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I have a java assignment, its due on 13th november. SYSC2004 Fall 2018 Assignment 3 Obiectives: . To practice writing and subclassing abstract classes .
I have a java assignment, its due on 13th november.
SYSC2004 Fall 2018 Assignment 3 Obiectives: . To practice writing and subclassing abstract classes . To practice the use of HashMap as a database . To practice reading and writing files Posted: EFdictionary.csv SUBMISSION: AbstractFlashCards.java, MultiplicationFlashCards.java, LanguageFlashCards.java, MultiplicationFlashCardApplication.java and LanguageFlashCardApplication.java 1. Rules of the Game Flashcards are used to help some memorize a set of facts. They offer students repetitive practice in a particular set of facts. Each flashcard has a question on its front (Example: 4+8) and the correct answer on its back (Example: 12). The first flashcard is revealed and the student attempts to answer correctly. If the answer is correct, this particular flashcard is set aside (so that the student is not asked something that they already know again) and the student gains a point in their total score. Instead, if the answer is incorrect, this flashcard is re-inserted, randomly, back into the deck of flashcards, and no point is earned. Play continues until all flashcards are correctly answered, or until the student tires and quits. Flashcards are used in many subject matters-to practice math facts (e.g. addition and multiplication tables), to practice language vocabulary (e.g. from French to English, or vice versa), to master all the bones in the body in anatomy class. The software that we write should be extensible to allow the implementation of this variety of flashcards. An abstract class hierarchy will be used to demonstrate one possible design approach (and to give you practice in using abstract classes). SYSC2004 Fall 2018 Assignment 3 Obiectives: . To practice writing and subclassing abstract classes . To practice the use of HashMap as a database . To practice reading and writing files Posted: EFdictionary.csv SUBMISSION: AbstractFlashCards.java, MultiplicationFlashCards.java, LanguageFlashCards.java, MultiplicationFlashCardApplication.java and LanguageFlashCardApplication.java 1. Rules of the Game Flashcards are used to help some memorize a set of facts. They offer students repetitive practice in a particular set of facts. Each flashcard has a question on its front (Example: 4+8) and the correct answer on its back (Example: 12). The first flashcard is revealed and the student attempts to answer correctly. If the answer is correct, this particular flashcard is set aside (so that the student is not asked something that they already know again) and the student gains a point in their total score. Instead, if the answer is incorrect, this flashcard is re-inserted, randomly, back into the deck of flashcards, and no point is earned. Play continues until all flashcards are correctly answered, or until the student tires and quits. Flashcards are used in many subject matters-to practice math facts (e.g. addition and multiplication tables), to practice language vocabulary (e.g. from French to English, or vice versa), to master all the bones in the body in anatomy class. The software that we write should be extensible to allow the implementation of this variety of flashcards. An abstract class hierarchy will be used to demonstrate one possible design approach (and to give you practice in using abstract classes)
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