In a game of chess, the following strategy is employed: canMoveTo(int x, int y), boolean. If the piece can move to position, this method from the Piece class returns true. Describe how you'd test this approach.
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In a game of chess, the following strategy is employed: canMoveTo(int x, int y), boolean. If the piece can move to position, this method from the Piece class returns true. Describe how you'd test this approach.
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- The following technique is used in a game of chess: canMoveTo(int x, int y), boolean. A method in the Piece class returns if the piece may travel to position (x, y). Describe how you would put this method to the test.In a game of chess, the following strategy is employed: canMoveTo(int x, int y), boolean. The Piece class includes a method that returns if the piece can move to location (x, y). Describe how you'd test this approach.canMove(int x, int y, int destX, int destY, Side s): This method returns true if the player of color s can move the piece at coordinates (x,y) can move to coordinates (destX, destY) on the board in its current state. This means that here you do need to consider this piece’s interaction with other pieces on the board. Conditions for this method to return false are given in the code. public boolean canMove(int x, int y, int destX, int destY, Side s){ /* TODO write a method that checks if a piece at coordinates x,y can move to coordinates destX,destY Conditions for false: - Origin or destination coordinates are outside the board - Piece at origin is null - If source and destination coordinates are the same - Piece at origin is not of the same side as s - You can check this using piece.getSide() - Piece cannot move to the destination by piece movement rules - You should check this using Piece.canMove(destX,…
- CS145 – PROGRAMMING ASSIGNMENT #1 OVERVIEW This is a review exercise, so the primary goal of the exercise is to get your mind working and in the correct space. In this activity you will create an imaginary cube of locations that goes from -5 < x < 5, -5 < y< 5, and -5The Penny Pitch game is popular in amusement parks. Pennies are tossed onto aboard that has certain areas marked with different prizes. For example: The prizes available on this board are puzzle, game, ball, poster, and doll. At the end ofthe game, if all of the squares that say BALL are covered by a penny, the player gets theball. This is also true for the other prizes. The board is made up of 25 squares (5 x 5).Each prize appears on three randomly chosen squares so that 15 squares contain prizes.Create a penny_pitch application that displays a Penny Pitch board (use [ and ] toindicate squares) with prizes randomly placed and then simulates ten pennies being randomly pitched onto the board. After the pennies have been pitched, the applicationshould display a message indicating which prizes have been won, it any.A "mad-lib" is a fill-in-the blank game. One player writes a short story in which some words are replacedby blanks. For each word that is removed, the appropriate part of speech is noted: e.g. noun (person/-place/thing), adjective (word that describes a noun), verb (an action, e.g. eat), adverb (modifies a verb, e.g.quickly). Then, before reading the story, the story-writer asks the other player to write down a word of theappropriate part of speech for each blank without knowing the context in which it will be used. In this way,a humorous (sometimes) or non-sensical (usually) story is created.Write your own mad-lib. It must have at least three blanks in it. Now write a Python program that doesthe following:- Using the input() syntax (see the section "Reading Strings from the Keyboard" from the course read-ings) for reading strings from the console, prompt the user to enter a word of the appropriate part ofspeech for each blank in your program. Have a different, appropriately named…A "mad-lib" is a fill-in-the blank game. One player writes a short story in which some words are replacedby blanks. For each word that is removed, the appropriate part of speech is noted: e.g. noun (person/-place/thing), adjective (word that describes a noun), verb (an action, e.g. eat), adverb (modifies a verb, e.g.quickly). Then, before reading the story, the story-writer asks the other player to write down a word of theappropriate part of speech for each blank without knowing the context in which it will be used. In this way,a humorous (sometimes) or non-sensical (usually) story is created a)Random Numbers: Most computer programs do the same thing every time they run; programs like that are called deterministic. Usually, determinism is a good thing, since we expect the same calculation to yield the same result. But for some applications, we want the computer to be unpredictable. Games are an obvious example, but there are many others, like scientific simulations. We have already seen java.util.Random, which generates pseudorandom numbers. The method nextint takes an integer argument, n, and returns a random integer between 0 and n - 1. Assignment For this assignment you will write a program in java to simulate a guessing game. Your program will generate a random number in a certain range (let the user define the range) and ask the user to guess what number it is. Give the user a certain number of tries while you narrow down the possibilities. For example, let's say the number generated is 67 and the user has 5 tries, this could be your program's output: This is a guessing…Othello is played as follows: Each Othello piece is white on one side and black on the other. When a piece is surrounded by its opponents on both the left and right sides, or both the top and bottom, it is said to be captured and its color is flipped. On your turn, you must capture at least one of your opponent's pieces. The game ends when either user has no more valid moves. The win is assigned to the person with the most pieces. Implement the object-oriented design for Othello.Random Numbers: Most computer programs do the same thing every time they run; programs like that are called deterministic. Usually, determinism is a good thing, since we expect the same calculation to yield the same result. But for some applications, we want the computer to be unpredictable. Games are an obvious example, but there are many others, like scientific simulations. We have already seen java.util.Random, which generates pseudorandom numbers. The method nextInt takes an integer argument, n, and returns a random integer between 0 and n - 1. Assignment: For this assignment you will write a program in java to simulate a guessing game. Your program will generate a random number in a certain range (let the user define the range) and ask the user to guess what number it is. Give the user a certain number of tries while you narrow down the possibilities. For example, let's say the number generated is 67 and the user has 5 tries, this could be your program's output: This is a guessing…It is given twelve balls of identical weight with the exception of one that is either heavier or lighter. Additionally, it is equipped with a dual-pan balance. Utilization of the balance in each instance You may place any number of the 12 balls on the left pan and the same number on the right pan, and then press a button to begin weighing; there are three potential outcomes: the weights are equal, the balls on the left are heavier, or the balls on the left are lighter. Create a technique for determining which ball is the odd one out and whether it is heavier or lighter than the others using the balance in the fewest feasible instances. Solve the issue of weighing 39 balls, one of which is known to be odd.Kingdom of Trolls is celebrating their Kingdom Day and one of the activities that is taking place is a game where a player rolls a magic ball down the hill on a path with spikes. As the ball rolls down, it strikes a spike and bursts open to release a number of smaller balls (in our simulated game, the number of smaller balls is a randomly generated integer between 2 and 6, inclusive). As the smaller balls further roll down, when one strikes a spike, that ball and all its sibling balls burst and each generates another set of smaller balls (using the same random number already generated for the first roll). The balls keep rolling downhill and striking spikes and bursting into smaller balls until a golden ball is released by one of the bursts. At this time, the game is over and the player is told how many balls were generated during the last burst (including the golden ball). The game is played by two players at a time and the player who had the lowest number of balls generated on the…SEE MORE QUESTIONS