(b) Modify the program in Q3(a), with the following new rules: – Players will need to win 3 games to become the overall winner. – Implement a penalty – for the player who skipped, entered an incorrect expression, or entered an expression that evaluated to the wrong result, will draw 2 random digits into their hand. – The player who loses the game will be awarded a “Skip” card in the next game. With the “Skip” card, the player can hit < Enter > to skip, without a penalty. – If not utilized, the “
Category: Computer Science
Create a cash register application for a fish and chips tuck shop. The application must have the…
Create a cash register application for a fish and chips tuck shop. The application must have the following controls: 1. Combo box – combo boxes for chips with small, medium, and large options and fish with options snoek and hake. 2. Check box – check box to either choose a cool drink or rolls, or both. 3. Quantity text field – text fields to specify the quantity of the product being bought. 4. Amounts text fields – text fields for total, amount paid, and change amount. NB. The user must mak
4. Write a program that implements and uses a class called MyRectangle. Data items should include:…
Write a program that implements and uses a class called MyRectangle. Data items should include: length, width, color, and label. Define properties with appropriate accessor functions for each of the data items. Methods should include a default constructor that sets values to the empty string or zero, a constructor that allows the user to specify all values for the data items, a member method that computes and returns the area of the shape, and a member method called DisplayShape that outputs a
5. Write a program that implements a class called MyTeam. Your class should have the following…
5. Write a program that implements a class called MyTeam. Your class should have the following private data items: Id (int), Name (string), Slogan (string), Wins (int), and Losses (int). You need to define properties with appropriate accessor functions for each of the data items. Methods should include a default constructor that sets values to the empty string or zero, a constructor that allows the user to specify all values for the data items, a member method called DisplayTeamInfo that outputs
Create a new project called Lab9 and copy the given .java files into the src folder of this lab project folder. Refresh the project in Eclipse to show the provided files there.
Exercise 1 – Iterative vs. recursive methods 1. Create a new project called Lab9 and copy the given .java files into the src folder of this lab project folder. Refresh the project in Eclipse to show the provided files there. 2. Open FibonacciDemo.java and FactorialDemo.java and examine the code. Carefully read through the ifib() and rfib() methods in FibonacciDemo and ifact() and rfact() in FactorialDemo. Compare the iterative and recursive approaches in both classes. Why do the iterative method
(Characters around Circle) Write a program that displays a string “Welcome to Java” around the circle, as shown in Figure 14.44b (Book). Hint: You need to display each character in the right location with appropriate rotation using a loop.
(Characters around Circle) Write a program that displays a string “Welcome to Java” around the circle, as shown in Figure 14.44b (Book). Hint: You need to display each character in the right location with appropriate rotation using a loop. Sample output: Please submit the following: 1. The entire project folder containing your entire project ( That includes .java file) as a compressed file. (zip) 2. Program output−screenshot Also, 1. Copy and paste source code to this document underneath the lin