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Java Programming Assignment : Course Scholar

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Description: Unit 11 – Classes and Objects in Java

This unit is about creating and using classes to define new objects in Java.

Your tasks for the week are:

  • Read Chapter 9 up to and including section 9.4 Example – Array of Objects: Monopoly Board Squares.
  • Complete Lab 9A – Creating Multiple Independent Class Files in IntelliJ IDEA. This does not need to be submitted for a grade, it is intended to show you how to create independent class files in IntelliJ. It is preparation for the programming assignment you will submit.
  • Complete the Unit 11 Programming Assignment.  It is the exercise at the end of the chapter: Creating A Player Class for a Monopoly Game.   It requires you to create a new class for a player in a simplified version of a Monopoly game, and then add instructions to the main() method in the Project’s executable class to test your Player class.
  •  Complete the exercise at the end of the chapter 9: Creating A Player Class for a Monopoly Game.  This is the programming project for the Chapter.  It requires you to create a new class for a player in a simplified version of a Monopoly game and then add instructions to the main() method in the Project’s executable class to test your Player class. 

 

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Description: Unit 12 – Java Graphics

The topic for this unit is drawing graphics in Java using the Canvas class and the Graphics class.

Your tasks are to:

  • read Chapter 11 – Java Graphics
  • explore the sample graphics programs.
  • complete the graphics programming project, which will be you final project.  

All work for the semester must be submitted before the semester deadline — the end of the day on Thursday, December 12, 2019.  Please start your project as early as possible so that you have time to experiment with graphics and think about your design.

 

Your task for this assignment is use the Java Canvas and Graphics classes to create an example of a computer generated image. This is an opportunity for you to explore computer graphics and exercise some individual creativity.

You should submit well-documented code, along with a lab report describing your work.  What happened in the process of exploration and design for your project? How does your code work? How did you use other features of Java, such as branching routines or loops in your work? Tell us about the thoughts behind your finished work. What influenced your work?

Your work can be as simple or as complex as you would like, but be careful about taking on something that will be enormously time consuming.  If you decide to work on figurative art, It might help to start with a single idea or concept, such as snowfall in the city, or along the Schuylkill. Abstract or figurative art can both be static or dynamic.  Imagine how, for example, the Bedroom Window example at the end of this chapter could be subtly dynamic.

Your finished image for this project should be suitable for a general audience.

This assignment will be the final project for our class, which you will submit as an assignment and which will be presented to your fellow students using a class discussion.

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