JAVA PROGRAMMING-LMS INTEG.MINDTAP
JAVA PROGRAMMING-LMS INTEG.MINDTAP
8th Edition
ISBN: 9781337091503
Author: FARRELL
Publisher: Cengage Learning
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Chapter 1, Problem 2PE

a.

Program Plan Intro

(a)Legal and conventional:

The method identifier whose name starts with lowercase letter, contains no space and emphasizes each new word with initial uppercase letter comes under the legal and conventional method identifiers in Java.

(b)Legal but unconventional:

The class identifier whose new words starts with initial uppercase letters, using underscore, indicating the whole letter with the uppercase is considered as the legal but unconventional method identifiers in Java.

(c)Illegal:

The class identifier whose name has space between two words, using reserved keywords, staring the names with digits and using “#” symbol are considered as the illegal method identifiers in Java.

b.

Explanation of Solution

Void():

“void()” is considered a...

c.

Explanation of Solution

Golden Retriever():

“Golden Retriever()” is con...

d.

Explanation of Solution

Invoice():

“Invoice()” is considered as leg...

e.

Explanation of Solution

36542ZipCode():

“36542ZipCode()” is co...

f.

Explanation of Solution

Apartment():

“Apartment()” is considered as l...

g.

Explanation of Solution

Phone#:

“Phone#” is considered as ill...

h.

Explanation of Solution

8888:

“8888” is considered a...

i.

Explanation of Solution

displayTotal():

“displayTotal()” is considere...

j.

Explanation of Solution

Accounts_Receivable():

“Accounts_Receivable()” is con...

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Create a Database in JAVA OOP that saves name of the player and how many labyrinths did the player solve. Record the number of how many labyrinths did the player solve, and if he loses his life, then save this number together with his name into the database. Create a menu item, which displays a highscore table of the players for the 10 best scores. Also, create a menu item which restarts the game. public class GameGUI extends JPanel {    private final Labyrinth labyrinth;    private final Player player;    private final Dragon dragon;     private void checkGameState() {        if (player.getX() == 0 && player.getY() == labyrinth.getSize() - 1) {            JOptionPane.showMessageDialog(this, "You escaped! Congratulations!");            System.exit(0);        }         if (Math.abs(player.getX() - dragon.getX()) <= 1 &&            Math.abs(player.getY() - dragon.getY()) <= 1) {            JOptionPane.showMessageDialog(this, "The dragon caught you! Game Over.");…
Change the following code so that the player can see only the neighboring fields at a distance of 3 units.   public class GameGUI extends JPanel {    private final Labyrinth labyrinth;    private final Player player;    private final Dragon dragon;     private final ImageIcon playerIcon = new ImageIcon("data/images/player.png");    private final ImageIcon dragonIcon = new ImageIcon("data/images/dragon.png");    private final ImageIcon wallIcon = new ImageIcon("data/images/wall.png");    private final ImageIcon emptyIcon = new ImageIcon("data/images/empty.png");     public GameGUI(Labyrinth labyrinth, Player player, Dragon dragon) {        this.labyrinth = labyrinth;        this.player = player;        this.dragon = dragon;         setFocusable(true);        addKeyListener(new KeyAdapter() {            @Override            public void keyPressed(KeyEvent e) {                char move = switch (e.getKeyCode()) {                    case KeyEvent.VK_W -> 'W';                    case…
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