Java

Need Help in Java Assignment?
We can help you if you are having difficulty with your Java Assignment. Just email your Java Assignment at admin@assignmentcache.com.
We provide help for students all over the world in Java Assignment.

Items 21 to 30 of 97 total

per page
Page:
  1. 1
  2. 2
  3. 3
  4. 4
  5. 5

Grid  List 

Set Ascending Direction
  1. IT215 Week 6 Inventory Program Part 3

    IT215 Week 6 Inventory Program Part 3

    Regular Price: $12.00

    Special Price: $10.00

    IT215 Week Six: Object-Oriented Programming


    CheckPoint Inventory Program Part 3


    Modify the Inventory Program by creating a subclass of the product class that uses one additional unique feature of the product you chose (for the DVDs subclass, you could use movie title, for example). In the subclass, create a method to calculate the value of the inventory of a product with the same name as the method previously created for the product class. The subclass method should also add a 5% restocking fee to the value of the inventory of that product.


    Modify the output to display this additional feature you have chosen and the restocking fee.

    Learn More
  2. IT215 Week 7 Inventory Program Part 4

    IT215 Week 7 Inventory Program Part 4

    Regular Price: $12.00

    Special Price: $10.00

    IT215 Week Seven: Graphics


    CheckPoint Inventory Program Part 4


    Modify the Inventory Program to use a GUI. The GUI should display the information one product at a time, including the item number, the name of the product, the number of units in stock, the price of each unit, and the value of the inventory of that product. In addition, the GUI should display the value of the entire inventory, the additional attribute, and the restocking fee.

    Learn More
  3. IT215 Week 8 Inventory Program Part 5

    IT215 Week 8 Inventory Program Part 5

    Regular Price: $15.00

    Special Price: $12.00

    IT215 Week Eight: Files and Streams


    CheckPoint Inventory Program Part 5


    Modify the Inventory Program by adding a button to the GUI that allows the user to move to the first item, the previous item, the next item, and the last item in the inventory. If the first item is displayed and the user clicks on the Previous button, the last item should display. If the last item is displayed and the user clicks on the Next button, the first item should display.


    Add a company logo to the GUI using Java graphics classes.

    Learn More
  4. IT215 Week 9 Inventory Program Part 6

    IT215 Week 9 Inventory Program Part 6

    Regular Price: $15.00

    Special Price: $12.00

    IT215 Week Nine: Java Programming Applications


    CheckPoint Inventory Program Part 6


    Modify the Inventory Program to include an add button, a delete button, and a modify button on the GUI. These buttons should allow the user to perform the corresponding actions on the item name, the number of units in stock, and the price of each unit. An item added to the inventory should have an item number one more than the previous last item.


    Add a save button to the GUI that saves the inventory to a C:\data\inventory.dat file.


    Use exception handling to create the directory and file if necessary.


    Add a search button to the GUI that allows the user to search for an item in the inventory by the product name. If the product is not found, the GUI should display an appropriate message. If the product is found, the GUI should display that product’s information in the GUI.


    Post as an attachment in Java format.

    Learn More
  5. Flower Pack Java Assignment 1

    CSC 275 Flower Pack Java Assignment 1

    Regular Price: $12.00

    Special Price: $10.00

    CSC 275 Flower Pack Java Assignment 1
    As I was on a hike the other day I came across a small child in the woods. He told me his life story, with special mention of his disabled sister that loves flowers, and asked me for a favor.
    He wanted a way to organize the flowers that he picks for her each day and perform a few basic tasks with them, along with a few restrictions. It is our goal to help him out!
    • He can only carry 25 flowers as adding any more causes many of them to become crushed.
    • He needs to be able to search for a specific type of flower in his pack incase his sister has a special request.
    • He needs to be able to sort flowers by their names alphabetically in ascending order (A-Z)
    • He needs to know how many of each flower he has in his pack.


    Now, I have started a simple program which will serve as guidance for you, please help me finish it. (Please don’t modify the code that I give you, just add your code where required)
    import java.util.Scanner;
    public class Assignment01Driver {
    public static void main(String[] args){
    new Assignment01Driver ();
    }
    // This will act as our program switchboard
    public Assignment01Driver (){
    Scanner input = new Scanner(System.in);
    String[] flowerPack = new String[25];
    System.out.println("Welcome to my flower pack interface.");
    System.out.println("Please select a number from the options below");
    System.out.println("");
    while(true){
    // Give the user a list of their options
    System.out.println("1: Add an item to the pack.");
    System.out.println("2: Remove an item from the pack.");
    System.out.println("3: Sort the contents of the pack.");
    System.out.println("4: Search for a flower.");
    System.out.println("5: Display the flowers in the pack.");
    System.out.println("0: Exit the flower pack interfact.");
    // Get the user input
    int userChoice = input.nextInt();
    switch(userChoice){
    case 1:
    addFlower(flowerPack);
    break;
    case 2:
    removeFlower(flowerPack);
    break;
    case 3:
    sortFlowers(flowerPack);
    break;
    case 4:
    searchFlowers(flowerPack);
    break;
    case 5:
    displayFlowers(flowerPack);
    break;
    case 0:
    System.out.println("Thank you for using the flower pack interface. See you again soon!");
    System.exit(0);
    }
    }
    }
    private void addFlower(String flowerPack[]) {
    // TODO: Add a flower that is specified by the user
    }
    private void removeFlower(String flowerPack[]) {
    // TODO: Remove a flower that is specified by the user
    }
    private void sortFlowers(String flowerPack[]) {
    // TODO: Sort the flowers in the pack (No need to display them here) - Use Selection or Insertion sorts
    // NOTE: Special care is needed when dealing with strings! research the compareTo() method with strings
    }
    private void searchFlowers(String flowerPack[]) {
    // TODO: Search for a user specified flower
    }
    private void displayFlowers(String flowerPack[]) {
    // TODO: Display only the unique flowers along with a count of any duplicates
    /*
    * For example it should say
    * Roses - 7
    * Daffodils - 3
    * Violets - 5
    */
    }
    }

    Learn More
  6. CMIS 141 Project 2 Input Numbers

    CMIS 141 Project 2

    Regular Price: $15.00

    Special Price: $12.00

    CMIS 141 Project 2


    This project focuses on the use of of sequential, selective and repetitive programming statements, methods, and modular programming. Before attempting this project, be sure you have completed all of the reading assignments listed in the syllabus to date, participated in the weekly conferences, and thoroughly understand the examples throughout the chapters.


    The project requirements include:
    1. Design and implement a Java program that will gather a group of floating point numbers and determine the sum and average of the data entered. The program should use separate methods for inputting the data, calculating the sum, calculating the average, and displaying the results. A sentinel value should be used to indicate the user has completed entering their numbers. The output should display a message that includes the count of the numbers entered, the sum of the numbers and the average of the numbers. If the sum of the numbers is greater than 100, a warning message should be displayed indicating "values have exceeded a sum 100".


    2. Additional requirements include:
    1. Use JOptionPane.showInputDialog() methods for your user to input their data
    2. Use JOptionPane.showMessageDialog() methods to display your messages.
    3. Include a comprehensive set of application test data that you used to test your program. Similar to Project 1, your test data can be shown in a table that includes input data, expected output, actual output and pass/fail results from the test.


    Submission requirements:
    Your deliverables include a Java file and a Word document. The Java file should be named Yournamep2.java. Your word document should include your test table and be named Yournamep2.doc. Your completed assignment should be submitted to your Project 2 assignment area no later than the due date listed in the syllabus.

    Learn More
  7. CMIS 242 Project 2 Age-Recognizing Form v2.0

    CMIS 242 Project 2 Age-Recognizing Form v2.0

    Regular Price: $15.00

    Special Price: $12.00

    CMIS 242 Project 2 Age-Recognizing Form v2.0

    Enhance the form you created in Homework 3 to add:
    1. a JCombobox to select the user's state of birth (assuming one of the 50 US states)
    2. a JRadio button to indicate the user's gender
    3. a JTextArea
    When the user clicks on the JButton (from Homework 3), your program should display all of the user's information in the JTextearea.
    You should use an appropriate layout manager to provide a neat, aesthetically-pleasing interface.
    Ensure that your code compiles and runs without errors. Additionally, be sure to comment your code appropriately.

    Learn More
  8. CMIS 242 Project 3 Recursion Exercises

    CMIS 242 Project 3 Recursion Exercises

    Regular Price: $15.00

    Special Price: $12.00

    CMIS 242 Project 3 Recursion Exercises


    Write a Java application that uses recursion to compute the results of the following series:
    1. ((((x * 2) * 2) * ...) * 2)
    for a series of n multiplications
    2. x + (x * 1) + (x * 2) + (x * 3) + ... + (x * n)
    3. 1 + 1/2 + 1/3 + ... + 1/n
    In the above, x and n are values provided by the user. (For #3, there is no x.)
    Ensure that your code compiles and runs without errors. Additionally, be sure to comment your code appropriately.

    Learn More
  9. CIS355A Week 7 Course Project Flooring Application User Manual and Application Code

    CIS355A Week 7 Course Project Flooring Application User Manual and Application Code

    Regular Price: $25.00

    Special Price: $20.00

    CIS355A Week 7 Course Project Flooring Application User Manual and Application Code


    Your application must include at least three tabs. The user will choose wood flooring or carpet, enter the length and width of the floor, as well as the customer name and address. The application will compute the area of the floor and the cost of the flooring considering that wood floor is $20 per square foot and carpet is $10 per square foot. A summary should be displayed, either in a tab or another window, listing the customer name and address, floor selection, area, and cost. This information should also be stored in the MySQL database table. The program should validate that all information is entered and that the length and width are numeric values. Any numeric or currency values must be formatted appropriately when output. Recommendations for the components used for input are
    • radio buttons—flooring type (wood or carpet);
    • text fields—customer name, customer address, floor length, and floor width; and
    • buttons—calculate area, calculate cost, submit order, display order summary, display order list.
    The MySQL database table is called flooring and has the following description.
    Field Type
    CustomerName varchar(30)
    CustomerAddress varchar(50)
    FlooringType varchar(10)
    FloorArea Double
    FloorCost Double
    In addition to entering new customer orders, your application should list all customer orders stored in the database. These will be viewed as a list, in a text area, and will not be updated by the user.


    User Manual (Due Week 7)
    Your actual Course Project and user manual are due at the end of Week 7. However, it is strongly recommended that you start your project in Week 5 to avoid many last minute issues.
    In Week 7, you will be required to submit a user manual, as well as your Java code. The user manual can be a simple Word document with screenshots that explains how to run your application. Your mark will depend both on the program quality and the quality of the user manual.
    Here are some more detailed guidelines about the user manual.
    It does not need to be long, probably not more than 5 pages, including screenshots.
    Write at the expected user's level, not too technical.
    Detail all the functionality that the application provides.
    For each function, show what is its purpose and sample execution, with a screenshot.


    User Manual Points Description
    Sufficient length to describe the application 5 Manual contains explanation in detail of all relevant areas of the application
    Contains screenshots of the key interface components 5 Images of each section of the application
    Operations are explained 5 Detailed operation of each section of the application
    Written to the user's level and is not technical 5 Must not contain code or any other technical items irrelevant to the users
    Subtotal 20


    Application Code (Due Week 7)
    The following grading rubric will be used for the code portion of the project.
    Flooring Application Points Description
    Standard header included 2 Must contain program name, student name, and description of the program
    Program compiles 2 Program does not have any error
    Program executes 2 Program runs without any error
    Includes at least 3 tabs 10 Three or more tabs are used
    Includes components for all required inputs 35 Components for customer name, address, floor type, length, width, area and cost with buttons to calculate area, calculate cost, display order summary, and display order list are included
    Area calculation 4 Area is calculated correctly
    Cost calculation 5 Cost is calculated correctly
    Included data validation 10 If no values or non-numeric values are entered, the proper error message should display.
    Correct data is stored in the database table 10 When values are entered, the data is stored correctly in the database table.
    Customer orders are displayed in a list 10 All records saved to the database are displayed in a list with appropriate formatting.
    Correct output is displayed 10 When values are entered, the order summary is shown with appropriate formatting.
    Total 100

    Learn More
  10. Penn foster Graded Project Number Guessing Game JavA

    Penn foster Graded Project 1 Number Guessing Game Java

    Regular Price: $20.00

    Special Price: $15.00

    Penn foster Graded Project Number Guessing Game Java

    For your first project, you'll create a simple number guessing game. The game will use a for statement to ask for three guesses and an if statement to determine if the answer is right.

    1. In NetBeans, create a new Java Application project named NumberGuess. Review Activity 2 for details.

    2. In the main() method, add the following code to generate a random number. Note that the fourth and fifth lines of code should all go on one single line.
    int randNum, guessNum, attemptNum;
    //Generates a random number from 1 to 10
    randNum = new java.util.Random().nextInt(10) + 1;
    System.out.println("I am thinking of a number from 1 to 10");

    3. Using a for loop, ask for three guesses, using the attemptNum variable. See pages 23–24 in the textbook for more details. You can use the following code to ask for a guess:
    System.out.print("Guess? ");
    //Wraps the default input in a simple parser
    called Scanner
    java.util.Scanner scan = new
    java.util.Scanner(System.in);
    guessNum = scan.nextInt(); //Reads the next command-line int
    System.out.println("You guessed " + guessNum);

    4. Using an if statement in the for block, determine whether randNum and guessNum are equal. See pages 21–23 for in the textbook for more details. You can use the following code if randNum and guessNum are equal:
    System.out.println("You guessed it!");
    break;

    5. When you're finished, the contents of the main() method should resemble the following:
    int randNum, guessNum, attemptNum
    //Generates a random number from 1 to 10
    randNum = new java.util.Random().nextInt(10) + 1;
    System.out.println("I am thinking of random number from 1 to 10");
    for (/* Figure this part out yourself */) {
    System.out.print("Guess? ");
    java.util.Scanner scan = new
    java.util.Scanner(System.in);
    guessNum = scan.nextInt();
    System.out.println("You guessed " + guessNum);
    if (/* Figure this part out yourself */) {
    System.out.println("You guessed it!");
    break;
    }
    }

    6. Compile and run the project to ensure it works as expected. To type input, make sure you click in the Output panel; otherwise, you’ll modify code.

    Learn More

Items 21 to 30 of 97 total

per page
Page:
  1. 1
  2. 2
  3. 3
  4. 4
  5. 5

Grid  List 

Set Ascending Direction