Implement all the classes using Java programming language from the given UML Class diagram. Note: This problem requires you to submit only one class: Ball.java. Do NOT include "public static void main()" method inside all of these classes. Graders will be testing your classes, using the unit-testing framework JUnit 4. A class called Ball is designed as shown in the class diagram. The Ball class contains the following private instance variables: x, y and radius, which represent the ball's center (x, y) co-ordinates and the radius, respectively. xDelta (Δx) and yDelta (Δy), which represent the displacement (movement) per step, in the x and y direction respectively. The Ball class contains the following public methods: A constructor which accepts x, y, radius, speed, and direction as arguments. For user friendliness, user specifies speed (in pixels per step) and direction (in degrees in the range of (-180°, 180°]). For the internal operations, the speed and direction are to be converted to (Δx, Δy) in the internal representation. Note that the y-axis of the Java graphics coordinate system is inverted, i.e., the origin (0, 0) is located at the top-left corner. Δx = d × cos(θ) Δy = -d × sin(θ) Hint: You will find Math.cos() and Math.toRadians(direction) static methods usefull. Don't forget that "d" is a speed. Getter and setter for all the instance variables. A method move() which move the ball by one step. x += Δx y += Δy reflectHorizontal() which reflects the ball horizontally (i.e., hitting a vertical wall) Δx = -Δx Δy no changes reflectVertical() (the ball hits a horizontal wall).Δx no changes Δy = -Δy toString() which prints the message "Ball at (x, y) of velocity (Δx, Δy)". Write and submit the Ball class.
Implement all the classes using Java programming language from the given UML Class diagram. Note: This problem requires you to submit only one class: Ball.java. Do NOT include "public static void main()" method inside all of these classes. Graders will be testing your classes, using the unit-testing framework JUnit 4. A class called Ball is designed as shown in the class diagram. The Ball class contains the following private instance variables: x, y and radius, which represent the ball's center (x, y) co-ordinates and the radius, respectively. xDelta (Δx) and yDelta (Δy), which represent the displacement (movement) per step, in the x and y direction respectively. The Ball class contains the following public methods: A constructor which accepts x, y, radius, speed, and direction as arguments. For user friendliness, user specifies speed (in pixels per step) and direction (in degrees in the range of (-180°, 180°]). For the internal operations, the speed and direction are to be converted to (Δx, Δy) in the internal representation. Note that the y-axis of the Java graphics coordinate system is inverted, i.e., the origin (0, 0) is located at the top-left corner. Δx = d × cos(θ) Δy = -d × sin(θ) Hint: You will find Math.cos() and Math.toRadians(direction) static methods usefull. Don't forget that "d" is a speed. Getter and setter for all the instance variables. A method move() which move the ball by one step. x += Δx y += Δy reflectHorizontal() which reflects the ball horizontally (i.e., hitting a vertical wall) Δx = -Δx Δy no changes reflectVertical() (the ball hits a horizontal wall).Δx no changes Δy = -Δy toString() which prints the message "Ball at (x, y) of velocity (Δx, Δy)". Write and submit the Ball class.
Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
Problem 1PE
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Implement all the classes using Java
Note: This problem requires you to submit only one class: Ball.java.
Do NOT include "public static void main()" method inside all of these classes. Graders will be testing your classes, using the unit-testing framework JUnit 4.
A class called Ball is designed as shown in the class diagram.
The Ball class contains the following private instance variables:
- x, y and radius, which represent the ball's center (x, y) co-ordinates and the radius, respectively.
- xDelta (Δx) and yDelta (Δy), which represent the displacement (movement) per step, in the x and y direction respectively.
The Ball class contains the following public methods:
- A constructor which accepts x, y, radius, speed, and direction as arguments. For user friendliness, user specifies speed (in pixels per step) and direction (in degrees in the range of (-180°, 180°]). For the internal operations, the speed and direction are to be converted to (Δx, Δy) in the internal representation. Note that the y-axis of the Java graphics coordinate system is inverted, i.e., the origin (0, 0) is located at the top-left corner.
- Δx = d × cos(θ) Δy = -d × sin(θ)
Hint: You will find Math.cos() and Math.toRadians(direction) static methods usefull. Don't forget that "d" is a speed.
- Getter and setter for all the instance variables.
- A method move() which move the ball by one step. x += Δx y += Δy
- reflectHorizontal() which reflects the ball horizontally (i.e., hitting a vertical wall) Δx = -Δx Δy no changes
- reflectVertical() (the ball hits a horizontal wall).Δx no changes Δy = -Δy
- toString() which prints the message "Ball at (x, y) of velocity (Δx, Δy)".
Write and submit the Ball class.
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