For more classes visit
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Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
Question 2. 2. Hiding data in a class is also called (Points : 3)
encapsulation.
For more classes visit
www.snaptutorial.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
For more course tutorials visit
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Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
For more course tutorials visit
www.tutorialrank.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
For more course tutorials visit
www.newtonhelp.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
GSP 125 RANK Education for Service--gsp125rank.comclaric25
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Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
For more course tutorials visit
uophelp.com is now newtonhelp.com
www.newtonhelp.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
Question 2. 2. Hiding data in a class is also called (Points : 3)
encapsulation.
accessibility inversion.
confusion culling.
redirection.
For more classes visit
www.snaptutorial.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
For more course tutorials visit
www.tutorialrank.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
For more course tutorials visit
www.tutorialrank.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
For more course tutorials visit
www.newtonhelp.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
GSP 125 RANK Education for Service--gsp125rank.comclaric25
FOR MORE CLASSES VISIT
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Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
For more course tutorials visit
uophelp.com is now newtonhelp.com
www.newtonhelp.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
Question 2. 2. Hiding data in a class is also called (Points : 3)
encapsulation.
accessibility inversion.
confusion culling.
redirection.
Extension methods, nulls, namespaces and precedence in c#Paul Houle
Extension methods are the most controversial feature that Microsoft has introduced in C# 3.0. Introduced to support the LINQ query framework, extension methods make it possible to define new methods for existing classes.
Although extension methods can greatly simplify code that uses them, many are concerned that they could transform C# into something that programmers find unrecognizable, or that C#’s namespace mechanisms are inadequate for managing large systems that use extension methods. Adoption of the LINQ framework, however, means that extension methods are here to stay, and that .net programmers need to understand how to use them effectively, and, in particular, how extension methods are different from regular methods.
Extension methods, nulls, namespaces and precedence in c#Paul Houle
Extension methods are the most controversial feature that Microsoft has introduced in
C# 3.0. Introduced to support the LINQ query framework, extension methods make
it possible to define new methods for existing classes.
Although extension methods can greatly simplify code that uses them, many are
concerned that they could transform C# into something that programmers find
unrecognizable, or that C#’s namespace mechanisms are inadequate for managing
large systems that use extension methods. Adoption of the LINQ framework,
however, means that extension methods are here to stay, and that .net
programmers need to understand how to use them effectively, and, in particular,
how extension methods are different from regular methods.
This article discusses three ways in which extension methods differ from regular
methods:
1. Extension methods can be called on null objects without throwing an exception
2. Extension methods cannot be called inside of a subclass
For more course tutorials visit
www.newtonhelp.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
GSP 125 Become Exceptional/newtonhelp.combellflower148
For more course tutorials visit
www.newtonhelp.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
For more course tutorials visit
www.newtonhelp.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
Name _______________________________ Class time __________.docxrosemarybdodson23141
Name: _______________________________ Class time: __________
Prewriting Instructions for Paper 2 (Final Paper due 4/22)
1. Your choices for Paper 2 are posted on blackboard and also listed below.
2. Choose 1 of these paper options. Notice that each choice also mentions the type of paper (comparison, etc.) My paper choice is: _________________________: paper type: _______________.
3. Read the related essay(s) in your Research and Composition textbook.
4. Thursday: write a tentative thesis for paper 2 (one sentence): ______________________________________________________________________________________________________________________________________________________________________________________________________________________.
5. Thursday: write 5 questions that you will need to answer through research to write this paper (for ex. What is the divorce rate for 2012?) Write legibly please.
1.
2.
3.
4.
5.
6. Thursday: go to the library and use the databases to locate at least three sources that will likely give you the information to answer the five questions above. At least one should be a book, at least one should be a database article. In addition, you may use your textbook, internet, or even refer to a film. Write down the all of the information about each source. You will need this information for a works cited page later or to locate the article and book again. You do not need to answer the questions right away, but if you do find the answers, take notes or make a copy of the source.
Source 1: ____________________________________________________________________________________________________________________________________________________________
Source 2: ____________________________________________________________________________________________________________________________________________________________
Source 3: ____________________________________________________________________________________________________________________________________________________________
7. Have any new questions come to mind? What are they? Write them here:
8. Have you revised your thesis? What is it? ___________________________________
_____________________________________________________________________.
9. Write a tentative first paragraph to paper 2 (this includes your thesis):
10. Turn this in Tuesday 3/25 in exchange for your last Q exercise, M&M Color Distribution.
***You need this prewriting exercise completed to receive your instructions and data for this last Q exercise and parts of this exercise will count for your attendance in a week or so.
See next page
Writing Assignment 2 Choices due on or before 4/22
Here are your choices for Writing Assignment 2 due 4/22. Additional research is required for all choices. Two visuals, tables or figures, are required. Your paper will be in MLA format with a works cited page. This paper is approximately 5 pages including a works cited page.
1. Read the essays in Chapter 8. Go .
Just Click on Below Link To Download This Course:
https://www.devrycoursehelp.com/product/devry-cis-247-full-course-latest/
The Object-Oriented Paradigm supports abstractions through Classes. Classes are software-programming abstractions; they encapsulate a set of related attributes (data members) and behaviors (methods) while, at the same time, they hide essential details from their users.
Extension methods, nulls, namespaces and precedence in c#Paul Houle
Extension methods are the most controversial feature that Microsoft has introduced in C# 3.0. Introduced to support the LINQ query framework, extension methods make it possible to define new methods for existing classes.
Although extension methods can greatly simplify code that uses them, many are concerned that they could transform C# into something that programmers find unrecognizable, or that C#’s namespace mechanisms are inadequate for managing large systems that use extension methods. Adoption of the LINQ framework, however, means that extension methods are here to stay, and that .net programmers need to understand how to use them effectively, and, in particular, how extension methods are different from regular methods.
Extension methods, nulls, namespaces and precedence in c#Paul Houle
Extension methods are the most controversial feature that Microsoft has introduced in
C# 3.0. Introduced to support the LINQ query framework, extension methods make
it possible to define new methods for existing classes.
Although extension methods can greatly simplify code that uses them, many are
concerned that they could transform C# into something that programmers find
unrecognizable, or that C#’s namespace mechanisms are inadequate for managing
large systems that use extension methods. Adoption of the LINQ framework,
however, means that extension methods are here to stay, and that .net
programmers need to understand how to use them effectively, and, in particular,
how extension methods are different from regular methods.
This article discusses three ways in which extension methods differ from regular
methods:
1. Extension methods can be called on null objects without throwing an exception
2. Extension methods cannot be called inside of a subclass
For more course tutorials visit
www.newtonhelp.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
GSP 125 Become Exceptional/newtonhelp.combellflower148
For more course tutorials visit
www.newtonhelp.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
For more course tutorials visit
www.newtonhelp.com
Question 1. 1. In addition to grouping functions together, a class also groups (Points : 3)
libraries.
math operations.
print statements.
variables.
Name _______________________________ Class time __________.docxrosemarybdodson23141
Name: _______________________________ Class time: __________
Prewriting Instructions for Paper 2 (Final Paper due 4/22)
1. Your choices for Paper 2 are posted on blackboard and also listed below.
2. Choose 1 of these paper options. Notice that each choice also mentions the type of paper (comparison, etc.) My paper choice is: _________________________: paper type: _______________.
3. Read the related essay(s) in your Research and Composition textbook.
4. Thursday: write a tentative thesis for paper 2 (one sentence): ______________________________________________________________________________________________________________________________________________________________________________________________________________________.
5. Thursday: write 5 questions that you will need to answer through research to write this paper (for ex. What is the divorce rate for 2012?) Write legibly please.
1.
2.
3.
4.
5.
6. Thursday: go to the library and use the databases to locate at least three sources that will likely give you the information to answer the five questions above. At least one should be a book, at least one should be a database article. In addition, you may use your textbook, internet, or even refer to a film. Write down the all of the information about each source. You will need this information for a works cited page later or to locate the article and book again. You do not need to answer the questions right away, but if you do find the answers, take notes or make a copy of the source.
Source 1: ____________________________________________________________________________________________________________________________________________________________
Source 2: ____________________________________________________________________________________________________________________________________________________________
Source 3: ____________________________________________________________________________________________________________________________________________________________
7. Have any new questions come to mind? What are they? Write them here:
8. Have you revised your thesis? What is it? ___________________________________
_____________________________________________________________________.
9. Write a tentative first paragraph to paper 2 (this includes your thesis):
10. Turn this in Tuesday 3/25 in exchange for your last Q exercise, M&M Color Distribution.
***You need this prewriting exercise completed to receive your instructions and data for this last Q exercise and parts of this exercise will count for your attendance in a week or so.
See next page
Writing Assignment 2 Choices due on or before 4/22
Here are your choices for Writing Assignment 2 due 4/22. Additional research is required for all choices. Two visuals, tables or figures, are required. Your paper will be in MLA format with a works cited page. This paper is approximately 5 pages including a works cited page.
1. Read the essays in Chapter 8. Go .
Just Click on Below Link To Download This Course:
https://www.devrycoursehelp.com/product/devry-cis-247-full-course-latest/
The Object-Oriented Paradigm supports abstractions through Classes. Classes are software-programming abstractions; they encapsulate a set of related attributes (data members) and behaviors (methods) while, at the same time, they hide essential details from their users.
Vectors are the same as dynamic arrays with the ability to resize itself automatically when an element is inserted or deleted, with their storage being handled automatically by the container. Vector elements are placed in contiguous storage so that they can be accessed and traversed using iterators. In vectors, data is inserted at the end. Inserting at the end takes differential time, as sometimes the array may need to be extended. Removing the last element takes only constant time because no resizing happens. Inserting and erasing at the beginning or in the middle is linear in time.
What is std::vector in C++?
std::vector in C++ is the class template that contains the vector container and its member functions. It is defined inside the <vector> header file. The member functions of std::vector class provide various functionalities to vector containers. Some commonly used member functions are written below:
Iterators
begin() – Returns an iterator pointing to the first element in the vector
end() – Returns an iterator pointing to the theoretical element that follows the last element in the vector
rbegin() – Returns a reverse iterator pointing to the last element in the vector (reverse beginning). It moves from last to first element
rend() – Returns a reverse iterator pointing to the theoretical element preceding the first element in the vector (considered as reverse end)
cbegin() – Returns a constant iterator pointing to the first element in the vector.
cend() – Returns a constant iterator pointing to the theoretical element that follows the last element in the vector.
crbegin() – Returns a constant reverse iterator pointing to the last element in the vector (reverse beginning). It moves from last to first element
crend() – Returns a constant reverse iterator pointing to the theoretical element preceding the first element in the vector (considered as reverse end)
Capacity
size() – Returns the number of elements in the vector.
max_size() – Returns the maximum number of elements that the vector can hold.
capacity() – Returns the size of the storage space currently allocated to the vector expressed as number of elements.
resize(n) – Resizes the container so that it contains ‘n’ elements.
empty() – Returns whether the container is empty.
shrink_to_fit() – Reduces the capacity of the container to fit its size and destroys all elements beyond the capacity.
reserve() – Requests that the vector capacity be at least enough to contain n elements.
Element access
reference operator [g] – Returns a reference to the element at position ‘g’ in the vector
at(g) – Returns a reference to the element at position ‘g’ in the vector
front() – Returns a reference to the first element in the vector
back() – Returns a reference to the last element in the vector
data() – Returns a direct pointer to the memory array used internally by the vector to store its owned elements.
Modifiers
assign() – It assigns new value to the vector elements by replacing old ones
Unix and Shell Programming,
Q P Code: 60305.
Additional Mathematics I
Q P Code: 60306
Computer Organization and Architecture
Q P Code: 62303
Data Structures Using C
Q P Code: 60303
Discrete Mathematical Structures
Q P Code: 60304
Engineering Mathematics - III
Q P Code: 60301
Soft Skill Development
Q P Code: 60307
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
1.4 modern child centered education - mahatma gandhi-2.pptx
GSP 125 Technology levels--snaptutorial.com
1. GSP 125 Final Exam Guide
For more classes visit
www.snaptutorial.com
Question 1. 1. In addition to grouping functions together, a class also
groups (Points : 3)
libraries.
math operations.
print statements.
variables.
Question 2. 2. Hiding data in a class is also called (Points : 3)
encapsulation.
accessibility inversion.
confusion culling.
redirection.
Question 3. 3. The public members of a class (Points : 3)
can be changed after compiling, even functions.
must be accessed from an object of that class.
need a special interface to accessed from an object.
can only be accessed within member functions of that class.
Question 4. 4. Constructors are called (Points : 3)
whenever an object is created.
whenever a new line of code is typed.
only after math operations.
only after a work contract is defined.
2. Question 5. 5. Unions are (Points : 3)
defined just like structs, though their memory behaves differently.
a place to store multiple data types simultaneously.
a concept from the C language that is uncommon in C++.
All of the above
Question 6. 6. When objects contain other objects, it is called (Points : 3)
composition.
data blending.
subobjecting.
enclosures.
Question 7. 7. Using the sizeof operator, the compiler will provide the
size in bytes of a (Points : 3)
class or data type.
statically allocated array.
variable instance or object.
All of the above
Question 8. 8. When de-allocating arrays dynamically allocated with
new, _____ should be used to ensure proper de-allocation. (Points : 3)
destructor.
delete.
delete [].
free().
Question 9. 9. A pointer stores a(n) (Points : 3)
address.
variable.
value.
None of the above
Question 10. 10. The most common operator used when accessing
members of an object through a pointer is this. (Points : 3)
3. &
->
.
::
Question 11. 11. The following can be used to determine the number of
elements in a statically allocated array in C or C++. (Points : 3)
sizeof(arrayname)/sizeof(arrayname[0])
elementsof<arrayname>
arrayname.length()
None of the above
Question 12. 12. When returning by reference, (Points : 3)
the method can be used as an l-value.
other functions cannot use the result as a parameter.
C-style code must be capitalized, as per standard convention.
There is no such thing as returning by reference.
Question 13. 13. Overloaded methods in a class must use (Points : 3)
the exact same argument types, but different return types.
the exact same name.
default arguments.
None of the above
Question 14. 14. The copy constructor takes (Points : 3)
no arguments.
a single argument by reference.
a single argument by value.
any number of arguments.
Question 15. 15. A shallow copy is dangerous because (Points : 3)
it has a knife and is very clumsy.
it may cause bad de-allocation in a properly written destructor in a
class that allocates memory.
4. it prevents recursive methods from being called by using significant
amounts of stack space.
None of the above
Question 16. 16. When using inheritance, the class that is doing the
inheriting is called a (Points : 3)
subclass.
child class.
derived class.
All of the above
Question 17. 17. A UML class diagram is commonly used to (Points : 3)
exactly describe code before writing it.
help programmers explain design to other programmers.
define code standards (for syntax) for programming teams.
All of the above
Question 18. 18. Downcasting is considered safe because (Points : 3)
the compiler is very smart about types.
it is safe to assume a parent can do everything a child can do.
downcasting can only be done on upcasted objects.
downcasting is not considered safe.
Question 19. 19. If unsure whether to use inheritance or composition,
use (Points : 3)
inheritance, because it saves the most typing.
inheritance, because C++ supports multiple inheritance.
composition, because it gives programmers the most options.
composition, because it is more efficient than inheritance.
Question 20. 20. Creating classes in separate .h and .cpp files is good
because (Points : 3)
moving code to separate files is good design (separation of
concerns).
5. separating declaration from definition allows decoupling of
dependencies.
many smaller files are easier to maintain by teams of programmers.
All of the above
Question 21. 21. When using the virtual keyword, C++ can detect the
type of an object by using (Points : 3)
Compile Time Type Information.
dynamic_cast.
a "constructor inference" pattern.
C++ does not support any kind of reflection.
Question 22. 22. Passing pointers by reference (e.g., "(int * & arg)") is
possible but limited, because (Points : 3)
NULL cannot be passed as a valid pointer by reference.
a raw address (&variable) cannot be passed as a valid pointer by
reference.
r-values cannot be passed as pointers by reference.
All of the above
Question 23. 23. Stack memory is where (Points : 3)
global variables and raw machine code are stored.
local variables and execution of instructions are kept track of.
dynamic memory is allocated to.
None of the above
Question 24. 24. A compiler will put sentinel values into memory to
(Points : 3)
help detect array out-of-bound errors.
keep track of how many times a function recurses.
stop bad functions from being executed.
prevent memory leaks.
Question 25. 25. Virtual functions have a cost when compared to normal
(statically bound) functions; specifically, they are (Points : 3)
6. slower and less optimizable.
less dynamic.
unusable with polymorphism.
more difficult to read than extern or static functions.
Question 26. 26. In C++, the diamond problem that results from multiple
inheritance can be solved by (Points : 3)
extern inheritance.
static inheritance.
virtual inheritance.
inline inheritance.
Question 27. 27. Test-driven development is (Points : 3)
writing software after finishing multiple choice exams about
software quality.
writing many small tests that initially fail, and working on each test
until all succeed.
another name for object-oriented programming.
All of the above
Question 28. 28. Which piece of the C/C++ compile tool chain arranges
compiled code into the final executable? (Points : 3)
Preprocessor
Compiler
Linker
Debugger
Question 29. 29. For C-style error codes to be used effectively, a
programmer should (Points : 3)
always do logic on function returns to test success.
check errno after potentially failed operations to see if any errors
occurred.
read documentation to make sense of error codes.
All of the above
7. Question 30. 30. A class template allows (Points : 3)
a class to be re-defined with different types but the same code.
the compiler to ignore unused methods of the templated class.
the templated type to be any type, including another templated type.
All of the above
Question 31. 31. Write a “Hello World” program in C++. (Points : 2)
Question 32. 32. Write code for a struct called “Coin.” The Coin class
should have a floating-point member for radius and thickness and
weight, a c-string member for name, and an integer member for color.
(Points : 7)
Question 33. 33. Write code for a class called "Double." The Double
class should have a single double member, value. Create accessors and
mutators for value. The default constructor of Double should set value to
zero. (Points : 7)
Question 34. 34. Write a class named Person and create another class
called Teacher, which inherits from Person (Person is the parent class
and Teacher is the child class). (Points : 7)
Question 35. 35. Write code that instantiates an integer and prints out its
address. (Points : 7)
8. Question 36. 36. Write the body of thfollowing function so that it returns
the square of the number pointed at by the pointer argument.
float square(float * valuePtr)
{
} (Points : 7)
Question 37. 37. Consider the following class.
class ManagedArray {
public:
float * data;
int size;
ManagedArray():data(0),size(0){}
void setSize(int a_size){ size = a_size; data = new float[size]; }
};
Write a destructor for this class to de-allocate any memory it may have
allocated. (Points : 7)
Question 38. 38. Write code that dynamically allocates a two-
dimensional array of integers called map, 5 high, and 7 wide. Then, de-
allocate the two-dimensional array. (Points : 7)
Question 39. 39. Write code that allocates an integer on the stack and
allocates another integer array on the heap. (Points : 7)
9. Question 40.
40. Write an abstract base class called LivingThing that has the
following methods: breathe and eat. (Points : 7)
********************************************************
GSP 125 Midterm Exam
For more classes visit
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1. Accidentally inheriting from the same class twice causes terrible
ambiguity, and is known as (Points : 2)
inheritance overload.
the dreaded diamond of death.
Von Neumann bottleneck.
There is nothing wrong with inheriting the same class more than
once.
Question 2. 2. Creating classes in separate .h and .cpp files is good
because (Points : 2)
moving code to separate files is good design (separation of
concerns).
separating declaration from definition allows de-coupling of
dependencies.
many smaller files are easier to maintain by teams of programmers.
All of the above
10. Question 3. 3. Virtual methods are resolved at runtime by using a (Points
: 2)
dynamic list.
virtual table.
vector.
haystack.
Question 4. 4. Allowing many different types to be treated in the same
way is called (Points : 2)
polymorphism.
multitypecasting.
deep-copy.
virtual.
Question 5. 5. Heap memory is where (Points : 2)
global variables and raw machine code are stored.
local variables and execution of instructions is kept track of.
dynamic memory is allocated to.
None of the above
Question 6. 6. Memory leaks in a computer program are (Points : 2)
not a big deal because operating systems clean up all program
memory.
easy to find and debug in C and C++.
difficult and important to manage in C and C++.
a problem in every programming language.
Question 7. 7. Virtual functions have a cost when compared to normal
(statically bound) functions; specifically, they are (Points : 2)
slower and less optimizable.
less dynamic.
unusable with polymorphism.
more difficult to read than extern or static functions.
Question 8. 8. The explicit keyword (Points : 2)
11. labels data as being volatile.
prevents constructors from automatically being called by implicit
typecasting.
marks a method as an override of a polymorphic base.
identifies a variable that can be referenced but is defined in another
compilation unit.
Question 9. 9. Preprocessor macros (Points : 2)
should be avoided if other langauge features will work just as well.
can easily confuse other progammers not familiar with your macro.
should be undefined after use to avoid polluting the global
namespace.
All of the above
Question 10.10. Which piece of the C/C++ compile tool chain arranges
compiled code into the final executable? (Points : 2)
Preprocessor
Compiler
Linker
Debugger
********************************************************
GSP 125 Week 1 iLab Simple game
For more classes visit
www.snaptutorial.com
12. GSP 125 GSP125 GSP 125 Week 1 iLab
//
//
// INSTRUCTIONS
-----------Compile this code. You should see a happy-face character on a
field of
periods. You can move the character with the 'w', 'a', 's', and 'd' keys.
Read through this code! Try to understand it before starting the
assignment.
Comment confusing lines with what you think code is doing, and
experiment
with existing code to test your understanding.
Once you feel comfortable with this code, accomplish each of the
following,
and make sure your code compiles and runs after each step is completed.
1) Object Oriented Refactoring
a) Write a class called Entity to store two public integers named x and y,
and a char named icon (the player data).
b) Remove x, y, and icon (the player data) from main(), create an
instance
of the Entity class (named whatever you like) in main(), and use its
members as replacements for the x, y, and icon variables that were
removed.
c) Write a parameterized constructor for the Entity class that sets x, y,
and icon, and use it when creating the instance.
d) Make x, y, and icon private variables of Entity, and create Accessor
and Mutator (or Getter and Setter) functions to use them in main().
(hint: "player.x++" could be
"player.setX(player.getX()+1);" )
e) Write a struct called Vector2, which has two int variables, x and y.
f) Write a default constructor for Vector2, which sets x and y to 0.
g) Write a parameterized constructor for Vector2, which sets x and y.
h) Remove x, and y from Entity, add an instance of the Vector2 structure
13. named "pos" to the Entity class, and use pos's members as
replacements
for the x, and y variables that were removed.
i) Remove height and width (in the game data) from main(), create an
instance of the Vector2 structure named "size", and use
size's x member
as a replacement for width, and size's y member as a replacement for
height.
j) Write a method in Vector2 with the signature
"bool is(int a_x, int a_y)". "is" should return true
if a_x is equal to
that instance's x, and a_y is equal that instance's y.
k) Instantiate a new object of class Vector2 called
"winPosition", and set
it's x, y value to size.x/2, size.y/2.
2) Add Game Logic
a) Add code to the while-loop so that when the player reaches
"winPosition", which should be determined by using the
"is" method, the
"state" variable should be set to WIN, ending the game.
b) Add code to the while-loop so that the state variable is set to to LOST
if the player leaves the play field (ending the game).
3) Using enums
a) Create an enum called "GameState" with the possible
values "RUNNING",
"WIN", "LOST", and
"USER_QUIT".
b) Replace the state variable with an isntance of the GameState enum. //
lab1: simplegame_OOP
// <insert your name here>
// read main.cpp, and follow the instructions at the bottom of main.cpp
#include <iostream> // std::cout using namespace std;
#include <windows.h>
#include <conio.h> //
SetConsoleCursorPosition(HANDLE,COORD)
14. // _getch() struct Vector2 {
int x;
int y;
Vector2() :
x(0), y(0) {
}
Vector2(int x, int y) {
x = x;
y = y;
}
bool is(int a_x, int a_y) {
if (a_x == x && a_y == y) {
return true;
}
} return false; };
class Entity {
public:
Entity(int x, int y, char i) {
pos.x = x;
pos.y = y;
icon = i;
}
void setX(int x) {
pos.x = x;
}
int getX() {
pos.x;
}
void setY(int y) {
pos.y = y;
} int getY() {
pos.y;
}
void setIcon(char i) {
icon = i;
15. }
char getIcon() {
icon;
}
private:
Vector2 pos;
char icon;
};
enum GameState {
RUNNING, WIN, LOST, USER_QUIT
}; /**
* moves the console cursor to the given x/y coordinate
* @param x
* @param y
*/
void moveCursor(int x, int y)
{
COORD c = { x,y };
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),
c);
}
int main()
{
// player data
Entity e(3, 4, 1); // game data
GameState state = RUNNING;
int input;
Vector2 size(20, 15);
Vector2 winPosition(size.x / 2, size.y / 2);
do
{ // draw the game world
moveCursor(0, 0);
for (int row = 0; row < size.x; row++)
{
for (int col = 0; col < size.y; col++)
16. {
cout << '.';
} cout << 'n';
}
// draw the player
moveCursor(e.getX(), e.getY());
cout << e.getIcon();
// get input from the user (wait for one key press)
input = _getch();
// process input from the user
switch (input)
{
case 'w':
e.setY(e.getY() - 1);
break; // move up
case 'a':
e.setX(e.getX() - 1); break; // move left
case 's':
e.setY(e.getY() + 1); break; // move down
case 'd':
e.setX(e.getX() + 1); break; // move right
case 27:
state = USER_QUIT; break; // quit
}
// show the game state message
moveCursor(0, size.y + 1);
switch (state)
{
case WIN:
cout << "You WON! Congratulations!n";
break;
case LOST:
cout << "You lost...n";
break;
}
17. if (winPosition.is(e.getX(), e.getY()))
{
state = WIN;
}
else
{
state = LOST;
}
} while (state == RUNNING); }; // user must press ESCAPE before
closing the program
cout << "press ESCAPE to quitn";
while (_getch() != 27);
return 0;
********************************************************
GSP 125 Week 2 ILab Rectangles
For more classes visit
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/ lab2: rectangles
// <insert your name here>
// read main.cpp, and follow the instructions at the bottom of main.cpp
#define NOMINMAX // prevent Windows API from conflicting with
"min" and "max"
#include <stdio.h> // C-style output. printf(char*,...), putchar(int)
18. #include <windows.h> //
SetConsoleCursorPosition(HANDLE,COORD)
#include <conio.h> // _getch()
/**
* moves the console cursor to the given x/y coordinate
* 0, 0 is the upper-left hand coordinate. Standard consoles are 80x24.
* @param x
* @param y
*/
void moveCursor(int x, int y)
{
COORD c = {x,y};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),
c);
}
struct Vec2
{
short x, y;
Vec2() : x(0), y(0) { }
Vec2(int x, int y) : x(x), y(y) { }
void add(Vec2 v)
{
x += v.x;
y += v.y;
}
};
class Rect
{
Vec2 min, max;
public:
Rect(int minx, int miny, int maxx, int maxy)
:min(minx,miny),max(maxx,maxy)
{}
Rect(){}
void draw(const char letter) const
19. {
for(int row = min.y; row < max.y; row++)
{
for(int col = min.x; col < max.x; col++)
{
if(row >= 0 && col >= 0)
{
moveCursor(col, row);
putchar(letter);
}
}
}
}
bool isOverlapping(Rect const & r) const
{ return !( min.x >= r.max.x || max.x <= r.min.x
|| min.y >= r.max.y || max.y <= r.min.y); }; }
void translate(Vec2 const & delta)
{
min.add(delta);
max.add(delta);
} int main()
{
// initialization
Rect userRect(7, 5, 10, 9);
Rect rect0(10, 2, 14, 4);
Rect rect1(1, 6, 5, 15);
int userInput;
do
{
// draw
rect0.draw('0');
rect1.draw('1');
moveCursor(0, 0);
// re-print instructions
printf("move with 'w', 'a', 's', and 'd'");
20. userRect.draw('#');
// user input
userInput = _getch();
// update
Vec2 move;
switch(userInput)
{
case 'w':
move = Vec2( 0,-1); break;
case 'a':
********************************************************
GSP 125 Week 3 iLab List of Numbers
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GSP 125 GSP/125 GSP 125 Week 3 iLab
// lab3: listofnumbers
// <insert your name here>
// read main.cpp, and follow the instructions at the bottom of main.cpp
#include <iostream>
using namespace std;
int main()
{
21. int numberOfElements = 0;
float * elements = NULL;
float userInput;
bool addingNumbersToTheList;
cout << "Keep entering numbers. Enter a non-number to
stop." << endl;
do
{
cin >> userInput;
addingNumbersToTheList = !std::cin.fail();
if(addingNumbersToTheList) {
// make a bigger array to replace the old one
float * biggerArray = new float[numberOfElements+1];
if(elements != NULL)
{
// copy the old elements into the biggerArray
for(int i = 0; i < numberOfElements; i++)
{
biggerArray[i] = elements[i];
}
// the old array is not needed anymore, we have a better copy
delete elements;
}
// point at the new array
elements = biggerArray;
numberOfElements = numberOfElements+1;
// put the new number into the last element of the array
elements[numberOfElements-1] = userInput; }
}
while(addingNumbersToTheList); // fix cin after intentionally breaking
it above.
if(std::cin.fail())
{
std::cin.clear();
while(std::cin.get() != 'n');
22. }
bool hasNumbers = numberOfElements > 0;
if(hasNumbers) {
// print the stored numbers
cout << "Entered numbers: " << endl;
cout << "{";
for(int i = 0; i < numberOfElements; ++i)
{
if(i > 0)
{
cout << ", ";
}
cout << elements[i]; }
cout << "}" << endl; }
else
{ } float sum = 0;
for(int i = 0; i < numberOfElements; ++i)
{
sum += elements[i];
}
cout << "total: " << sum << endl;
cout << "average: " << (sum /
numberOfElements) << endl; cout << "no numbers
entered." << endl;
}
return 0; // INSTRUCTIONS //
//
//
// -----------Compile this code. You should be able to enter any number
of numbers into
the console, but as soon as you enter a non-number, a list of every
number
you typed should display.
23. Read through this code! Try to understand it before starting the
assignment.
Comment confusing lines with what you think code is doing, and
experiment
with existing code to test your understanding.
Once you feel comfortable with this code, accomplish each of the
following,
and make sure your code compiles and runs after each step is completed.
1) The ManagedArray class
a) Create a new class called ManagedArray. It should have a float
pointer
named "elements" to reference an array of floats, and an
integer named
"numberOfElements" to keep track of how many floats are
in the array.
b) Create a default constructor, which sets "elements" to
NULL, and
"numberOfElements" to 0.
c) Create an accessor for the ManagedArray class called
"int ManagedArray::size()", which returns the number of
elements
d) Create an accessor for the ManagedArray class called
"float ManagedArray::get(int index)", which returns the
value, in
"elements", at the given index.
e) Create a member function for ManagedArray called
"void ManagedArray::add(float value)", which allocates a
larger array
than "elements", and replaces "elements" with it,
adding 'value' to the
end of it. This method should also increase
"numberOfElements". See the
code within the "if(addingNumbersToTheList) {" block.
2) Use ManagedArray
24. a) Remove the "elements" and
"numberOfElements" variables in main, and use
a ManagedArray object to get the same functionality that was in main.
3) Destructor and Copy Constructor
a) Create a destructor (named
"ManagedArray::~ManagedArray()"), which
deletes (with "delete ") the "elements" array.
b) Create a copy-constructor (named
"ManagedArray::ManagedArray(ManagedArray &
ma)"), which copies the
"numberOfElements" variable from "ma", and
allocates an "elements"
array the same size, with data copied from "ma".
4) Print Function
a) Create a new function called "void print(ManagedArray
ma)", which
prints the given array, just like the code within the
"if(hasNumbers) {" block.
b) Use the print function to print out a ManagedArray at the end of your
program.
c) Use the print function to print out a ManagedArray a second time.
This
will crash your program if you wrote your destructor correctly but
*did not* write your copy constructor correctly. If the program does
not crash, comment out your copy constructor, recompile and try again,
********************************************************
GSP 125 Week 4 iLab Simple Game inheritance
For more classes visit
25. www.snaptutorial.com
GSP 125 GSP/125 GSP 125 Week 4 iLab
//
//
//
//
//
//
// INSTRUCTIONS
-----------Compile this code. You should see a rectangular play field of
periods, with
3 Entity objects visible on it. The happy-face Entity moves with the
"wasd"
keys, and the club Entity moves with the "ijkl" keys. If the
happy-face
reaches the diamond Entity, the player wins. If the happy-face reaches
the
club, the player loses.
Read through this code! Try to understand it before starting the
assignment.
Comment confusing lines with what you think code is doing, and
experiment
with existing code to test your understanding.
Once you feel comfortable with this code, accomplish each of the
following,
and make sure your code compiles and runs after each step is completed.
1) Getting comfortable with the game code
a) Implement initialization lists in Vector2, Entity, and Game (setting
object values after a ':', between the constructor signature and body).
Have initialization lists set initial values for each member variable.
26. b) Add another Entity to the game that isn't the same location as an
existing Entity. Use a heart icon (ASCII code 3). It should display in
the game.
c) Add logic that makes the club (PLAYER2) win the game if that
player
reaches the heart Entity. You may want to make new constants, like
GOAL2, and WIN2, to follow the existing code convention.
d) Make a new private function called "void
Game::handleUserInput()", move
the user input handling logic from Game::update() into this new
function, and call Game::handleUserInput from Game::update.
e) Add whitespace to the handleUserInput logic, and comment each line
with
what you understand it is doing. If you don't understand what the code
is doing, experiment with it until you do! Do things like printing
variables you are unsure about, and guess what output will look like.
f) Implement the prototyped overloaded operators for Vector2. Once
they
are finished you should be able to use the alternate code for setting
up PLAYER2 in Game::Game() in "game.cpp".
2) A "BlinkEntity" class
a) Create 2 new files in your project: "blinkentity.h", and
"blinkentity.cpp"
b) Make a BlinkEntity class that extends Entity. Declare the class in
"blinkentity.h" and define it's methods in
"blinkentity.cpp". Your
"blinkentity.h" file should look something like:
#pragma once
#include "entity.h"
class BlinkEntity : public Entity {
};
c) Instead of using an Entity for the Entity marked GOAL1 in the Game
constructor, use a BlinkEntity. You will need to create a public
BlinkEntity constructor.
27. d) Give BlinkEntity another member variable called
"alternateIcon". When
BlinkEntity calls it's update function, swap the values of
"icon" and
"alternateIcon". You won't notice a change during runtime
until you add
the virtual modifier to Entity::update().
3) A "WanderingEntity" class
a) Create 2 new files in your project: "wanderingentity.h",
and
"wanderingentity.cpp"
b) Make a WanderingEntity class that extends Entity. Declare the class
in
"wanderingentity.h" and define it's methods in
"wanderingentity.cpp". //
Your "wanderingentity.h" file should look something like:
//
#pragma once
//
//
#include "entity.h"
//
//
class WanderingEntity : public Entity {
//
};
// c) Instead of using an Entity for the Entity marked PLAYER2 in the
Game
//
constructor, use a WanderingEntity. You will need to create a public
//
WanderingEntity constructor.
// d) Create a new update method for WanderingEntity. Declare it in
//
28. "wanderingentity.h", and define it in
"wanderingentity.cpp". In the
//
WanderingEntity::update() method, set the
"howToMoveNext" variable
//
to a random number from 0 to 3. You can use "rand() % 4"
to do this in
//
"wanderingentity.cpp" if you #include <cstdlib> or
<stdlib.h>. After
//
setting the "howToMoveNext" variable in update, call the
parent class's
//
updated with "Entity::update()".
// e) Add at least 2 more WanderingEntity objects in the Game. Add
game logic
//
will cause the player to lose if the player shares a location with any
//
WanderingEntity object.
********************************************************
GSP 125 Week 5 iLab Shapes
For more classes visit
www.snaptutorial.com
29. GSP 125 GSP/125 GSP 125 Week 5 iLab
// INSTRUCTIONS
// ------------
// Compile this code. After pressing any key to clear the instructions,
You
// should see three rectangles labeled '#', 'b', and 'c'. You should also see
// two triangles, labeled 'd' and 'e'. Pressing '>' and '<' will change which
// shape is labeled '#'. Pressing 'w', 'a', 's', and 'd' will move the shape
// labeled '#'. Pressing 'space' will randomize the selected shape.
//
// Read through this code! Try to understand it before starting the
assignment.
// Comment confusing lines with what you think code is doing, and
experiment
// with existing code to test your understanding.
// Once you feel comfortable with this code, accomplish each of the
following,
// and make sure your code compiles and runs after each step is
completed.
//
// 1. Getting comfortable with the code
// a) Create a "makeRandom" method in both the Rect and Tri classes,
based
// on the "makeRandomRect" and "makeRandomTri" functions in
// "application.cpp". The makeRandom function should take no
parameters,
// and instead make itself random. Removing the old
"makeRandomRect"
// and "makeRandomTri" functions as well. Be sure to consider what to
do
// about "screenMin" and "screenMax".
// b) Create a print method for the Tri class, similar to the print method
30. // for the Rect class. This method may come in very handy when
debugging.
// 2. Create Shape base class
// a) Create a header file (without a .cpp file) for a Shape class.
// b) Create the Shape class, which should have no member variables.
// c) Make the Shape class an interface for the Rect and Tri classes.
Shape
// should have pure-virtual methods for each method that Rect and Tri
have
// in common.
// d) Make sure Shape has a virtual destructor with an empty body.
// 3. Make Rect and Triangle extend Shape
// 4. Change selected
// a) Change the type of "Application::selected" from "void *" to "Shape
*".
// b) Every piece of code that typecasts "selected" (and the logic around
it)
// can be removed now. Simply call functions using the "Shape"
interface.
// c) Remove the "selectedType" variable from Application. Logic that
needs
// some form of RunTime Type Information should use dynamic_cast
instead.
// 5. Merge all Shape objects into a single array
// a) Create an array of Shape pointers in the Application called
"shapes".
// b) Making a complementary NUM_SHAPES variable would make
sense.
// b) Remove "rectangles" and "triangles" arrays.
// c) Put each Tri and Rect object managed by the Application class into
// the "shapes" array. This will require re-factoring in multiple files.
// While removing references to "rectangles" and "triangles" arrays, it
// may make sense to replace pairs of for-loops using each of the old
// arrays with a single for-loop using just "shapes".
// 6. Make "shapes" dynamic
31. // a) Give Application::init() 2 parameters: int numRect, int numTri
// b) Make "shapes" a pointer of type "Shape **", and allocate it to be
// "numShapes" big, where "numShapes" is an int member of
Application
// equal to (numRect + numTri), defined in Application::init().
// c) When calling "app.init()" in main, pass valid arguments for
numRect
// and numTri.
// d) De-allocate the "shapes" array in Application::Release().
// 7. Clean up old variables
// a) Remove the TYPE_RECT and TYPE_TRI variables from
Application.
// b) Remove NUM_TRI and NUM_RECT, and any NUM_SHAPES
variable as well. Use
// numShapes where needed.
// 8. Add Circle class
// a) Create a header file AND a source file for a Circle class.
// b) Use Rect and Tri as examples to create the Circle class with.
// c) A Circle class should have at least a 2 dimensional position, and a
// radius.
// d) A simple algorithm for drawing a Circle will be similar to drawing
a
// Rect or Tri, thought it might include the following code:
// float dx = center.x - col, dy = center.y - row;
// if( dx*dx + dy*dy <= radius * radius ) {
// moveCursor(col, row);
// putchar(letter);
// }
// e) Add an additional parameter to Application::init(), "int
numCircles".
// Implement init to generate Circle objects along with Rect and Tri
// objects.
// 9. Implement add/remove for the shapes array
// a) Add code that increases the size of the shapes array, adding a
random
32. // shape, whenever the '=' or '+' key is pressed. Take a look at the week
// 5 lecture showing explicit constructors for help with this algorithm.
// a) Add code that decreases the size of the shapes array, removing the
last
// shape, whenever the '-' or '_' key is pressed. End the program when the
// last shape is removed. Removing a shape, like adding a shape, can be
// done by allocating an array of a different size (smaller this time).
********************************************************
GSP 125 Week 7 iLab GSP 124 Week 7 iLab
win32game
For more classes visit
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GSP 125 GSP/125 GSP 125 Week 7 iLab
Looking for help with C++ lab, please see attached zip, inside main.cpp
are directions:
// 1) Replace Vector2 and Coordinate
// a) Create a new Vec2 class as a replacement for both Vector2 and
// Coordinate. Vec2 must be a templated class, so that it stores and
// manipulates X and Y values of a templated type. It may be helpful to
// start with the Vector2 class, add "template" to the
// header, and replace (Ctrl+H) each instance of "float" with "TYPE",
and
33. // "Vector2" with "Vec2".
// b) Remember, a templated class must have all method definitions in
the
// same file as the templated class declaration. Also remember that
method
// definitions outside of a templated class' declaration need a
// "template" header, and a "" appended to the class
// name with the scope resolution operator (e.g.:
// "void Vec2::limitMagnitude(TYPE max) {/* method body */}").
// c) Replace the use of Vector2 with Vec2.
// d) Replace the use of Coordinate with Vec2.
// 2) More Game Goals
// a) Instead of having a single goal for the player, create at least 3
// randomly placed goals for the player. Use a "std::vector"
// object (from the Standard Template Library) named "goals" to store
the
// goals.
// c) Whenever the user clicks in the game window, the game should
create
// another goal object for the player to get, and add it to the
// "std::vector goals" object.
// d) Each retrieved goal should be removed from the game after being
// retrieved by the player. A "You Win!" message should display when
the
// player retrieves all goals.
********************************************************