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Declaring an object to store information is similar to declaring a variable of numeric data type. For instance
int counter = 60; /* makes an int */ Time meetingTime = new Time(1998, 4, 1, 12, 0, 0); /* makes a Time object */
Objects are always constructed with a call to new. You specify the type of the object, such as Time, followed by construction parameters such as (1998, 4, 1, 12, 0, 0). You usually store the constructed object in an object variable (here Time meetingTime).
To what values is a Time object set by Time new_time = Time()
Initialize a Time variable to your birthday.
What is the outcome of constructing a Time object with
Time nextMeeting = new Time(Thursday, 12, 12, 0, 0, 0);
What is the outcome of Time nextMeeting = "12/12/1999";
What is the outcome of Time nextMmeeting(1997, 10, 1, 10, 0, 0);
An object's methods are applied to a particular instance of an object type using the dot-notation. For example, timeVar.getSeconds() returns the number of seconds stored in a particular Time object called timeVar. Methods that return stored information when applied to an object are called accessors, those that change the stored information are called mutators.
Given two instances of the Time class, the first day and time of classes in 1997 and 1998
static final float SECONDS_PER_DAY = 24 * 60 * 60.0; . . . t1 = new Time(1998,9,1,10,15,0) t2 = new Time(1997,8,31,10,45,0)
What is the result of each of the following:
System.out.println(t1.getMonth() + " / " + t1.getDay());
t2.addSeconds(SECONDS_PER_DAY - 1800);
t2.secondsFrom(t1);
A direct and natural comparison can be made between an object and the entity that it represents. For example, here is how you might construct and access objects of a PhoneNumber class:
PhoneNumber p = new PhoneNumber(areacode, prefix, number); p.getAreacode(); p.getPrefix(); p.getNumber();
Street addresses are another common example. Give a constructor and corresponding accessors for addresses having the following form:
John Smithson 766 N. Park Ave. New York NY 12345
Write a program that uses three Line objects to draw a triangle, like this:
/* paste program here */
Use Circle and Line objects to draw an automobile like this :
Generate five circles with center (0,0) and radius 1, 2, 3, 4, and 5. Use the Circle class's .move(dx, dy) member function to draw the circles all tangent at a common point, like this:
Given a coordinate system where the upper lefthand corner is (0,0) and the lower righthand corner is (3,3), write a graphics program to draw a stopsign like this:
Change the program to display the same stopsign in a coordinate system with upper left = (-1.5, 1.5) and lower-right = (1.5, -1.5).
Which coordinate system was easier for you to work with? Why?
Modify the Phoenix.java program of the textbook to display the points in a zoomed-out coordinate system, that is, the curve should look as though it is being viewed from a greater distance, but still be centered, like this:
import ccj.*; public class Phoenix extends GraphicsApplet { public void run() { setCoord(1, 33, 12, 11); new Point(1, 11).draw(); new Point(2, 13).draw(); new Point(3, 16).draw(); new Point(4, 20).draw(); new Point(5, 25).draw(); new Point(6, 31).draw(); new Point(7, 33).draw(); new Point(8, 32).draw(); new Point(9, 29).draw(); new Point(10, 23).draw(); new Point(11, 16).draw(); new Point(12, 12).draw(); } }
Write a program that 1) gets two mouseclick points from the user 2) draws a rectangle with the coordinates of the clicks as upper-left and lower-right corners, 3) prompts for the user's name and 4) draws the name inside the rectangle.
On a Cartesian coordinate plane with upper-left = (-10,10) and lower-right = (10, -10), write a program that 1) draws the coordinate axes, 2) gets and plots 2 user mouse clicks and their coordinates, 3) plots the line between them, and 4) calculates and plots the y-intercept of the line and its coordinates, like this:
Verify the appearance of the Y-intercept by calculating its value by hand. Show your work here.
Don't forget to send your answers when you're finished.