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Modify the NervousShapes so that it displays equilateral triangles as well as circles and rectangles. You will need to define a Triange class containing a

Modify the NervousShapes so that it displays equilateral triangles as well as circles and rectangles. You will need to define a Triange class containing a single instance variable, representing the length of one of the triangles sides. Have the program create circles, rectangles, and triangles with equal probability.

This is the NervousShapes program

// Program name: NervousShapes

// This code is adapted from K. N. King: Java Programming: from the Beginning, 1st edition

//

// Displays a frame containing a random mixture of circles

// and rectangles with random colors, sizes, and positions.

// The shapes periodically change position, with the

// direction of motion chosen randomly for each shape. The

// new x coordinate for each shape will either be the same

// as the old x coordinate, one pixel smaller, or one pixel

// larger; the new y coordinate will be computed in a

// similar manner. Shapes will be constrained so that they

// do not move outside the drawing area.

package NervousShapes;

import java.awt.*;

public class NervousShapes {

// Constants

private static final int DELAY = 10;

// Animation delay (milliseconds)

private static final int MAX_SIZE = 20;

// Maximum width and height of a shape

private static final int MIN_SIZE = 10;

// Minimum width and height of a shape

private static final int NUM_SHAPES = 50;

// Number of shapes

private static final int WINDOW_SIZE = 200;

// Width and height of drawable portion of frame

private static final int CHANGE_RANGE = 1;

// how far the new position can be from the previous position

private static DrawingPanel panel;

private static Graphics g;

// Graphics context for frame

private static Shape shapes[] = new Shape[NUM_SHAPES];

// Array of shapes

public static void main(String[] args) {

createWindow();

createShapes();

animateShapes();

}

///////////////////////////////////////////////////////////

// NAME: createWindow

// BEHAVIOR: Creates a frame labeled "Nervous Shapes",

// displays the frame, and sets the size of

// the frame (using the WINDOW_SIZE class

// variable). Assigns the frame to the df

// class variable, and assigns the frame's

// graphics context to the g class variable.

// PARAMETERS: None

// RETURNS: Nothing

///////////////////////////////////////////////////////////

private static void createWindow() {

// Create the drawing panel

panel = new DrawingPanel(WINDOW_SIZE, WINDOW_SIZE);

// Get the graphics context

g = panel.getGraphics();

}

///////////////////////////////////////////////////////////

// NAME: createShapes

// BEHAVIOR: Creates enough Circle and Rectangle objects

// to fill the shapes array. Each shape has a

// random color, size, and position. The height

// and width of each shape must lie between

// MIN_SIZE and MAX_SIZE (inclusive). The

// position is chosen so that the shape is

// completely within the drawing area.

// PARAMETERS: None

// RETURNS: Nothing

///////////////////////////////////////////////////////////

private static void createShapes() {

for (int i = 0; i < shapes.length; i++) {

// Select a random color

int red = generateRandomInt(0, 255);

int green = generateRandomInt(0, 255);

int blue = generateRandomInt(0, 255);

Color color = new Color(red, green, blue);

// Decide whether to create a circle or a rectangle

if (Math.random() < 0.5) {

// Generate a circle with a random size and position

int diameter = generateRandomInt(MIN_SIZE, MAX_SIZE);

int x = generateRandomInt(0, WINDOW_SIZE - diameter);

int y = generateRandomInt(0, WINDOW_SIZE - diameter);

shapes[i] = new Circle(x, y, color, diameter);

} else {

// Generate a rectangle with a random size and

// position

int width = generateRandomInt(MIN_SIZE, MAX_SIZE);

int height = generateRandomInt(MIN_SIZE, MAX_SIZE);

int x = generateRandomInt(0, WINDOW_SIZE - width);

int y = generateRandomInt(0, WINDOW_SIZE - height);

shapes[i] = new Rectangle(x, y, color, width, height);

}

}

}

///////////////////////////////////////////////////////////

// NAME: animateShapes

// BEHAVIOR: Establishes an infinite loop in which the

// shapes are animated. During each loop

// iteration, the drawing area is cleared and

// the shapes are then drawn at new positions.

// The new x and y coordinates for each shape

// will either be the same as the old ones,

// one pixel smaller, or one pixel larger. A

// shape is not moved if doing so would cause

// any portion of the shape to go outside the

// drawing area. At the end of each animation

// cycle, there is a brief pause, which is

// controlled by the delay constant.

// PARAMETERS: None

// RETURNS: Nothing

///////////////////////////////////////////////////////////

private static void animateShapes() {

while (true) {

// Clear drawing area

g.setColor(Color.white);

g.fillRect(0, 0, WINDOW_SIZE - 1, WINDOW_SIZE - 1);

for (int i = 0; i < shapes.length; i++) {

// Change the x coordinate for shape i

int dx = generateRandomInt(-CHANGE_RANGE, +CHANGE_RANGE);

int newX = shapes[i].getX() + dx;

if (newX >= 0 &&

newX + shapes[i].getWidth() < WINDOW_SIZE)

shapes[i].move(dx, 0);

// Change the y coordinate for shape i

int dy = generateRandomInt(-CHANGE_RANGE, +CHANGE_RANGE);

int newY = shapes[i].getY() + dy;

if (newY >= 0 &&

newY + shapes[i].getHeight() < WINDOW_SIZE)

shapes[i].move(0, dy);

// Draw shape i at its new position

shapes[i].draw(g);

}

panel.sleep(DELAY);

}

}

///////////////////////////////////////////////////////////

// NAME: generateRandomInt

// BEHAVIOR: Generates a random integer within a

// specified range.

// PARAMETERS: min - the lower bound of the range

// max - the upper bound of the range

// RETURNS: A random integer that is greater than or

// equal to min and less than or equal to max

///////////////////////////////////////////////////////////

private static int generateRandomInt(int min, int max) {

return (int) ((max - min + 1) * Math.random()) + min;

}

}

Circle class is BELOW

// Represents a circle that can be displayed in a graphics // context // This code is adapted from K. N. King: Java Programming: from the Beginning, 1st edition

package NervousShapes;

import java.awt.*;

public class Circle extends Shape { // Instance variables private int diameter;

// Constructor public Circle(int x, int y, Color color, int diameter) { super(x, y, color); this.diameter = diameter; } // Instance methods public void draw(Graphics g) { g.setColor(getColor()); g.fillOval(getX(), getY(), diameter, diameter); }

public int getHeight() { return diameter; }

public int getWidth() { return diameter; } }

Rectangle Cass is BELOW

// Represents a rectangle that can be displayed in a graphics // context // This code is adapted from K. N. King: Java Programming: from the Beginning, 1st edition

package NervousShapes;

import java.awt.*;

public class Rectangle extends Shape { // Instance variables private int width; private int height;

// Constructor public Rectangle(int x, int y, Color color, int width, int height) { super(x, y, color); this.width = width; this.height = height; } // Instance methods public void draw(Graphics g) { g.setColor(getColor()); g.fillRect(getX(), getY(), width, height); }

public int getHeight() { return height; }

public int getWidth() { return width; } }

Shape class is BELOW

// Represents a geometric shape that can be displayed in a // graphics context // This code is adapted from K. N. King: Java Programming: from the Beginning, 1st edition

package NervousShapes;

import java.awt.*;

public abstract class Shape { // Instance variables private int x; private int y; private Color color;

// Constructor protected Shape(int x, int y, Color color) { this.x = x; this.y = y; this.color = color; } // Abstract methods public abstract void draw(Graphics g); public abstract int getHeight(); public abstract int getWidth();

// Other instance methods public Color getColor() { return color; }

public int getX() { return x; }

public int getY() { return y; } public void move(int dx, int dy) { x += dx; y += dy; }

public void setColor(Color color) { this.color = color; } }

DrawingPanel class is BELOW

/* Stuart Reges and Marty Stepp 07/01/2005

The DrawingPanel class provides a simple interface for drawing persistent images using a Graphics object. An internal BufferedImage object is used to keep track of what has been drawn. A client of the class simply constructs a DrawingPanel of a particular size and then draws on it with the Graphics object, setting the background color if they so choose.

To ensure that the image is always displayed, a timer calls repaint at regular intervals. */ package NervousShapes;

import java.awt.*; import java.awt.event.*; import java.awt.image.*; import javax.imageio.*; import javax.swing.*; import javax.swing.event.*;

public class DrawingPanel implements ActionListener { public static final int DELAY = 50; // delay between repaints in millis

private static final String DUMP_IMAGE_PROPERTY_NAME = "drawingpanel.save"; private static String TARGET_IMAGE_FILE_NAME = null; private static final boolean PRETTY = true; // true to anti-alias private static boolean DUMP_IMAGE = true; // true to write DrawingPanel to file

private int width, height; // dimensions of window frame private JFrame frame; // overall window frame private JPanel panel; // overall drawing surface private BufferedImage image; // remembers drawing commands private Graphics2D g2; // graphics context for painting private JLabel statusBar; // status bar showing mouse position private long createTime;

static { TARGET_IMAGE_FILE_NAME = System.getProperty(DUMP_IMAGE_PROPERTY_NAME); DUMP_IMAGE = (TARGET_IMAGE_FILE_NAME != null); }

// construct a drawing panel of given width and height enclosed in a window public DrawingPanel(int width, int height) { this.width = width; this.height = height; this.image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);

this.statusBar = new JLabel(" "); this.statusBar.setBorder(BorderFactory.createLineBorder(Color.BLACK));

this.panel = new JPanel(new FlowLayout(FlowLayout.CENTER, 0, 0)); this.panel.setBackground(Color.WHITE); this.panel.setPreferredSize(new Dimension(width, height)); this.panel.add(new JLabel(new ImageIcon(image)));

// listen to mouse movement MouseInputAdapter listener = new MouseInputAdapter() { public void mouseMoved(MouseEvent e) { DrawingPanel.this.statusBar.setText("(" + e.getX() + ", " + e.getY() + ")"); }

public void mouseExited(MouseEvent e) { DrawingPanel.this.statusBar.setText(" "); } }; this.panel.addMouseListener(listener); this.panel.addMouseMotionListener(listener);

this.g2 = (Graphics2D)image.getGraphics(); this.g2.setColor(Color.BLACK); if (PRETTY) { this.g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); this.g2.setStroke(new BasicStroke(1.1f)); }

this.frame = new JFrame("Building Java Programs - Drawing Panel"); this.frame.setResizable(false); this.frame.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { if (DUMP_IMAGE) { DrawingPanel.this.save(TARGET_IMAGE_FILE_NAME); } System.exit(0); } }); this.frame.getContentPane().add(panel); this.frame.getContentPane().add(statusBar, "South"); this.frame.pack(); this.frame.setVisible(true); if (DUMP_IMAGE) { createTime = System.currentTimeMillis(); this.frame.toBack(); } else { this.toFront(); }

// repaint timer so that the screen will update new Timer(DELAY, this).start(); }

// used for an internal timer that keeps repainting public void actionPerformed(ActionEvent e) { this.panel.repaint(); if (DUMP_IMAGE && System.currentTimeMillis() > createTime + 4 * DELAY) { this.frame.setVisible(false); this.frame.dispose(); this.save(TARGET_IMAGE_FILE_NAME); System.exit(0); } }

// obtain the Graphics object to draw on the panel public Graphics2D getGraphics() { return this.g2; }

// set the background color of the drawing panel public void setBackground(Color c) { this.panel.setBackground(c); }

// show or hide the drawing panel on the screen public void setVisible(boolean visible) { this.frame.setVisible(visible); }

// makes the program pause for the given amount of time, // allowing for animation public void sleep(int millis) { try { Thread.sleep(millis); } catch (InterruptedException e) {} }

// take the current contents of the panel and write them to a file public void save(String filename) { String extension = filename.substring(filename.lastIndexOf(".") + 1);

// create second image so we get the background color BufferedImage image2 = new BufferedImage(this.width, this.height, BufferedImage.TYPE_INT_RGB); Graphics g = image2.getGraphics(); g.setColor(panel.getBackground()); g.fillRect(0, 0, this.width, this.height); g.drawImage(this.image, 0, 0, panel);

// write file try { ImageIO.write(image2, extension, new java.io.File(filename)); } catch (java.io.IOException e) { System.err.println("Unable to save image: " + e); } }

// makes drawing panel become the frontmost window on the screen public void toFront() { this.frame.toFront(); } }

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