Systems Architecture
7th Edition
ISBN: 9781305080195
Author: Stephen D. Burd
Publisher: Cengage Learning
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Chapter 2, Problem 6VE
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The term “secondary storage” describes the collection of storage devices that contains large amount of information for long periods.
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Create a Database in JAVA Netbeans that saves name of the player and how many labyrinths did the player solve.
Record the number of how many labyrinths did the player solve, and if he loses his life, then save this number together with his name into the database. Create a menu item, which displays a highscore table of the players for the 10 best scores
public class GameGUI extends JPanel { private final Labyrinth labyrinth; private final Player player; private final Dragon dragon;
private void checkGameState() { if (player.getX() == 0 && player.getY() == labyrinth.getSize() - 1) { JOptionPane.showMessageDialog(this, "You escaped! Congratulations!"); System.exit(0); }
if (Math.abs(player.getX() - dragon.getX()) <= 1 && Math.abs(player.getY() - dragon.getY()) <= 1) { JOptionPane.showMessageDialog(this, "The dragon caught you! Game Over."); System.exit(0); } }
}
public…
Create a Database in JAVA OOP that saves name of the player and how many labyrinths did the player solve.
Record the number of how many labyrinths did the player solve, and if he loses his life, then save this number together with his name into the database. Create a menu item, which displays a highscore table of the players for the 10 best scores. Also, create a menu item which restarts the game.
public class GameGUI extends JPanel { private final Labyrinth labyrinth; private final Player player; private final Dragon dragon;
private void checkGameState() { if (player.getX() == 0 && player.getY() == labyrinth.getSize() - 1) { JOptionPane.showMessageDialog(this, "You escaped! Congratulations!"); System.exit(0); }
if (Math.abs(player.getX() - dragon.getX()) <= 1 && Math.abs(player.getY() - dragon.getY()) <= 1) { JOptionPane.showMessageDialog(this, "The dragon caught you! Game Over.");…
Chapter 2 Solutions
Systems Architecture
Ch. 2 - Prob. 1VECh. 2 - A(n) __________ is a storage location implemented...Ch. 2 - Prob. 3VECh. 2 - A problem-solving procedure that requires...Ch. 2 - Prob. 5VECh. 2 - Prob. 6VECh. 2 - Prob. 7VECh. 2 - Prob. 8VECh. 2 - The major components of a CPU are the __________,...Ch. 2 - A set of instructions thats executed to solve a...
Ch. 2 - Prob. 11VECh. 2 - Prob. 12VECh. 2 - Prob. 13VECh. 2 - A CPU is a(n) __________ processor capable of...Ch. 2 - Prob. 15VECh. 2 - The CPU __________ program instructions one at a...Ch. 2 - Most programs are written in a(n) __________, such...Ch. 2 - Prob. 18VECh. 2 - Prob. 19VECh. 2 - Prob. 20VECh. 2 - Prob. 21VECh. 2 - Prob. 22VECh. 2 - Prob. 23VECh. 2 - Prob. 1RQCh. 2 - What shortcomings of mechanical computation did...Ch. 2 - Prob. 3RQCh. 2 - What is a CPU? What are its primary components?
Ch. 2 - What are registers? What are their functions?
Ch. 2 - Prob. 6RQCh. 2 - Prob. 7RQCh. 2 - Prob. 8RQCh. 2 - How does a supercomputer differ from a mainframe...Ch. 2 - Prob. 10RQCh. 2 - Prob. 11RQCh. 2 - Prob. 12RQCh. 2 - How can a computer system be tuned to a particular...Ch. 2 - What characteristics differentiate application...Ch. 2 - In what ways do system software make developing...Ch. 2 - Why has the development of system software...Ch. 2 - Prob. 17RQCh. 2 - Tables 2.2 and 2.3 will probably be out of date by...
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- Change the following code so that there is always at least one way to get from the left corner to the top right, but the labyrinth is still randomized. The player starts at the bottom left corner of the labyrinth. He has to get to the top right corner of the labyrinth as fast he can, avoiding a meeting with the evil dragon. Take care that the player and the dragon cannot start off on walls. Also the dragon starts off from a randomly chosen position public class Labyrinth { private final int size; private final Cell[][] grid; public Labyrinth(int size) { this.size = size; this.grid = new Cell[size][size]; generateLabyrinth(); } private void generateLabyrinth() { Random rand = new Random(); for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { // Randomly create walls and paths grid[i][j] = new Cell(rand.nextBoolean()); } } // Ensure start and end are…arrow_forwardChange the following code so that it checks the following 3 conditions: 1. there is no space between each cells (imgs) 2. even if it is resized, the components wouldn't disappear 3. The GameGUI JPanel takes all the JFrame space, so that there shouldn't be extra space appearing in the frame other than the game. Main(): Labyrinth labyrinth = new Labyrinth(10); Player player = new Player(9, 0); Dragon dragon = new Dragon(9, 9); JFrame frame = new JFrame("Labyrinth Game"); GameGUI gui = new GameGUI(labyrinth, player, dragon); frame.add(gui); frame.setSize(600, 600); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); public class GameGUI extends JPanel { private final Labyrinth labyrinth; private final Player player; private final Dragon dragon; //labyrinth, player, dragon are just public classes private final ImageIcon playerIcon = new ImageIcon("data/images/player.png");…arrow_forwardMake the following game user friendly with GUI, with some simple graphics. The GUI should be in another seperate class, with some ImageIcon, and Game class should be added into the pane. The following code works as this: The objective of the player is to escape from this labyrinth. The player starts at the bottom left corner of the labyrinth. He has to get to the top right corner of the labyrinth as fast he can, avoiding a meeting with the evil dragon. The player can move only in four directions: left, right, up or down. There are several escape paths in all labyrinths. The player’s character should be able to moved with the well known WASD keyboard buttons. If the dragon gets to a neighboring field of the player, then the player dies. Because it is dark in the labyrinth, the player can see only the neighboring fields at a distance of 3 units. Cell Class: public class Cell { private boolean isWall; public Cell(boolean isWall) { this.isWall = isWall; } public boolean isWall() { return…arrow_forward
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