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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Chapter 15, Problem 15.34PE
Program Plan Intro
Self-avoiding random walks
Program Plan:
- Import the required packages.
- Declare and initialize the required variables.
- Create a class “Myclass”:
- Using start initialize the required.
- New lattice gets defined.
- New border pane gets defined.
- Align the position of the border pane.
- New button gets created.
- Set the position of the pane.
- Create a scene based on the defined positions.
- Set title for the preview.
- Display the results based on the mouse action made.
- Define a class “Lattice”
- Declare and initialize the necessary variables.
- Call the method to draw lines.
- Loop that iterates to draw lines in the pane is defined.
- Define the stroke color and add the elements.
- Define a method “drawPath()”
- Draws line at the position defined.
- Draw a method “getAPath()”
- Loop that refresh the path.
- Loop that iterates for the lattice points defined.
- Condition to validate the path.
- Draw the path
- Define the class Point.
- Define the points of the path.
- Define the main method.
- Initialize the call
- Using start initialize the required.
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One variation on the game of nim is described in Luger. The game begins with a single pile of stones. The move by a player consists of dividing a pile into two piles that contain an unequal number of stones. For example, if one pile contains six stones, it could be subdivided into piles of five and one, or four and two, but not three and three. The first player who cannot make a move loses the game.(6.1) Draw the complete game tree for this version of Nim if the start state consists of six stones.(6.2) Perform a minimax evaluation for this game. Let 1 denote a win and 0 a loss.
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Sloan’s Book Collection
Sloan loves reading books. She recently started reading an AI generated series called “Harry Trotter”.
Sloan is collecting books from the series at her nearest bookstore. Since the series is AI generated, the publishers have produced an infinite collection of the books where each book is identified by a unique integer. The bookstore has exactly one copy of each book.
Sloan wants to buy the books in the range [l,r], where l ≤ r. As an example, the range [−3,3] means that Sloan wants to buy the books − 3, − 2, − 1, 0, 1, 2, and 3.
Pam also loves the series (or maybe annoying Sloan– who knows, really), and he manages to sneak into the bookstore very early to buy all of the books in the range [d,u], where d ≤ u. When Sloan later visits, sadly she will not find those books there anymore.
For example, if Sloan tries to buy books [−2,3] and Pam has bought books [0,2], Sloan would only receive…
Chapter 15 Solutions
Introduction to Java Programming and Data Structures, Comprehensive Version (11th Edition)
Ch. 15.2 - Prob. 15.2.1CPCh. 15.2 - Prob. 15.2.2CPCh. 15.3 - Why must a handler be an instance of an...Ch. 15.3 - Explain how to register a handler object and how...Ch. 15.3 - Prob. 15.3.3CPCh. 15.3 - What is the registration method for a button to...Ch. 15.4 - Can an inner class be used in a class other than...Ch. 15.4 - Can the modifiers public, protected, private, and...Ch. 15.5 - Prob. 15.5.1CPCh. 15.5 - What is wrong in the following code?
Ch. 15.6 - Prob. 15.6.1CPCh. 15.6 - What is a functional interface? Why is a...Ch. 15.6 - Prob. 15.6.3CPCh. 15.8 - Prob. 15.8.1CPCh. 15.8 - Prob. 15.8.2CPCh. 15.9 - Prob. 15.9.1CPCh. 15.9 - Prob. 15.9.2CPCh. 15.9 - Prob. 15.9.3CPCh. 15.9 - If the following code is inserted in line 57 in...Ch. 15.10 - Prob. 15.10.1CPCh. 15.11 - Prob. 15.11.1CPCh. 15.11 - Prob. 15.11.2CPCh. 15.11 - Prob. 15.11.3CPCh. 15.11 - Prob. 15.11.4CPCh. 15.12 - How does the program make the ball appear to be...Ch. 15.12 - How does the code in Listing 15.17, BallPane.java,...Ch. 15.12 - What does the program do when the mouse is pressed...Ch. 15.12 - If line 32 in Listing 15.18, BounceBall.java, is...Ch. 15.12 - Prob. 15.12.5CPCh. 15.13 - Prob. 15.13.1CPCh. 15.13 - What would happen if map is replaced by scene in...Ch. 15.13 - Prob. 15.13.3CPCh. 15 - Prob. 15.1PECh. 15 - (Rotate a rectangle) Write a program that rotates...Ch. 15 - (Move the ball) Write a program that moves the...Ch. 15 - (Create a simple calculator) Write a program to...Ch. 15 - (Create an investment-value calculator) Write a...Ch. 15 - (Alternate two messages) Write a program to...Ch. 15 - (Change color using a mouse) Write a program that...Ch. 15 - (Display the mouse position) Write two programs,...Ch. 15 - (Draw lines using the arrow keys) Write a program...Ch. 15 - (Enter and display a string) Write a program that...Ch. 15 - (Move a circle using keys) Write a program that...Ch. 15 - Prob. 15.12PECh. 15 - (Geometry: inside a rectangle?) Write a program...Ch. 15 - Prob. 15.14PECh. 15 - Prob. 15.15PECh. 15 - (Two movable vertices and their distances) Write a...Ch. 15 - (Geometry: find the bounding rectangle) Write a...Ch. 15 - Prob. 15.18PECh. 15 - (Game: eyehand coordination) Write a program that...Ch. 15 - Prob. 15.20PECh. 15 - (Drag points) Draw a circle with three random...Ch. 15 - (Auto resize cylinder) Rewrite Programming...Ch. 15 - Prob. 15.23PECh. 15 - Prob. 15.24PECh. 15 - Prob. 15.25PECh. 15 - Prob. 15.26PECh. 15 - Prob. 15.27PECh. 15 - (Display a running fan) Write a program that...Ch. 15 - (Racing car) Write a program that simulates car...Ch. 15 - Prob. 15.30PECh. 15 - Prob. 15.31PECh. 15 - (Control a clock) Modify Listing 14.21,...Ch. 15 - (Game: bean-machine animation) Write a program...Ch. 15 - Prob. 15.34PECh. 15 - Prob. 15.35PECh. 15 - Prob. 15.36PE
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