Starting out with Visual C# (4th Edition)
4th Edition
ISBN: 9780134382609
Author: Tony Gaddis
Publisher: PEARSON
expand_more
expand_more
format_list_bulleted
Expert Solution & Answer
Chapter 2, Problem 1MC
Program Description Answer
A bounding box is a thin dotted line that encloses an object in the Designer.
Hence, the correct answer is option “C”.
Expert Solution & Answer
Explanation of Solution
Bounding box:
- Bounding box is a thin dotted line which holds controls or objects.
- The objects indicates editing mode.
- Bounding box includes sizing handles which can be displayed at the bottom edge, lower-right corner and right side of any control in the visual studio.
- It is used for setting the size of the control or container.
- Example: Assume a form includes the size of 300×300 dimension while loading, but we need 400×600 dimension then, the form can be modified using the sizing handles.
Explanation for incorrect options:
Selection marker:
Selection marker is not a thin dotted line that encloses an object in the Designer.
Hence, the option “A” is wrong.
Control binder:
Control binder is not a thin dotted line that encloses an object in the Designer.
Hence, the option “B” is wrong.
Object container:
Object container is a container that stores objects within the window.
Hence, the option “D” is wrong.
Want to see more full solutions like this?
Subscribe now to access step-by-step solutions to millions of textbook problems written by subject matter experts!
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 2 Solutions
Starting out with Visual C# (4th Edition)
Ch. 2.1 - Prob. 2.1CPCh. 2.1 - Prob. 2.2CPCh. 2.1 - What is the purpose of an objects sizing handles?Ch. 2.1 - What must each form and control in an applications...Ch. 2.1 - Prob. 2.5CPCh. 2.1 - Prob. 2.6CPCh. 2.1 - Prob. 2.7CPCh. 2.1 - What does a forms Text property determine?Ch. 2.1 - Prob. 2.9CPCh. 2.1 - Prob. 2.10CP
Ch. 2.1 - Prob. 2.11CPCh. 2.1 - Prob. 2.12CPCh. 2.1 - What are the rules for naming controls?Ch. 2.1 - What naming convention do most C# programmers use...Ch. 2.3 - A file that contains program code is known as what...Ch. 2.3 - What must you do if you want your application to...Ch. 2.3 - What does the Program.cs file contain?Ch. 2.3 - Prob. 2.18CPCh. 2.3 - Prob. 2.19CPCh. 2.3 - Prob. 2.20CPCh. 2.3 - Prob. 2.21CPCh. 2.3 - Prob. 2.22CPCh. 2.3 - Prob. 2.23CPCh. 2.3 - Prob. 2.24CPCh. 2.3 - What method do you use in Visual C# to display a...Ch. 2.3 - What is a literal?Ch. 2.3 - Prob. 2.27CPCh. 2.3 - Prob. 2.28CPCh. 2.5 - In which group of the Toolbox can you find the...Ch. 2.5 - Prob. 2.30CPCh. 2.5 - Prob. 2.31CPCh. 2.5 - Prob. 2.32CPCh. 2.5 - Prob. 2.33CPCh. 2.5 - Prob. 2.34CPCh. 2.5 - Prob. 2.35CPCh. 2.5 - How can you use a Label control to display output...Ch. 2.5 - What happens if you assign an empty string to a...Ch. 2.7 - What is a PictureBox control used for?Ch. 2.7 - Prob. 2.39CPCh. 2.7 - Prob. 2.40CPCh. 2.7 - Prob. 2.41CPCh. 2.7 - Prob. 2.42CPCh. 2.7 - Prob. 2.43CPCh. 2.7 - Prob. 2.44CPCh. 2.8 - Prob. 2.45CPCh. 2.8 - Prob. 2.46CPCh. 2.8 - Prob. 2.47CPCh. 2.8 - Why do programmers insert blank lines and...Ch. 2.10 - What statement do you use to close an applications...Ch. 2.10 - Prob. 2.50CPCh. 2.10 - Prob. 2.51CPCh. 2.10 - Prob. 2.52CPCh. 2 - Prob. 1MCCh. 2 - Prob. 2MCCh. 2 - __________ is the name of the blank form that...Ch. 2 - Prob. 4MCCh. 2 - A file that contains program code is called a(n)...Ch. 2 - A namespace is container that holds __________. a....Ch. 2 - A(n) __________ is a method that executes when a...Ch. 2 - Prob. 8MCCh. 2 - Prob. 9MCCh. 2 - Prob. 10MCCh. 2 - Prob. 11MCCh. 2 - The time during which you build the GUI and write...Ch. 2 - The time during which an application is executing...Ch. 2 - When you want to display text on a form, you use a...Ch. 2 - The __________ property allows you to set the...Ch. 2 - A __________ property can be set to one of two...Ch. 2 - Prob. 17MCCh. 2 - Prob. 18MCCh. 2 - In code, you use a(n) __________ to store a value...Ch. 2 - Prob. 20MCCh. 2 - The standard notation for referring to a controls...Ch. 2 - __________ is a feature of Visual Studio that...Ch. 2 - Prob. 23MCCh. 2 - Prob. 24MCCh. 2 - Prob. 25MCCh. 2 - Prob. 26MCCh. 2 - Most controls have a __________ property that...Ch. 2 - A(an) __________ appears on one line in a program....Ch. 2 - A __________ can occupy multiple consecutive lines...Ch. 2 - Programmers commonly use blank lines and...Ch. 2 - To close an applications form in code, you use the...Ch. 2 - Changing an objects Text property also changes the...Ch. 2 - When a form is created, its Text property is...Ch. 2 - The forms title is displayed in the bar along the...Ch. 2 - Prob. 4TFCh. 2 - Prob. 5TFCh. 2 - Prob. 6TFCh. 2 - In C# code, each opening brace must have a...Ch. 2 - When you double-click a control in the Designer,...Ch. 2 - Prob. 9TFCh. 2 - Prob. 10TFCh. 2 - Prob. 11TFCh. 2 - Prob. 12TFCh. 2 - Prob. 13TFCh. 2 - Prob. 14TFCh. 2 - Prob. 15TFCh. 2 - Prob. 16TFCh. 2 - When you write the values true or false in code,...Ch. 2 - Prob. 18TFCh. 2 - To close an applications form in code, you use the...Ch. 2 - The Visual Studio code editor examines each...Ch. 2 - What does a bounding box indicate about an object...Ch. 2 - Prob. 2SACh. 2 - What determines an objects appearance and other...Ch. 2 - Prob. 4SACh. 2 - Prob. 5SACh. 2 - What steps must you perform to change a forms Size...Ch. 2 - Prob. 7SACh. 2 - Prob. 8SACh. 2 - Prob. 9SACh. 2 - Prob. 10SACh. 2 - Prob. 11SACh. 2 - Prob. 12SACh. 2 - Prob. 13SACh. 2 - Prob. 14SACh. 2 - Prob. 15SACh. 2 - Prob. 16SACh. 2 - Prob. 17SACh. 2 - Prob. 18SACh. 2 - What are the three types of comments you can use...Ch. 2 - How does Visual Studio help you to quickly correct...Ch. 2 - Prob. 1AWCh. 2 - Prob. 2AWCh. 2 - Prob. 3AWCh. 2 - Suppose an applications GUI has a Label control...Ch. 2 - Suppose an applications GUI has a PictureBox...Ch. 2 - Latin Translator Look at the following list of...Ch. 2 - Prob. 2PPCh. 2 - Prob. 3PPCh. 2 - Joke and Punch Line A joke typically has two...Ch. 2 - Prob. 5PPCh. 2 - Prob. 6PP
Knowledge Booster
Similar questions
- Please 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_forwardCreate 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.");…arrow_forward
- 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…arrow_forwardQ/ Fill in the table below with the correct answers for the network devices and components required, then draw the topology diagram for the network of this three-story building: I want a drawing Cisco Packet tracer Ground Floor: This floor will house the main server room, reception area, and a few conference rooms. The server room should contain the core network devices that will connect the entire building. The reception area and conference rooms need network access require access for mobile devices for visitors and guests with devices. First Floor: This floor is dedicated to offices with workstations, each needing reliable network connectivity for staff computers, IP phones, IP camera, and printers. Second Floor (Education Department): This floor consists of educational spaces requiring controlled internet access. Only the educational website (https://uokerbala.edu.iq) should be accessible, with all other sites restricted.. Device Media type Location floor Type of IP Static/dynamic…arrow_forwardProblem Statement You are working as a Devops Administrator. Y ou’ve been t asked to deploy a multi - tier application on Kubernetes Cluster. The application is a NodeJS application available on Docker Hub with the following name: d evopsedu/emp loyee This Node JS application works with a mongo database. MongoDB image is available on D ockerHub with the following name: m ongo You are required to deploy this application on Kubernetes: • NodeJS is available on port 8888 in the container and will be reaching out to por t 27017 for mongo database connection • MongoDB will be accepting connections on port 27017 You must deploy this application using the CL I . Once your application is up and running, ensure you can add an employee from the NodeJS application and verify by going to Get Employee page and retrieving your input. Hint: Name the Mongo DB Service and deployment, specifically as “mongo”.arrow_forward
- I need help in server client project. It is around 1200 lines of code in both . I want to meet with the expert online because it is complicated. I want the server send a menu to the client and the client enters his choice and keep on this until the client chooses to exit . the problem is not in the connection itself as far as I know.I tried while loops but did not work. please help its emergentarrow_forwardI need help in my server client in C languagearrow_forwardExercise docID document text docID document text 1 hot chocolate cocoa beans 7 sweet sugar 2345 9 cocoa ghana africa 8 sugar cane brazil beans harvest ghana 9 sweet sugar beet cocoa butter butter truffles sweet chocolate 10 sweet cake icing 11 cake black forest Clustering by k-means, with preprocessing tokenization, term weighting TFIDF. Manhattan Distance. Number of cluster is 2. Centroid docID 2 and docID 9.arrow_forward
- 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…arrow_forwardChange 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");…arrow_forwardMake 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…arrow_forward
arrow_back_ios
SEE MORE QUESTIONS
arrow_forward_ios
Recommended textbooks for you
- Programming Logic & Design ComprehensiveComputer ScienceISBN:9781337669405Author:FARRELLPublisher:CengageEBK JAVA PROGRAMMINGComputer ScienceISBN:9781337671385Author:FARRELLPublisher:CENGAGE LEARNING - CONSIGNMENTEBK JAVA PROGRAMMINGComputer ScienceISBN:9781305480537Author:FARRELLPublisher:CENGAGE LEARNING - CONSIGNMENT
Programming Logic & Design Comprehensive
Computer Science
ISBN:9781337669405
Author:FARRELL
Publisher:Cengage
EBK JAVA PROGRAMMING
Computer Science
ISBN:9781337671385
Author:FARRELL
Publisher:CENGAGE LEARNING - CONSIGNMENT
EBK JAVA PROGRAMMING
Computer Science
ISBN:9781305480537
Author:FARRELL
Publisher:CENGAGE LEARNING - CONSIGNMENT