Sunday, 25 October 2015

CIS/115 iLab 4 of 7

You have been asked to design a program that will allow a teacher to calculate the percentage and the final grade for students in a class. The program will prompt the teacher to enter the student’s first and last name and the number of points the student received. The program shall only accept scores between 0 and 1,000 points (including 0 and 1,000), with 1,000 points being the maximum number of points. If the input value is within the valid range, the program will display a "good score" message; otherwise, the program will display an error message and then terminate the program. The program shall then calculate the score percentage, and then determine the grade based on the percentage using the following grade criteria:


Score Percent RangeGrade 
90-100A
80-89B
70-79C
60-69D
0-59F

The program will then display the student’s first name, last name, number of points, calculated percentage, and the final grade.

The program shall have an initial prompt informing the user of the program's purpose, and a program termination message.

CIS/115 iLab 6 of 7 (PERFECT SCORE)

CIS/115 iLab 6 of 7


SCENARIO 
Your algorithm will keep track of a customer’s purchases at the local fireworks stand. Customers will not know exactly how many items they will purchase, so using a for-loop on this lab is not allowed. Let’s keep the rules simple.
Accept the dollar value of each item purchased from the user until the user is finished.
When purchases are complete, enter a sentinel value of -1 (Make certain you do not include the -1 sentinel value in your total).
Keep track of the total dollar amount of all fireworks purchased.
Keep a tally of the number of items purchased.
If more than 20 items were purchased, give your customer a 10% discount on the total purchases. 
Once purchases are complete, display the total number of items purchased, the average price of the items, the total of all fireworks purchased, any discount if applicable, and the total of all fireworks purchased minus the discount.
Be sure to THINK about the logic and design first (IPO chart and/or pseudocode), then code the Visual Logic command line processing.

Deliverables
IPO Chart
Pseudocode
Flowchart
Output screenshots


CIS/115 iLab 2 of 7

CIS/115 iLab 2 of 7

Your goal is to solve the following simple programming exercise. You have been contracted by a local antique store to design an algorithm determining the total purchases and sales tax. According to the store owner, the user will need to see the subtotal, the sales tax amount, and the total purchase amount. A customer is purchasing four items from the antique store. Design an algorithm where the user will enter the price of each of the four items. The algorithm will determine the subtotal, the sales tax, and the total purchase amount. Assume the sales tax is 7%.
 
Be sure to THINK about the logic and design first (IPO chart and pseudocode), then code the Visual Logic command line processing. Display all output using currency formatting (built-in Visual Logic function).
 
Advanced (optional):  Use a constant for the 7% sales tax.
 
Deliverables
Total Purchases IPO Model
Total Purchases Pseudocode
Total Purchases Flowchart
Total Purchases Output Sample




Friday, 23 October 2015

COMP 274 Week 5 Programming Assignment with Screenshots

Timer and Mouse Events and Java Graphics
Introduction
The purpose of this week’s programming assignment is to learn how to deal with events from multiple sources. In addition, we will learn how to use some of Java’s graphics capabilities for drawing shapes in a display area. The programming assignment for this week is to implement a simple paddle ball game.

Paddle Ball Game Overview
The paddle ball game is a simplification of the Pong game. In the Pong game, a ball is moving around the display, bouncing off walls. The player moves a paddle in one dimension, trying to hit the ball whenever possible. If the ball hits the paddle, it bounces off and continues on its way. If the paddle misses the ball, the ball goes off the end of the display area and the player loses a point.
In our paddle ball game, the ball moves around the display, bouncing off walls just as in the Pong game. The player controls a paddle trying to hit the ball just like in the Pong game. If the ball hits the paddle, it bounces off and continues on its way. The main difference in our game is that if the player misses the ball, the ball simply bounces off the wall behind the paddle and continues to travel. There is no scoring in this game.

Object Oriented Design
If we analyze the game description we can see there are several different objects which are interacting. There is a ball object which is traveling around the display. There is a paddle object which is being moved by the player. There is a display which is presenting the graphical representation of the game to the user. These objects are readily apparent from the description of the game.
The ball object has a size and a position within the field of play. It also has a direction of travel in both the X and Y dimensions. The ball must be able to update its position when needed. Since the ball normally bounces off walls, it needs to know the length and width of the field of play when updating its position.The ball must also be able to draw itself.
The paddle has a size and a position within the field of play. The paddle must be able to update its position within the field of play. The paddle must also be able to draw itself.
The display has a display area which has a length and width. It has a means for drawing graphical shapes within the display area. The display area must be able to update the display area the position of the ball or paddlechanges. The display itself has no concept of the game or its objects, so it will need to interact with some other object to draw all the game objects.
At this point, we have a ball, a paddle, and a display object. What is missing is some object which provides the game context. The ball has no awareness of the paddle. The paddle has no awareness of the ball. The display has no awareness of either the ball or paddle. We need an object which enforces the rules and concepts of the game and manages the behaviors of the other objects involved in the game.
Let’s call this the controller object. The controller has a ball, a paddle, and a display object. The controller manages game events. It gets mouse events and tells the paddle to update its position based on the position of the mouse cursor. It gets timer events and tells the ball to update its position based on the size of the display area which it gets from the display. It tells the display when to redraw the display area. It also provides a method which the display object uses to request the controller to draw the current state of the game. The controller is responsible for telling the ball and paddle to draw themselves.
The controller is also responsible for detecting when game objects are interacting. Specifically, it must be able to determine when the ball has made contact with the paddle. This requires that the controller is able to determine if a specific surface of the ball is in contact with a specific surface of the paddle. When this is detected, the controller tells the ball to reverse the direction of travel in the X or Y direction. This places a requirement on the ball and paddle to provide methods allowing the controller to determine the X or Y position of any given surface of the ball or paddle.

The Ball Class
Given that the ball has a size, a position, and moves a specific amount on each update, the Ball class will need member variables for all of these attributes. The size of the ball (diameter) and the number of pixels to move per update should be established when a ball object is created (explicit value constructor). To simplify things, the distance to move (increment) will initially be the same in the X and Y directions. The X and Y position members need to be set to some starting position by the constructor. The X, Y position of the ball is the upper left corner of the minimal box which contains the ball.
When the X increment is positive, the ball is traveling to the right. When it is negative it is traveling to the left. When the Y increment is positive the ball is traveling down. When it is negative it is traveling up.
According to the description in the previous section, the ball must provide the position of  its edges to the controller. To do that, the Ball class provides the following methods:
getTop, getBottom, getLeft, getRight
The first two methods return the Y coordinate of the top/bottom edge of the ball. The other two methods return the X coordinate of the left/right edge of the ball. These values can easily be calculated from the X, Y position and the diameter of the ball.The Ball class must provide a method which takes a Graphics object parameter and uses it to draw the ball at its current position.
When the controller detects that the ball has hit the paddle, the controller must tell the ball to reverse its direction of travel in either the X or Y direction. To be flexible, the Ball class should provide two methods, one to reverse the X direction and one to reverse the Y direction. To the ball, reversing direction simply means negating the value of the X or Y increment.
The controller also must know whether the center of the ball is within the boundaries of the paddle in order to detect contact. This means the Ball class must provide methods to report its horizontal or vertical center. This can be easily computed from the current position and the diameter.
Finally, the Ball class providesa method which the controller calls any time the ball needs to change position. This method adds the X increment to the current X position, and the Y increment to the current Y position. The Ball class is responsible for detecting when it has encountered a wall. So, this method needs to know where the edges of the game area are. This method must be given the length and height of the game area as parameters. The following conditions must be checked for detectingcontactwith a wall:
1.      Top edge of ball <= 0 then reverse Y travel direction
2.      Bottom edge of ball >= height then reverse Y travel direction
3.      Left edge of ball <= 0 then reverse X travel direction
4.      Right edge of ball >= length then reverse X travel direction

The Paddle Class
The Paddle class has a length and a position. Both of these should be initialized by an explicit value constructor. That allows the controller to determine the paddle length and the position of the paddle relative to the wall. We will simplify things by stating that the paddle will have a horizontal orientation and will move left to right only. The paddle cannot move in the vertical direction once it has been created. The X and Y position of the paddle should represent the center of the top surface of the paddle. This will support the correlation of the mouse cursor position to the center of the paddle.
The draw method of the Paddle class takes a Graphics object parameter and draws a filled rectangle based on the current position of the paddle.Drawing a rectangle is based on the upper left corner of the rectangle as its reference position. Calculation of the reference position is easily done using the X and Y position of the paddle and the length of the paddle. The Paddle class controls what the width of the paddle will be.
To support the controller, the Paddle class must have methods which return the position of the top, bottom, left, and right edges of the paddle. The controller needs this information for detecting when the ball and paddle come into contact. The getTop and getBottom methods return a Y position. The getLeft and getRight methods return an X position. These values are easily calculated from the X and Y postion, and the length and width of the paddle.
Finally, a method must be provided to allow the controller to change the position of the paddle based on the X and Y coordinates of the mouse cursor. This method must restrict the movement of the paddle to changes to the X coordinate only.

The Display Class
The Display class provides a window to present the visual rendering of the state of the game. It also must interact with the controller. The easiest way to create a Display class which can draw various graphics is to have the class extend the JPanel class and override the paintComponent method. This method should simply fill a rectangle with some background color. The size of the rectangle is simply the size of the panel which isacquired from the getWidth and getHeight methods of the JPanel class. After drawing the background, the display object must pass its Graphics object to the controller, enabling the controller to arrange for the other game components to draw themselves.
The only other method needed in this class is an explicit value constructor which takes a controller object and stores it into a member variable. The constructor also creates a JFrame object storing it into a member variable. The display object adds itself to the JFrame. The frame initialization should be completed, including setting the initial size of the window which will display the game.
The Controller Class
The controller manages all aspects of the game including various game parameters. It determines the diameter of the ball and the distance the ball travels with each move. The distance travelled should be less than the diameter. The speed of ball movement is controlled by a combination of distance travelled and frequency of timer events. Timer events should be set up to occur around every 25 milliseconds. The length of the paddle should be at least twice the diameter of the ball. The game is to be set up so the paddle moves horizontally near the top of the display area. There should be at least 5% of the display height between the paddle and the top of the display area.
The Controller class contains a ball object, a paddle object, and a display object. In addition, the controller is responsible for managing the events that drive the game. Therefore, this class must implement the ActionListener interface to deal with Timer events which drive the ball.It must also implement the MouseMotionListener interface to cause the paddle to move based on mouse movement.
The constructor of this class creates the three objects mentioned above. It also must create a Timer object which will fire every 25 milliseconds and send ActionEvents to the controller object’s actionPerformed method. The last thing the constructor needs to do is to register the controller object as a mouseMotionListener on the display object. So, when the mouse cursor moves across the display area, MouseEvents will be delivered to the mouseDragged or mouseMoved methods of the controller object.
The controller provides a draw method which takes a Graphics object parameter and is called by the display object. This method should check to see if the ball and paddle objects exist, and if they do, ask each object to draw itself, passing the Graphics object into the draw methods of those objects.
The mouseDragged and mouseMoved methods are responsible for managing the padddle position. When a MouseEvent occurs and one of these methods executes, the method usesitsMouseEventparameter to get the current X and Y coordinates of the mouse cursor. These coordinates are given to the update method of the paddle which adjusts the paddle position based on these new coordinates. Once the paddle has been updated, the controller calls the repaint method on the display object to cause the display to reflect the new position of the paddle.

COMP 274 Week 4 Programming Assignment With Screenshots

Write a Java GUI application to do temperature conversions between Celcius, Fahranheit, and Kelvin. The GUI display should look something like the following:
Your program must meet the following requirements:
  1. Do not use any of the GUI editing capabilities of Eclipse for this assignment. Do all the GUI layout work based on what you have learned in class in the last 2 weeks.
  2. The GUI and event handling setup should be done in the constructor of your GUI class or in private methods called from the constructor.
  3. The display must have a label and JTextField where the user inputs a value which must appear in the upperpart of the frame as shown above.
  4. There should be a set of 3 radio buttons which indicate the input scale of the value to be converted. The 3 input scale buttons must be vertically aligned on the left side of the display as shown above.
  5. There should be a set of 3 radio buttons which indicate the output scale to be converted to. The 3 output scale buttons must be vertically aligned and appear on the right side of the display as shown above.
  6.  Event handling must be setup so that selection of any input or output button causes an event which triggers the event handling code to determine which of 9 possible conversions is needed.
  7. Event handling must also respond to the user hitting the enter key in the input textfield! For this event, the event handling code must also determine which conversion is needed based on which buttons are selected.
  8. Display the conversion result in an output text field or in a JLabel which appears in the bottom part of the display as shown above. Output the degree symbol and output scale information as shown above. You can output a degree symbol by putting the character value 176 into a formatted string.
  9. If a radio button is clicked when there is nothing in the input textfield, the event handler must display the string “No Input” in the output textfield.
10.  Your program must accurately convert from Fahrenheit, Celcius, Kelvin to Fahrenheit, Celcius, Kelvin. Only the selected conversion is displayed in the output textfield.
11.  You must create a separate class which does all the temperature conversion calculations. It should have 6 static methods, one for each possible conversion. Each of the 6 methods takes an input temperature and returns the appropriate converted temperature. This class could be used in any other application where temperature conversion is needed. You can find conversion formulas at the following website:
http://en.wikipedia.org/wiki/Temperature_conversion
12.  When the conversion selection changes due to clicking either an input or output scale button, the output area must change to show only the new result.
13.  HINT: For radio button events, use the ItemListener interface and use the isSelected method on the radio buttons to find out which buttons are turned on!
14.  The output must display 2 digits after the decimal point.


COMP 274 Week 3 Programming Assignment with Screenshots

Create Java programs for the following two problems.
  1. Write a Java application to display the following GUI. At this point you are only implementing the display. We are not ready to make the calculator actually do any calculations!
This program has the following requirements:
  1. The size of the calculator is 250 x 250 pixels.
  2. The background and foreground color of the calculator buttons must alternate in a checker board pattern as shown above. You can choose any pair of colors for your foreground and background colors.
  3. The buttons should have at least 5 pixels of space between them.
  4. The text on the buttons should be SanSerif size 16 and be bold.
  5. Your application should be implemented in a single class. The main method of the class does nothing more than create an object of the class. The constructor of the class creates and displays the GUI. The constructor may call other methods of the class if needed.
  6. The class must inherit from JFrame as the following demonstrates:

public myGUI extends JFrame { … }
The extends keyword specifies inheritance. Inside the class you can directly access methods of the JFrame class without specifying an object due to inheritance. So when you want to add something to the frame, simply say
add(someComponent);
You can specify the title of the window in your constructor by simply adding the following line as the first thing in your constructor.
super(“Title of your window!”);
  1. Write a Java application to display the following GUI. At this point you are only implementing the display.
This program has the following requirements:
  1. The textfield should accommodate 3 characters.
  2. The X and Y labels should be next to the corresponding textfields.
Hint: Put each label and its adjacent text field into a panel, then put both panels into another panel!
  1. The buttons should have 10 pixels horizontal spacing and 5 pixels vertical spacing.
  2. For the layout of the JFrame, use FlowLayout( FlowLayout.CENTER, 10, 5).
  3. Your application should be implemented in a single class. The main method of the class does nothing more than create an object of the class. The constructor of the class creates and displays the GUI. The constructor may call other methods of the class if needed.
  4. Do not use inheritance for this program. Use a JFrame member variable as the main window object for this program.

COMP 274 Week 3 Programming Assignment ( PERFECT SCORE ) with Screenshots

Create Java programs for the following two problems.
  1. Write a Java application to display the following GUI. At this point you are only implementing the display. We are not ready to make the calculator actually do any calculations!
This program has the following requirements:
  1. The size of the calculator is 250 x 250 pixels.
  2. The background and foreground color of the calculator buttons must alternate in a checker board pattern as shown above. You can choose any pair of colors for your foreground and background colors.
  3. The buttons should have at least 5 pixels of space between them.
  4. The text on the buttons should be SanSerif size 16 and be bold.
  5. Your application should be implemented in a single class. The main method of the class does nothing more than create an object of the class. The constructor of the class creates and displays the GUI. The constructor may call other methods of the class if needed.
  6. The class must inherit from JFrame as the following demonstrates:

public myGUI extends JFrame { … }
The extends keyword specifies inheritance. Inside the class you can directly access methods of the JFrame class without specifying an object due to inheritance. So when you want to add something to the frame, simply say
add(someComponent);
You can specify the title of the window in your constructor by simply adding the following line as the first thing in your constructor.
super(“Title of your window!”);
  1. Write a Java application to display the following GUI. At this point you are only implementing the display.
This program has the following requirements:
  1. The textfield should accommodate 3 characters.
  2. The X and Y labels should be next to the corresponding textfields.
Hint: Put each label and its adjacent text field into a panel, then put both panels into another panel!
  1. The buttons should have 10 pixels horizontal spacing and 5 pixels vertical spacing.
  2. For the layout of the JFrame, use FlowLayout( FlowLayout.CENTER, 10, 5).
  3. Your application should be implemented in a single class. The main method of the class does nothing more than create an object of the class. The constructor of the class creates and displays the GUI. The constructor may call other methods of the class if needed.
  4. Do not use inheritance for this program. Use a JFrame member variable as the main window object for this program.