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Sample Final Exam #6
(Summer 2008; thanks to Hélène Martin)
1. Array Mystery
Consider the following method:
public static void arrayMystery(String[] a) {
for (int i = 0; i < a.length; i++) {
a[i] = a[i] + a[a.length - 1 - i];
}
}
Indicate in the right-hand column what values would be stored in the array after the method arrayMystery executes
if the array in the left-hand column is passed as a parameter to it.
Original Contents of Array Final Contents of Array
String[] a1 = {"a", "b", "c"};
arrayMystery(a1); _____________________________
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2. Reference Semantics Mystery
The following program produces 4 lines of output. Write the output below, as it would appear on the console.
public class Pokemon {
int level;
battle(squirtle, hp);
System.out.println("Level " + squirtle.level + ", " + hp + " hp");
hp = hp + squirtle.level;
battle(squirtle, hp + 1);
System.out.println("Level " + squirtle.level + ", " + hp + " hp");
}
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3. Inheritance Mystery
Assume that the following classes have been defined:
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4. File Processing
Write a static method evaluate that accepts as a parameter a Scanner containing a series of tokens representing a
numeric expression involving addition and subtraction and that returns the value of the expression. For example, if a
Scanner called data contains the following tokens:
4.2 + 3.4 - 4.1
The call of evaluate(data); should evaluate the result as (4.2+3.4-4.1) = (7.6-4.1) = 3.5 and should return this
value as its result. Every expression will begin with a real number and then will have a series of operator/number
pairs that follow. The operators will be either + (addition) or - (subtraction). As in the example above, there will be
spaces separating numbers and operators. You may assume the expression is legal.
Your program should evaluate operators sequentially from left to right. For example, for this expression:
7.3 - 4.1 - 2.0
your method should evaluate the operators as follows:
7.3 - 4.1 - 2.0 = (7.3 - 4.1) - 2.0 = 3.2 - 2.0 = 1.2
The Scanner might contain just a number, in which case your method should return that number as its result.
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5. File Processing
Write a static method blackjack that accepts as its parameter a Scanner for an input file containing a hand of
playing cards, and returns the point value of the hand in the card game Blackjack.
A card has a rank and a suit. There are 13 ranks: Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King. There are 4
suits: Clubs, Diamonds, Hearts, and Spades. A Blackjack hand's point value is the sum of its cards' point values. A
card's point value comes from its rank; the suit is irrelevant. In this problem, cards are worth the following points:
Rank Point Value
2-10 The card's rank (for example, a 7 is worth 7 points)
Jack (J), Queen (Q), King (K) 10 points each
Ace (A) 11 points (for this problem; simplified compared to real Blackjack)
The input file contains a single hand of cards, each represented by a pair of "<rank> <suit>" tokens. For example:
5 Diamonds
Q Spades
2 Spades 3 Hearts
Given the above input, your method should return 20, since the cards' point values are 5 + 10 + 2 + 3 = 20.
The input can be in mixed casing, have odd spacing between tokens, and can be split across lines. For example:
2 Hearts
j SPADES a Diamonds
2 ClUbS
A
hearts
Given the above input, your method should return 36, since the cards' point values are 2 + 10 + 11 + 2 + 11 = 36.
You may assume that the Scanner contains at least 1 card (two tokens) of input, and that no line will contain any
tokens other than valid card data. The real game of Blackjack has many other rules that you should ignore for this
problem, such as the notion of going "bust" once you exceed a score of 21.
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6. Array Programming
Write a static method named allPlural that accepts an array of strings as a parameter and returns true only if
every string in the array is a plural word, and false otherwise. For this problem a plural word is defined as any
string that ends with the letter S, case-insensitively. The empty string "" is not considered a plural word, but the
single-letter string "s" or "S" is. Your method should return true if passed an empty array (one with 0 elements).
The table below shows calls to your method and the expected values returned:
Array Call and Value Returned
String[] a1 = {"snails", "DOGS", "Cats"}; allPlural(a1) returns true
String[] a2 = {"builds", "Is", "S", "THRILLs", "CS"}; allPlural(a2) returns true
String[] a3 = {}; allPlural(a3) returns true
String[] a4 = {"She", "sells", "sea", "SHELLS"}; allPlural(a4) returns false
String[] a5 = {"HANDS", "feet", "toes", "OxEn"}; allPlural(a5) returns false
String[] a6 = {"shoes", "", "socks"}; allPlural(a6) returns false
For full credit, your method should not modify the array's elements.
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7. Array Programming
Write a static method named reverseChunks that accepts two parameters, an array of integers a and an integer
"chunk" size s, and reverses every s elements of a. For example, if s is 2 and array a stores {1, 2, 3, 4, 5, 6},
a is rearranged to store {2, 1, 4, 3, 6, 5}. With an s of 3 and the same elements {1, 2, 3, 4, 5, 6}, array
a is rearranged to store {3, 2, 1, 6, 5, 4}. The chunks on this page are underlined for convenience.
If a's length is not evenly divisible by s, the remaining elements are untouched. For example, if s is 4 and array a
stores {5, 4, 9, 2, 1, 7, 8, 6, 2, 10}, a is rearranged to store {2, 9, 4, 5, 6, 8, 7, 1, 2, 10}.
It is also possible that s is larger than a's entire length, in which case the array is not modified at all. You may assume
that s is 1 or greater (an s of 1 would not modify the array). If array a is empty, its contents should remain unchanged.
The following table shows some calls to your method and their expected results:
Array and Call Array Contents After Call
int[] a1 = {20, 10, 30, 60, 50, 40}; {10, 20, 60, 30, 40, 50}
reverseChunks(a1, 2);
int[] a2 = {2, 4, 6, 8, 10, 12, 14, 16}; {6, 4, 2, 12, 10, 8, 14, 16}
reverseChunks(a2, 3);
int[] a3 = {7, 1, 3, 5, 9, 8, 2, 6, 4, 10, 0, 12}; {9, 5, 3, 1, 7, 10, 4, 6, 2, 8, 0, 12}
reverseChunks(a3, 5);
int[] a4 = {1, 2, 3, 4, 5, 6}; {1, 2, 3, 4, 5, 6}
reverseChunks(a4, 8);
int[] a5 = {}; {}
reverseChunks(a5, 2);
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8. Critters
Write a class Minnow that extends Critter from HW8, along with its movement and eating behavior. All other
aspects of Minnow use the defaults. Add fields, constructors, etc. as necessary to your class.
Minnow objects initially move in a S/E/S/E/... pattern. However, when a Minnow encounters food (when its eat
method is called), it should do all of the following:
• Do not eat the food.
• Start the movement cycle over. In other words, the next move after eat is called should always be South.
• Lengthen and reverse the horizontal portion of the movement cycle pattern.
The Minnow should reverse its horizontal direction and increase its horizontal movement distance by 1 for
subsequent cycles. For example, if the Minnow had been moving S/E/S/E, it will now move S/W/W/S/W/W. If
it hits a second piece of food, it will move S/E/E/E/S/E/E/E, and a third, S/W/W/W/W/S/W/W/W/W, and so on.
?
The following is an example timeline of a particular Minnow object's movement. The ??
timeline below is also drawn in the diagram at right. Underlined occurrences mark squares ??
where the Minnow found food. ???
???
• S, E, S, E (hits food) ?
????
• S, W, W, S, W, W, S (hits food) ????
• S, E, E, E, S, E, E, E, S, E (hits food) ??
• S (hits food) ?
??????
• S, E, E, E, E, E, S, E, E, E, E, E, ...
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9. Classes and Objects
Suppose that you are provided with a pre-written class Date as // Each Date object stores a single
described at right. (The headings are shown, but not the method // month/day such as September 19.
bodies, to save space.) Assume that the fields, constructor, and // This class ignores leap years.
methods shown are already implemented. You may refer to them
or use them in solving this problem if necessary. public class Date {
private int month;
Write an instance method named bound that will be placed inside private int day;
the Date class to become a part of each Date object's behavior.
The bound method constrains a Date to within a given range of // Constructs a date with
dates. It accepts two other Date objects d1 and d2 as parameters; // the given month and day.
public Date(int m, int d)
d1's date is guaranteed to represent a date that comes no later in
the year than d2's date. // Returns the date's day.
The bound method makes sure that this Date object is between public int getDay()
d1's and d2's dates, inclusive. If this Date object is not between
// Returns the date's month.
those dates inclusive, it is adjusted to the nearest date in the public int getMonth()
acceptable range. The method returns a result of true if this
Date was within the acceptable range, or false if it was shifted. // Returns the number of days
// in this date's month.
For example, given the following Date objects: public int daysInMonth()
Date date1 = new Date(7, 12);
Date date2 = new Date(10, 31); // Modifies this date's state
Date date3 = new Date(9, 19); // so that it has moved forward
Date bound1 = new Date(8, 4); // in time by 1 day, wrapping
Date bound2 = new Date(9, 26); // around into the next month
Date bound3 = new Date(12, 25); // or year if necessary.
// example: 9/19 -> 9/20
The following calls to your method should adjust the given Date // example: 9/30 -> 10/1
objects to represent the following dates and should return the // example: 12/31 -> 1/1
following results: public void nextDay()
call date becomes returns
date1.bound(bound1, bound2) 8/4 false
// your method would go here
date2.bound(bound1, bound2) 9/26 false
date3.bound(bound1, bound3) 9/19 true }
date2.bound(bound3, bound3) 12/25 false
9 of 9
Other documents randomly have
different content
Courtesy W. W. Hodkinson Corporation.
An Old Whaling Ship Refitted to Make a New
Movie.
The George W. Morgan, nearly 100 years old, refitted
and sent to sea to make a whaling story called “Down
to the Sea in Ships.”
They decided the first thing to do would be to get the whale. If that
part worked all right, they’d go ahead and make the rest of the
picture, if it didn’t—well, they could start over again and make some
other picture, of a cat or a dog or a trick horse that wouldn’t be so
hard to play with.
They held a convention of old sea-captains, who decided that
Sand Bay or some such place, in the West Indies, would be a likely
spot for whales. They fitted up an old vessel, the last of the real old
whalers, and sailed away.
Luck was with them. They struck a whole school of whales almost
as soon as they had dropped anchor at the point that had been
selected.
Green hands at whaling, they started off with every whale-boat
they had, and cameras cranking. They tried to harpoon the first
whale they came to, I’m told,—and missed it. But luck was with them
again, decidedly. Missing the big whale, which happened to be a
female, the harpoon passed on and struck a calf on the far side of
her, that the amateur whalemen hadn’t even seen.
Ordinarily, they say, a school of whales will “sound” or dive and
scatter for themselves when one of their number is harpooned, but in
this case it was a calf that was struck, and its mother stuck by it, and
the rest of the school stuck by her, while the movie-whalers herded
them about almost like cattle. They got some wonderful pictures.
Later, they captured a big bull whale, and had an exciting time of
it. More pictures, and a smashed rowboat.
Then they returned to New Bedford and completed the photoplay.
As a “Feature Film” the final picture, “Down to the Sea in Ships” is
nothing to boast about, except for the whales. Without the whaling
incidents, it is a more or less ordinary melodrama, beautifully
photographed, of the whaling days in old New Bedford. But the real
whales make the picture worth going a long way to see.
A Scandinavian film, released in this country by the Fox
organization under the name of “The Blizzard,” does the same thing
as “Down to the Sea in Ships.” Only, it has a reel that shows reindeer
incidents, instead of whales. But it is just as remarkable. You see a
whole gigantic herd of reindeer—hundreds and hundreds of them,
the real thing—follow their leader across frozen hillsides and rivers
and lakes, through sunshine and storm. Finally, in a blizzard, the
men holding the leader that guides the herd get into trouble. One of
them falls through the ice, while the other is dragged by the leader of
the herd over hill and dale, snowbank and precipice until at last the
rope breaks. The herd bolts and is lost.
It’s a wonderful picture. Because of the reindeer incidents. But it
couldn’t have been made in Hollywood. It combines fiction with
fascinating touches of actual fact.
About the time the reindeer picture was released in this country, a
five-reel film that was made in Switzerland was shown at the big
Capitol Theater in New York. It was made up of scenes of skiing, ski-
jumps, and ski-races, in the Alps. Nothing else. But it furnished many
thrills and real entertainment.
Here we come back again to the crux of the whole matter,
entertainment. A picture has to entertain us, whether we want to be
instructed, or only amused. But between the two kinds of pictures
that I have outlined in this chapter—the movies that merely tell a
story and the pictures that show facts—there is this difference:
Photoplays that are designed to be merely entertaining, to be good,
have to seem real.
But photoplays that actually are real have to be genuinely
entertaining.
Courtesy United Artists Corporation.
A Douglas Fairbanks “Set” Used in “The Three Musketeers.”
Note the wheelbarrow, the peddler’s box, and all the wealth of minute
properties and detail necessary to properly costume and equip the actors
and “dress” this elaborate set. (See next illustration).
Courtesy Goldwyn Pictures Corporation.
How a Movie “Set” is Made.
The scaffolding shows the flimsy construction of the movie buildings. Only
the walls that will appear in the picture are constructed, propped up from
behind by undressed scantlings. Note the reflectors set up to throw
additional light on the scene that is being photographed.
CHAPTER IV
INSIDE THE STUDIOS