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Java Programming COMP-228 Lab Assignment #2 Due Date: Purpose: Week 5 ( Friday, 5th October) The purpose of this Lab assignment is to: Practice the use of instance methods in Java classes Practice the use of static methods in Java classes Marks/Weightage: 20/5% Read the course’s text “Java How to program, 11th edition Early Objects”, chapters 6 to 7 and the lecture notes/ppts. This material provides the necessary information that you need to complete the exercises. Instructions: Be sure to read the following general instructions carefully: This lab should be completed individually by all the students. You will have to demonstrate your solution in a scheduled lab session and submitting the project through drop box link on e-Centennial. You must start and name your Eclipse workspace according to the following rule: FirstName_LastName _SectionNumber_COMP228_Labnumber For Example: John_Smith_Sec001_COMP228_Lab02 References: Each exercise should be placed in a separate project named exercise1, exercise2, etc. You should have a package name as follows: FirstName_LastName_Exercise01 and so on… Submit your assignment in a zip file that is named according to the following rule: FirstName_LastName _SectionNumber_COMP228_Labnumber.zip Example: Joh_Smith_Sec005_COMP228_Lab02.zip Apply the naming conventions for variables, methods, classes, and packages: - variable names start with a lowercase character for the first word and uppercase for every other word - classes start with an uppercase character of every word - packages use only lowercase characters - methods start with a lowercase character for the first word and uppercase for every other word Note: You are required to be present during the in-class demonstration. Late submission will not be considered Programming Exercise #1: [7 marks] Write a Java application that simulates a test. The test contains at least five questions about first three lectures of this course. Each question should be a multiple-choice question with 4 options. Design a QuestionBank class. Use programmer-defined methods to implement your solution. For example: - create a method to simulate the questions – simulateQuestion - create a method to check the answer – checkAnswer - create a method to display a random message for the user – generateMessage - create a method to interact with the user - inputAnswer Lab#2 __________________Page 1 of 3 Java Programming COMP-228 Use a loop to show all the questions. For each question: - If the user finds the right answer, display a random congratulatory message (“Excellent!”, ”Good!”, ”Keep up the good work!”, or “Nice work!”). - If the user responds incorrectly, display an appropriate message and the correct answer (“No. Please try again”, “Wrong. Try once more”, “Don't give up!”, “No. Keep trying..”). - Use random-number generation to choose a number from 1 to 4 that will be used to select an appropriate response to each answer. - Use a switch statement to issue the responses, as in the following code: switch ( randomObject.nextInt( 4 ) ) { case 0: return( "Very good!" ); …… } At the end of the test display the number of correct and incorrect answers, and the percentage of the correct answers. Your main class will simply create a QuestionBank object ( in the driver class – QuestionBankTest.java) and start the test by calling inputAnswer method. Programming Exercise #2: [7 marks] Design a Lotto class with one array instance variable to hold three random integer values (from 1 to 9). Include a constructor that randomly populates the array for a lotto object. Also, include a method in the class to return the array. Use this class in the driver class ( LottoTest.java) to simulate a simple lotto game in which the user chooses a number between 3 and 27. The user runs the lotto up to 5 times ( by creating an object of Lotto class each time and with that three random integer values will be stored in objects’s array instance variable) and each time the sum of lotto numbers (sum of three random integers values) is calculated. If the number chosen by the user matches the sum, the user wins and the game ends. If the number does not match the sum within five rolls, the computer wins. Programming Exercise #3: [6 marks] Write a Java class that implements a static method – SortNumbers(int… numbers) with variable number of arguments. The method should be called with different numbers of parameters and does arrange the numbers in descending order. Call the method within main method and display the results. Lab#2 __________________Page 2 of 3 Java Programming Evaluation: Functionality Correct implementation of classes (instance variable declarations, constructors, getter and setter methods, etc.) Correct implementation of driver classes (declaring and creating objects, calling their methods, interacting with user, displaying results) Comments, correct naming of variables, methods, classes, etc. Friendly input/output Total Lab#2 COMP-228 40% 40% 10% 10% 100% __________________Page 3 of 3
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