Starting Out with C++ from Control Structures to Objects (9th Edition)
Starting Out with C++ from Control Structures to Objects (9th Edition)
9th Edition
ISBN: 9780134498379
Author: Tony Gaddis
Publisher: PEARSON
bartleby

Concept explainers

Question
Book Icon
Chapter 19, Problem 10PC
Program Plan Intro

File Filter

Program Plan:

Main.cpp:

  • Include required header files.
  • Inside “main ()” function,
    • Create an object “file1” for input file stream.
    • Create an object “ofile” for output file stream.
    • Declare a class template
    • Declare character variables named “popChar”, and “ch”.
    • Till the end of file,
      • Convert each character and Enqueue the character using the function “enqueue ()”.
    • Close “file1”.
    • Until the stack gets empty,
      • Pop the character stack and write it on output file “ofile” using the function “dequeue ()”.
    • Close the output file“ofile”.
    • Open the output file “ofile”.
    • Till the end of file,
      • Get a character from queue and print it on the console screen.

DynQueue.h:

  • Include required header files.
  • Create template class
  • Declare a class named “DynQueue”. Inside the class,
    • Inside the “private” access specifier,
      • Create a structure named “QueueNode”.
        • Create an object for the template
        • Create a pointer named “next”.
      • Create two pointers named “front” and “rear”.
      • Declare a variable.
    • Inside “public” access specifier,
      • Declare constructor and destructor.
      • Declare the functions “enqueue ()”, “dequeue ()”, “isEmpty ()”, “isFull ()”, and “clear ()”.
  • Declare template class.
  • Give definition for the constructor.
    • Assign the values.
  • Declare template class.
  • Give definition for the destructor.
    • Call the function “clear ()”.
  • Declare template class.
  • Give function definition for “enqueue ()”.
    • Make the pointer “newNode” as null.
    • Assign “num” to newNode->value.
    • Make newNode->next as null.
    • Check whether the queue is empty using “isEmpty ()” function.
      • If the condition is true then, assign newNode to “front” and “rear”.
      • If the condition is not true then,
        • Assign newNode to rear->next
        • Assign newNode to “rear”.
      • Increment the variable “numItems”.
  • Declare template class.
  • Give function definition for “dequeue ()”.
    • Assign temp pointer as null.
    • Check if the queue is empty using “isEmpty ()” function.
      • If the condition is true then print “The queue is empty”.
      • If the condition is not true then,
        • Assign the value of front to the variable “num”.
        • Make front->next as “temp”.
        • Delete the front value
        • Make temp as front.
        • Decrement the variable “numItems”.
  • Declare template class.
  • Give function definition for “isEmpty ()”.
    • Assign “true” to a Boolean variable
    • Check if “numItems” is true.
      • If the condition is true then assign “false” to the variable.
    • Return the Boolean variable.
  • Declare template class.
  • Give function definition for “clear ()”.
    • Create an object for template.
      • Dequeue values from queue till the queue becomes empty using “while” condition.

Blurred answer
Students have asked these similar questions
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…

Chapter 19 Solutions

Starting Out with C++ from Control Structures to Objects (9th Edition)

Knowledge Booster
Background pattern image
Computer Science
Learn more about
Need a deep-dive on the concept behind this application? Look no further. Learn more about this topic, computer-science and related others by exploring similar questions and additional content below.
Similar questions
SEE MORE QUESTIONS
Recommended textbooks for you
Text book image
Database System Concepts
Computer Science
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:McGraw-Hill Education
Text book image
Starting Out with Python (4th Edition)
Computer Science
ISBN:9780134444321
Author:Tony Gaddis
Publisher:PEARSON
Text book image
Digital Fundamentals (11th Edition)
Computer Science
ISBN:9780132737968
Author:Thomas L. Floyd
Publisher:PEARSON
Text book image
C How to Program (8th Edition)
Computer Science
ISBN:9780133976892
Author:Paul J. Deitel, Harvey Deitel
Publisher:PEARSON
Text book image
Database Systems: Design, Implementation, & Manag...
Computer Science
ISBN:9781337627900
Author:Carlos Coronel, Steven Morris
Publisher:Cengage Learning
Text book image
Programmable Logic Controllers
Computer Science
ISBN:9780073373843
Author:Frank D. Petruzella
Publisher:McGraw-Hill Education