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 2PC
Program Plan Intro

Dynamic Stack Template

Program Plan:

Main.cpp:

  • Include required header files.
  • Inside the “main ()” function,
    • Create an object named “dstack” for stack.
    • Declare a variable named “popElem”.
    • Push 3 elements inside the stack using the function “push ()”.
    • Pop 3 elements from the stack using the function “pop ()”.

DynStack.h:

  • Include required header files.
  • Create a template.
  • Declare a class named “DynStack”. Inside the class
    • Inside the “private” access specifier,
      • Give structure declaration for the stack
        • Create an object for the template
        • Create a stack pointer name “next”.
      • Create a stack pointer name “top”
    • Inside the “public” access specifier,
      • Give a declaration for a constructor.
        • Assign null to the top node.
      • Give function declaration for “push ()”, “pop ()”,and “isEmpty ()”.
  • Give the class template.
  • Give function definition for “push ()”.
    • Assign null to the new node.
    • Dynamically allocate memory for new node
    • Assign “num” to the value of new node.
    • Check if the stack is empty using the function “isEmpty ()”
      • If the condition is true then assign new node as the top and make the next node as null.
      • If the condition is not true then, assign top node to the next of new node and assign new node as the top.
  • Give the class template.
  • Give function definition for “pop ()”.
    • Assign null to the temp node.
    • Check if the stack is empty using the function “is_Empty ()”
      • If the condition is true then print “The stack is empty”.
      • If the condition is not true then,
        • Assign top value to the variable “num”.
        • Link top of next node to temp node.
        • Delete the top most node and make temp as the top node.
  • Give function definition for “isEmpty ()”.
    • Assign Boolean value to the variable
    • Check if the top node is null
      • Assign true to “status”.
    • Return the status

Blurred answer
Students have asked these similar questions
Change the following code so that there is always at least one way to get from the left corner to the top right, but the labyrinth is still randomized. The player starts at the bottom left corner of the labyrinth. He has to get to the top right corner of the labyrinth as fast he can, avoiding a meeting with the evil dragon. Take care that the player and the dragon cannot start off on walls. Also the dragon starts off from a randomly chosen position   public class Labyrinth {    private final int size;    private final Cell[][] grid;     public Labyrinth(int size) {        this.size = size;        this.grid = new Cell[size][size];        generateLabyrinth();    }     private void generateLabyrinth() {        Random rand = new Random();        for (int i = 0; i < size; i++) {            for (int j = 0; j < size; j++) {                // Randomly create walls and paths                grid[i][j] = new Cell(rand.nextBoolean());            }        }        // Ensure start and end are…
Change the following code so that it checks the following 3 conditions: 1. there is no space between each cells (imgs) 2. even if it is resized, the components wouldn't disappear 3. The GameGUI JPanel takes all the JFrame space, so that there shouldn't be extra space appearing in the frame other than the game.   Main():         Labyrinth labyrinth = new Labyrinth(10);         Player player = new Player(9, 0);        Dragon dragon = new Dragon(9, 9);         JFrame frame = new JFrame("Labyrinth Game");        GameGUI gui = new GameGUI(labyrinth, player, dragon);         frame.add(gui);        frame.setSize(600, 600);        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);        frame.setVisible(true);   public class GameGUI extends JPanel {    private final Labyrinth labyrinth;    private final Player player;    private final Dragon dragon; //labyrinth, player, dragon are just public classes     private final ImageIcon playerIcon = new ImageIcon("data/images/player.png");…
Make the following game user friendly with GUI, with some simple graphics. The GUI should be in another seperate class, with some ImageIcon, and Game class should be added into the pane. The following code works as this: The objective of the player is to escape from this labyrinth. The player starts at the bottom left corner of the labyrinth. He has to get to the top right corner of the labyrinth as fast he can, avoiding a meeting with the evil dragon. The player can move only in four directions: left, right, up or down. There are several escape paths in all labyrinths. The player’s character should be able to moved with the well known WASD keyboard buttons. If the dragon gets to a neighboring field of the player, then the player dies. Because it is dark in the labyrinth, the player can see only the neighboring fields at a distance of 3 units.  Cell Class: public class Cell { private boolean isWall; public Cell(boolean isWall) { this.isWall = isWall; } public boolean isWall() { return…

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
C++ Programming: From Problem Analysis to Program...
Computer Science
ISBN:9781337102087
Author:D. S. Malik
Publisher:Cengage Learning
Text book image
Programming Logic & Design Comprehensive
Computer Science
ISBN:9781337669405
Author:FARRELL
Publisher:Cengage