I need u to do these labs: 9 and 10. here are files given. in the pdf, navigate to lab 9 and 10, directions are there at the bottom in specification. the panels and all that is given, i need you to fill in the blanks in them and make the program work.
//Name______________________________ Date_____________
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Panel09 extends JPanel
{
private JLabel label;
private double total;
public Panel09()
{
setLayout(new BorderLayout());
total = 0.0;
/***********************************/
/* Create and add the subpanel */
/* */
/* */
/* Add the big label */
/* */
/***********************************/
}
private void addButton(JPanel panel, String s, double x)
{
/************************/
/* */
/* Your code goes here. */
/* */
/************************/
}
private class Listener implements ActionListener
{
private double myX;
public Listener(double x)
{
myX = x;
}
public void actionPerformed(ActionEvent e)
{
/************************/
/* */
/* Your code goes here. */
/* */
/************************/
}
}
}
//Name______________________________ Date_____________
import javax.swing.*;
import java.awt.*;
public class Display10 extends JPanel
{
private JLabel label;
private int last, next;
public Display10()
{
setLayout(new GridLayout(1, 1));
next = 5;
label = new JLabel(“5”);
label.setFont(new Font(“Serif”, Font.BOLD, 100));
label.setHorizontalAlignment(SwingConstants.CENTER);
label.setForeground(Color.blue);
add(label);
}
private void pickNext()
{
/************************/
/* */
/* Your code goes here. */
/* */
/************************/
}
public boolean guessHigh()
{
pickNext();
return next > last;
}
public boolean guessLow()
{
pickNext();
return next < last;
}
}
//Torbert, e-mail: mr@torbert.com, website: www.mr.torbert.com
//version 4.4.2003
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Panel10 extends JPanel
{
private Display10 display;
private Scoreboard10 scoreboard;
public Panel10()
{
setLayout(new BorderLayout());
scoreboard = new Scoreboard10();
add(scoreboard, BorderLayout.NORTH);
display = new Display10();
add(display, BorderLayout.CENTER);
JPanel panel = new JPanel();
panel.setLayout(new FlowLayout());
add(panel, BorderLayout.SOUTH);
JButton button1 = new JButton(“High”);
button1.addActionListener(new Listener1());
panel.add(button1);
JButton button2 = new JButton(“Low”);
button2.addActionListener(new Listener2());
panel.add(button2);
}
private class Listener1 implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
scoreboard.update(display.guessHigh());
}
}
private class Listener2 implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
scoreboard.update(display.guessLow());
}
}
}
//Name______________________________ Date_____________
import javax.swing.*;
import java.awt.*;
public class Scoreboard10 extends JPanel
{
private JLabel label1, label2, label3;
private int total, max;
public Scoreboard10()
{
setLayout(new GridLayout(1, 5));
total = max = 0;
add(new JLabel(“Run: “, SwingConstants.RIGHT));
label1 = new JLabel(“0”);
label1.setHorizontalAlignment(SwingConstants.LEFT);
add(label1);
label2 = new JLabel(“—“);
label2.setHorizontalAlignment(SwingConstants.CENTER);
label2.setFont(new Font(“Serif”, Font.BOLD | Font.ITALIC, 20));
add(label2);
add(new JLabel(“Max: “, SwingConstants.RIGHT));
label3 = new JLabel(“0”);
label3.setHorizontalAlignment(SwingConstants.LEFT);
add(label3);
}
public void update(boolean arg) //arg is true means player guessed correct
{
/************************/
/* */
/* Your code goes here. */
/* */
/************************/
}
}
Unit Three – User Interface
July 2011
Developed by Shane Torbert
edited by Marion Billington
under the direction of Gerry Berry
Thomas Jefferson High School for Science and Technology
Fairfax County Public Schools
Fairfax, Virginia
FCPS
Java
Packets
http://www.tjhsst.edu/
Three-1
Java
Unit3
Contributing Authors
The author is grateful for additional contributions from Michael Auerbach, Marion Billington, Charles Brewer, Margie
Cross, Cathy Eagen, Anne Little, John Mitchell, John Myers, Steve Rose, Ankur Shah, John Totten, and Greg W.
Price.
The students’ supporting web site can be found at http://academics.tjhsst.edu/compsci/
The teacher’s (free) FCPS Computer Science CD is available from Stephen Rose (srose@fcps.edu)
License Information
This work is licensed under the Creative Commons Attribution-Noncommercial-No Derivative Works 2.5 License. To
view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/2.5/ or send a letter to Creative
Commons, 543 Howard Street, 5th Floor, San Francisco, California, 94105, USA.
You are free:
* to Share — to copy, distribute, display, and perform the work
Under the following conditions:
* Attribution. You must attribute the work in the manner specified by the author or licensor.
* Noncommercial. You may not use this work for commercial purposes.
* No Derivative Works. You may not alter, transform, or build upon this work.
* For any reuse or distribution, you must make clear to others the license terms of this work.
* Any of these conditions can be waived if you get permission from the copyright holder,
smtorbert@fcps.edu
You are free to alter and distribute these materials within your educational institution provided that appropriate credit
is given and that the nature of your changes is clearly indicated. As stipulated above, you may not distribute altered
versions of these materials to any other institution. If you have any questions about this agreement please e-mail
smtorbert@fcps.edu
http://academics.tjhsst.edu/compsci/
http://creativecommons.org/licenses/by-nc-nd/2.5/
Three-2
Java
Unit3
Java Instruction Plan—Unit Three
Section One – Event Driven Programming Page
Lab00: Hello Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-3 to 5
Lab01: Hello Text Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-6 to 8
Lab02: Multiple Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-9 to 11
Lab03: Hailstone Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-12 to
14
Section Two – What’s Inside the Black Box?
Lab04: Odometer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-15 to
16
Lab05: Press Your Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-17 to 19
Lab06: Luck of the Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-20 to 21
Lab07: GCD and LCM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-22 to 24
Section Three – GUI Formatting
Lab08: Sum of a Series . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-25 to
26
Lab09: Subway Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-27 to 29
Lab10: High – Low . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-29 to 30
Lab11: Last Stone Wins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-31
Section Four – I/O Window Output
Lab12: Asterisks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-32 to 34
Lab13: The Necklace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-35
Lab14: Bowling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Three-36
Section Five – Additional GUI Topics
Lab15: More GUI Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-37
Lab16: The jGrasp Debugger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-39
Lab17: Mixing Graphics and GUIs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-40
Three-3
Java
Unit3
Discussion
Panels, GUI Components, and Listeners
A Graphical User Interface (GUI) allows users to point and click on on-screen “buttons.” Almost all
computers today are operated through GUIs, but once upon a time people used keyboards, punchcards, or even
dials and toggle switches. A GUI is quite hard to program, unless you are in an object-oriented language, in
which case it is fairly easy. That’s because an object oriented language takes advantage of abstraction,
inheritance, and encapsulation. For example, each object in a GUI, such as the buttons, textfields, labels,
panels, and frame, “knows” its own attributes and methods—that is encapsulation. Like the Polkadot and Ball
classes in Unit 2, each GUI object even knows how to draw itself. Each object inherits some of its methods
from higher up the hierarchy, overrides some methods, and adds new methods. The hierarchy proceeds from
abstract to concrete, with the programmers assigning powers at the appropriate level. For example, abstractly
considered, all JComponent objects can be assigned ActionListeners. You, the programmer, work with the
concrete objects when you assign a specific button to a specific listener. (You did the same thing in Unit 2,
when you assigned a timer to a specific listener.) You also, as the last programmer in the chain, get to say
exactly what happens when each button is clicked.
The structure of the applications in
this unit is exactly the same as in Unit
2. The driver creates a frame, puts the
panel on the frame, and displays the
frame. The panel has the buttons,
labels, text boxes, and even other
panels. Visually, a GUI is not a whole
lot different from straight graphics.
However, in a GUI the program reacts
to something the user does. Unlike
programs in Units 1 and 2, our GUI
will wait patiently until a button is
clicked, then it springs forth and does
its thing. Best of all, we don’t have to
know the details of how all that
works. Someone else programmed
buttons and listeners for us.
Just for fun, here is the hierarchy, including interfaces, for a JButton:
java.lang.Object
java.awt.Component
java.awt.Container
javax.swing.JComponent
javax.swing.AbstractButton
javax.swing.
JButton
All Implemented Interfaces:
Accessible, ImageObserver, ItemSelectable, MenuContainer, Serializable, SwingConstants
listener
component
http://java.sun.com/j2se/1.4.2/docs/api/java/awt/Component.html
http://java.sun.com/j2se/1.4.2/docs/api/java/awt/Container.html
http://java.sun.com/j2se/1.4.2/docs/api/javax/swing/JComponent.html
http://java.sun.com/j2se/1.4.2/docs/api/javax/swing/AbstractButton.html
http://java.sun.com/j2se/1.4.2/docs/api/javax/accessibility/Accessible.html
http://java.sun.com/j2se/1.4.2/docs/api/java/awt/image/ImageObserver.html
http://java.sun.com/j2se/1.4.2/docs/api/java/awt/ItemSelectable.html
http://java.sun.com/j2se/1.4.2/docs/api/java/awt/MenuContainer.html
http://java.sun.com/j2se/1.4.2/docs/api/java/io/Serializable.html
http://java.sun.com/j2se/1.4.2/docs/api/javax/swing/SwingConstants.html
Three-4
Java
Unit3
Lab00
Hello Button
Objective
Understand frames, panels, and GUI components.
Background
The drivers in Unit 3 are exactly the same as those in Unit 2. The panel
will have GUI components like this:
Specification
Filenames Unit3\Lab00\Driver00.java and Unit3\Lab00\Panel00.java. Enter the source code for the driver.
Enter the source code for the resource class (the panel) as shown below, then compile and run the program.
Lines 4-6: import the swing,
awt, and event classes.
Line 9: The panel’s JLabel is
a private field. This is
essential if we want to access
the label in the
listener.
Lines 10-22: The constructor.
Line 12: set the panel‘s layout
Lines 14-17: Instantiate a
label, set its font and color,
then add it to the panel.
Lines 19-21: Instantiate a
button, register its listener,
then add it to the panel.
Line 23: Listener implements
the ActionListener interface,
meaning that actionPerformed
must have code.
Line 28: (” ” + x) converts a
number to a string, because
setText requires a string.
The scope of a variable is the region of the program in which it is valid to use that variable. The global
private JLabel label in Line 9 has a wider scope than the local JButton button on Line 19 and the
local double x in Line 27. The blue lines down the side in jGrasp show the scope of the different variables.
We need to declare the panel‘s private Jlabel label on Line 9 because we want the listener on Line
28 to use it. In contrast, the listener does not need to use the button. Therefore, we declared JButton
button on Line 19, restricting its scope entirely inside the constructor. Similarly, the double x in Line 27
has a scope that entirely inside the actionPerformed method, which is where we want to use it.
Test Data Go to www.tjhsst.edu/compsci
JLabel
JButton
4 import javax.swing.*;
5 import java.awt.*;
6 import java.awt.event.*;
7 public class Panel00 extends
JPanel
8
{
9 private JLabel label; //a private field
10 public Panel00()
11
{
12 setLayout(new FlowLayout());
13
14 label = new JLabel(“0.0000000000000000”);
15 label.setFont(new Font(“Serif”, Font.BOLD, 20));
16 label.setForeground(Color.blue);
17 add(label);
18
19 JButton button = new JButton(“Random”); //local
20 button.addActionListener(new Listener());
21 add(button);
22
}
23 private class Listener implements ActionListener
24
{
25
public void actionPerformed(ActionEvent e)
26
{
27 double x = Math.random(); //local variable
28 label.setText(“” + x);
29
}
30
}
31 }
http://www.tjhsst.edu/compsci
Three-5
Java
Unit3
Exercises
Lab00
1) What three steps do you have to do to create buttons?
2) add(label) adds a label to the _______________.
3) There are at least four GUI components showing below. Label them all.
4) A fifth GUI component is hidden, but you know it is there. What is it?
5) What do you have to do to program the action of a button?
6) What interface does every button‘s listener implement? ____________________________
7) What method is in that interface? _________________________________
8) ―To implement an interface‖ means to write concrete methods for all the ___________________ methods
in the interface.
9) Give the range of values that the following will generate:
a. Math.random(); ____________________
b. Math.random() * 10; _____________________
c. Math.random() * 100; _______________________
d. Math.random() * 6; ______________________
Three-6
Java
Unit3
Discussion
GUI components, strings, numbers
The initial text that appears in any label, button, or text box can be specified through the object’s constructor.
private JLabel label;
private JTextField box;
public Panel01()
{
label = new JLabel(“0.0”);
JButton button = new JButton(“SQRT”);
box = new JTextField(“0.0”, 10);
In the last command, the text field named “box” will display 0.0, right justified, and it will be 10 characters in
total width. There is no way to set the font or color for all components with a single command. You must call
the set methods on each component individually. Look at the API for all the relevant formatting commands.
To a Java compiler, “6” is different from 6, which is different from 6.0. “6” is a string, 6 is an integer, and 6.0
is a double, and each representation of 6 is stored in a completely different way. We humans want to convert
each kind of 6 into the other kinds. In Lab01, we will want to retrieve a number from the text field. We use
the method getText, which returns a string. Then we turn that string (the ―6‖) into a double (the 6.0) using
the Double.parseDouble method.
double d = Double.parseDouble(box.getText());
After we do the arithmetic with d, often saving the result in a new double variable, then we need to
display
the result on the screen. In other words, we have to change the double into a string. We can do so with
label.setText(“” + d);
In Java, the quote-quote-plus returns the string representation of the double. Then setText accepts the
string and displays it on the label.
There is a difference between a declaration and an instantiation. In a declaration, such as,
private JLabel label;
you create a reference that eventually will point to an object. In a declaration you don‘t create the object itself.
A call to the class‘s constructor, using the keyword new, actually instantiates the object. Only then does the
JLabel reference point to the JLabel object.
label = new JLabel(“”);
label OBJECT
We declare and instantiate in separate steps whenever we need to access the private reference in several
methods, i.e. when the scope of the field must be global. We saw this in Lab00 at lines 9, 14, and 28.
label
Three-7
Java
Unit3
Lab01
Hello Text Box
Objective
Fields vs. local variables
Background
Lines 9-10: These three
declarations create private
fields because the fields need
to be accessed later in the
listener.
Line 13: FlowLayout is the
simplest GUI layout. The first
component added to the panel
is placed at the center top.
Additional components are
placed to the right, or on the
next line. Be sure to drag the
corner of the frame and watch
how the flow works.
Line 15-31. Notice the
different components are
instantiated, formatted, and
added to the panel.
Components appear in the
order in which they are added.
Line 19: This button is
declared local because it does
not need to be accessed in the
listener, unlike the label and
the textField.
Specification
Filename Unit3\Lab01\Driver01.java. Create an appropriate driver. Make sure to add a panel object of type
Panel01.
Filename Unit3\Lab01\Panel01.java. Type in the resource class above. Implement the method
actionPerformed to find square roots. What happens if you type a negative number into the text box?
Extension
Edit your program to handle negative numbers correctly, i.e., returns 5i. You will need an if-
statement.
Warning! A common error is to write Line 15 as JTextField box = new JTextField(“0.0”, 10);
Write Line 15 with this mistake. Compile and run. Explain the error message.
Test Data
Go to www.tjhsst.edu/compsci.
25
4 import javax.swing.*;
5 import java.awt.*;
6 import java.awt.event.*;
7 public class Panel01 extends JPanel
8 {
9 private JLabel label1; //field
10 private JTextField box; //field
11 public Panel01()
12 {
13 setLayout(new FlowLayout());
14
15 box = new JTextField(“0.0”, 10);
16 box.setHorizontalAlignment(SwingConstants.RIGHT);
17 add(box);
18
19 JButton button = new JButton(“SQRT”); //local
20 button.addActionListener(new Listener());
21 add(button);
22
23 label1 = new JLabel(“0.0”);
24 label1.setFont(new Font(“Serif”, Font.BOLD, 20));
25 label1.setForeground(Color.blue);
26 add(label1);
27 }
28 private class Listener implements ActionListener
29 {
30
public void actionPerformed(ActionEvent e)
31
{
32 //get the number
33 //take the square root
34 //display it
35
}
36 }
37 }
http://www.tjhsst.edu/compsci
Three-8
Java
Unit3
Exercises
Lab01
1) There are at least five GUI components showing below. Label them all.
2) Describe a ―string‖ in Computer Science.
3) Describe a ―double‖ in Computer Science.
4) How do you get a string that is in a textField?
5) How do you change that string into a double?
6) How do you change a double into a string, as when you setText a numerical answer into a label?
7) Define and/or explain every underlined term.:
double d = Double.parseDouble( textField.getText() );
Complete this scavenger hunt using Sun’s on-line Java API.
8) What is the lowest common ancestor of JButton, JLabel, and JTextField? _______________________
9) How many methods does the ActionListener interface specify? _________________________
10) What package is ActionEvent in? _________________________
11) How many classes extend JButton? __________________
12) How many constructors does JButton define? _________________________
13) How many methods does JButton define? _________________________
14) JButton has a setText method. When would you ever want to use a button’s setText in the middle of
a program?
15) How many constructors does JTextField define? _________________________
16) Write the code to instantiate a JTextField with “Enter name” in the field, and the field is 20 spaces wide.
Three-9
Java
Unit3
import
public class Panel02 extends JPanel
{
//fields–for objects that must be accessed later
public Panel02() //constructor
{
format the panel,
instantiate and format the GUI components,
register the listeners,
add the GUI components.
}
private class Listener1 implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
. . .
}
}
//another listener
//another listener
}
Discussion
Multiple Buttons
The event model we have seen thus far can be applied to any number of buttons and listeners.
listener1 listener2
component1 component2
listener3
component3
Simply declare a separate listener class for each different action that has to be performed. Register listener
objects with buttons appropriately.
button1.addActionListener(new Listener1());
button2.addActionListener(new Listener2());
button3.addActionListener(new Listener3());
The code above will work, but the names are not informative. You should use informative names, such as:
randomNumber.addActionListener(new RandomListener());
reciprocalButton.addActionListener(new ReciprocalListener());
quitButton.addActionListener(new QuitListener());
As the code below says, each private listener class implements the ActionListener interface. That interface
specifies exactly one abstract method, actionPerformed. That means that each Listener code must define
its own actionPerformed method to specify what happens on each button-click.
Be careful! The placement of
braces is critical to ensure the
proper scope of the fields and
listeners. The listener classes
must be able to access the
fields. In other words, the
scope of the private fields must
include the listener classes.
Also, each of the listener classes
must be visible outside the
constructor. Do not define one
listener class inside another or
the one inside will not be visible
from the constructor.
Sadly, a common error is to put
the definition of one listener
class entirely inside the
definition of another.
Three-10
Java
Unit3
Lab02
Multiple Buttons
Objective
GUIs and listeners.
Background
When working with numbers and text, remember that the argument passed to the setText method must be a
string.
Similarly, remember that the return type passed out of the setText method is always a string. If you want
to do arithmetic on the return type, you’ll need to parse it, either to an int or to a double.
Some static (class) methods in the Math class that you should know:
Math function Example command
Absolute value x = Math.abs(y);
Square root x = Math.sqrt(y);
Square x = y * y;
Cube root x = Math.pow(y, 1.0/3.0);
Set x equal to 1 x = Math.pow(y, 1/3); //due to integer division, 1/3 0
Raise to a power x = Math.pow(2, 10); //Recall that 2
10
= 1024
Sine, y in degrees x = Math.sin(y * Math.PI / 180.0);
Cosine, y in degrees x = Math.cos(Math.toRadians(y));
Specification
Filename Unit3\Lab02\Driver02.java. Create an appropriate driver. Make sure to add a panel object of type
Panel02. Size recommendations for the frame are included as part of the on-
line demo.
Filename Unit3\Lab02\Panel02.java. Reverse engineer the panel based on the on-line demo. Notice that there
is no text box, but that there is only one label. Since you have four buttons, you will have to have four
listeners. To make the Quit button work, check the System class in Sun‘s Java API for some hints.
Test Data
Go to
www.tjhsst.edu/compsci.
http://www.tjhsst.edu/compsci
Three-11
Java
Unit3
Exercises
Lab02
1) label.setText(number)gives an error message. What is the error, and how
do you fix it?
2) How do you change a string into a double?
3) Define and/or explain every underlined item.
private class Handler implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
int num = Integer.parseInt( text.getText() );
int result = num * num;
label2.setText (“The square of the number is ” + result);
}
}
Vocabulary practice:
3a) In the code above, ActionListener is a(n) __________________
3b) In the code above, actionPerformed is a(n) __________________
3c) In the code above, Integer is a(n) __________________
3d) In the code above, parseInt is a(n) __________________
3e) In the code above, text is a(n) __________________
3f) In the code above, getText is a(n) __________________
3g) In the code above, int is a(n) __________________
3h) In the code above, result is a(n) __________________
3i) In the code above, label2 is a(n) __________________
3j) In the code above, setText is a(n) __________________
Three-12
Java
Unit3
Discussion
Primitive Data Types
A data type defines a specific kind of data, e.g., numbers, Strings, or Robots, and how a computer internally
stores and manipulates that data. A class, either imported or user-defined, defines some specific data type.
Java also provides several primitive data types including int (for integers) and double (for decimal
numbers). Primitive data types do not contain any methods. Useful integer methods are instead defined in a
wrapper class. The integer wrapper class is called Integer and the decimal wrapper class is called Double.
Thus, we have Integer.parseInt and Double.parseDouble. Other useful methods are in the API.
Internally, objects are accessed by references, but primitives store their data directly. The convention in Java
is that names of classes start with a capital letter and names of primitives are lower case, reserved words.
Robot karel = new Robot(); Turtle smidge = new Turtle(); int x = 5; double d = 5.00;
karel smidge x 5 d 500 2
Robot is a class, Turtle is a class, primitive type: int primitive type: double
karel is a pointer smidge is a pointer x stores 5 d stores 5.00
One tricky part about ints and doubles is casting, which means changing the data type from one to the
other. Sometimes Java casts automatically and sometimes you must cast explicitly. Suppose your code is:
int x = 4; //creates room for an integer, calls it “x”, and stores 4 in it.
double y = 0; //creates room for a double, calls it “y”, and stores 0.0 in it.
…
y = (double)x; //it works: the code casts 4 explicitly, which becomes 4.0 and is stored in y.
y = x; //it works: the integer 4 is promoted to 4.0 automatically.
However,
x = y; //illegal, due to loss of precision. The 0.0 does not become 0 automatically.
x = (int)y; //it works: you must explicitly tell the computer to truncate the decimal.
Presumably, the Java creators decided that 4 can become 4.0 without risk, but that decimals shouldn’t lose their
decimal parts without the programmer explicitly saying that it is okay.
If you copy and paste code too much you may accidentally apply parseInt or parseDouble when you
need the other one. Always look at the type of the variable and choose appropriately.
int x = Integer.parseInt(“5”);
double y = Double.parseDouble(“5.0”);
Don‘t forget how to change numbers into strings: label.setText(“” + number);
Java is a strongly typed language, meaning that Java is very particular about requiring the correct data type,
either int, double, String, or some other object. A large part of the compiler‘s job is to guarantee
type-safe code. Other, uncompiled, languages do not care so much about type-safe code.
Three-13
Java
Unit3
Lab03
Hailstone Numbers
Objective
Integer division and modulus.
Background
Here‘s the Hailstone algorithm: start with a random integer from 1 to 100. If the number is even, divide it by
two to generate the next number. If the number is odd, multiply it by three and add one to generate the next
number. Keep generating in that way. What happens? The answer is the hailstone numbers, which you will
see in action once your Lab03 is working.
This is new for you: in Java, when you divide two integers you will always get an integer quotient! The
remainder, if any, is ignored and thrown away. For example:
int x = (10 * 6 + 7 – 30) / 8;
Sometimes, finding the remainder is quite useful. The remainder is calculated by the modulus operator,
whose symbol in Java is %. For instance:
int y = (10 * 6 + 7 – 30) % 8;
To understand integer division and modulus, think back to long division. For example, 37 8
Notice that the / does not round up. Any remainder is truncated. Truncated means discarded. So even if you
took 9,999/10,000 it would equal zero.
The Hailstone algorithm requires you to determine if an integer is even. A good way to do this is to check to
see if the remainder (%) obtained from dividing the integer by two equals zero. For example:
number % 2 == 0
Specification
Filename Unit3\Lab03\Driver03.java. Create an appropriate
driver. Make sure to add a panel object of type Panel03. Size
recommendations for the frame are included as part of the on-
line demo.
Filename Unit3\Lab03\Panel03.java (load). Complete the
definition of each listener‘s actionPerformed to reverse
engineer the on-line demo.
Test Data
Be sure to play with the on-line demo that is at
www.tjhsst.edu/compsci.
Extension for math geniuses: Every sequence of Hailstone numbers seems to end in 4, 2, 1, but no one has
proved it to be so. If you come up with a proof, your name will be honored among mathematicians.
x 4
y 5
4
8 37
32
5__
37 / 8 4
37 % 8 5
http://www.tjhsst.edu/compsci
Three-14
Java
Unit3
Exercises
Lab03
1) Practice integer division, modulus division, and decimal division. Remember the order of operations.
14 / 5
14 % 5 14.0 / 5.0 3 + 19 % 6 – 4
15 / 5
15 % 5 15.0 / 5 1 + 8 % 2
16 / 5
16 % 5 16 / 5.0 2 / 3 * 3
17 / 5
17 % 5 17 / 5. 1234 % 10 / 1
3 / 5
3 % 5 3 / 5. 1234 % 100 / 10
0 / 5 0 % 5 0.0 / 5 1234 % 1000 / 100
2) int amount = Integer.parseInt (―143‖); amount
int quarters = amount / 25; quarters
amount = amount % 25;
int dimes = amount / 10; dimes
amount = amount % 10;
int nickels = amount / 5; nickels
int pennies = amount % 5; pennies
int numCoins = quarters + dimes + nickels + pennies; numCoins
3) Given totalSeconds, the total number of seconds, write assignment statements to store the number of
minutes and the number of extra seconds. For example, if totalSeconds = 121, then min = 2 and sec = 1.
4) Write an assignment statement to store the remainder when an integer is divided by 3.
5) Write the code for: if some number x is odd, set a label to print ―odd‖.
6) int x = Double.parseDouble(box.getText()); generates an error. What is it, and how
do you fix it?
Complete this scavenger hunt using Sun’s on-line Java API.
7) What class does the Integer class extend? _________________________
8) What kind of argument does the method parseInt require in the version that requires only a single
argument? _________________________
9) What kind of value does the method parseInt return? _________________________
10) What is the second field listed in the Double class? _________________________
Three-15
Java
Unit3
Discussion
The Black Box
Most of us have no idea how buttons and listeners actually work. They are like a black box to us, in that their
private data and their implementation code are hidden and encapsulated. The client, often another
programmer, uses black box objects without knowing how they are doing what they are doing. Furthermore,
we don’t care how they work! (If you really want to know how buttons and listeners work, ask your teacher
how to view Sun‘s Java source code.)
In Lab04, you get a chance to do your own black box programming. Driver04 looks exactly like all the other
drivers. It hasa Panel04, which has already been written and compiled for you, but is shown below. Do not
type it in!
Lines 4-6: Import some
mysterious classes.
Line 9: declares a private field
of type Odometer.
Lines 14-15: The panel
instantiates and adds an
odometer object to itself. What
is an odometer object? The
panel doesn‘t know!
Lines 17 – 19: create a button,
as usual.
Line 25: When the button is
clicked, the update method in
the odomoter object is called.
What is update? At this
point, we don’t know. All we
know is that it is a method in the
odometer class.
Your job, should you decide to accept it, will be to program the Odometer class.
Draw the CSD scope lines in the code above. Give an example of a global variable: ___________ Give an
example of a local variable: ________________
Fill in the UML diagram for Lab04:
hasa
s
isa
4 import javax.swing.*;
5 import java.awt.*;
6 import java.awt.event.*;
7 public class Panel04 extends JPanel
8 {
9 private Odometer odometer;
10 public Panel04()
11 {
12 setLayout(new FlowLayout());
13
14 odometer = new Odometer();
15 add(odometer);
16
17 JButton button = new JButton(“Step”);
18 button.addActionListener(new Listener());
19 add(button);
20 }
21 private class Listener implements ActionListener
22 {
23 public void actionPerformed(ActionEvent e)
24 {
25 odometer.update();
26 }
27 }
28 }
JFrame
isa
Three-16
Java
Unit3
Lab04
Odometer
Objective
Look inside a black box. Modulus and Integer Division ( % and / )
Background
The shell for the Odometer class is shown below.
An odometer is an object
that displays numbers.
Clearly, the Odometer class
should extend the JPanel
class. Since Odometer isa
JPanel, set the layout. Set
the background to black. Add the GUI components to
make the odometer panel look like an odometer.
Which kind of components do you need? How many?
Default labels are ―clear‖. There is a way to make the
label ―opaque.‖ You’ll also have to set the background
and the foreground colors. Look at Sun‘s API.
An odometer also keeps count. You will have to add a
counter to the odometer.
Someone using Panel04 will
click on the “step” button.
That action causes the
odometer‘s update method
to be called. When update
is called, it increments the
counter and displays the result
in the labels. In the case
shown, the counter variable is storing 57. To display
the result in the labels you will have to use / and %.
Once again we have an example of encapsulation at
work. Updating is something Odometer does; button-
clicking is something Panel04 does; and the frame
holds it all.
Specification
Filename Unit3\Lab04\Odometer.java (load). Complete the implementation of the Odometer class as
described above.
Filename Unit3\Lab04\Panel04.class. This file is given to you in compiled form. Don‘t overwrite it!
Filename Unit3\Lab04\Driver04.java (load). This file has already been compiled. You do not have to compile
it again. Just run the driver and your Odometer.class file will be found by the system.
Test Data
Go to www.tjhsst.edu/compsci.
2 import javax.swing.*;
3 import java.awt.*;
4 public class Odometer extends JPanel
5 {
6 /****************************/
7 /* */
8 /* Declare 3 fields. */
9 /* */
10 /* Declare 1 int variable. */
11 /* */
12 /****************************/
13
14 public Odometer()
15 {
16 /*******************************/
17 /* This is the constructor. */
18 /* Set the layout, set the */
19 /* background. */
20 /* Instantiate all objects and */
21 /* set their properties. */
22 /*******************************/
23 }
24 public void update()
25 {
26 /***************************/
27 /* */
28 /* Increment the counter, */
29 /* set the labels. */
30 /* */
31 /***************************/
32 }
33 }
http://www.tjhsst.edu/compsci
Three-17
Java
Unit3
Discussion
Random Numbers
One of the most valuable uses of computers has been to allow massive calculations on a scale that human
beings themselves could not perform in a lifetime. This ability has led to large simulations of real-world
phenomenon based on mathematical models and randomly generated data. (Theoretically, a computer cannot
generate a pure random number but it can generate a number that is pseudorandom.) Of course, in order to
make use of this ability you have to know how to make your computer generate a random number. In Java
there are two popular ways of generating random numbers.
The Math class includes a method named random that returns a pseudorandom value that is greater than or
equal to zero and strictly less than one. These numbers are of the form 0.abc…, where each letter represents
a single digit. Notice that the digit in front of the decimal point is always a zero. Since a computer is a finite
machine, it cannot store 0.999… repeating forever. At some point the digits must stop. Thus, a call to the
method Math.random cannot return one. Graphically we show it as:
Some examples of using Math.random:
double w = Math.random();
double x = Math.random() * 6;
double y = Math.random() * 6 + 1;
double z = Math.random() * 50 + 25;
These produce w on the interval [0, 1), x on the interval [0, 6), y on the interval [1, 7), and z on the interval
[25, 75). Written another way, 0 <= w < 1, 0 <= x < 6, 1 <= y < 7, and 25 <= z < 75. The general formula
for using Math.random is
double d = Math.random() * RANGE_OF_VALUES + LOWEST;
where the range of the values is 1 plus the difference between the largest and smallest possible values. Or:
double d = Math.random() * (HIGHEST – LOWEST + 1) + LOWEST;
Since random returns a double, how can we generate integers? What if we want to simulate rolling a six-
sided die? In this case you must cast the double into an integer, using (int) as follows:
int n = (int)(Math.random() * 6 + 1); //n є {1, 2, 3, 4, 5, 6}
Be careful! If you write
int n = (int)Math.random() * 6 + 1; //n = 1; bad, don’t do this
then n will always equal one. Without parentheses to specify the order of operations, the integer cast simply
truncates a random number of the form 0.abc…, which of course will always equal zero. Multiplying 0
times 6 and adding 1 always results in 1.
The other popular way of generating a random number is to use the Random class from the java.util package.
You can research this technique for yourself using Sun‘s on-line Java API.
-1 0 1 2 3 4 5 6 7
Three-18
Java
Unit3
7 public class Panel05 extends JPanel
8 {
9 private Display05 display;
10 public Panel05()
11 {
12 setLayout(new FlowLayout());
13
14 display = new Display05();
15 add(display);
16
17 JButton button = new JButton(“Press Your Luck”);
18 button.addActionListener(new Listener());
19 add(button);
20 }
21 private class Listener implements ActionListener
22 {
23 public void actionPerformed(ActionEvent e)
24 {
25
26 }
27 }
28 }
Lab05
Press Your Luck
Objective
Random numbers.
Background
Play with the on-line demo at www.tjhsst.edu/compsci. When do
Value and Total change? When does High Score change?
How many labels do you need? How many buttons? When you
click the button, what happens?
This lab is organized with a driver, a panel, and a display. The
display encapsulates the three labels. The panel holds the display
and the button. Locate these elements at the right.
How is panel designed? Notice
that Line 9 declares a reference
that is empty at this point.
The concrete display object is
instantiated in Line 14 and
added to the panel in Line 15,
exactly as the odometer was
instantiated and added in
Lab04.
If we want to see the code for a
display object, we have to go to
the Display05 class and look.
Lines 17-25 code the typical
steps to create a working
button.
Specification
Filename Unit3\Lab05\Display05.java (load). Complete the implementation of the Display05 class. Update
picks a random number from 1 to 11. If the number is 1 or 2 then your score goes to zero. Otherwise, add the
current value to your running total. Lastly, if there is a new high score, update it.
Filename Unit3\Lab05\Panel05.java (load). Complete the Listener. What should the button do?
Filename Unit3\Lab05\Driver05.java (load).
Extension
Create a second button that acts as an
on-off switch. Include a javax.swing
timer that calls update every 500 ms.
The text on the second button changes.
Test Data
Go to www.tjhsst.edu/compsci.
http://www.tjhsst.edu/compsci
http://www.tjhsst.edu/compsci
Three-19
Java
Unit3
Exercises
Lab05
1) Complete the UML class drawing for Lab05.
2) Give the range of values that the following will generate:
a) double x = Math.random(); _____________________
b) double x = Math.random() * 10; _____________________
c) int n = (int)(Math.random() * 10); _____________________
d) int n = (int)(1 + Math.random() * 10); ____________________
3) Assign n a random integer value from 1 to 100 inclusive.
4) Assign n a random integer value from 2 to 100 inclusive such that n must be an even number.
5) Assign x a random integer value from 40 to 50, inclusive.
6) Assign y a random integer value from 40 to 50 (inclusive) such that y does not equal the x from Question 5.
7) Assign y a different random integer value from 40 to 50 (inclusive) such that it does not equal its previous
value.
8) Count the number of times a coin comes up heads in 10000 coin flips.
9) Count the number of times a six-sided die comes up 5 in 10000 rolls.
uses
s
extends
GridLayout
Font
JLabel
Three-20
Java
Unit3
Lab06
Luck of the Roll
Objective
Images, switch statement, return statement.
Background
The panel has a Dice object and one button. The Dice object has two labels
which display the dots. The Dice class also defines the method roll. The
roll method rolls each die separately, i.e., it calls rollOne twice, and
returns the sum of the dice.
Return statements return values to the place where the method was
called. Since the method roll was called from the panel, the value
a+b will be returned to the panel. Similarly, since rollOne was
called from roll, the value of x will be returned to roll.
Because the code says int rollOne, the rollOne method must
have a return statement. In this case, rollOne will return a
single integer value from one to six, chosen randomly to simulate
the rolling of a single die. The private method rollOne will
return its value to where it was called in the method roll.
The rollOne method also sets the dots, which are ImageIcons.
Rolling a 1 has to set ―one ,‖ rolling a 2 has to set ―two ,‖ etc.
We could use an if-else ladder, but we can also use a switch
statement to do this. A switch statement makes decisions much like
an if-else ladder. Look at the Exercise #2 on the next page to see
the syntax for a switch statement.
Whether you use switch or if, recall the image commands from Unit2 to put a on a graphics object:
ImageIcon thomas = new ImageIcon(“tj “);
g.drawImage(thomas.getImage(), 150, 75, 110, 150, null);
The Unit3 commands to put a on a label is somewhat simpler:
ImageIcon thomas = new ImageIcon(“tj “);
label.setIcon(thomas);
Specification
Filename Unit3\Lab06\Dice.java (load). Implement the method rollOne. Pick a random number from one
to six to simulate rolling a real six-sided die. A label is being passed as an argument to rollOne. Put an
appropriate image on this label based on the value of the roll. Your method rollOne must have a return
statement to communicate the random value back to the method roll.
Filename Unit3\Lab06\Panel06.java (load). Write actionPerformed. Ask yourself: when the button is
clicked, what should happen? Only if the roll is a seven should you display ―Winner!‖ on the label.
Filename Unit3\Lab06\Driver06.java. Create an appropriate driver.
Test Data Go to www.tjhsst.edu/compsci
http://www.tjhsst.edu/compsci
Three-21
Java
Unit3
Exercises
Lab06
Write the output exactly as it would appear on the screen. Check your prediction by typing each fragment into
a driver program.
# Code Fragment Output
1
for(int k=1; k<=5; k++)
if(k==1 || k==3)
System.out.println(“Odd.”);
else if(k==2 || k==4)
System.out.println(“Even.”);
else
System.out.println(“Foo.”);
2
for(int k=1; k<=5; k++)
switch(k)
{
case 1:
case 3: System.out.println(“Odd.”);
break;
case 2:
case 4: System.out.println(“Even.”);
break;
default: System.out.println(“Foo.”);
}
3
int step = (int)(Math.random() * 3);
switch(step)
{
case 0: karel.move();
break;
case 1: karel.turnLeft();
break;
case 2: karel.turnRight();
karel.move();
}
4
for(int k=1; k<=5; k++)
if(k == 1 || k % 2 == 0)
System.out.println(“Hello.”);
else
System.out.println(“Good-bye.”);
5
for(int k=1; k<=5; k++)
if(k == 1 && k % 2 == 0)
System.out.println(“Hi.”);
else
System.out.println(“Bye.”);
6
public boolean isPrime(int a)
{
for(int k=a/2; k >= 2; k–)
if(a % k == 0)
return false;
return true;
}
System.out.println( isPrime(23) );
System.out.println( isPrime(25) );
Three-22
Java
Unit3
30 public void showGCD()
31 {
32 int x = Integer.parseInt(box1.getText());
33 int y = Integer.parseInt(box2.getText());
34 int z = gcd(x, y);
35 label.setText(“” + z);
36 }
37 public void showLCM()
38 {
39 int x = Integer.parseInt(box1.getText());
40 int y = Integer.parseInt(box2.getText());
41 int z = x * y / gcd(x, y);
42 label.setText(“” + z);
43 }
44 private int gcd(int a, int b)
45 {
46 /************************/
47 /* */
48 /* Your code goes here. */
49 /* */
50 /************************/
51 }
Discussion
Helper Method
Study these instance methods in
Display07. Each of these methods
consists of input, process, and output.
Input is taken from text boxes. Since the
input from a text box is always a string, it
must be parsed into an integer. A
calculation is made (that‘s the process)
and the result is displayed to a label.
Notice that each method calls a helper
method named gcd (lines 34 and 41) that
actually does the work. In other words,
the programmer has encapsulated the gcd
calculation. Programmers split their
programs into parts because it is easier to
think and write that way. Also, if we ever
came up with a faster way of finding the
gcd we would only have to rewrite our
algorithm once in the private gcd helper
method.
The gcd helper method is private to the Display07 class. This method is tagged private in order to restrict
access to it. Any outside object (in this case, the Panel07 object) is allowed to call the Display07‘s public
methods showGCD and showLCM, but not its private method gcd. An API lists only a class’s public methods.
Make sure you include a return statement when you write the private helper method gcd. Look at the header
for gcd (it’s Line 44). Notice that in place of the keyword void is the keyword int. This is a signal that
the method calculates and returns an integer value. That integer value is passed back to the place where gcd
was called (the right-hand side of Line 34). Code for any non-void method will not compile without a return
statement. All non-void methods require you to return a value of the specified type.
Here is some sample input and output. Study it to make sure you understand GCD and LCM.
a b GCD(a,b) LCM(a,b) a b GCD(a,b) LCM(a,b)
8 12 4 24 11 11 11 11
12 8 4 24 1 7 1 7
6 16 2 48 5 7 1 35
7 14 7 14 2 9 1 18
There are at least six algorithms to calculate the GCD of two numbers. One popular algorithm works by trial-
and-error, as follows: test to see if some number ―goes evenly into‖ both the given numbers. Systematically
try different numbers until you find one which ―goes evenly into‖ both the given numbers. What is the GCD if
no number works?
Three-23
Java
Unit3
Lab07
GCD and LCM
Objective
Local panels; using return statements to communicate results.
Background
The panel “hasa” display and two buttons. The display “hasa” local subpanel to keep its four GUI components
side by side. The local subpanel forces our prompt labels (“One: ” and “Two: “) and our text boxes to remain
together. These four components do not flow because they are all contained by the object named “panel.”
Line 6: Display07 isa JPanel.
Lines 8-9: Declare 3 fields.
Line 13: If you want, look up
setPreferredSize and the
Dimension class in the Java API.
Lines 15-25: create, format, and
add a local JPanel object named
“subpanel.”
Lines 17, 20, 21, and 24: add two
JLabels and two JTextFields to the
local subpanel.
Lines 19 and 23: the method
setHorizontalAlignment
changes the justification of our
text boxes. The default
justification for a text box is right
justified. SwingConstants is
actually an interface, but it has no
abstract methods. Often interfaces
are used to define certain useful
constants. These constants are
defined as public static final variables and, by convention, are written in ALL CAPS.
Lines 27-30: instantiate and add a JLabel for the “?” directly to Display07.
Specification
Filename Unit3\Lab07\Display07.java (load). Implement the private helper method gcd.
Filename Unit3\Lab07\Panel07.java. Create Panel07 that instantiates and adds a display object. Create two
buttons and add them to Panel07. Have the buttons call the display’s private helper methods.
Filename Unit3\Lab07\Driver07.java. Create an appropriate driver.
Test Data
Go to www.tjhsst.edu/compsci.
Display07
display’s subpanel
Panel07
6 public class Display07 extends JPanel
7 {
8 private JLabel label;
9 private JTextField box1, box2;
10 public Display07()
11 {
12 setLayout(new FlowLayout());
13 setPreferredSize(new Dimension(200, 125));
14
15 JPanel subpanel = new JPanel();
16 subpanel.setLayout(new FlowLayout());
17 subpanel.add(new JLabel(“One: “));
18
box1 = new JTextField(“”, 5);
19 box1.setHorizontalAlignment(SwingConstants.CENTER);
20 subpanel.add(box1);
21 subpanel.add(new JLabel(“Two: “));
22 box2 = new JTextField(“”, 5);
23 box2.setHorizontalAlignment(SwingConstants.CENTER);
24 subpanel.add(box2);
25 add(subpanel);
26
27 label = new JLabel(“?”);
28 label.setFont(new Font(“Serif”, Font.BOLD, 75));
29 label.setForeground(Color.blue);
30 add(label);
31 }
32 }
http://www.tjhsst.edu/compsci
Three-24
Java
Unit3
Exercises
Lab07
Turn your Lab07 into an applet by following the directions shown below.
Applications typically run
in frames from a console
while applets are designed
to be viewed through web
browsers over the internet.
Mr. Torbert‘s Driver07.java
is shown here to the right.
One advantage to working
with panels is that minimal
changes are required to
display a panel with either a
frame or an applet. The real
bulk of your program exists
in the panel itself.
Line 4: Import JApplet.
Line 5: extend JApplet.
Line 7: Do not define main. Instead, define
init. The init method is called
automatically when a web page is loaded into a
browser the same way that main is called when a
program is run.
Line 9: set the content pane of the applet, just
like setting the content pane of a frame.
Compile the applet to produce Applet07.class.
Then create a new text file, something like this, which will run in a browser:
Save this file as Applet07.html. Open a browser, then use File | Open | Browse to run Applet07.html.
The minimal command to load your applet in a browser is Line 8, not including ― 200x175‖.
Three-25
Java
Unit3
Discussion
Border and Grid Layouts
FlowLayout, BorderLayout, and GridLayout are the three kinds of LayoutManagers that we will use on panels.
As you have seen, in FlowLayou the GUI components change position as you resize the panel. In contrast, the
BorderLayout assigns each GUI component to one of five distinct regions as shown.
NORTH
WEST
CENTER
EAST
SOUTH
Conveniently, BorderLayout‘s add method takes two arguments which specify the GUI component and the
region. Take care to add only one component per region. If you add more than one component to a particular
region then only the last component will show.
setLayout(new BorderLayout());
…
add(label1, BorderLayout.NORTH);
add(label2, BorderLayout.CENTER);
add(button, BorderLayout.SOUTH);
Be careful! If you don‘t specify a region, the default region is CENTER. A common error is to not specify a
region and then ask the teacher why only the last object shows up, covering everything. The teacher will
answer that you have added components on top of each other in the center.
You do not have to use all the regions. Any region that doesn‘t get a component will disappear. Often we will
not use the east or west regions, in which case the center region will expand horizontally.
Panel08 has a BorderLayout that uses the center and the south. Panel08’s center region hasa Display08, which
hasa GridLayout. GridLayout makes rows and columns.
public Display08()
{
setLayout(new GridLayout(4, 2));
add(new JLabel(“Terms:”, SwingConstants.RIGHT));
box1 = new JTextField(“”, 5);
add(box1);
//more code
Notice that Display08 has four rows and two columns in its grid. Labels and/or textfields are added from left
to right across each row of the grid from the top of the grid to the bottom. Be sure to add exactly the number
of components that the grid is expecting (in this case, 8), or unpredictable things may happen. Add anonymous
blank labels if you want cells of the grid to appear unoccupied.
Notice that Panel08’s south region has subpanel, which hasa Grid Layout with two buttons.
Convention dictates rows first, then columns. You can use RC Cola (stands for Royal Crown Cola) as a
mnemonic to remember that we always treat the rows (R) first and the columns (C) second.
Three-26
Java
Unit3
Lab08
Sum of a Series
Objective
Work with BorderLayout and GridLayout. Put buttons in a subpanel in a panel.
Background
A geometric series is the sum of a sequence of terms, where each term is
generated by a ratio. A series may be finite or infinite. All finite series have
sums, but not all infinite series have sums. Infinite series in which the absolute
value of the ratio is strictly less than one have a sum; otherwise the series
diverges and does not have a sum.
Study the series shown below. Two are finite and two are infinite. One of the infinite series has no sum. How
does ratio work?
1 + 2 + 4 + 8 + 16 + 32 +
64 + 128 + 256
terms 9
first 1
ratio 2.0
sum 511.0
1 + 2 + 4 + 8 + 16 + 32 + 64 +
128 + 256 + . . .
terms
first 1
ratio 2.0
sum NONE
1 + 0.2 + 0.04
terms 3
first 1
ratio 0.2
sum 1.24
1 + 0.2 + 0.04 + 0.008 + 0.0016
+ 0.00032 + . . .
terms
first 1
ratio 0.2
sum 1.25
What primitive type is terms?______ What primitive type is first? _____ What primitive type is ratio? ______
We will calculate the sums of both finite and infinite series. For the sum of a finite series, the algorithm uses a
for-loop. Inside the for-loop, calculate one term from the previous term by multiplying by the common ratio.
Given the first term, you can find the second term. From the second term you can find the third, from the third
the fourth, and so on. Keep a running total (the sum) of the terms as you go. At the end of the loop, you will
have calculated the sum of the entire series.
The sum of an infinite series (if it has a sum) can be found with the formula
1
first
ratio
.
Specification
Filename Unit3\Lab08\Display08.java (load). Implement the methods sumFinite and sumInfinite
using the information above. All finite series have a sum. If the infinite series has no sum, display “NONE.”
Filename Unit3\Lab08\Panel08.java (load). Put the Display08 object in the center and two buttons side-by-
side in a subpanel in the south. Make the buttons call the Display08 object’s methods.
Filename Unit3\Lab08\Driver08.java (load). Compile and run.
Test Data
Compare your program’s output with that of Unit 3, Lab08 at www.tjhsst.edu/compsci.
http://www.tjhsst.edu/compsci
Three-27
Java
Unit3
16 total = 0.0;
. . .
39 private class Listener implements ActionListener
40 {
41 private double myX;
42 public Listener(double x)
43 {
44 myX = x;
45 }
46 public void actionPerformed(ActionEvent e)
47 {
48
49
50 }
Discussion
Generic Listeners
Looking at Lab09‘s center panel, we see six buttons and six listeners, or 12 different objects. Do we need to
write 12 different classes, one for each object? No! We can write one button-making method and call it six
different times. The listener class needs a constructor with an argument, which gets stored in a private field.
When we call the listener‘s constructor, we pass an argument, either 1.0, -1.0, 0.1, etc., so that it creates a
unique object. (Previous listener classes used the default constructor and had no fields.) The code shows how
to make a generic listener.
Line 41: the private field myX stores
doubles. It will store a different
double value for each listener object.
Lines 42-45 is the listener’s
constructor, which requires a double
type argument. It takes that value and
stores it in myX (Line 44). For
example, when we instantiate the
Listener, we might write the code new
Listener(0.10);. After the
code is finished executing, that listener
will have a myX that stores 0.1. We
will eventually instantiate six button objects with six listener objects, each with a different value in myX.
When the user clicks the button, that button’s myX is added to total and displayed on the label with a ―$‖
symbol. Write the code for actionPerformed
above.
You may have noticed that doubles sometimes show lots of decimal places and sometimes not. That is
unwelcome behavior when the number represents dollars and cents. Java’s solution is typically Javanese: first,
import a class, namely java.text.DecimalFormat . Instantiate a DecimalFormat object, whose 1-arg
constructor takes a String that acts as the formatting pattern. Decimal Format extends NumberFormat, whose
API lists a format method with one integer argument that returns a formatted string. You know that labels
have a setText method that accepts a string argument. Now put it all together, to make the label display
total formatted as dollars and cents.
listener with myX = -1.0
listener with myX = 1.0
listener with myX = -0.01
listener with myX = 0.01
listener with myX = -0.1
listener with myX = 0.1
46 public void actionPerformed(ActionEvent e)
47 {
48
49
50
51 }
Three-28
Java
Unit3
13 public Panel09()
14 {
15 setLayout(new BorderLayout());
16 total = 0.0;
17
18 JPanel panel = new JPanel();
19 panel.setLayout(new GridLayout(2,3,10,0));
20 add(panel, BorderLayout.CENTER);
21 addButton(panel, “+1.00”, 1.0);
22 addButton(panel, “+0.10”, 0.1);
23 addButton(panel, “+0.01”, 0.01);
24 addButton(panel, “-1.00”, -1.0);
25 addButton(panel, “-0.10”, -0.1);
26 addButton(panel, “-0.01”, -0.01);
33 private void addButton(JPanel panel, String s, double x)
34 {
35
36
37
38 }
Lab09
Subway Tokens
Objective
Create a generic factory method to produce button objects.
Background
Panel09 has a BorderLayout (Line 15), with a label in the north
and a grid in the center.
Line 16. Notice that the total
field is initialized to zero.
Lines 18-20. Instantiate, format,
and add a local panel.
GridLayout can take 4 arguments.
Notice the 2 rows and 3 columns.
The 10 puts 10 pixels between the
columns and the 0 puts 0 pixels
between the rows.
Lines 21-26. Add six anonymous
button objects to the panel by
calling addButton. Notice that
the method addButton requires
three arguments. What type is each argument? ____________, _____________, ____________ What is the
purpose of each argument?
What are the steps in creating a button? (See page Three-4.) The addButton method must add a button to a
panel with a specified string as its text. The button must register a listener, passing the decimal value on to the
listener constructor. Write the private factory method addButton below:
Specification
Filename Unit3\Lab09\Panel09.java (load). Complete the implementation of the two methods addButton
and actionPerformed.
The actionPerformed method must adjust the total appropriately, format the total as currency, and update
the display.
Filename Unit3\Lab09\Driver09.java. Create an appropriate driver.
Test Data
Go to www.tjhsst.edu/compsci.
http://www.tjhsst.edu/compsci
Three-29
Java
Unit3
Discussion
Scoreboard
Here is an object diagram produced by the program BlueJ:
The dotted lines indicate a uses or hasa relationship. Driver10 hasa Panel10, as usual. Panel10 in turn hasa
Display10 and a Scoreboard10. Notice that Display10 and Scoreboard10 are not related to each other. In fact,
the scoreboard and the display do not interact at all. The objects are like black boxes, in that all methods and
private data are encapsulated within each object. All communication of data is accomplished through
methods’ arguments and return statements. Furthermore, the communication between scoreboard and display
is managed by a third object, the panel.
A certain method in Display10 will pick random numbers from 1 to 9 and compare each new number to its
immediate predecessor. The method returns a boolean, communicating whether or not the new number is
higher or lower than the previous number.
A certain method in Scoreboard10 accepts a boolean through its arguments. Depending on the value of that
boolean, certain other things happen in the scoreboard.
The panel has the scoreboard, the display, buttons and their listeners. The panel passes information from the
display to the scoreboard by a listener with code like this:
scoreboard.update(display.guessHigh());
Explain in your own words how the code above works:
Three-30
Java
Unit3
30 public boolean guessHigh()
31 {
32 pickNext();
33 return next > last;
34 }
Lab10
High – Low
Objective
Multiple resource classes that pass arguments.
Background
The panel has the scoreboard, the display, buttons and their listeners.
three areas of panel
The scoreboard is added to the northern region of the panel. The display is added to the central region of the
panel. A separate panel defined locally in the Panel10 constructor takes care of the buttons in the south. When
you press the High button, this code is in its ActionListener:
scoreboard.update(display.guessHigh());
Here is the code for guessHigh in the Display07
object. The first method call in guessHigh is to
pickNext. The method pickNext has to store the old
number and pick a new integer between 1 and 9 inclusive.
Write pickNext so that the same number is not picked
twice in a row. After pickNext is finished,
guessHigh returns a boolean which is true if the next
number is greater than the previous number, and false otherwise. The method guessLow works much the
same way.
Specification
Filename Unit3\Lab10\Display.java (load). Implement the method pickNext as described above.
Filename Unit3\Lab10\Scoreboard10.java (load). Implement the method update. The update method
requires one argument of type boolean. This argument indicates whether or not the user‘s most recent guess
was correct. If the argument is true, set the scoreboard’s label to “Yes”, update the current run of correct
guesses, and update the maximum streak of correct guesses. If false, set the label to “—No—”, and set the
current run of correct guesses to zero.
Filename Unit3\Lab10\Panel10.java (load). Compile.
Filename Unit3\Lab10\Driver10.java. Create an appropriate driver.
Test Data
Go to www.tjhsst.edu/compsci
scoreboard
display
buttons on a gridLayout
http://www.tjhsst.edu/compsci
Three-31
Java
Unit3
Lab11
Last Stone Wins
Objective
Synthesize to solve a problem.
Background
This version of Nim uses multiple classes as in Lab10: driver,
panel, display, and perhaps a scoreboard. It uses the
addButton and listener field ideas from Lab09. It uses the
image icon concepts from Lab06. It uses grid layouts and
border layouts as appropriate. Your goal in planning a solution
is to make your work as simple and as understandable as
possible.
The game you‘re writing is Nim for two people. Our Nim has
one pile with 12 stones from which players alternate removing
stones. Each player may remove 1, 2, or 3 stones per turn. You
must take at least one stone on each turn. Whoever takes the
last stone wins.
Hint: the program doesn’t actually pick up 2 stones. Instead, it
subtracts 2 from the amount of stones, and displays a pile with
the correct number of stones.
Think about the responsibilities of each class:
In Tic Tac Toe, if both players play perfectly, the result is always a tie. In Nim, the second player has a
strategy so that he or she always wins. What is that strategy?
Specification
The files provided for you are called Unit3\Lab11\stones1 , \stones2 , and so on.
You create all the other files. Make a panel and a display as in Lab10. For the three buttons, make one
listener, as in Lab09.
Extension
Add a scoreboard to the panel that keeps track of each person’s number of wins. The scoreboard also changes its
background color to indicate who is playing at the moment.
Test Data
Go to www.tjhsst.edu/compsci
Panel11
subpanel
3 buttons
Display11
pickUp
JPanel
Driver11
JFrame
Scoreboard11
label1, label2
count1, count2
http://www.tjhsst.edu/compsci
Three-32
Java
Unit3
Discussion
JOptionPane
Sometimes making a GUI from scratch is tedious. Luckily, Java has a JOptionPane class which contains static
methods that produce standardized GUIs. Without you yourself creating a frame or a panel or a button or any
other type of object, the method showInputDialog produces a small GUI that allows the user to input data.
All data is read in as a string, just like reading text from a text box in Unit 3.
Because all data is read in as a string, numeric data must be converted from text to numbers with either
parseInt or parseDouble. Of course, if the data is words then no parsing is required. For the dialog box
shown above, one item of data could be prompted, read, parsed, and stored into a variable fahrenheit with
the commands:
fahrenheit = Double.parseDouble(
JOptionPane.showInputDialog(“#1 – Degrees Fahrenheit”));
Where is the prompt?_______________________ Which command returns a string?________________
Which command parses the string? ____________ Which command stores the number? ________________
There is also a JOptionPane class method showMessageDialog that can be used to output text to a GUI.
Be careful! Don‘t forget to include the first argument, null, when calling showMessageDialog.
Notice that you can display output on more than one line using the “\n” escape sequence for a newline.
The last line in an application that uses JOptionPane should always be System.exit(0), in order to close
the GUI thread that is running behind the scene.
Three-33
Java
Unit3
4 import javax.swing.JOptionPane;
5 public class Driver12
6 {
7 public static void main(String[] args)
8 {
9 while(true)
10 {
11 int rows = Integer.parseInt(
12 JOptionPane.showInputDialog(
13 “How many rows? (-1 to quit)”));
16 if(rows == -1)
17 {
18 System.out.println(“Bye-bye!”);
19 System.exit(0);
20 }
21 String message = “What type? (1-4)”;
22 message = message + “\n1. Standard”;
23 message = message + “\n2. Backward”;
24 message = message + “\n3. Pyramid”;
25 message = message + “\n4. Box with X”;
26 int type = Integer.parseInt(
JOptionPane.showInputDialog(message));
27 switch(type)
28 {
29 case 1: standard(rows);
30 break;
31 case 2: backward(rows);
32 break;
33 case 3: pyramid(rows);
34 break;
35 case 4: box(rows);
36 break;
37 default: System.out.println(“Not valid type.”);
38 }
39
System.out.println();
40 }
41 }
42 public static void standard(int n)
43 {
Discussion
I/O Window output
The next three labs will prompt the user to enter data, process it, and
output the results to the default I/O window.
The user will enter data through Java’s built-in JOptionPane methods.
The JOptionPane class provides standard GUI pop-up panes, like the
ones pictured at the right. You don’t always have to build your own
GUIs from scratch.
Here is Driver12‘s main method:
Line 9: while(true)
looks like an infinite
loop. However, if the
user enters a -1,
then Lines 16-19 will
end the program.
Line 11: since
showInputDialog
returns a string, we
must parse the result.
We store it in rows.
Line 12:
showInputDialog
is a class method in the
JOptionPane class. Line
13 is the prompt string.
Lines 11-13 make the
GUI window shown
above.
Lines 21-25: this
is a
clever way to create a
long string, later used
to prompt the user.
“\n” makes a new line
in the string.
Line 26: creates the
GUI window, waits for
the user to press OK,
parses the result, and
stores it in type.
Lines 27-39: the switch statement calls the methods, passing the argument rows, that draws the patterns.
Three-34
Java
Unit3
Lab12
Asterisks
Objective
Print patterns of asterisks using nested loops.
Background
The next three labs are not object oriented programming and do not output to a GUI window. Instead, each
application outputs to a default I/O window. Currently, the only output from the Driver12.java shell is:
This type is not currently supported.
Your job is to make each method print the given pattern, as shown below. The integer argument n specifies
the number of rows. Use an outer for-loop to control the number of rows. Inside that for-loop, use a
combination of for-loops and if-statements to control the number of asterisks. Use print or println to
control the line returns. As a starting example, this code with two nested loops prints a square of asterisks
arranged in n rows and n columns. If n = 4, you get the square pattern shown at the right.
for (int r = 1; r <= n; r++)
{
for (int c = 1; c <= n; c++)
System.out.print(“*”);
System.out.println();
}
# Type n equals 7 # Type n equals 7
1 Standard *
**
***
****
*****
******
*******
4 Box with X *******
** **
* * * *
* * *
* * * *
** **
*******
2 Backward
*
**
***
****
*****
******
*******
For the Box with X, start by understanding the output of these
nested for-loops:
for (int row = 1; row <= n; row++)
{
for (int col = 1; col <= n; col++) if( (row + col) % 2 == 0 ) //if its true
System.out.print(“*”);
else
System.out.print(“ ”);
System.out.println();
}
3 Pyramid
is a
Backward
plus a
Standard
*
***
*****
*******
*********
***********
*************
Specification
Filename Unit3\Lab12\Driver12.java (load). Implement each of the asterisk pattern methods.
Test Data
Go to www.tjhsst.edu/compsci
****
****
****
****
http://www.tjhsst.edu/compsci
Three-35
Java
Unit3
input output
for(int k=1; k<=5; k++)
System.out.print(“” + k);
for(int k=1; k<=5; k++)
System.out.println(“” + k);
System.out.print(“1\n23\t4\n5”);
Lab13
The Necklace
Objective
Implement an algorithm.
Background
A digit is one of 0, 1, 2, 3, 4, 5, 6, 7, 8, 9. There are ten digits. The necklace begins with any two of these
digits. For example, start with four and seven.
Add four and seven to get eleven. We‘re only interested in the last digit so call this one instead of eleven.
Add seven and one to get eight.
Add one and eight to get nine.
Add eight and nine to get seventeen. Again, just call this seven.
Continue this process until you get back to the two digits you started with in the order they started. Keep track
of how many times you had to add to get back to the start. For our example we have:
4 7 1 8 9 7 6 3 9 2 1 3 4 7
Iterations: 12
There are a hundred possible ordered pairs of digits to start with. Do they all take twelve iterations to return to
where they started? The answer is no. For three and seven we have:
3 7 0 7 7 4 1 5 6 1 7 8 5 3 8 1 9 0 9 9 8 7 5 2 7 9 6 5 1 6 7 3 0 3
3 6 9 5 4 9 3 2 5 7 2 9 1 0 1 1 2 3 5 8 3 1 4 5 9 4 3 7
Iterations: 60
What patterns can you discover about necklace iterations?
Specification
Filename Unit3\Lab13\Driver13.java. Use Driver12.java as a model. Prompt the user for two numbers and
output the necklace numbers. Also output the number of times to get back to the starting numbers.
Extension
If the user enters a number that is not a single digit, prompt him or her repeatedly until a single digit is entered.
Test Data
Go to www.tjhsst.edu/compsci.
Lab13
Exercises
http://www.tjhsst.edu/compsci
Three-36
Java
Unit3
Lab14
Bowling
Objective
Practice with user input, loops, and integers.
Background
Here is a not-very-precise algorithm to score a (simplified)
game of bowling for one person.
1. A game of bowling takes ten frames. Each frame has ten pins and two balls, if needed.
2. Enter the number of pins that were knocked down by the first ball. Use an input window, reporting the
current score, frame, and ball, like the one shown above.
3. If the number entered is impossible, prompt to enter it again, repeatedly, if necessary. Otherwise, add
the pins to the total score.
4. If all tens pins are knocked down by the first ball, the frame is over. Otherwise, prompt the user to
enter the number of pins knocked down by the second ball. If the number entered is impossible, prompt to
enter it again, repeatedly, if necessary. If the sum of the pins reported for the two balls is impossible, prompt
to enter it again, repeatedly, if necessary. When the number is satisfactory, add the pins to the total score.
Specification
Filename Unit3\Lab13\Bowling.java. Write the code to score a game of bowling for one person. Make a
welcoming message, a closing message, and do some error-checking. Use the on-line demo as a model.
Test Data
Go to www.tjhsst.edu/compsci.
Extensions
The real game of bowling rewards bowlers for spares and strikes. A spare occurs when all ten pins are
knocked down using both balls in one frame. In that case, the pins knocked down on the next ball are counted
twice, once in the frame before and once in its own frame. In the box score below, since frame #2 has a spare,
the next ball in frame #3 is counted once in frame #2 and once for itself.
A strike occurs when all ten pins are knocked down on the first ball. In that case, no second ball is rolled for
that frame and the pins knocked down with the next two balls are counted twice. Each strike counts the next
two balls twice. Since frame #4 has a strike, the balls in frames #5 and #6 are each counted twice. Study the
scores below, which is what you would see in a bowling alley. Finally, if a strike or spare is rolled in the tenth
frame then an appropriate number of bonus balls are rolled. This scoring system works out so that a perfect
game of 12 strikes earns a score of 300.
frame 1 2 3 4 5 6 7 8 9 10
pins 5 0 5 5 3 0 10 10 10 0 1
score 5 5 10 18 21 21 51 71 82 82 83
You don’t (yet) know about 2-dimensional arrays, but in this lab you can still calculate the total score that
follows the real scoring rules. Just display the score at the end.
http://www.tjhsst.edu/compsci
Three-37
Java
Unit3
Lab15
More GUI components
Objective
Use a text area, radio buttons, check boxes, a drop-down menu, and item listeners.
Background
Panel15 has a border layout. The
center has a JTextArea with lineWrap
turned on. The south is formatted in a
flowLayout and has a NamePanel, a
StylePanel, and a SizePanel.
A text area allows you to display
multiple lines of text, which is not
possible with a label or a text box.
The NamePanel has three objects of
class JRadioButton. The StylePanel
has two objects of class JCheckBox.
The drop down menu in SizePanel is
an object of the class JComboBox.
Each of these panels has factory
constructors with one private field.
Each of these objects is similar to a button, but different. These objects register a listener using the command
addItemListener. The Listener class implements the ItemListener interface, so that all ItemListeners
must have a method named itemStateChanged(ItemEvent e).
Study the three panels that are given to you.
Specification
Filename Unit3\Lab15\Panel15.java (load). Set the layout and add the text area and a sub-panel. Add the
three sub-sub-panels to the sub-panel in the south. By looking at the NamePanel constructor, observe that the
text area is passed as an argument to each of the NamePanel, StylePanel, and SizePanel constructors. This
means that each panel will have its own reference (or pointer) to the text area so that the font attributes of the
display can be directly manipulated by the listeners.
Filename Unit3\Lab15\NamePanel.java (load). Open this and look at the constructor carefully. It takes an
argument of type JTextArea.
Filename Unit3\Lab15\StylePanel.java (load).
Filename Unit3\Lab15\SizePanel.java (load).
Filename Unit3\Lab15\Driver15.java (load). Compile and run.
Test Data
Go to www.tjhsst.edu/compsci.
http://www.tjhsst.edu/compsci
Three-38
Java
Unit3
Discussion
The Debugger
Sometimes, even after our program compiles, we know there is a run-time error in our code. The JGrasp
debugger allows us to step through the code line by line, so that we may stop at every step to see if the
program is still working the way we want it to. This allows us to find the exact point at which our program
goes wrong, so that the code becomes much easier to correct.
In this example, our program doesn‘t actually have any errors in it. But it is useful to run the debugger on it
anyway, so that we can understand how it works and what information it can tell us.
How do I turn it on?
First, you must insert what we call a breakpoint somewhere in the code. The image below shows the
breakpoints, like red stop signs, which have been inserted at line 40. These were inserted by left-clicking once
in the gray stripe down the left margin next to each line.
To actually start
the debugger,
click the ladybug
icon to the right of the ‗Run‘
icon
The program will
begin to run, but
as soon as it
reaches line 40, it
will stop. Once you are
ready to move on, you can hit
the ‗Step‘ button on the left
menu, which will cause the
debugger to continue
executing the program line-
by-line until the program is
complete.
What am I looking at when it runs?
When you run the JGrasp Debugger, a window opens in
the left pane that shows the values of all variables that
have been defined to that point. At each breakpoint,
you can check whether the variables you‘ve defined are
set to the values that you expect. As soon as you see an
unexpected number, you can conclude that either your
code is doing something you don‘t want it to do, or that
the problem itself has attributes you didn‘t know about!
How can I get it to move backward to the last
breakpoint?
Bad news, you can‘t. The only thing you can do is stop it (by pushing the ‗End‘ button) and restarting
by pushing the ladybug button again.
Three-39
Java
Unit3
Lab16
The jGrasp Debugger
This exercise requires you to have a working solution to Lab13, The Necklace.
The user inputs any two digits between 0 and 9. The necklace begins with those two digits
and each subsequent digit is obtained by adding the previous two digits and keeping only the
ones digit of the sum. For example, if 7 and 6 are the selected digits, the next term in the
necklace is 3, because 7 + 6 = 13, and the ones digit of 13 is 3. The term after that is 9,
because now the previous two terms are 6 and 3. The necklace continues
7..6..3..9..2..1..3..4..7..1..8..9..7..6…at which point it stops because the final two terms are
the same as the initial two terms. Twelve iterations were required to arrive at the same two
digits as the first two.
(If you have not finished Lab13, then a working program can be found in the Lab16 folder.)
1) Compile and run the program and notice that it actually works. Study the code and understand it.
2) Set a breakpoint at Line 40. Then click on the Ladybug button to start the debugger. As in the example
above, enter 7 for the first digit and 6 for the second digit.
3) Notice the variables in the left pane are grouped according to “static,” “arguments,” and “local.”
4) What are the values of the variables when the program is first at Line 40?
5) Then hit the ‗Step‘ button to get the program moving again and stop at line 47.
6) Now what are the values of the variables when the program is first at Line 47?
7) Keep hitting the “Step” button and fill in the values below:
8) Are the values that you see those that you expected to see? If the program is not calculating as you expect,
you can now look for ways to correct the code to get the desired behavior. That is the whole purpose of using
the debugger. Using the debugger can be quite helpful.
first
second
previous
current
count
first
second
temp
previous
current
count
temp previous current count
2
3
4
5
Three-40
Java
Unit3
Lab17
Mixing Graphics and GUIs
Objective
Unit 2 graphics with Unit 3 buttons.
Background
This lab has the same structure as Lab10, but the JFrame has a
Panel17, instead of a display.
Panel17 has the BumperPanel from Unit 2 Lab 14, the three
buttons, and the slider. The three buttons all call methods in the
BumperPanel.
The BumperPanel isa JPanel. It has all the (unchanged) polkadots,
balls, and bumpers from Unit 2. It has all the unchanged methods,
such as paintComponent, collide, and distance. It has
two new methods jumpAll and stepAnimation. The latter
method does all the work of clearing the panel, moving the balls,
checking for collisions, painting all the objects, and updating the
count.
Unlike in Unit 2, the BumperPanel does not have a Timer. The
timer is instantiated in Panel17. Every time the timer fires, it calls
the BumperPanel’s stepAnimation.
Think about the responsibilities of each class:
When clicked, the “Run Animation” Button changes to “Pause
Animation”, using an idea from the extension to Unit 3, Lab05.
When the animation is running, the “Step” Button is grayed out. setEnabled(false) is a helpful method.
Specification
There are no shells. Write the classes as described above. Good luck.
Extension
Implement the slider to adjust the speed of the timer, which makes the movement faster or slower. JSlider has
a helpful command getValue.
Test Data
Go to www.tjhsst.edu/compsci
Panel17
3 buttons
slider
timer
BumperPanel
paintComponent
collide, distance
jumpAll
stepAnimation
JPanel
Driver17
JFrame
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