// Guess the letter
class GuessLetter {
public static void main(String args[])
throws java.io.IOException {
char ch, answer = 'K';
System.out.println("I'm thinking of a letter between A and Z.");
System.out.print("Can you guess it: ");
ch = (char) System.in.read(); // get a char
if(ch == answer) System.out.println("** Right **");
else System.out.println("...Sorry, you're wrong.");
}
}
Monday, October 29, 2012
Guess the Letter
Boolean Numbers
// Demonstrate boolean values.
class BoolDemo {
public static void main(String args[]) {
boolean b;
b = false;
System.out.println("b is " + b);
b = true;
System.out.println("b is " + b);
// a boolean value can control the if statement
if(b) System.out.println("This is executed.");
b = false;
if(b) System.out.println("This is not executed.");
// outcome of a relational operator is a boolean value
System.out.println("10 > 9 is " + (15 > 9));
}
}
Characters
// Character variables can be handled like integers.
class CharArithDemo {
public static void main(String args[]) {
char ch;
ch = 'X';
System.out.println("ch contains " + ch);
ch++; // increment ch
System.out.println("ch is now " + ch);
ch = 90; // give ch the value Z
System.out.println("ch is now " + ch);
}
}
Working With Strings
Tonight we will be working with strings making a Haiku -- and, as usual, your homework will involve utilizing what you learn tonight. :)
//Mad Libs Haiku
import java.util.Scanner;
public class Haiku
{
public static void main( String[] args )
{
//create Scanner to get input from user
Scanner input = new Scanner( System.in );
String word1;//Person's name, 2 syllables
String word2;//Noun, 2 syllables
String word3;//Adjective, 1 syllable
String word4;//Adjective, 1 syllables
String word5;//Adjective, 2 syllables
System.out.print( "Type a person's name -- two syllables: " );//prompt
word1 = input.nextLine();//read user input
System.out.print( "Type a two-syllable noun: " );//prompt
word2 = input.nextLine();//read user input
System.out.print( "Type a one-syllable adjective: " );//prompt
word3 = input.nextLine();//read user input
System.out.print( "Gimme another one-syllable adjective: " );//prompt
word4 = input.nextLine();//read user input
System.out.print( "Last one! A two-syllable adjective: " );//prompt
word5 = input.nextLine();//read user input
System.out.println( "\n\nHere is your Mad Libs-style haiku:\n\n" );
System.out.printf( "I said to %s,\n", word1 );
System.out.printf( "\"My love is like a %s:\n", word2 );
System.out.printf( "%s, %s, and %s.\"\n", word3, word4, word5 );
}//end method main
}//end class Haiku
Sunday, October 28, 2012
Bring your blue "Objects First with Java" books...
Bring your blue "Objects First with Java" books to class on Monday/Tuesday. After we work through some more code examples and looking at the homework challenges, we're going to begin working on Chapter 3.
Friday, October 26, 2012
Homework Projects for Monday/Tuesday
I would like for you to create the following projects to bring in on Monday/Tuesday class:
Fewest
Coins Possible: The idea for this project is that we ask the user for
the amount of change they have (let's assume it's $1 or less) and we
figure out the fewest number of coins needed to total that amount. Now
if you remember from the "Equally Divide" project we calculated a
remainder as "Left Over" -- and this is similar to that. We will
calculate the number of quarters needed, get the remainder, divide that
by the number of dimes, etc.
- Create a Class called CoinToss
- Add appropriate comments, titles and attributions
- Display a title "text graphic" when the program is executed
- Ask the user to choose "heads or tails"
- Generate a random number (using either of the methods that I showed you)
- Display the going as a "text graphic" (either heads or tails)
- Tell the user whether they win or lose
- Create a new Class
- Add appropriate comments, titles and attributions
- Display a title "text graphic" when the program is executed
- Display a menu of at least 4 items
- Have user input a menu choice (i.e. 1 - 4)
- If the user did not enter a valid menu choice give them an error message and end program.
- For each of the menu choices, do something different (i.e. one can generate a random horoscope, one can ask the user for two numbers to multiple, what can calculate the square feet in a room, etc.)
Fewest
Coins Possible: The idea for this project is that we ask the user for
the amount of change they have (let's assume it's $1 or less) and we
figure out the fewest number of coins needed to total that amount. Now
if you remember from the "Equally Divide" project we calculated a
remainder as "Left Over" -- and this is similar to that. We will
calculate the number of quarters needed, get the remainder, divide that
by the number of dimes, etc.
♦ Set up variables for each coin type: Quarters, Dimes, Nickels, and Pennies
♦ Set up a variable for the currentCents
♦ Ask users to enter the amount of cents ($1 would be 100, for example)
♦ Calculate Quarters first, then find the remainder and set currentCents to the remainder amount
♦ Calculate Dimes from the remainder (again currentCents)
♦ Continue with Nickels and Pennies
♦ Display the results like, "Quarters: xx"
♦ Amounts to try: 91, 41, 59, 6 (and obviously others)
This program is definitely possible for you to complete knowing what you already know.
Saturday, October 20, 2012
This week we will be playing with some existing source code. We will discuss what the programs do, how they are outlined, and what we can do to improve them. Then we will attempt to expand on the programs.
CASE STUDY #1: Movie Tickets
Let's look at this code for a movie ticket program:
CASE STUDY #2: Divide Equally
Next let's look at this strange code for a program that will divide the total number of gumballs equally among a varied number of children:
For case number 3 we have "The Magic CueBall" -- okay, so it's ripped off... but it works... sort of:
CASE STUDY #4: A Number Guessing Game -- Building a Program Step By Step
CASE STUDY #1: Movie Tickets
Let's look at this code for a movie ticket program:
import java.util.Scanner;
class TicketPrice {
public static void main(String args[]) {
Scanner myScanner = new Scanner(System.in);
int age;
double price = 0.00;
System.out.print("How old are you? ");
age = myScanner.nextInt();
if (age >= 12 && age < 65) {
price = 9.25;
}
if (age < 12 || age >= 65) {
price = 5.25;
}
System.out.print("Please pay $");
System.out.print(price);
System.out.print(". ");
System.out.println("Enjoy the show!");
}
}
- First of all, what is the name of this Class?
- What are we bringing into the Class from Java that is already built for us?
- What does "Scanner" do?
- What does "double" mean in Java?
- What variables are we using in this code? (I see three)
- What are some of the things that are missing in this code?
- What would the ticket price be for an 8 year old? A 14 year old? A 66 year old?
- Draw a flow chart indicating the flow of this program.
- Begin by formatting the source code to be more readable -- add line breaks, indent (Tab) some of the lines, etc. (See the next case study for an idea of how to format it)
- Add some comments to the code. Remember that every Class needs a title, author(s), and version (number or dates) and maybe some comments describing what a formula or function does.
CASE STUDY #2: Divide Equally
Next let's look at this strange code for a program that will divide the total number of gumballs equally among a varied number of children:
import java.util.Scanner;
class EquallyDivide
{
public static void main(String args[]) {
Scanner myScanner = new Scanner(System.in);
int gumballs;
int kids;
int gumballsPerKid;
System.out.print("How many gumballs? ");
gumballs = myScanner.nextInt();
System.out.print("How many kids? ");
kids = myScanner.nextInt();
gumballsPerKid = gumballs / kids;
System.out.print("Each kid gets ");
System.out.print(gumballsPerKid);
System.out.println(" gumballs.");
}
}
So let's work with this code:- Add some comments / labels.
- What is the difference between:
- System.out.println
- System.out.print
- With variable names like "gumballs" or "kids" or "gumballsPerKid", this program is pretty specific. What sorts of names could we use for variables to make this program usable for other purposes? The "gumballs" variable might be more useful as "items", for example. Remember, however, that you can change all instances of "gumballs" but "gumballsPerKid" is a completely different variable name.
- Draw a flowchart indicating the flow of this program.
- What code could we add to figure out how many gumballs are left over after they have been divided equally?
For case number 3 we have "The Magic CueBall" -- okay, so it's ripped off... but it works... sort of:
import java.util.Scanner;
import java.util.Random;
class MagicCueBall {
public static void main(String args[]) {
Scanner myScanner = new Scanner(System.in);
Random myRandom = new Random();
int randomNumber;
System.out.print("Type a Yes or No question: ");
myScanner.nextLine();
randomNumber = myRandom.nextInt(10) + 1;
if (randomNumber > 5) {
System.out.println("Yes. Isn’t it obvious?");
} else {
System.out.println("No, and don’t ask again.");
}
}
}
Let's do some playing with the code again:- Again, begin by adding comments/labels to the code.
- What Java utils are we bringing in this time?
- When you run this program, how does the output text differ from the text written in the code?
- Before the "if" statement, randomNumber can be what possible numbers? Why is there a +1 at the end of the line?
- Add some variation to the possible responses:
- 4 different "Yes" answers
- 4 different "No" answers
- 2 different "Ask Again" answers
- At the beginning of the program (before asking the user to type a yes or no question), add a title text graphic. For example:
- *********************************
- * Magic Cue Ball 1.0 ~ by Your Name *
- *********************************
- What else could we add to make this application more usable?
CASE STUDY #4: A Number Guessing Game -- Building a Program Step By Step
Tuesday, October 9, 2012
Course Textbooks
We have two textbooks for this Java Programming course:
- Java Methods: Object-Oriented Programming and Data Structures (Second AP* Edition -- with GridWorld) by Maria Litvin and Gary Litvin. [ISBN: 978-0-9824775-7-1]
- Objects First With Java: A Practical Introduction Using BlueJ (5th Edition) by David J. Barnes & Michael Kölling. [ISBN: 978-013-249266-9]
- Barron's AP Computer Science A test prep guide (5th Edition) [ISBN: 978-0-7641-4373-1]
- One recommended text which you can view can be found here.
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