Part 1) - For Loop and Pattern Set up - The majority of the points come from setting up the lab to print patterns appropriately based on user input. (a) Declare variables to store the following information (a.1) The type of pattern the user wants (a String) (a.2) The amount of lines the user wants in the pattern (an int), numLines (b) Ask the user the pattern they want. It should be either “square” or “rectangle” (no quotes) (c) Ask the user for the amount of lines they want. (d) Use the method of your choice (if-elseif-else block or a switch statement) to determine which pattern the user chose. If neither square or rectangle was entered, tell the user to buzz off and end the program.
Types of Loop
Loops are the elements of programming in which a part of code is repeated a particular number of times. Loop executes the series of statements many times till the conditional statement becomes false.
Loops
Any task which is repeated more than one time is called a loop. Basically, loops can be divided into three types as while, do-while and for loop. There are so many programming languages like C, C++, JAVA, PYTHON, and many more where looping statements can be used for repetitive execution.
While Loop
Loop is a feature in the programming language. It helps us to execute a set of instructions regularly. The block of code executes until some conditions provided within that Loop are true.



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