1 Research Methodology

For the purpose of this study, the researchers will be using the Descriptive

and Survey methods. The main idea behind the Descriptive method is to define an

opinion and attitude of a group of people on a given subject while questionnaires

were used for the Survey method.

The researchers used the descriptive research to conduct this study entitled

The Impacts of playing Ice Scramble Game among the people of Barangay North

Signal Village, Taguig City Year 2017.

3.1.1 Subjects of the Study

The population that we will be using in this study will consist of people`s ages

range from 7 14 years old and 15 60 years who currently living at Barangay

North Signal Village Taguig City, for the year 2017. A number of 40 people from

different ages will be used as a sample in the study.


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3.1.2 Data Gathering Procedure

For the purpose of this study, the data will be collected using a survey

questionnaire. The survey was created using suitable questions from related

research and individual questions formed by the researchers. The survey

questionnaires were divided into two parts; the Pre-evaluation Survey Form and

Post-evaluation Survey Form.

The population will be asked to answer the Pre-evaluation Survey questions

before they were allowed to play the game. The survey consisted of questions

regarding their personal opinions and thoughts about video games in general.

Afterwards, they will be asked to answer the Post-evaluation Survey questions that

were composed of questions inquiring about their experience and general thoughts

about the game Ice Scramble.

3.2 Statistical Treatment of Data

The data that will be collected from the Pre-evaluation and Post-evaluation

forms will be tabulated and analyzed by:


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1. Percentage

This statistical tool will be used to determine the quantitative relation to

the whole responses.

Formula: P = (f/n) * 100

Where:

P = Percentage

f = frequency (number of responses in a given item)

n = total number of respondents

2. Weighted Arithmetic Mean - Was used to measure the general response of

the survey samples, whether they agree to given statement or not.

The formula in computing weighted mean is as follows:


x=

Where:

x Mean
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f Weight given to each participant

x- Number of participants

N- Total number of participant

Likert Scale. Four (4) point Likert Scale was also used to determine the

interpretation scale of the perception of the participants on the effectiveness of

present procedures and practices of the proposed device. The result was rate and

interpreted based on the tabulated weighted score and average mean. The table for

four (4) point Likert scale was shown below;

Table 1
FOUR POINT TYPE LIKERT SCALE

UNIT WEIGHT EQUIVALENT VERBAL


WEIGHT INTERPRETATION
4 3.25 - 4.0 Strongly Agree (SA)
3 2.50 - 3.24 Agree (A)
2 1.75 - 2.49 Disagree (D)
1 1.0 1.74 Strongly Disagree (SD)

Table 1 shows the Liker Scale table. It is used to understand items in the

questionnaire. These responses are based on the participants. The range and

interpretation of the four point scale are shown in the table.

3.3 Method Used in Developing the Software


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Agile software development describes a set of principles for software.

Development under requirements and solutions evolve through the collaborative

effort of self-organizing cross-functional teams. There are at least 4 phases of agile

Methodology Plan, Design, Build, Launch and Feedback.

Figure 2
Agile Methodology

1.) Plan the proponents choose an android game to develop.

2.) Build

3.) Launch

4.) Feedback All the bugs, errors and issues gathered will be then used by the

proponents to further the improvement of the development of the software


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3.4 System Requirements

3.4.1 Software

Unity 5.5 -Using basic assets provided by Unity Technologies, built-in

components and writing simple custom code, understand how to work with

imported Mesh Models, Audio, Textures and Materials while practicing more

complicated Scripting principles.

Window 10 Pro 64bit very good condition and also smooth for unity.

3.4.2 Hardware
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Lenovo T420

Windows 10 Pro 64bit

Amd E1-1200 processor

15.6inch 1366x768 HD LED LCD

2GB Amd Radeon HD 7310 Graphics

500GB HDD Storage

4GB Ram

DVD Combo Drive

Samsung S5

Android version 5.1

1gb ram 16gb rom

Quad-core

Minimum Requirements

Android Lollipop 5.1 or later

1GB of ram

Quad-Core Processor
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3.5 Project Cost & Benefits

Cost Benefit Analysis

Hardware Cost

Cost Quantity Item

1 1.Lenovo T420

1 2.AMD E1

1 3.Samsung S5

Total
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Table 3.

Stationaries and Supply Cost

Item Quantity Cost

3 93.00

Hard Copy

3 27.00

Folder

Total 120.00

Software Cost

Cost Quantity Item

1 1.Unity 5.5

Total Free Downloaded

Table 3.2
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Table 3.3

Summary Cost

Item Quantity Cost

1.Hard Copy 1 95.00

2.Folder 1 30.00

4.Samsung S5 1 7,000

Total 7,125.00

Chapter 4

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA


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4.1 Presentation of Profile

The percentage and frequency distribution was computed based on the

following criteria:

1.1 Age

TABLE 2
FREQUENCY AND PERCENTAGE DISTRIBUTION OF THE PARTICIPANTS
ACCORDING TO AGE

Residents of Brgy. North Signal, Taguig City


Age

Frequency Percentage

7-14 yrs. old 20 50%

15-60 yrs. old 20 50%

Total 40 100%

Table 2 shows the frequency and percentage distribution of respondents

according to age. It clearly shows that 20 or 50% belongs to the respondents with

age bracket of 7-14 years old. There also 20 respondents or 50% with the age of

bracket 15-60 years old.


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Finding shows that the age bracket of 7-14 and 15-60 have the same

number of respondents. Both of them gathered the frequency of 20 and

percentage of 50.

1.2 Gender

TABLE 3
FREQUENCY AND PERCENTAGE DISTRIBUTION OF THE PARTICIPANTS
ACCORDING TO GENDER

Residents of Brgy. North Signal, Taguig City


Gender

Frequency Percentage

Male 11 27.5%

Female 29 72.5%

Total 40 100%

Table 3 shows the frequency and percentage distribution of respondents

according to sex. It clearly shows that 29 participants or 72.5% are female while 11

participants or 27.5% are male in the respondents.

Findings shows that 29 respondents or 72.5% are female while 11


participants or
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27.5% are male. It clearly shows female has dominated terms of gender.

4.2 Presentation of Data

2.1. Does the game effective in improving the vocabulary

TABLE 4
MEAN DISTRIBUTION OF THE PERCEPTION OF THE RESPONDENTS ON
THE ON THE QUESTION DOES THE GAME EFFECTIVE IN IMPROVING THE
VOCABULARY?

Residents of Brgy. North


QUESTION Signal, Taguig City

F P (%) Mean
Does the game effective in improving the
vocabulary?

Strongly Agree
30 75%
Agree 10 25% 3.75
Disagree 0 0%
Strongly Disagree 0 0%

Table 4 shows that 30 or 75% of the respondents strongly agree that the

game is effective in improving the vocabulary while 10 or 25% of them are only
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agree. It gathered a mean of 3.75 that means the game is effective in improving the

vocabulary.

2.2 . Does the game have a good entertainment value?

TABLE 5
MEAN DISTRIBUTION OF THE PERCEPTION OF THE RESPONDENTS ON
THE ON THE QUESTION DOES THE GAME HAVE A GOOD ENTERTAINMENT
VALUE?

Residents of Brgy. North


QUESTION Signal, Taguig City

F P (%) Mean
Does the game have a good entertainment
value?

Strongly Agree/Highly Effective


22 55%
Agree/Effective 18 45% 3.55
Disagree/Slightly Effective 0 0%
Strongly Disagree/Ineffective 0 0%
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Table 5 shows that 22 or 55% of the respondents strongly agree that the

game have a good entertainment value while 18 or 45% of them are only agree. It

gathered a mean of 3.55 that means the game has a good entertainment value.

2.3. Does the game satisfy the user?

TABLE 6
MEAN DISTRIBUTION OF THE PERCEPTION OF THE RESPONDENTS ON
THE ON THE QUESTION DOES THE GAME SATISFY THE USER?

Residents of Brgy. North


QUESTION Signal, Taguig City

F P (%) Mean
Does the game satisfy the user?

Strongly Agree/Highly Effective


27 67.5%
Agree/Effective 13 32.5% 3.67
Disagree/Slightly Effective 0 0%
Strongly Disagree/Ineffective 0 0%
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Table 6 shows that 27 or 67.5% of the respondents strongly agree that the

game satisfy the user while 13 or 32.5% are only agree. It gathered a mean of 3.67

that means the game satisfy the user.

4.3 Summary of Evaluation of the Proposed Application

It shows that in terms of age, the age bracket of 7-14 and 15-60 have the

same number of respondents which is 20. The female dominates the number of

respondents when according to gender. Most of the respondents strongly agreed

that the game is effective in improving the vocabulary, have a good entertainment

value and can satisfy the user because all the computed mean ranges from 3.25-

4.0 or strongly agree.

Chapter 5

Summary of Findings, Conclusion and Recommendations

5.1 Summary

Finding shows that the age bracket of 7-14 and 15-60 have the same

number of respondents. Both of them gathered the frequency of 20 and percentage

of 50.
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Finding shows that 29 respondents or 72.5% are female while 11

participants or 27.5% are male. It clearly shows female has dominated in terms of

gender.

Finding shows that 30 or 75% of the respondents strongly agree that

the game is effective in improving the vocabulary while 10 or 25% of them are only

agree. It gathered a mean of 3.75 that means the game is effective in improving the

vocabulary.

Finding shows that 22 or 55% of the respondents strongly agree that

the game have a good entertainment value while 18 or 45% of them are only agree.

It gathered a mean of 3.55 that means the game has a good entertainment value

Finding shows that 27 or 67.5% of the respondents strongly agree that

the game satisfy the user while 13 or 32.5% are only agree. It gathered a mean of

3.67 that means the game satisfy the user.

5.2 Conclusion

The research concludes that the game can be effective in improving

vocabulary skills.
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Based on the survey result the following conclusions were derived:

1. It was concluded that our respondents had an equal number in terms of age

and it means that the game can be played among any ages. Majority of the

respondents are female so it means that female has more interest to play the

game.

2. It was also concluded that the game is effective in improving skills in

vocabulary, has a good value of entertainment and satisfy the user because

all of them gathered a mean ranges from 3.25 - 4.0 or strongly agree.

3. It was found out that a puzzle word game can improve our thinking and logical

skills with enjoyment and without getting bored.

4. It was also found out that the game will be more beneficial for children

because most of the children nowadays have their gadget because they love

to play games on their own tablets, iPad and cellphones.

5.3 Recommendations
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It is strongly recommended that this study should be taken action for the

benefits of the respondents for them to be satisfied by the game.

Based on the survey result the following recommendations were derived:

1. The researcher also recommends enhancing or improving game for the

future researchers or coming up another idea that is related to the game.

2. The researcher also recommends adding additional features and twisting that

we havent use for the game to be more exciting and enjoying.

3. It is also recommended to make the application be also available on

Computer or laptop.

4. The researcher also recommends to make the game online so you can play

with other players and be more exciting.

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