MINDTAPV2.0 JAVA PROGRAMMING 2021, 1TERM
MINDTAPV2.0 JAVA PROGRAMMING 2021, 1TERM
9th Edition
ISBN: 9780357505526
Author: FARRELL
Publisher: CENGAGE L
Expert Solution & Answer
Book Icon
Chapter 7, Problem 3PE

a.

Explanation of Solution

Program:

File name: “CountSpaces.java

//Define a class named CountSpaces

public class CountSpaces

{

    //Define main method

    public static void main(String[] args)

    {

        //Read a String that holds an inspirational quote

        String aString =

        "The best and most beautiful things in the world " +

"cannot be seen or even touched - they must be felt with the heart.";

        //Declare the variables and initialize the value

        int numSpaces = 0;

        int stringLength = aString...

b.

Explanation of Solution

Program:

File name: “CountSpaces2.java

//Import necessary header files

import java.util.*;

//Define a class named CountSpaces2

public class CountSpaces2

{

    //Define main method

    public static void main(String[] args)

    {

        //Create an object for the Scanner class

        Scanner in = new Scanner(System.in);

        //Declare the variables and initialize the value

        String aString;

        int stringLength;

        int numSpaces = 0;

        //Prompt the user to enter an inspirational quote

        System.out.print("Enter an inspirational quote >> ");

        aString = in.nextLine();

        //Read the length of the string

        stringLength = aString...

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…
Knowledge Booster
Background pattern image
Similar questions
SEE MORE QUESTIONS
Recommended textbooks for you
  • Text book image
    EBK JAVA PROGRAMMING
    Computer Science
    ISBN:9781337671385
    Author:FARRELL
    Publisher:CENGAGE LEARNING - CONSIGNMENT
    Text book image
    Microsoft Visual C#
    Computer Science
    ISBN:9781337102100
    Author:Joyce, Farrell.
    Publisher:Cengage Learning,
    Text book image
    EBK JAVA PROGRAMMING
    Computer Science
    ISBN:9781305480537
    Author:FARRELL
    Publisher:CENGAGE LEARNING - CONSIGNMENT
Text book image
EBK JAVA PROGRAMMING
Computer Science
ISBN:9781337671385
Author:FARRELL
Publisher:CENGAGE LEARNING - CONSIGNMENT
Text book image
Microsoft Visual C#
Computer Science
ISBN:9781337102100
Author:Joyce, Farrell.
Publisher:Cengage Learning,
Text book image
EBK JAVA PROGRAMMING
Computer Science
ISBN:9781305480537
Author:FARRELL
Publisher:CENGAGE LEARNING - CONSIGNMENT