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Introduction to Java Programming and Data Structures, Comprehensive Version (11th Edition)
11th Edition
ISBN: 9780134670942
Author: Y. Daniel Liang
Publisher: PEARSON
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Question
Chapter 28, Problem 28.22PE
Program Plan Intro
Move a circle
Program Plan:
Exercise.java:
- Import the required packages.
- Create a class “Exercise”:
- New circle gets created.
- Define the start method:
- New scene is created.
- Set the title of the stage.
- Scene gets placed on the stage.
- Scene gets displayed.
- Define the class “MycirclePane”
- Declare the required variables.
- Set the color index
- Validate the mouse event that is performed.
- Define the method “isInsideAnyCircle”
- Loop that iterates to validate the circle contains x and y position.
- Return true or false after validation.
- Define the method “repaint”
- Pane gets cleared.
- Condition to validate the circle size gets defined.
- Loop that iterates to build the edge is defined.
- New graph gets created.
- Components that need to connect are defined.
- Loop that iterates to validate the circle and add components to it gets defined.
- Define the method “overlaps”
- Return the position.
- Define the main method
- Initialize the calls.
UnweightedGraph.java:
- Import the required packages.
- Create a class “UnweightedGraph”:
- New list for the vertices gets created.
- New list for the neighbor node gets created.
- Create an empty constructor.
- Method to create new graph gets created and adjacency list gets created.
- Method to create an adjacency list gets created.
- Method to return the size of the vertices.
- Method to return the index of the vertices gets defined.
- Method to gets the neighbor node gets defined.
- Method to return the degree of the vertices gets created.
- Method to print the Edges gets created.
- New to clear the graph gets created.
- Method to add vertex gets created.
- Method to add edge gets created.
- Method to perform the depth first search gets defined.
- Method to perform breadth first search gets defined.
- Search tree gets returned.
- Create a class “SearchTree”
- Define the method to return the root.
- Method to return the parent of the vertices
- Method to return the search order gets defined.
- Method to return the number of vertices found gets defined.
- Method to get the path of the vertices gets defined.
- Loop to validate the path gets defined.
- Path gets returned.
- Method to print the path gets defined.
- Method to print the tree gets defined.
- Display the edge.
- Display the root.
- Condition to validate the parent node to display the vertices gets created.
Graph.java:
- A graph interface gets created.
- Method to return the size gets defined.
- Method to return the vertices gets defined.
- Method to return the index gets created.
- Method to get the neighbor node gets created.
- Method to get the degree gets created.
- Method to print the edges.
- Method to clear the node gets created.
- Method to add the edges, add vertex gets created.
- Method to remove the vertices gets defined.
- Method for the depth first search gets defined.
- Method for the breadth first search gets defined.
Edge.java
- Create a class “Edge”
- Define and declare the required variables.
- Constructor gets defined.
- Method that defines Boolean objects gets defined.
- Return the value after validating the vertices.
Expert Solution & Answer
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NO AI use pencil and paper
STEP 1: The skeleton
Let's start by creating a skeleton for some of the classes you will need.
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while you work on creating classes that represents characters in the game.
• Write an abstract class Fighter which has the following private fields:
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A double field named health, representing the fighter's health points (HP).
An int field named weaponType, representing the type of weapon the fighter is using.
This value is used to rank different weapon types: higher values indicate higher weapon
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-An int field named attackDamage, representing the fighter's attack power.
The class must also have the following public methods:
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Chapter 28 Solutions
Introduction to Java Programming and Data Structures, Comprehensive Version (11th Edition)
Ch. 28.2 - What is the famous Seven Bridges of Knigsberg...Ch. 28.2 - Prob. 28.2.2CPCh. 28.2 - Prob. 28.2.3CPCh. 28.2 - Prob. 28.2.4CPCh. 28.3 - Prob. 28.3.1CPCh. 28.3 - Prob. 28.3.2CPCh. 28.4 - Prob. 28.4.1CPCh. 28.4 - Prob. 28.4.2CPCh. 28.4 - Show the output of the following code: public...Ch. 28.4 - Prob. 28.4.4CP
Ch. 28.5 - Prob. 28.5.2CPCh. 28.6 - Prob. 28.6.1CPCh. 28.6 - Prob. 28.6.2CPCh. 28.7 - Prob. 28.7.1CPCh. 28.7 - Prob. 28.7.2CPCh. 28.7 - Prob. 28.7.3CPCh. 28.7 - Prob. 28.7.4CPCh. 28.7 - Prob. 28.7.5CPCh. 28.8 - Prob. 28.8.1CPCh. 28.8 - When you click the mouse inside a circle, does the...Ch. 28.8 - Prob. 28.8.3CPCh. 28.9 - Prob. 28.9.1CPCh. 28.9 - Prob. 28.9.2CPCh. 28.9 - Prob. 28.9.3CPCh. 28.9 - Prob. 28.9.4CPCh. 28.10 - Prob. 28.10.1CPCh. 28.10 - Prob. 28.10.2CPCh. 28.10 - Prob. 28.10.3CPCh. 28.10 - If lines 26 and 27 are swapped in Listing 28.13,...Ch. 28 - Prob. 28.1PECh. 28 - (Create a file for a graph) Modify Listing 28.2,...Ch. 28 - Prob. 28.3PECh. 28 - Prob. 28.4PECh. 28 - (Detect cycles) Define a new class named...Ch. 28 - Prob. 28.7PECh. 28 - Prob. 28.8PECh. 28 - Prob. 28.9PECh. 28 - Prob. 28.10PECh. 28 - (Revise Listing 28.14, NineTail.java) The program...Ch. 28 - (Variation of the nine tails problem) In the nine...Ch. 28 - (4 4 16 tails problem) Listing 28.14,...Ch. 28 - (4 4 16 tails analysis) The nine tails problem in...Ch. 28 - (4 4 16 tails GUI) Rewrite Programming Exercise...Ch. 28 - Prob. 28.16PECh. 28 - Prob. 28.17PECh. 28 - Prob. 28.19PECh. 28 - (Display a graph) Write a program that reads a...Ch. 28 - Prob. 28.21PECh. 28 - Prob. 28.22PECh. 28 - (Connected rectangles) Listing 28.10,...Ch. 28 - Prob. 28.24PECh. 28 - (Implement remove(V v)) Modify Listing 28.4,...Ch. 28 - (Implement remove(int u, int v)) Modify Listing...
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