EBK STARTING OUT WITH PROGRAMMING LOGIC
4th Edition
ISBN: 9780100659384
Author: GADDIS
Publisher: YUZU
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Textbook Question
Chapter 13, Problem 3SA
Is recursion ever required to solve a problem? What other approach can you use to solve a problem that is repetitive in nature?
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Q4: Consider the LIBRARY relational database schema shown in Figure below
a. Edit Author_name to new variable name where previous
surname was 'Al - Wazny'.
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عرفنه شنو الحل
BOOK
Book id Title Publisher_name
BOOK AUTHORS
Book id Author_name
PUBLISHER
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insert into publisher(name, address, phone)
value('ali','uk',78547889), ('karrar', 'uk', 78547889)
d. Remove all books author when author name contains second character 'D' and ending by
character 'i'.
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عرفته شنو الحل
e. Add one book as variables data?
عرفته شنو الحل
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…
Chapter 13 Solutions
EBK STARTING OUT WITH PROGRAMMING LOGIC
Ch. 13.2 - It is said that a recursive algorithm has more...Ch. 13.2 - Prob. 13.2CPCh. 13.2 - What is a recursive case?Ch. 13.2 - What causes a recursive algorithm to stop calling...Ch. 13.2 - What is direct recursion? What is indirect...Ch. 13 - Prob. 1MCCh. 13 - A module is called once from a programs main...Ch. 13 - The part of a problem that can be solved without...Ch. 13 - Prob. 4MCCh. 13 - Prob. 5MC
Ch. 13 - Prob. 6MCCh. 13 - Any problem that can be solved recursively can...Ch. 13 - Actions taken by the computer when a module is...Ch. 13 - A recursive algorithm must _______ in the...Ch. 13 - A recursive algorithm must _____ in the base case....Ch. 13 - An algorithm that uses a loop will usually run...Ch. 13 - Some problems can be solved through recursion...Ch. 13 - It is not necessary to have a base case in all...Ch. 13 - In the base case, a recursive method calls itself...Ch. 13 - In Program 13-2, presented earlier in this...Ch. 13 - In this chapter, the rules given for calculating...Ch. 13 - Is recursion ever required to solve a problem?...Ch. 13 - When recursion is used to solve a problem, why...Ch. 13 - How is a problem usually reduced with a recursive...Ch. 13 - What will the following program display? Module...Ch. 13 - What will the following program display? Module...Ch. 13 - The following module uses a loop. Rewrite it as a...Ch. 13 - Prob. 1PECh. 13 - Prob. 2PECh. 13 - Recursive Array Sum Design a function that accepts...Ch. 13 - Prob. 4PECh. 13 - Prob. 5PECh. 13 - Ackermanns Function 7. Ackermanns Function is a...
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- 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…arrow_forwardPlease original work Analyze the complexity issues of processing big data What are five complexities and talk about the reasons they make the implementation complex. Please cite in text references and add weblinksarrow_forwardCreate a Database in JAVA Netbeans 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 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."); System.exit(0); } } } public…arrow_forward
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