The document describes the scoring rules for the bowling game and requirements for a program to score a bowling game. It consists of 10 frames where a player has 2 rolls per frame to knock down pins. Spares and strikes provide bonus points based on subsequent rolls. Tests are presented to validate a Game class that tracks rolls and calculates scores for different scoring scenarios like gutter game, all 1-pin rolls, and a spare. The tests find issues with the initial design where roll() calculates score instead of just tracking rolls and score() does not actually calculate the score.
Kotlin Bytecode Generation and Runtime Performanceintelliyole
In this talk, we'll dive into the details of how various language features supported by Kotlin are translated to Java bytecode. We'll use the JMH microbenchmarking tool to study the relative performance of various constructs and to understand how we can ensure top performance of the Kotlin code that we write.
Kotlin Bytecode Generation and Runtime Performanceintelliyole
In this talk, we'll dive into the details of how various language features supported by Kotlin are translated to Java bytecode. We'll use the JMH microbenchmarking tool to study the relative performance of various constructs and to understand how we can ensure top performance of the Kotlin code that we write.
Использование GMock для обеспечения спокойной и сытой жизни разработчика. Обзор как верхушки так и некоторых подводных частей GMock. Разбор возможностей фреймворка на примерах.
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
Are you maximizing the life in lifetime value? Using genre-specific predictive models developed from the Kongregate portfolio, we demonstrate how and why post-D30 retention can be key to increase your revenue. Through case studies, you'll learn strategies to boost both early and late revenue, as well as game core loop modifications to drive better player investment in the long run.
Η παρουσίαση του ιδρυτή της Hack The Box Χάρη Πυλαρινού στο αθηναϊκό Open Coffee.
Το βίντεο είναι διαθέσιμο εδώ: https://www.youtube.com/watch?v=WxNPGwOQlaU
Introduction to Unity3D and Building your First GameSarah Sexton
In Phase One, we will cover the basics of using the Unity editor’s interface, customizing the workspace, building a 3D environment, and adding sound effects.
In Phase Two, we will import a player character asset, learn about Animator Controllers, make animations, set up physics and gravity, and add player movement scripts.
In Phase Three, we will set up our Camera and write a script to make the camera follow our player character.
Nowadays we all seem to be working with small independent services that need to talk with numerous other services. This is a problem because when developing your service, you need to have a working environment—but bringing up all your dependencies is often not an option.
In this talk, I will take you through our journey of creating a mock server to increase dev speed, and how it allowed us to write better tests.
This presentation follow the "BGA Framework at a glance" presentation, and focus on BGA Studio game state machine.
After reading this presentation:
_ You know how to design and how to specify a game state machine for your game.
_ You know how to use game states to structure and organize your source code, in order you can concentrate yourself on each part.
_ You know how to use all game states built-in functionnalities to manage active players, status bar and game progression.
Discovering and Monitoring Product Features and the Opinions on them with OPI...Eirini Ntoutsi
Opinion stream mining encompasses methods for monitoring and understanding how people’s attitude towards products changes. Understanding which product features influence a buyer’s choice positively or
negatively allows decision makers to make well-informed decisions on improving their products or marketing them properly. We propose OPINSTREAM, a framework for the discovery and polarity monitoring of implicit product features deemed important in the people’s reviews on different products.
Использование GMock для обеспечения спокойной и сытой жизни разработчика. Обзор как верхушки так и некоторых подводных частей GMock. Разбор возможностей фреймворка на примерах.
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
Are you maximizing the life in lifetime value? Using genre-specific predictive models developed from the Kongregate portfolio, we demonstrate how and why post-D30 retention can be key to increase your revenue. Through case studies, you'll learn strategies to boost both early and late revenue, as well as game core loop modifications to drive better player investment in the long run.
Η παρουσίαση του ιδρυτή της Hack The Box Χάρη Πυλαρινού στο αθηναϊκό Open Coffee.
Το βίντεο είναι διαθέσιμο εδώ: https://www.youtube.com/watch?v=WxNPGwOQlaU
Introduction to Unity3D and Building your First GameSarah Sexton
In Phase One, we will cover the basics of using the Unity editor’s interface, customizing the workspace, building a 3D environment, and adding sound effects.
In Phase Two, we will import a player character asset, learn about Animator Controllers, make animations, set up physics and gravity, and add player movement scripts.
In Phase Three, we will set up our Camera and write a script to make the camera follow our player character.
Nowadays we all seem to be working with small independent services that need to talk with numerous other services. This is a problem because when developing your service, you need to have a working environment—but bringing up all your dependencies is often not an option.
In this talk, I will take you through our journey of creating a mock server to increase dev speed, and how it allowed us to write better tests.
This presentation follow the "BGA Framework at a glance" presentation, and focus on BGA Studio game state machine.
After reading this presentation:
_ You know how to design and how to specify a game state machine for your game.
_ You know how to use game states to structure and organize your source code, in order you can concentrate yourself on each part.
_ You know how to use all game states built-in functionnalities to manage active players, status bar and game progression.
Discovering and Monitoring Product Features and the Opinions on them with OPI...Eirini Ntoutsi
Opinion stream mining encompasses methods for monitoring and understanding how people’s attitude towards products changes. Understanding which product features influence a buyer’s choice positively or
negatively allows decision makers to make well-informed decisions on improving their products or marketing them properly. We propose OPINSTREAM, a framework for the discovery and polarity monitoring of implicit product features deemed important in the people’s reviews on different products.
Το NeeMo είναι ένα εργαλείο για την αυτόματη σύνοψη της Ελληνικής blogo-σφαιρας.
Ανά τακτά χρονικά διαστήματα, το NeeMo συλλέγει posts από όλα τα blogs, τα ομαδοποιεί σε θέματα και τα παρουσιάζει με βάση το πόσο ενδιαφέρουν την κοινή γνώμη.
Some people are lucky to have good jobs straight out of college and some are not! Are you and / or your loved ones that Lucky?
As Malcolm Gladwell would say Luck = Opportunity + Preparation. Here is something that gives you both.
#HR General Vs. #HRBP and how to make the latter work for work!Abhinandan Chatterjee
Have an HRBP framework but still doing work that you used to do?
Know about HRBP but don't know how to start?
Have an HRBP framework that lacks internal buy in?
Learn to drive industry leading best practices from the horse's mouth.
Learn better #HRBP
I dont know what is wrong with this roulette program I cant seem.pdfarchanaemporium
I don\'t know what is wrong with this roulette program I can\'t seem to get it to run.
Game Class:
public class Game {
public static void main(String[] args) {
Table table = new Table();
BinBuilder bb = new BinBuilder();
Outcome black = new Outcome(\"Black\", 35);
Bet bet = new Bet(10, black);
table.placeBet(bet);
Bin bin = bb.wheel.get(8);
System.out.println(bin.toString());
System.out.println(table.bets.toString());
System.out.println(black.toString());
ListIterator i = table.bets.listIterator();
Iterator b = bin.outcomes.iterator();
while(i.hasNext()) {
System.out.println(i.next().outcome.name.toString());
while(b.hasNext()){
System.out.println(b.next().name.toString());
if(i.next().outcome.equals(b.next())){
System.out.println(\"Win!\");
}
else{
System.out.println(\"Win :/\");
}
}
}
}
}
Player Class
public class Player {
public Table table;
public Outcome black;
public Bet bet;
public Player(Table table) {
table = new Table();
black = new Outcome(\"Black\", 1);
}
void placeBets() {
Bet bet = new Bet(100, black);
table.placeBet(bet);
}
void win(Bet bet) {
System.out.println(\"You\'ve won: \" + bet.winAmount());
}
void lose(Bet bet) {
System.out.println(\"You lost!\" + bet.loseAmount() + \":/\");
}
}
Outcome class
public class Outcome implements Comparable {
public String name;
public int odds;
public Outcome(String name, int odds){
this.name = name;
this.odds = odds;
}
public int winAmount(int amount){
return amount*this.odds;
}
public boolean equals(Outcome other){
return (this.name.equals(other.name));
}
public String toString() {
Object[] values= { name, new Integer(odds) };
String msgTempl= \"{0} ({1}:1)\";
return MessageFormat.format( msgTempl, values );
}
@Override
public int compareTo(E arg0) {
if(this.equals(arg0)){
return 0;
}
return 1;
}
}
Table Class
public class Table {
public int limit = 1000;
public LinkedList bets;
public Table() {
bets = new LinkedList();
}
public boolean isValid(Bet bet) {
int sum = 0;
for(Bet bett: bets) {
sum += bett.amountBet;
}
return (sum>limit);
}
public void placeBet(Bet bet) {
bets.add(bet);
}
ListIterator iterator() {
return bets.listIterator();
}
}
Wheel Class
public class Wheel extends TreeSet {
Vector bins;
NonRandom rng;
Set all_outcomes;
Wheel(NonRandom rng){
this.rng = rng;
rng = new NonRandom();
all_outcomes = new TreeSet();
bins = new Vector(38);
for (int i=0; i<38; i++){
bins.add(i, new Bin());
}
}
Bin next(){
int rand = rng.next(38);
return bins.elementAt(rand);
}
Bin get(int bin){
return bins.elementAt(bin);
}
public Outcome getOutcome( String name ){
TreeSet result= new TreeSet();
for( Iterator i = all_outcomes.iterator(); i.hasNext(); ) {
Outcome oc= i.next();
if( oc.name.contains(name) ) {result.add( oc );}
}
return result.first();
}
public void addOutcome(int bin, Outcome outcome) {
all_outcomes.add(outcome);
this.bins.elementAt(bin).add(outcome);
}
}
Bet Class
public class Bet {
public int amountBet;
public Outcome outcome;
public Bet(int amount, Outcome outcome) {
this.outcome = o.
This is Java,I am currently stumped on how to add a scoreboard for.pdfanjandavid
This is Java,
I am currently stumped on how to add a scoreboard for my game that I am making. I have
inclued my code and classes so far. Any help with a working scoreboard would be greatly
apperiacted.
Game.java
import javax.swing.JFrame;
public class Game {
public static void main(String[] args)
{
// create the frame
JFrame myFrame = new JFrame(\"Platformer\");
// set up the close operation
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// create panel
Mainpanel myPanel = new Mainpanel();
// add panel
myFrame.getContentPane().add(myPanel);
// pack
myFrame.pack();
// set visibility to true
myFrame.setVisible(true);
}
}
Mainpanel.java
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.Random;
import java.awt.Color;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Mainpanel extends JPanel implements KeyListener, ActionListener{
private final int boardWidth =1000;
private final int boardHeight =1000;
int x = 0;
int y = 0;
int i= 0;
int goldCount=11;
int score = 0;
ImageIcon myIcon = new ImageIcon(\"./src/TreasureChest.png\");
Timer mainTimer;
player player1;
player player2;
static ArrayList treasure = new ArrayList();
Random rand = new Random();
public String ScoreCount = \"Score: \" + score;
public Mainpanel()
{
setPreferredSize(new Dimension(boardWidth,boardHeight));
addKeyListener(this);
setFocusable(true);
player1= new player (100,100);
player2= new player (200,200);
addKeyListener(new move(player1));
addKeyListener(new move(player2));
mainTimer = new Timer(10,this);
mainTimer.start();
startGame();
}
JLabel scoreLabel = new JLabel(\"Score: 0\");
public void paintComponent(Graphics page)
{
super.paintComponent(page);
Graphics2D g2d =(Graphics2D) page;
player1.draw(g2d);
player2.draw(g2d);
g2d.
g2d.setColor(new Color(128, 128, 128));
g2d.fillRect(0, 0, 50, 1000);
g2d.setColor(new Color(128, 128, 128));
g2d.fillRect(950, 0, 50, 1000);
g2d.setColor(new Color(128, 128, 128));
g2d.fillRect(50, 0, 900, 50);
g2d.setColor(new Color(128, 128, 128));;
g2d.fillRect(50, 950, 900, 50);
for (int i=0 ; i < treasure.size(); i++){
Gold tempGold = treasure.get(i);
tempGold.draw(g2d);
}
}
public void actionPerformed (ActionEvent arg0){
player1.update();
repaint();
}
@Override
public void keyPressed(KeyEvent arg0) {
// TODO Auto-generated method stub
}
@Override
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
}
@Override
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
public void addGold(Gold g){
treasure.add(g);
}
public static void removeGold (Gold g) {
treasure.remove(g);
}
public static ArrayList getGoldList() {
return treasure;
}
public void startGame() {
for (int i=0; i < goldCount; i++){
addGold(new Gold(rand.
ObjectiveCreate a graphical game of minesweeper IN JAVA. The boar.pdfrajkumarm401
Objective:
Create a graphical game of minesweeper IN JAVA. The board should consist of 10x10 buttons.
Of the 100 spaces there should be at least 20 randomly placed mines. If the button is clicked and
it is not a mine then it clears itself. If a space has been cleared then it should indicate how many
of its eight neighbors are mines. If a space is clicked and it is a mine then the game is over and
the player is asked if they want to play again. Finally, if all the non-mine spaces have been
clicked then the player is prompted that they won.
Solution
2 files need to be made.
First Game.Java which will have the gaming logic and User Interface and Main.Java which will
have have the main method and object of Game.java Number of rows and cols is customizable so
user can change that as and when needed.
import java.awt.*;
import java.awt.Dimension;
import javax.swing.*;
import java.awt.event.*;
import java.util.*;
public class Game extends JFrame implements ActionListener, ContainerListener {
int fw, fh, blockr, blockc, var1, var2, num_of_mine, detectedmine = 0, savedlevel = 1,
savedblockr, savedblockc, savednum_of_mine = 10;
int[] r = {-1, -1, -1, 0, 1, 1, 1, 0};
int[] c = {-1, 0, 1, 1, 1, 0, -1, -1};
JButton[][] blocks;
int[][] countmine;
int[][] colour;
ImageIcon[] ic = new ImageIcon[14];
JPanel panelb = new JPanel();
JPanel panelmt = new JPanel();
JTextField tf_mine, tf_time;
JButton reset = new JButton(\"\");
Random ranr = new Random();
Random ranc = new Random();
boolean check = true, starttime = false;
Point framelocation;
Stopwatch sw;
MouseHendeler mh;
Point p;
Game() {
super(\"Game\");
setLocation(400, 300);
setic();
setpanel(1, 0, 0, 0);
setmanue();
sw = new Stopwatch();
reset.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
try {
sw.stop();
setpanel(savedlevel, savedblockr, savedblockc, savednum_of_mine);
} catch (Exception ex) {
setpanel(savedlevel, savedblockr, savedblockc, savednum_of_mine);
}
reset();
}
});
setDefaultCloseOperation(EXIT_ON_CLOSE);
show();
}
public void reset() {
check = true;
starttime = false;
for (int i = 0; i < blockr; i++) {
for (int j = 0; j < blockc; j++) {
colour[i][j] = \'w\';
}
}
}
public void setpanel(int level, int setr, int setc, int setm) {
if (level == 1) {
fw = 200;
fh = 300;
blockr = 10;
blockc = 10;
num_of_mine = 10;
} else if (level == 2) {
fw = 320;
fh = 416;
blockr = 16;
blockc = 16;
num_of_mine = 70;
} else if (level == 3) {
fw = 400;
fh = 520;
blockr = 20;
blockc = 20;
num_of_mine = 150;
} else if (level == 4) {
fw = (20 * setc);
fh = (24 * setr);
blockr = setr;
blockc = setc;
num_of_mine = setm;
}
savedblockr = blockr;
savedblockc = blockc;
savednum_of_mine = num_of_mine;
setSize(fw, fh);
setResizable(false);
detectedmine = num_of_mine;
p = this.getLocation();
blocks = new JButton[blockr][blockc];
countmine = new int[blockr][blockc];
colour = new int[blockr][blockc];
mh = new MouseHendeler();
getContentPane().removeAll();
panelb.removeAll();
tf_mine = new JTe.
In Java using Eclipse, Im suppose to write a class that encapsulat.pdfanjandavid
In Java using Eclipse, I\'m suppose to write a class that encapsulates a tic tac toe board using two
dimensional arrays. It should only involve the human player vs. the computer, and should
randomly select who should use \'X\' or \'O\' and whether the human player or the computer
should go first. Verify that all moves by the human player are to a valid space on the tic-tac-toe
board, and an incorrect choice should not halt or terminate the game. Below is my Java program
that is currently a work in progress. Can you help me remodify it? Thanks.
import java.util.Scanner;
public class LeavinesTicTacToe
{
public static Scanner sc = new Scanner(System.in);
public static void main(String[] args)
{
final int SIZE = 3;
char[][] board = new char[SIZE][SIZE]; // game board
resetBoard(board); // initialize the board (with \' \' for all cells)
// First, welcome message and display the board.
System.out.println(\"===== WELCOME TO THE TIC-TAC-TOE GAME!! =====\ \");
showBoard(board);
// Then ask the user which symbol (x or o) he/she wants to play.
System.out.print(\" Which symbol do you want to play, \\\"x\\\" or \\\"o\\\"? \");
char userSymbol = sc.next().toLowerCase().charAt(0);
char compSymbol = (userSymbol == \'x\') ? \'o\' : \'x\';
// Also ask whether or not the user wants to go first.
System.out.println();
System.out.print(\" Do you want to go first (y/n)? \");
char ans = sc.next().toLowerCase().charAt(0);
int turn; // 0 -- the user, 1 -- the computer
int remainCount = SIZE * SIZE; // empty cell count
// THE VERY FIRST MOVE.
if (ans == \'y\') {
turn = 0;
userPlay(board, userSymbol); // user puts his/her first tic
}
else {
turn = 1;
compPlay(board, compSymbol); // computer puts its first tic
}
// Show the board, and decrement the count of remaining cells.
showBoard(board);
remainCount--;
// Play the game until either one wins.
boolean done = false;
int winner = -1; // 0 -- the user, 1 -- the computer, -1 -- draw
while (!done && remainCount > 0) {
// If there is a winner at this time, set the winner and the done flag to true.
done = isGameWon(board, turn, userSymbol, compSymbol); // Did the turn won?
if (done)
winner = turn; // the one who made the last move won the game
else {
// No winner yet. Find the next turn and play.
turn = (turn + 1 ) % 2;
if (turn == 0)
userPlay(board, userSymbol);
else
compPlay(board, compSymbol);
// Show the board after one tic, and decrement the rem count.
showBoard(board);
remainCount--;
}
}
// Winner is found. Declare the winner.
if (winner == 0)
System.out.println(\"\ ** YOU WON. CONGRATULATIONS!! **\");
else if (winner == 1)
System.out.println(\"\ ** YOU LOST.. Maybe next time :) **\");
else
System.out.println(\"\ ** DRAW... **\");
}
public static void resetBoard(char[][] brd)
{
for (int i = 0; i < brd.length; i++)
for (int j = 0; j < brd[0].length; j++)
brd[i][j] = \' \';
}
public static void showBoard(char[][] brd)
{
int numRow = brd.length;
int numCol = brd[0].length;
System.out.println();
// First write the column he.
Working with Layout Managers. Notes 1. In part 2, note that the Gam.pdfudit652068
Working with Layout Managers. Notes: 1. In part 2, note that the Game class inherits from
JPanel. Therefore, the panel you are asked to add to the center of the content pane is the \"game\"
object. 2. In part 4, at the end of the function, call validate(). This is not mentioned in the book,
but it is mentioned in the framework comments.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Game extends JPanel
{
private JButton [][] squares;
private TilePuzzle game;
public Game( int newSide )
{
game = new TilePuzzle( newSide );
setUpGameGUI( );
}
public void setUpGame( int newSide )
{
game.setUpGame( newSide );
setUpGameGUI( );
}
public void setUpGameGUI( )
{
removeAll( ); // remove all components
setLayout( new GridLayout( game.getSide( ),
game.getSide( ) ) );
squares = new JButton[game.getSide( )][game.getSide( )];
ButtonHandler bh = new ButtonHandler( );
// for each button: generate button label,
// instantiate button, add to container,
// and register listener
for ( int i = 0; i < game.getSide( ); i++ )
{
for ( int j = 0; j < game.getSide( ); j++ )
{
squares[i][j] = new JButton( game.getTiles( )[i][j] );
add( squares[i][j] );
squares[i][j].addActionListener( bh );
}
}
setSize( 300, 300 );
setVisible( true );
}
private void update( int row, int col )
{
for ( int i = 0; i < game.getSide( ); i++ )
{
for ( int j = 0; j < game.getSide( ); j++ )
{
squares[i][j].setText( game.getTiles( )[i][j] );
}
}
if ( game.won( ) )
{
JOptionPane.showMessageDialog( Game.this,
\"Congratulations! You won!\ Setting up new game\" );
// int sideOfPuzzle = 3 + (int) ( 4 * Math.random( ) );
// setUpGameGUI( );
}
}
private class ButtonHandler implements ActionListener
{
public void actionPerformed( ActionEvent ae )
{
for( int i = 0; i < game.getSide( ); i++ )
{
for( int j = 0; j < game.getSide( ); j++ )
{
if ( ae.getSource( ) == squares[i][j] )
{
if ( game.tryToPlay( i, j ) )
update( i, j );
return;
} // end if
} // end inner for loop
} // outer for loop
} // end actionPerformed method
} // end ButtonHandler class
} // end Game class
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class NestedLayoutPractice extends JFrame
{
private Container contents;
private Game game;
private BorderLayout bl;
private JLabel bottom;
// ***** Task 1: declare a JPanel named top
// also declare three JButton instance variables
// that will be added to the JPanel top
// these buttons will determine the grid size of the game:
// 3-by-3, 4-by-4, or 5-by-5
// Part 1 student code starts here:
// Part 1 student code ends here.
public NestedLayoutPractice()
{
super(\"Practicing layout managers\");
contents = getContentPane();
// ***** Task 2:
// instantiate the BorderLayout manager bl
// Part 2 student code starts here:
// set the layout manager of the content pane contents to bl:
game = new Game(3); // instantiating the GamePanel object
// add panel (game) to the center of the content pane
// Part 2 student code ends here.
bottom = new JLabel(.
Here are the instructions and then the code in a sec. Please R.pdfaggarwalshoppe14
Here are the instructions and then the code in a sec.
**Please Resubmit the revised and updated Code (GamerService) with Comments added
explaining please. RIGHT***** JAVA. HOWEVER IF YOU NEED TO CHANGE THE
ENTIRE THING IT IS FINE. I AM DESPERATE.
Part II. Java Application: Use the code you submitted in Project One Milestone to continue
developing the game application in this project. Be sure to correct errors and incorporate
feedback before submitting Project One.
Please note: The starter code for this project was provided in the Project One Milestone. If you
have not completed the Project One Milestone, you will not be penalized in this assignment, but
you will have additional steps to complete to ensure you meet all the components of Project One.
Review the class files provided and complete the following tasks to create a functional game
application that meets your clients requirements. You will submit the completed game
application code for review.
Begin by reviewing the base Entity class. It contains the attributes id and name, implying that all
entities in the application will have an identifier and name.
Software Design Patterns: Review the GameService class. Notice the static variables holding the
next identifier to be assigned for game id, team id, and player id.
Referring back to Project One Milestone, be sure that you use the singleton pattern to adapt an
ordinary class, so only one instance of the GameService class can exist in memory at any given
time. This can be accomplished by creating unique identifiers for each instance of a game, team,
or player.
Your client has requested that the game and team names be unique to allow users to check
whether a name is in use when choosing a team name. Referring back to the Project One
Milestone, be sure that you use the iterator pattern to complete the addGame() and getGame()
methods.
Create a base class called Entity. The Entity class must hold the common attributes and
behaviors (as shown in the UML diagram provided in the Supporting Materials section below).
Refactor the Game class to inherit from this new Entity class.
Complete the code for the Player and Team classes. Each class must derive from the Entity class,
as demonstrated in the UML diagram.
Every team and player must have a unique name by searching for the supplied name prior to
adding the new instance. Use the iterator pattern in the addTeam() and addPlayer() methods.
Functionality and Best Practices
Once you are finished coding, use the main() method provided in the ProgramDriver class to run
and test the game application to ensure it is functioning properly.
Be sure your code demonstrates industry standard best practices to enhance the readability of
your code, including appropriate naming conventions and in-line comments that describe the
functionality.
Here is my answer that I need a little improvement on its code since I am having trouble making
it right.
Here I am attaching code for these Files:
Entity.java
Game.java
Team.
You will write a multi-interface version of the well-known concentra.pdfFashionColZone
You will write a multi-interface version of the well-known concentration game: 1. The game
displays a grid of upper-case letters, with each letter appearing twice. 2. A player has a few
seconds to memorize the letters before they disappear. 3. The player then has to remember where
each pair was located.
line, then MultiConcentration starts with the text interface.
First the new game display will show the user the pairs he/she must guess, in a format similar to
the following example for size = 6
D H B C M I
H G K K A R
C N R E O E
Q O A Q L F
L F J P B G
P D N M I J
Memorize the above grid!
Note that the new game display uses pairs of distinct single uppercase capital letters distributed
at random on a square grid, starting at A and continuing until the grid is full.
This new game display shows for 10 seconds, after which it scrolls out of view. (To scroll it just
write about 25 newlines.) Then the standard game display appears.
The standard game display will look like the following example for size = 6
1 2 3 4 5 6
7 8 9 10 11 12
13 14 15 16 17 18
19 20 21 22 23 24
25 26 27 28 29 30
21 32 33 34 35 36
Enter a pair of numbers, or \"R\" to reset, or \"Q\" to quit:
reset, or \"Q\" to quit:
If the player makes an invalid entry (e.g. numbers out of range, number already guessed, no
blank separator, etc.) then a \"please reenter\" message is printed and the same display is shown
again.
If the player makes a bad guess, then a \"Sorry...\" message is printed and the same display is
shown again.
If the player enters an \"R\" for reset, then we start over, that is, the computer calculates a new
set of pairs and shows the new game display again.
If the player enters a \"Q\" for quit, then the game prints a \"Game Over\" message and ends.
3.4 Graphic Game Interface
If the player used the \"-g\" flag on the startup command line then MultiConcentration starts up
with the graphic interface.
You may design the graphic interface as you choose, as long as you use Swing and preserve the
steps in the game as described in the previous section.
One possible graphic interface is shown in Figure 1. In this design the new game display and the
standard game display have been replaced by a grid of buttons. Instead of entering pairs of
numbers, the player clicks on two of the buttons. The \"reset\" and \"quit\" commands are given
using a menu. Letters that have been correctly guessed are shown with a pink background color.
Messages to the player are shown in a text area under the grid.
4 GENERAL REQUIREMENTS
4.1 Design Requirements
Design your program with GUI classes, a main class, and Application Logic / Data classes as
described in my overheads on Design for Testability.
Do not use a package statement; name the main class MultiConcentration. (Otherwise the
startup command given in 3.1 would not work.)
You should have at least 5 classes, and not one of them should have more than 40% of the code.
Solution
import java.io.OutputStream;
import java.io.PrintStream;
public cl.
public interface Game Note interface in place of class { .pdfkavithaarp
public interface Game // Note *interface* in place of *class*
{
/// play the game and return the final score
/// where a higher score should be better,
/// and a negative score is allowed.
int play(); // Note semicolon in place of a body
// You can have multiple method headings declared
}
--------------------------------------------------------------------------------------------------------------
import java.util.*;
/// Starting point for Interface Lab.
public class PlayGames
{
private static Scanner in;
private static Random rand = new Random();
private static int gameCount = 0;
public static Game popRandom(Game[] g)
{
int n = gameCount;
int i = rand.nextInt(n);
Game ret = g[i];
g[i] = g[n-1];
gameCount--;
return ret;
}
public static void main(String[] args)
{
Game[] games = new Game[10]; // Note Game as a type
games[gameCount] = new AdditionGame(rand, 100);
gameCount++; // next index to put a Game at
// write at least 2 more different types of Game classes
// and add a new one of each type to games
// ...
in = new Scanner(System.in);
int totScore = 0;
do {
Game g = popRandom(games);
totScore += g.play(); // use numerical result from the game
} while (gameCount > 0 && agree(\"Want a game? \"));
System.out.println(\"Thanks for Playing!\");
System.out.println(\"Your total score is \" + totScore);
}
public static boolean agree(String prompt)
{
System.out.print(prompt);
String input = in.next();
if (input.equalsIgnoreCase(\"y\")) return true;
return false;
}
--------------------------------------------------------------------------------------------------------------------
--
import java.util.*;
public class AdditionGame implements Game // note implements!!
{
private Random rand;
private int n;
// Constructor for objects of class AdditionGame
public AdditionGame(Random r, int big)
{
rand = r;
n = big;
}
// play all games and keep score.
public int play() // exactly matches heading in Game interface
{
final int numGames = 3;
Scanner in = new Scanner(System.in);
int score = 0;
System.out.println(\"Welcome to the addition game! We\'ll now play \" + numGames
+ \" rounds.\");
for (int i = 0; i < numGames; i++) {
int x = rand.nextInt(n), y = rand.nextInt(n), ans = x+y;
System.out.print(String.format(\"Enter the sum: %d + %d = \", x, y));
int val = in.nextInt();
if (ans == val) {
System.out.println(\"Correct!\");
score++;
}
else
System.out.println(\"Wrong! Right answer is \" + ans);
}
System.out.println(\"Thanks for playing the addition game. Your score is \" + score +
\".\");
System.out.println();
return score;
}
}
--------------------------------------------------------------------------------------------------------------------
---
Create two classes that implement a Game interface:
------------------------------------
There is a Game interface defined, and also a PlayGames class that uses objects from classes that
implement that interface. The Game interface declares a single abstract method play that returns
an int, the score from playing the gam.
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Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Matt Rife Cancels Shows Due to Health Concerns, Reschedules Tour Dates.pdfAzura Everhart
Matt Rife's comedy tour took an unexpected turn. He had to cancel his Bloomington show due to a last-minute medical emergency. Fans in Chicago will also have to wait a bit longer for their laughs, as his shows there are postponed. Rife apologized and assured fans he'd be back on stage soon.
https://www.theurbancrews.com/celeb/matt-rife-cancels-bloomington-show/
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
Create a Seamless Viewing Experience with Your Own Custom OTT Player.pdfGenny Knight
As the popularity of online streaming continues to rise, the significance of providing outstanding viewing experiences cannot be emphasized enough. Tailored OTT players present a robust solution for service providers aiming to enhance their offerings and engage audiences in a competitive market. Through embracing customization, companies can craft immersive, individualized experiences that effectively hold viewers' attention, entertain them, and encourage repeat usage.
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdf
Bowling Game Kata
1. Bowling Game Kata Object Mentor, Inc. fitnesse.org Copyright 2005 by Object Mentor, Inc All copies must retain this page unchanged. www.junit.org www.objectmentor.com blog.objectmentor.com
2. Scoring Bowling. The game consists of 10 frames as shown above. In each frame the player has two opportunities to knock down 10 pins. The score for the frame is the total number of pins knocked down, plus bonuses for strikes and spares. A spare is when the player knocks down all 10 pins in two tries. The bonus for that frame is the number of pins knocked down by the next roll. So in frame 3 above, the score is 10 (the total number knocked down) plus a bonus of 5 (the number of pins knocked down on the next roll.) A strike is when the player knocks down all 10 pins on his first try. The bonus for that frame is the value of the next two balls rolled. In the tenth frame a player who rolls a spare or strike is allowed to roll the extra balls to complete the frame. However no more than three balls can be rolled in tenth frame.
7. A quick design session The tenth frame has two or three rolls. It is different from all the other frames.
8. A quick design session The score function must iterate through all the frames, and calculate all their scores.
9. A quick design session The score for a spare or a strike depends on the frame’s successor
10.
11.
12. The first test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game (); } }
13. The first test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game(); } } public class Game { }
14. The first test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game(); } } public class Game { }
15. The first test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game(); for (int i=0; i<20; i++) g. roll (0); } } public class Game { }
16. The first test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game(); for (int i=0; i<20; i++) g.roll(0); } } public class Game { public void roll(int pins) { } }
17. The first test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game(); for (int i=0; i<20; i++) g.roll(0); assertEquals(0, g. score ()); } } public class Game { public void roll(int pins) { } }
18. The first test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game(); for (int i=0; i<20; i++) g.roll(0); assertEquals(0, g.score()); } } public class Game { public void roll(int pins) { } public int score() { return -1; } } expected:<0> but was:<-1>
19. The first test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game(); for (int i=0; i<20; i++) g.roll(0); assertEquals(0, g.score()); } } public class Game { public void roll(int pins) { } public int score() { return 0; } }
20. The Second test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game(); for (int i = 0; i < 20; i++) g.roll(0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { Game g = new Game(); for (int i = 0; i < 20; i++) g.roll(1); assertEquals(20, g.score()); } } public class Game { public void roll(int pins) { } public int score() { return 0; } }
21. The Second test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game(); for (int i = 0; i < 20; i++) g.roll(0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { Game g = new Game(); for (int i = 0; i < 20; i++) g.roll(1); assertEquals(20, g.score()); } } public class Game { public void roll(int pins) { } public int score() { return 0; } } - Game creation is duplicated - roll loop is duplicated
22. The Second test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { public void testGutterGame() throws Exception { Game g = new Game(); for (int i = 0; i < 20; i++) g.roll(0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { Game g = new Game(); for (int i = 0; i < 20; i++) g.roll(1); assertEquals(20, g.score()); } } public class Game { public void roll(int pins) { } public int score() { return 0; } } - Game creation is duplicated - roll loop is duplicated expected:<20> but was:<0>
23. The Second test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } public void testGutterGame() throws Exception { for (int i = 0; i < 20; i++) g.roll(0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { for (int i = 0; i < 20; i++) g.roll(1); assertEquals(20, g.score()); } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } } - roll loop is duplicated
24. The Second test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } public void testGutterGame() throws Exception { int n = 20; int pins = 0; for (int i = 0; i < n ; i++) { g.roll( pins ); } assertEquals(0, g.score()); } public void testAllOnes() throws Exception { for (int i = 0; i < 20; i++) g.roll(1); assertEquals(20, g.score()); } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } } - roll loop is duplicated
25. The Second test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } public void testGutterGame() throws Exception { int n = 20; int pins = 0; rollMany(n, pins); assertEquals(0, g.score()); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testAllOnes() throws Exception { for (int i = 0; i < 20; i++) g.roll(1); assertEquals(20, g.score()); } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } } - roll loop is duplicated
26. The Second test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } public void testGutterGame() throws Exception { rollMany( 20, 0 ); assertEquals(0, g.score()); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testAllOnes() throws Exception { for (int i = 0; i < 20; i++) g.roll(1); assertEquals(20, g.score()); } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } } - roll loop is duplicated
27. The Second test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } } - roll loop is duplicated
28. The Second test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } }
29. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { g.roll(5); g.roll(5); // spare g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } } - ugly comment in test.
30. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { g.roll(5); g.roll(5); // spare g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } } - ugly comment in test. expected:<16> but was:<13>
31. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { g.roll(5); g.roll(5); // spare g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } } - ugly comment in test. tempted to use flag to remember previous roll. So design must be wrong.
32. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { g.roll(5); g.roll(5); // spare g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } } - ugly comment in test. roll() calculates score, but name does not imply that. score() does not calculate score, but name implies that it does. Design is wrong. Responsibilities are misplaced.
33. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } // public void testOneSpare() throws Exception { // g.roll(5); // g.roll(5); // spare // g.roll(3); // rollMany(17,0); // assertEquals(16,g.score()); // } } public class Game { private int score = 0; public void roll(int pins) { score += pins; } public int score() { return score; } } - ugly comment in test.
34. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } // public void testOneSpare() throws Exception { // g.roll(5); // g.roll(5); // spare // g.roll(3); // rollMany(17,0); // assertEquals(16,g.score()); // } } public class Game { private int score = 0; private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { score += pins; rolls[currentRoll++] = pins; } public int score() { return score; } } - ugly comment in test.
35. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } // public void testOneSpare() throws Exception { // g.roll(5); // g.roll(5); // spare // g.roll(3); // rollMany(17,0); // assertEquals(16,g.score()); // } } public class Game { private int score = 0; private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { score += pins; rolls[currentRoll++] = pins; } public int score() { int score = 0; for (int i = 0; i < rolls.length; i++) score += rolls[i]; return score; } } - ugly comment in test.
36. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } // public void testOneSpare() throws Exception { // g.roll(5); // g.roll(5); // spare // g.roll(3); // rollMany(17,0); // assertEquals(16,g.score()); // } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; for (int i = 0; i < rolls.length; i++) score += rolls[i]; return score; } } - ugly comment in test.
37. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { g.roll(5); g.roll(5); // spare g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; for (int i = 0; i < rolls.length; i++) score += rolls[i]; return score; } } - ugly comment in test. expected:<16> but was:<13>
38. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { g.roll(5); g.roll(5); // spare g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; for (int i = 0; i < rolls.length; i++) { if (rolls[i] + rolls[i+1] == 10) // spare score += ... score += rolls[i]; } return score; } } - ugly comment in test. This isn’t going to work because i might not refer to the first ball of the frame. Design is still wrong. Need to walk through array two balls (one frame) at a time.
39. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } // public void testOneSpare() throws Exception { // g.roll(5); // g.roll(5); // spare // g.roll(3); // rollMany(17,0); // assertEquals(16,g.score()); // } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; for (int i = 0; i < rolls.length; i++) score += rolls[i]; return score; } } - ugly comment in test.
40. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } // public void testOneSpare() throws Exception { // g.roll(5); // g.roll(5); // spare // g.roll(3); // rollMany(17,0); // assertEquals(16,g.score()); // } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; int i = 0; for ( int frame = 0; frame < 10; frame++ ) { score += rolls[i] + rolls[i+1] ; i += 2; } return score; } } - ugly comment in test.
41. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { g.roll(5); g.roll(5); // spare g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; int i = 0; for (int frame = 0; frame < 10; frame++) { score += rolls[i] + rolls[i+1]; i += 2; } return score; } } - ugly comment in test. expected:<16> but was:<13>
42. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { g.roll(5); g.roll(5); // spare g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; int i = 0; for (int frame = 0; frame < 10; frame++) { if (rolls[i] + rolls[i + 1] == 10) // spare { score += 10 + rolls[i + 2]; i += 2; } else { score += rolls[i] + rolls[i + 1]; i += 2; } } return score; } } - ugly comment in test.
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46. The Third test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { private Game g; protected void setUp() throws Exception { g = new Game(); } private void rollMany(int n, int pins) { for (int i = 0; i < n; i++) g.roll(pins); } public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { rollSpare(); g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } private void rollSpare() { g.roll(5); g.roll(5); } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; int frameIndex = 0; for (int frame = 0; frame < 10; frame++) { if (isSpare(frameIndex)) { score += 10 + rolls[frameIndex + 2]; frameIndex += 2; } else { score += rolls[frameIndex] + rolls[frameIndex + 1]; frameIndex += 2; } } return score; } private boolean isSpare(int frameIndex) { return rolls[frameIndex] + rolls[frameIndex + 1] == 10; } } -
47. The Fourth test. import junit.framework.TestCase; public class BowlingGameTest extends TestCase { ... public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { rollSpare(); g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } public void testOneStrike() throws Exception { g.roll(10); // strike g.roll(3); g.roll(4); rollMany(16, 0); assertEquals(24, g.score()); } private void rollSpare() { g.roll(5); g.roll(5); } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; int frameIndex = 0; for (int frame = 0; frame < 10; frame++) { if (isSpare(frameIndex)) { score += 10 + rolls[frameIndex + 2]; frameIndex += 2; } else { score += rolls[frameIndex] + rolls[frameIndex + 1]; frameIndex += 2; } } return score; } private boolean isSpare(int frameIndex) { return rolls[frameIndex] + rolls[frameIndex + 1] == 10; } } - ugly comment in testOneStrike. expected:<24> but was:<17>
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51. The Fourth test. ... public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { rollSpare(); g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } public void testOneStrike() throws Exception { rollStrike(); g.roll(3); g.roll(4); rollMany(16, 0); assertEquals(24, g.score()); } private void rollStrike() { g.roll(10); } private void rollSpare() { g.roll(5); g.roll(5); } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; int frameIndex = 0; for (int frame = 0; frame < 10; frame++) { if (isStrike(frameIndex)) { score += 10 + strikeBonus(frameIndex); frameIndex++; } else if (isSpare(frameIndex)) { score += 10 + spareBonus(frameIndex); frameIndex += 2; } else { score += sumOfBallsInFrame(frameIndex); frameIndex += 2; } } return score; } private boolean isStrike(int frameIndex) { return rolls[frameIndex] == 10; } private int sumOfBallsInFrame(int frameIndex) { return rolls[frameIndex] + rolls[frameIndex+1]; } private int spareBonus(int frameIndex) { return rolls[frameIndex+2]; } private int strikeBonus(int frameIndex) { return rolls[frameIndex+1] + rolls[frameIndex+2]; } private boolean isSpare(int frameIndex) { return rolls[frameIndex]+rolls[frameIndex+1] == 10; } }
52. The Fifth test. ... public void testGutterGame() throws Exception { rollMany(20, 0); assertEquals(0, g.score()); } public void testAllOnes() throws Exception { rollMany(20,1); assertEquals(20, g.score()); } public void testOneSpare() throws Exception { rollSpare(); g.roll(3); rollMany(17,0); assertEquals(16,g.score()); } public void testOneStrike() throws Exception { rollStrike(); g.roll(3); g.roll(4); rollMany(16, 0); assertEquals(24, g.score()); } public void testPerfectGame() throws Exception { rollMany(12,10); assertEquals(300, g.score()); } private void rollStrike() { g.roll(10); } private void rollSpare() { g.roll(5); g.roll(5); } } public class Game { private int rolls[] = new int[21]; private int currentRoll = 0; public void roll(int pins) { rolls[currentRoll++] = pins; } public int score() { int score = 0; int frameIndex = 0; for (int frame = 0; frame < 10; frame++) { if (isStrike(frameIndex)) { score += 10 + strikeBonus(frameIndex); frameIndex++; } else if (isSpare(frameIndex)) { score += 10 + spareBonus(frameIndex); frameIndex += 2; } else { score += sumOfBallsInFrame(frameIndex); frameIndex += 2; } } return score; } private boolean isStrike(int frameIndex) { return rolls[frameIndex] == 10; } private int sumOfBallsInFrame(int frameIndex) { return rolls[frameIndex] + rolls[frameIndex+1]; } private int spareBonus(int frameIndex) { return rolls[frameIndex+2]; } private int strikeBonus(int frameIndex) { return rolls[frameIndex+1] + rolls[frameIndex+2]; } private boolean isSpare(int frameIndex) { return rolls[frameIndex]+rolls[frameIndex+1] == 10; } }