Pearson eText for Modern Database Management -- Instant Access (Pearson+)
Pearson eText for Modern Database Management -- Instant Access (Pearson+)
13th Edition
ISBN: 9780137305940
Author: Jeffrey Hoffer, Ramesh Venkataraman
Publisher: PEARSON+
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Chapter 10, Problem 10.24PAE
Program Plan Intro

(a)

Selection of the appropriate database for the situation in which database is required to support a complex hierarchical internal record structure record to record.

Program Plan Intro

(b)

Select the appropriate database for the situation in which main requirement of database is to access specific records in a quick manner with any concern regarding to internal structure.

Program Plan Intro

(c)

Selection of the appropriate database for the situation in which it is suitable to organize data as a network association between data items.

Program Plan Intro

(d)

Selection of the appropriate database for the situation in which it is required that DBMS provides quick access to every single record using a key value but also allow convenient access to the components of each record.

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Add a timer in the following code. public class GameGUI extends JPanel {    private final Labyrinth labyrinth;    private final Player player;    private final Dragon dragon;    private Timer timer;    private long elapsedTime;  public GameGUI(Labyrinth labyrinth, Player player, Dragon dragon) {        this.labyrinth = labyrinth;        this.player = player;        this.dragon = dragon;        String playerName = JOptionPane.showInputDialog("Enter your name:");        player.setName(playerName);        elapsedTime = 0;        timer = new Timer(1000, e -> {            elapsedTime++;            repaint();        });        timer.start(); }    @Override    protected void paintComponent(Graphics g) {        super.paintComponent(g);        int cellSize = Math.min(getWidth() / labyrinth.getSize(), getHeight() / labyrinth.getSize());}
Change the following code so that when player wins the game, the game continues by creating new GameGUI with the same player. However the player's starting position is same, everything else should be reseted. public static void main(String[] args) {        Labyrinth labyrinth = new Labyrinth(10);        Player player = new Player(9, 0);        Random rand = new Random();        Dragon dragon = new Dragon(rand.nextInt(10), 9);        JFrame frame = new JFrame("Labyrinth Game");        GameGUI gui = new GameGUI(labyrinth, player, dragon);         frame.setLayout(new BorderLayout());        frame.setSize(600, 600);        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);        frame.add(gui, BorderLayout.CENTER);        frame.pack();        frame.setResizable(false);        frame.setVisible(true);    } public class GameGUI extends JPanel {    private final Labyrinth labyrinth;    private final Player player;    private final Dragon dragon;    private Timer timer;    private long…
Create a menu item which restarts the game. Also add a timer, which counts the elapsed time since the start of the game level. When the restart is pressed, the restarted game should ask the player' name  (in the GameGUI constructor) and set the score of player to 0 (player.setScore(0)), and the timer should restart again. And create a logic so that if the player loses his life (checkGame if the condition is false), then save this number together with his name into two variables. And display two buttons where one quits the game altogether (System.exit(0)) and the other restarts the game. 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…
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