Write program as instructed *except* everywhere you see the word 'click' read 'press' instead. Read all instructions carefully.
Put some thought into not just finding these definitions but into what exactly each means and how you will remember it. To encourage this I've added particular instructions below. Note, especially that the authors will tend to be more terse than I expect you to be. Think about what exactly each term means and how you can clearly explain that to yourself or another.
For each of a-d, do the following.
write term on paper
- write page number in chapter where authors give definition
- write out that definition exactly as given
- try to re-word or explain the definition in words that you think might be more memorable or helpful to yourself and/or your classmates
For Example, suppose there was a part e).
- state of an objectp. 155... state of an object of the class. [...] store[d] values that the object can use in executing the methods associated with the class.
In other wordsAll information that makes an object an 'individual example' of the broader class. A red circle located at (10,10) having radius 12pixels. *All* of that information makes that circle "itself". *All* of that information is saved by the circle. Any part of it can be accessed using an accessor method or mutated using a mutator method if object contruction is assigned to an identifer declared to be of that same class type.
There might be two red circles with exactly the same state values but if I mutate one, the other will not change. They each know and remember their own state.
Add your methods to those given in the text & submit full working code to me.
To be clear... I only want the working FunnyFace source code. I will provide a test client that should work WITHOUT MODIFICATION with your FunnyFace code. Since I've posted this test client, you'd be CRAZY not to test your own FunnyFace class to make sure it's working... before you turn it in for a grade.
Download test client: FFTestClient.java
Do not submit this code with your own. Use for your own personal testing.
Complete the CrazyMouse.java code (provided on webpage) by adding missing methods and write a ClientDragMouse.java that will create a mouse on a press. All mice should remain on canvas. The last one created should be draggable. Submit both your completed CrazyMouse class *and* your ClientDragMouse code.
|All the coding standards apply to your code AND the text's code. Document all code according to our most current class standards.|