Programming Assignment 7 (100. Points)

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1 Programming Assignment 7 (100 Points) Due: 11:59pm Thursday, November 16 In this PA, we will be learning about recursion and some of Rick s Vegas wisdom. README ( 10 points ) You are required to provide a text file named README, NOT Readme.txt, README.pdf, or README.doc, with your assignment in your pa7 directory. There should be no file extension after the file name README. Your README should include the following sections: Program Descriptions ( 5 points ) : Provide a high level description of what each of your programs do and how you can interact with them. Make this explanation such that your grandmother or uncle or someone you know who has no programming experience can understand what these programs do and how to use them. Do not assume your reader is a computer science major. The more detailed the explanation, the more points you will receive. Short Response ( 5 points ) : Answer the following questions: Vim Questions: 1. In vim/gvim, what commands will indent N consecutive lines (starting from the cursor line) by one level where the indent level is defined to be two spaces? This will take two vim commands: one to set the number of spaces to indent with each indent level (default is 8), and one to actually indent N consecutive lines. Likewise what command will shift N lines left (de-indent N lines)?

2 2. In vim/gvim, what command will indent an entire curly-bracket block one level, while the cursor is currently on either the open or close curly bracket of the block? Likewise what command will shift an entire curly-bracket block one level left (deindent block)? 3. How do you open a new line below and insert (one keyboard key for both steps)? Unix Question: 4. On the Unix command line, how can you capture (redirect) the program's output into a file named "output"? Java Question: 5. Briefly explain how you think java event handling works (1-2 lines should be enough). STYLE ( 20 points ) Please refer to the PA2 writeup for a detailed style guide. CORRECTNESS ( 70 points total ) This PA will have 2 programs: Print Digits 2 English and Slots. Print Digits 2 English will be a command line application that will teach you about recursion. Slots will be a fun GUI program to give you more practice with command line argument parsing, GUI components and layouts, and event handling. It will also give you more practice with active objects and runnable classes.

3 Program 1: Print Digits 2 English (25 Points) In this program you will be taking numbers entered by the user and printing them out in English one digit at a time. You will be applying your knowledge of recursion to make this program. Only one file is needed for this program: PrintDigits2English.java This file will require two methods and should only have two methods. public static void main( String[] args) In main() you need to first check if the user gave any numbers to the command line, if not, the usage message should be printed and the program should end. Then you should go through each number given by the user one at a time (a loop will be helpful here). Try to convert the string to an integer, if there is an error, you should print out the error message and continue to the next number if there is one (you might need to try and catch something). If the number is successfully parsed you should check if the number is negative, and print out the word "Negative" before any of the digits if it is. After the number has been successfully parsed, you need to call printdigits2num() with the number. After you are done with the current number, loop again and complete the rest of the user entered numbers if there are any. private static void printdigits2num( int num ); This is the recursive method that will print out all of the digits in their English format. Note: this method must be recursive and you may not add any extra parameters to the method, if the function is not recursive or you change the parameters, you will receive 0 points for this program. With each recursive call to printdigits2num() you will need to print out the rightmost digit of num in its English format (see the String array that has been given to you in PA7Strings.java).

4 You should first determine if you need to make another recursive call, this will happen when num contains more than one digit. After the recursive call you should isolate the rightmost digit of num (there is a simple math operation that you should use here). Since num might be negative, you should check to see if the isolated digit is negative and convert it to positive (you should not use multiplication to do this). Then using the provided String array, print out the English representation of the digit. There are a few things that you need to deal with that have not already been mentioned: Each digit should be separated by a space, but there should not be a space before the first digit or after the last digit. This will require you to do some logic in both main() and printdigits2num() to make this work properly. Each number needs to be on it's own line (see the sample output below to understand this). There must be a period printed after the last digit for each number (this should probably be done in main()) At the end of your program you should print out an extra line, make sure you do this. You will notice in sample output #8 that leading zeros are ignored, Integer.parseInt() will take care of this, you do not need to do anything special Sample output 1. No arguments java PrintDigits2English Usage: java PrintDigits2English num1 [num2...] num1, num2,...: must be valid integer 2. One valid single digit argument java PrintDigits2English 5 Five.

5 3. One valid multiple digit argument java PrintDigits2English 12 One Two. 4. One argument that is too large of a number java PrintDigits2English Error: must be a valid integer 5. One argument that is not a valid integer java PrintDigits2English 12cse11 Error: 12cse11 must be a valid integer 5. Two valid arguments java PrintDigits2English Three Five Zero. Seven Eight Seven. 6. One valid argument and one invalid java PrintDigits2English abc Seven Three Seven. Error: 22abc must be a valid integer 7. Two valid and two invalid java PrintDigits2English xyz Error: must be a valid integer Error: 32xyz must be a valid integer Eight Seven Six Five Four. Three Four Five Four.

6 8. One valid with leading zeros and one valid negative number java PrintDigits2English Two Three Four Zero. Negative One Zero Zero Five. Program 2: Slot Machine Simulator (45 Points) In this part of the assignment, we will be creating a GUI application that simulates the classic slot machines seen in casinos. This program will have three Java source files: Slots.java, SlotWheel.java, and Winner.java Slots.java Will have the main controller object (extends WindowController) that does the GUI layout with a few labels on a panel at the top and a button on a panel at the bottom with the drawing canvas in the center. The window will have a width of 500 and a height of 250. Our program will take a single optional argument that is the base delay. If the delay is present, parse it as an integer and then check if the range is valid. The delay should be in the range [10, 2000]. If the argument is not present, then the delay should be set to the default value of 75. If there are extra arguments, then print an error, usage, and exit the program. Once arguments have been parsed, create the Acme mainframe. You might need to pass in the delay to your Slots constructor. GUI Layout For the header panel, you will need to use two panels stacked vertically (layout manager might help here) such that the first panel will contain the program title (PA7Strings.SLOTS_TITLE) as a JLabel that is centered. You are free to style this label as you please (our program uses the Comic Sans MS font with a fontsize of 24 and bold weight). Please remember to add your own name in the title and not Rick s! The

7 second component will a JPanel containing the wins and losses JLabels. These labels must be placed side by side and be centered. You are also free to stylize these labels as you wish, but must make sure that they are positioned as they are in the writeup. Next, we will create the footer panel. This panel will simply contain a single button that is centered in the frame. The button should have PA7Strings.BUTTON_TEXT as the text. Finally, we will work on the canvas, which is in the center of the frame. We will need to initialize an array of Image(s) - the images are given to you and are available to be copied to your pa7 directory from ~/../public/pa7starterfiles/ All the images are exactly 110 x 145 pixels. The images need to be arranged in the array such that the intermediate images reflect a transition from one full image to the next. They must have the following order: sungod.jpg sungod- bear.jpg bear- triton.jpg triton- library.jpg library- bear.jpg triton.jpg library.jpg sungod.jpg To help you with this, the image names have been provided in a string array in PA7Strings.java We also need to calculate the Location where each slot wheel should be located such that the middle slot wheel is centered in the middle canvas area in the x coordinate and down 5 pixels offset in the y coordinate. There should be 5 pixels space between each slot wheel. Dynamically calculate the locations of the slot wheels at program start-up based on the canvas's width. For this PA, you don t need to worry about window resizing :) Next, we need to create each SlotWheel object passing as a minimum the following information to each SlotWheel object: the array of Image(s) initialized in Slots

8 the number of ticks (images) this slot wheel will use as it rotates the delay (in milliseconds) this slot wheel will use in its run() thread the location of this slot wheel (location of the wheel image and frame - border around the image) a reference to the drawing canvas to place the slot wheel (wheel image and frame) Here are some constants we used in Slots.java that may be helpful: private static final int NUM_OF_IMAGES = 8; public static final double IMAGE_WIDTH = 110; public static final double IMAGE_HEIGHT = 145; private static final int FRAME_WIDTH = 500; private static final int FRAME_HEIGHT = 250; private static final double WHEELS_Y_OFFSET = 5; private static final double SPACE_BETWEEN_WHEELS = 5; private static final int WHEEL_1_TICKS = 22; private static final int WHEEL_2_TICKS = WHEEL_1_TICKS + 6; private static final int WHEEL_3_TICKS = WHEEL_2_TICKS + 6; private static final int MIN_DELAY = 10; private static final int MAX_DELAY = 2000; private static final int DEFAULT_DELAY = 75; private static final int WHEEL_1_DELAY = 0; private static final int WHEEL_2_DELAY = WHEEL_1_DELAY + 25; private static final int WHEEL_3_DELAY = WHEEL_2_DELAY + 25; To make the images look a bit more realistic (like they are images on a slot wheel that is turning) the slot wheels need to "turn" at different rates (the wheel delays) and they stop at different times (left slot wheel stops first [least number of ticks] then the middle slot wheel stops and lastly the right slot wheel stops). Now we need to create a Winner class object and register that as a listener for spin button events. More details about the Winner class in a later section. And the last thing the Slots controller needs to do is register each slot wheel it just created as a listener for events on the spin button. Hints 1. GridLayout might be helpful in getting your program the match the look of the reference executable.

9 SlotWheel.java 2. You might need to add empty space using Box.createHorizontalGlue() This file will define the simulated slot wheel. Each slot wheel is an ActiveObject (so we can run it as an animation in its own thread) and needs to handle the action event fired by the spin button back in the controller. This is similar to the CrazyOrb objects from the last assignment. The constructor should initialize instance variables associated with the values passed into its formal parameters and create an integer (pseudo)random number generator object that will generate (pseudo)random values between [0-3]. You will need to multiply the random number by 2 to obtain the correct index, and then use this random index/image to create a VisibleImage object to display as this slot wheel's image. Create a border around this slot wheel image (FramedRect). As with all ActiveObjects, the last statement in the constructor should be start(). public void actionperformed(actionevent evt) This method will be called in response to the spin button being clicked back in the controller object. This method should simply reset the number of ticks this slot wheel should spin and pick another random starting Image index. Remember to multiply by 2 to get to an image that isn t in transition. public void run() This method performs the animation/simulation of the slot wheel spinning. In a forever loop check if this slot wheel still has some ticks left before it is supposed to stop spinning. If there are ticks left on this spin, set the index into the array of Image(s) to the next index. Since we are treating this array as a circular array, when we are at the last index in the array the next index will be back at index 0. So you need to wrap back around to the head of the array when you are incrementing the index past the end of the array. Hint: Think mod operator. Once we have a new index in the array of Image(s), set the Image on the slot wheel to this new Image (setimage()). Finally decrement the

10 number of ticks left for this slot wheel spin. Don't forget to pause the animation using this slot wheel's delay in milliseconds that was passed into the constructor. Remember to only have a pause statement in the outermost forever loop. The animation of slot wheels spinning looks better when each wheel spins at a slightly different speed (different pause() delays). The thrill and excitement of a possible win is enhanced when the left wheel stops spinning first, then the middle wheel, and finally the last wheel. [Slots are one of the worse gambling games to play! A common nickname for a slot machine, especially back in the day where you actually had to pull a handle to get the wheels to spin, is "One-Armed Bandit". But they are fun to program.] Winner.java This class will handle the win logic. It will also extend ActiveObject and implement ActionListener since it needs to handle button press events. The constructor for this class will have at least the following parameters: - A reference to each of the 3 wheels that were created in the controller. - A reference to the wins JLabel - A reference to the losses JLabel - A reference to the button - An Image reference - An integer representing delay - A reference to the canvas object The win image needs to be centered in the canvas and initially hidden. It will only be shown if the user wins. You are free to choose your own win image for this program. As with all ActiveObjects, the last line of the constructor should call the start() method. public void run() In a forever loop, check if the wheels are currently spinning (this should be false initially until the button is clicked). If the last wheel has stopped (might be useful to have a helper method in SlotWheel for this), then you should check which index/image each of the wheels is displaying. If they are all the same, then the user has won. You should display the win image and increment the number of wins, updating the wins label.

11 Otherwise increment the number of losses and update the losses label. Once the wheels have stopped spinning, set the spin variable to be false and re-enable the button. Notes: 1. Do not use static variables in your slot wheel class to determine when the wheels are spinning or not. Use instance variables instead. 2. The pause() should only be placed in the outermost while loop, and not in any nested statements. public void actionperformed(actionevent evt) When the button is pressed, you should disable the button, set the isspinning variable to be true, and hide the win image. Sample Output 1. Invalid delay value java -cp *:. Slots 123abc Error: Invalid Delay 123abc Usage: java Slots [delay] 2. Too many arguments java -cp *:. Slots arg1 arg2 Error: Invalid Number of arguments. Usage: java Slots [delay] 3. Delay too small java -cp *:. Slots 1 Error: Delay must be in the range [10, 2000] Usage: java Slots [delay] 4. Delay too large java -cp *:. Slots Error: Delay must be in the range [10, 2000] Usage: java Slots [delay]

12 Screenshots Initial state

13 Spinning with button disabled Losses label being updated Win label being updated and win image displayed

14 Turnin To turnin your code, navigate to your home directory and run the following command: > cse11turnin pa7 You may turn in your programming assignment as many times as you like. The last submission you turn in before the deadline is the one that we will collect. Verify To verify a previously turned in assignment, > cse11verify pa7 If you are unsure your program has been turned in, use the verify command. We will not take any late files you forgot to turn in. Verify will help you check which files you have successfully submitted. It is your responsibility to make sure you properly turned in your assignment. Files to be collected: Source Files: Image Files: Misc: PrintDigits2English.java Slots.java SlotWheel.java Winner.java Additional files for EC: EC_Winner.java EC_Slots.java bear.jpg bear-triton.jpg library.jpg library-sungod.jpg sungod.jpg sungod-bear.jpg triton.jpg triton-library.jpg winner.jpg objectdraw.jar Acme.jar PA7Strings.java README

15 Extra Credit ( 5 points ) For Slots Program: Allow the user to enter a deposit amount (in whole dollars) for a bankroll (say with a text field), and allow the user to enter how many dollars to bet on each spin up to a max of five dollars (say with a combo box). Payoff 15 times the bet. This works out to a 93.75% payout... Vegas odds. [There are 4*4*4 = 64 different combinations of the four images coming up across the three wheels. There are four different win combinations (all three wheels having the same image). So on average you would expect a win 1 out of every 16 spins (64/4 = 16). A real gambling operation will take a house cut.] For this program, the button must be disabled until the user enters a bankroll amount in the text box. Once an amount is entered, the text box should disable input. The default bet amount should be 1 at the beginning, but be updated if a selection is made in the JComboBox. Once all the money is gone, disable the button again.

16 Initial state with nothing entered After entering money

17 When we lose all our money

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