An Overview of the Girl Scouts of the USA Grade LevelsStacy Cary
Tech Wildcatters mentor Stacy Stine Cary supports a number of community organizations, businesses, and charities throughout the Dallas, Texas, region. Stacy Cary is involved with the Girl Scouts of the USA as a volunteer leader.
An Overview of the Girl Scouts of the USA Grade LevelsStacy Cary
Tech Wildcatters mentor Stacy Stine Cary supports a number of community organizations, businesses, and charities throughout the Dallas, Texas, region. Stacy Cary is involved with the Girl Scouts of the USA as a volunteer leader.
Dallas Social Venture Partnership LuncheonsStacy Cary
Stacy Stine Cary is a Dallas-based real estate investor and philanthropist. Stacy Cary maintains affiliation with Dallas Social Venture Partners (DSVP), an organization of community leaders who work to connect philanthropists, assist nonprofits, and further social change in North Texas.
U.S. Truck Trailer Market. Analysis And Forecast to 2020IndexBox Marketing
IndexBox Marketing has just published its report: “U.S. Truck Trailer Market. Analysis And Forecast to 2020”.
The report provides an in-depth analysis of the U.S. truck trailer market. It presents the latest data of the market size and volume, domestic production, exports and imports, price dynamics and turnover in the industry. In addition, the report contains insightful information about the industry, including industry life cycle, business locations, productivity, employment and many other crucial aspects. The Company Profiles section contains relevant data on the major players in the industry.
Food security - RRI in Agricultural research for development. By Pascal KosuthRRI Tools
Food security - RRI in Agricultural research for development
Pascal Kosuth
Director of the Agropolis Foundation
RRI Tools Final Conference - Brussels, 21-22 November 2016
PLENARY SESSION: Facing the societal challenges of our time
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.
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(.
Come learn how Microsoft Silverlight was used to create Tunnel Trouble, an online game built using Silverlight 2. This session covers concepts of using Silverlight technologies and tools to build game boards, animations, collision logic, game loop logic, integrating media into game play as well as integrating with web services and being more efficient with managed code.
Dallas Social Venture Partnership LuncheonsStacy Cary
Stacy Stine Cary is a Dallas-based real estate investor and philanthropist. Stacy Cary maintains affiliation with Dallas Social Venture Partners (DSVP), an organization of community leaders who work to connect philanthropists, assist nonprofits, and further social change in North Texas.
U.S. Truck Trailer Market. Analysis And Forecast to 2020IndexBox Marketing
IndexBox Marketing has just published its report: “U.S. Truck Trailer Market. Analysis And Forecast to 2020”.
The report provides an in-depth analysis of the U.S. truck trailer market. It presents the latest data of the market size and volume, domestic production, exports and imports, price dynamics and turnover in the industry. In addition, the report contains insightful information about the industry, including industry life cycle, business locations, productivity, employment and many other crucial aspects. The Company Profiles section contains relevant data on the major players in the industry.
Food security - RRI in Agricultural research for development. By Pascal KosuthRRI Tools
Food security - RRI in Agricultural research for development
Pascal Kosuth
Director of the Agropolis Foundation
RRI Tools Final Conference - Brussels, 21-22 November 2016
PLENARY SESSION: Facing the societal challenges of our time
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.
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(.
Come learn how Microsoft Silverlight was used to create Tunnel Trouble, an online game built using Silverlight 2. This session covers concepts of using Silverlight technologies and tools to build game boards, animations, collision logic, game loop logic, integrating media into game play as well as integrating with web services and being more efficient with managed code.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Video and related blog posts at fsharpforfunandprofit.com/ettt
Follow along as I ridiculously over-engineer a simple game to demonstrate how functional programming can be used to create a real-world "enterprise-ready" application.
Topics covered include: encoding business rules into types, data hiding with parametric polymorphism, using functions for capability-based security, exposing a REST API with HATEAOS, the functional approach to logging, actors, scalability and more.
Please help with this. program must be written in C# .. All of the g.pdfmanjan6
Please help with this. program must be written in C# .. All of the game logic must be written in a
seperate class using using an array that is passed in through a prperty that represents the game
board. The class needs to have methods to determine of someone won, or if there was a tie,
make sure all business logic is in a seperate class anot behind the UI..
***** These are the complete in instructions for the game assignment design
Create a Tic-Tac-Toe game that can be played by two players. The form will consist of a Tic-
Tac-Toe board in which the users’ click on to choose their space. As the game is being played
the Game Status section will tell whose turn it is. When someone wins or there is a tie, a message
will be displayed in the Game status section telling the users the status. When someone wins the
game the winning move needs to be indicated. There also needs to be a section that keeps track
of the number of wins for each player, and the number of ties. When the game is finished the
user may click the “Start Game” button to start a new game.
This program will consist of the main form and at least one class that will define the rules of the
game. This class will have an array that is passed in through a property that represents the game
board. The class will then have methods within it that determines if someone won, if there is a
tie, or if neither has occurred yet. Make sure all business logic is in a separate class and not
behind the UI.
EXTRA CREDIT (10 Points)
Create a computer player that can be played against. The computer player will need to be smart
enough to make a winning move or to block a winning move.
Solution
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
namespace Tic_Tac_Toe
{
///
/// Description of MainForm.
///
public partial class MainForm : Form
{
Logic logicObj = new Logic();
public MainForm()
{
//
// The InitializeComponent() call is required for Windows Forms designer support.
//
InitializeComponent();
//
// TODO: Add constructor code after the InitializeComponent() call.
//
}
int turn=1;
int click1=0,click2=0,click3=0,click4=0,click5=0,click6=0,click7=0,click8=0,click9=0;
int player1=0,player2=0;
void Button1Click(object sender, EventArgs e)
{
if(click1==0)
{
if(turn%2!=0)
{
button1.Text=\"X\";
click1++;
}
else
{
button1.Text=\"O\";
click1++;
}
turn++;
}
else
{
button1.Text=button1.Text;
}
display();
int a = logicObj.winLossFunc(button1.Text, button2.Text, button3.Text, button4.Text,
button5.Text, button6.Text, button7.Text, button8.Text, button9.Text);
if (a==1)
{
player1++;
player1score.Text = player1.ToString();
cleargame();
}
else if(a==2)
{
player2++;
player2score.Text = player2.ToString();
cleargame();
}
}
void Button2Click(object sender, EventArgs e)
{
if(click2==0)
{
if(turn%2!=0)
{
button2.Text=\"X\";
click2++;
}
else
{
button2.Text=\"O\";
click2++;
}
turn++;
}
else
{
button2.Text=button2.Text;
}
display();
int a = logicObj.winLossFunc(button1.Text, b.
2. Story Board
Start the game.
Game divided into levels.
Player collects coins and gems to score points.
Player health decreases if collision with obstacles
occurs.
Optimum score required to complete level.
Game over when player looses given quota of lives or
when player successfully finishes all levels.
4. Applying Facade Pattern
The user has to interact with the game and the player.
This can be done by adding a facade – a GUI to the
system.
This not only creates a simple interface between the
user and the system, but also reduces the number of
objects that a client must deal with.
7. Applying Template Method Pattern
There are different levels in the game, i.e. the land
level, the sea level and the space level.
Switching to next level, after the completion of
previous level needs to be done using LevelControl.
10. The playLevel() method follows the general steps
given above, providing virtual methods for the steps
that must be implemented.
The playLevel() method needs to format the collect
command to collect collectables. Although the
abstract class LevelTemplate knows this format needs
to take place, it doesn’t know how to do it. The exact
formatting code is supplied by the derived class.
The Template Method pattern manages to do this
because the method call is made via a reference
pointing to one of the derived classes, i.e. although
playLevel has a reference of type LevelTemplate, it
is actually referring to a Level1LT or a Level2LT object.
This is true for formatting the other commands as well.
11. Applying Strategy Pattern
The player has options of using different weapons at
different stages of a game level.
To do this, the player can click a button to switch
between the given choices of weapons.
To implement this requirement, a strategy interface
(WEAPON) is introduced wherein the weapon choice
option can be implemented at runtime, i.e. the
weapons are interchangeable.