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  1. PRG420 Week 5 Individual Assignment Coding a Program Containing Exception Handling Output and coding

    PRG420 Week 5 Individual Assignment Coding a Program Containing Exception Handling

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    PRG420 Week 5 Individual Assignment Coding a Program Containing Exception Handling


    Individual: Coding a Program Containing Exception Handling


    Includes Working Java Build and Program File and Explanation of Code
    Resource:  Week Five Coding Assignment Zip File (starter code for this assignment that includes placeholders)
    For this assignment, you will apply what you learned in analyzing a simple Java™ program by writing your own Java™ program. The Java™ program you write should do the following:
    • Organize the code capable of throwing an exception of type ParseException as a try block.
    • Include a catch block to handle a ParseException error thrown by the try block.
    • Include a hard-coded error that results in a ParseException to prove that the code can catch and handle this type of exception.
    Complete this assignment by doing the following:
    1. Download and unzip the linked Week Five Coding Assignment Zip File.
    2. Add comments to the code by typing your name and the date in the multi-line comment header.
    3. Replace the following lines with Java™ code as directed in the file:
    • LINE 1
    • LINE 2
    4. Replace the value assigned with one of the variables so that the program throws an exception.
    5. Comment each line of code you add to explain what you intend the code to do. Be sure to include a comment for the replacement value you added in Step 4 that causes the program to throw an exception.
    6. Test and modify your Java™ program until it runs without errors and produces the results described above.
    Note: Refer to this week's analyzing code assignment if you need help.
    Submit your Java application file using the Assignment Files tab.


    /********************************************************************
    * Program:    PRG420Week5_CodingAssignment
    * Purpose:       Week 5 Individual Assignment #2
    * Programmer:    Iam A. Student
    * Class:         PRG/420  PRG420 PRG 420
    * Creation Date:   TODAY'S DATE GOES HERE
    *********************************************************************
    *
    *********************************************************************
    * Program Summary:
    * This program converts a given date to a string.  
    * The code includes exception handling for a ParseException.
    ************************************************************************************/
    package prg420week5_codingassignment;
    import java.util.*;
    import java.text.*;
    public class PRG420Week5_CodingAssignment {
     public static void main(String[] args){
      // The getInstance() method returns a Calendar object whose calendar fields have been initialized with the current date and time.
      Calendar calendar = Calendar.getInstance(); {
      LINE 1. BEGIN THE TRY BLOCK.
      String str_date="01-Nov-17"; // Declare a string that we will use later to format a date like this: ##-XXX-##
      DateFormat formatter; // Declare an object of type DateFormat so that we can call its parse() method later
      Date myFormattedDate; // Declare a variable of type Date to hold the formatted date
      formatter = new SimpleDateFormat("dd-MMM-yy"); // Assign a specific date format to the formatter variable
      // The given date is taken as a string that is converted into a date type by using
      // the parse() method
      myFormattedDate = (Date)formatter.parse(str_date); // setting up the format
      System.out.println("The formatted date is " + myFormattedDate);
      System.out.println("Today is " +calendar.getTime() );
      LINE 2. WRITE THE CATCH BLOCK TO CATCH EXCEPTIONS OF TYPE ParseException (TO HANDLE EXCEPTION, SIMPLY PRINT THE EXCEPTION)
      }
     }
    }

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  2. PRG 421 Week 1 Individual Analyze Assignment Analyzing a Java Program Containing Abstract and Derived Classes

    PRG 421 Week 1 Individual Analyze Assignment Analyzing a Java Program Containing Abstract and Derived Classes

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    PRG 421 Week 1 Individual Analyze Assignment Analyzing a Java Program Containing Abstract and Derived Classes


    "Analyzing a Java™ Program Containing Abstract and Derived Classes"
    The purpose of creating an abstract class is to model an abstract situation.
    Example:
    You work for a company that has different types of customers: domestic, international, business partners, individuals, and so on. It well may be useful for you to "abstract out" all the information that is common to all of your customers, such as name, customer number, order history, etc., but also keep track of the information that is specific to different classes of customer. For example, you may want to keep track of additional information for international customers so that you can handle exchange rates and customs-related activities, or you may want to keep track of additional tax-, company-, and department-related information for business customers.
    Modeling all these customers as one abstract class ("Customer") from which many specialized customer classes derive or inherit ("International Customer," "Business Customer," etc.) will allow you to define all of that information your customers have in common and put it in the "Customer" class, and when you derive your specialized customer classes from the abstract Customer class you will be able to reuse all of those abstract data/methods.This approach reduces the coding you have to do which, in turn, reduces the probability of errors you will make. It also allows you, as a programmer, to reduce the cost of producing and maintaining the program.
    In this assignment, you will analyze Java™ code that declares one abstract class and derives three concrete classes from that one abstract class. You will read through the code and predict the output of the program.
    Read through the linked Java™ code carefully.
    Predict the result of running the Java™ code. Write your prediction into a Microsoft® Word document, focusing specifically on what text you think will appear on the console after running the Java™ code.
    In the same Word document, answer the following question:
    Why would a programmer choose to define a method in an abstract class, such as the Animal constructor method or the getName() method in the linked code example, as opposed to defining a method as abstract, such as the makeSound() method in the linked example?


    Supporting Material: Week One Analyze Assignment Text File
    /**********************************************************************
    * Program: PRG/421 Week 1 Analyze Assignment
    * Purpose: Analyze the coding for an abstract class
    * and two derived classes, including overriding methods
    * Programmer: Iam A. Student
    * Class: PRG/421r13, Java Programming II
    * Instructor:
    * Creation Date: December 13, 2017
    *
    * Comments:
    * Notice that in the abstract Animal class shown here, one method is
    * concrete (the one that returns an animal's name) because all animals can
    * be presumed to have a name. But one method, makeSound(), is declared as
    * abstract, because each concrete animal must define/override the makeSound() method
    * for itself--there is no generic sound that all animals make.
    **********************************************************************/


    package mytest;


    // Animal is an abstract class because "animal" is conceptual
    // for our purposes. We can't declare an instance of the Animal class,
    // but we will be able to declare an instance of any concrete class
    // that derives from the Animal class.
    abstract class Animal {
    // All animals have a name, so store that info here in the superclass.
    // And make it private so that other programmers have to use the
    // getter method to access the name of an animal.


    private final String animalName;
    // One-argument constructor requires a name.
    public Animal(String aName) {
    animalName = aName;
    }


    // Return the name of the animal when requested to do so via this
    // getter method, getName().
    public String getName() {
    return animalName;
    }


    // Declare the makeSound() method abstract, as we have no way of knowing
    // what sound a generic animal would make (in other words, this
    // method MUST be defined differently for each type of animal,
    // so we will not define it here--we will just declare a placeholder
    // method in the animal superclass so that every class that derives from
    // this superclass will need to provide an override method
    // for makeSound()).
    public abstract String makeSound();
    };


    // Create a concrete subclass named "Dog" that inherits from Animal.
    // Because Dog is a concrete class, we can instantiate it.
    class Dog extends Animal {
    // This constructor passes the name of the dog to
    // the Animal superclass to deal with.
    public Dog(String nameOfDog) {
    super(nameOfDog);
    }


    // This method is Dog-specific.
    @Override
    public String makeSound() {
    return ("Woof");
    }
    }


    // Create a concrete subclass named "Cat" that inherits from Animal.
    // Because Cat is a concrete class, we can instantiate it.
    class Cat extends Animal {
    // This constructor passes the name of the cat on to the Animal
    // superclass to deal with.
    public Cat(String nameOfCat) {
    super(nameOfCat);
    }


    // This method is Cat-specific.
    @Override
    public String makeSound() {
    return ("Meow");
    }
    }


    class Bird extends Animal {
    // This constructor passes the name of the bird on to the Animal
    // superclass to deal with.
    public Bird (String nameOfBird) {
    super(nameOfBird);
    }


    // This method is Bird-specific.
    @Override
    public String makeSound() {
    return ("Squawk");
    }
    }


    public class MyTest {
    public static void main(String[] args) {
    // Create an instance of the Dog class, passing it the name "Spot."
    // The variable aDog that we create is of type Animal.
    Animal aDog = new Dog("Spot");
    // Create an instance of the Cat class, passing it the name "Fluffy."
    // The variable aCat that we create is of type Animal.
    Animal aCat = new Cat("Fluffy");
    // Create an instance of (instantiate) the Bird class.
    Animal aBird = new Bird("Tweety");
    //Exercise two different methods of the aDog instance:
    // 1) getName() (which was defined in the abstract Animal class)
    // 2) makeSound() (which was defined in the concrete Dog class)
    System.out.println("The dog named " + aDog.getName() + " will make this sound: " + aDog.makeSound());
    //Exercise two different methods of the aCat instance:
    // 1) getName() (which was defined in the abstract Animal class)
    // 2) makeSound() (which was defined in the concrete Cat class)
    System.out.println("The cat named " + aCat.getName() + " will make this sound: " + aCat.makeSound());
    System.out.println("The bird named " + aBird.getName() + " will make this sound: " + aBird.makeSound());
    }
    }

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  3. ITSD322 Unit 1 Java console program

    ITSD322 Unit 1 Java console program

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    ITSD322 Unit 1 Java console program


    Throughout this course, you will be learning about object-oriented programming and demonstrating what you learn by writing some programs in Java. The first step will be to install and integrated development environment (IDE) that will be where you will write and compile your programs. You will also write your first program using Java to show that you have correctly installed the IDE.
    The project instructions and deliverables are as follows:
    Download and install Java JDK and NetBeans IDE using the default installation options.
    Run the IDE, and take a screenshot.
    Create a console program that prompts the user to enter the name and address of their employer and position they hold or the name and address of their favorite restaurant and their favorite meal.
    Display this information on the screen, each on a separate line.
    Run your modified program and take a screenshot of the results.
    Create a document in Word, and add the following:
    Title page which includes: CourseNumber, CourseSection, CourseName, ProjectName (Unit 1 IP), StudentName and Date.
    Screen shots showing the IDE running.
    Screen shot showing the program's output.
    Create a zip that includes your project folder and Word document, and upload it to the course portal.

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  4. CMIS 141 Homework 3 HeadPhones Class

    CMIS 141 Homework 3 HeadPhones Class

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    CMIS 141 Homework 3 HeadPhones Class


    1. (25 points) Create a Java class named HeadPhones to represent a headphone set.
    The class contains:
    - Three constants named LOW, MEDIUM and HIGH with values of 1, 2 and 3 to denote the headphone volume.
    - A private int data field named volume that specifies the volume of the headphone. The default volume is MEDIUM.
    - A private boolean data field named pluggedIn that specifies if the headphone is plugged in. The default value if false.
    - A private String data field named manufacturer that specifies the name of the manufacturer of the headphones.
    - A private Color data field named headPhoneColor that specifies the color of the headphones.
    - getter and setter methods for all data fields.
    - A no argument constructor that creates a default headphone.
    - A method named toString() that returns a string describing the current field values of the headphones.
    - A method named changeVolume(value) that changes the volume of the headphone to the value passed into the method
    Create a TestHeadPhones class that constructs at least 3 HeadPhones objects. For each of the objects constructed, demonstrate the use of each of the methods. Be sure to use your IDE to accomplish this assignment.


    2. (25 points) Create your own Java class that represents your favorite musical instrument. Your musical instrument class should have at least 3 constants, 4 private data fields, getters and setters for each private data field, a toString() method, and two additional methods of your choice.
    Create a test class that constructs at least 3 of your musical instrument objects. For each of the objects constructed demonstrate the use of each of the methods. Be sure to use your IDE to accomplish this assignment. You can pick any instrument you want. When designing your class, think about what would make sense to describe and use the instrument.
    For example, if you selected a trumpet, you might need to provide the number of valves, the manufacturer, if the instrument is using a mute, and the volume or even notes the trumpet is playing. Make this your own creation and have fun with it.

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  5. CMIS 141 Final Project Titanic

    CMIS 141 Final Project Titanic

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    CMIS 141 Final Project Titanic


    Design a Java application that will read a file containing data related to the passengers on the Titanic. The description of the file is shown below. The application should provide statistical results on the passengers including:
    a. Total number of passengers on the Titanic
    b. Total number of passengers who perished on the Titanic
    c. Total number of Passengers who survived the sinking of the Titanic
    d. Number of passengers who survived the sinking of the Titanic as a function of the passenger class (e.g. 1,2,3)
    e. Number of passengers who survived the sinking of the Titanic as a function of the passenger gender (e.g., male, female)
    f. A list of the names of passengers who paid greater than $200 for their tickets
    g. A list of the names of passengers who were less than 10 years old who survived the sinking of the Titanic
    h. A list of the names of passengers who were less than 10 years old who perished on the Titanic
    i. The count of the number of passengers as a function of the first letter of their last name. (e.g., A: 13, B:33)
    j. Additional statistical results you add to enhance the functionality


    The following are some design criteria and specific requirements that need to be addressed:
    a. Use command line arguments to send in the name of the Titanic file.
    b. Use a 2D array to store the Titanic data. (Hint: You will probably need to store the array as String values and then convert to other types as needed since some data is null)
    c. You should create at least 2 Java classes – Titanic and TestTitanic. You are welcome to create additional classes if you want to further separate the functionality.
    d. You should create separate methods for each of the required functionality. (e.g. getTotalPassengers() will return the total number of passengers on the Titanic.)
    e. A user-friendly and well-organized menu should be used for users to select which data to return. A sample menu is shown in run example. You are free to enhance your design and you should add additional menu items and functionality.
    f. The menu system should be displayed at the command prompt, and continue to redisplay after results are returned or until Q is selected. If a user enters an invalid menu item, the system should redisplay the menu with a prompt asking them to enter a valid menu selection
    g. The application should keep track of the elapsed time (in seconds) between once the application starts and when the user quits the program. After the program is exited, the 2 application should provide a prompt thanking the user for trying the Titanic program and providing the total time elapsed.
    Here is sample run:
    java TestTitanic Titanic.txt
    ********** Welcome to the Titanic Statistical Application **************************
    Enter the number of the question you want answered. Enter ‘Q’ to quit the program :
    1. How many passengers were on the Titanic?
    2. What percentage of passengers perished on the Titanic?
    3. What percentage passengers survived the sinking of the Titanic?
    4. What percentage of passengers survived for each of the three classes?
    5. What percentage of passengers survived as a function of gender?
    6. What specific passengers paid more than $200 for their tickets?
    7. What specific passengers who were less than 10 years old perished on the titanic?
    8. What specific passengers who were less than 10 years old survived the sinking of the titanic?
    9. For each letter in the alphabet, how many passengers last names started with that letter?
    Q. Quit the program
    Enter your selection: 1
    There were 1310 Passengers on the Titanic.


    Submission requirements:
    Your deliverables include all Java files (.java) and a single word (or PDF) document. The Java files should be named appropriately for your applications. Your word document should include screen shots showing the successful compiling and running of each application, and a detailed description of the test plan for each application. The test plan should include the input, expected output, actual output and if the test case passed or failed. Submit your files to the Final Project assignment area no later than the due date listed in the calendar.


    Titanic Data Description:
    The attached tab delimited file, named titanic.txt contains the known passengers on the Titanic. There are 5 fields included in the file in the order:
    Passenger class (1,2,3)
    Survived (1=yes, 0=no)
    Name (Passenger name)
    sex (male or female)
    age (some values are blank)
    fare (some values are blank)

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  6. CIS355A Week 5 iLab 5 Step 1 Write Clients to File

    CIS355A Week 5 iLab GUI Graphics and File I/O

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    CIS355A Week 5 iLab GUI Graphics and File I/O


    Scenario/Summary
    In this lab, you will create one project that reads from a file, one project that writes to a file, and one project drawing a snowman.


    iLAB STEPS
    STEP 1: Writing out Client Information
    1) Create the following GUI, so that when your program is running, your user can input information regarding a client and hit the save button to save the information out to a file.
    2) Every time the user hits the save button, that information should be saved out to a file called client.txt; each new client's information should append to the information already saved onto the file client.txt.
    3) The data in the client.txt file should be formatted like the following.
    Client Activity Report
    Client Name Client ID Starting Balance Closing Balance
    XXXXXXXXX 9999999 99999.99 99999.99
    XXXXXXXXX 9999999 99999.99 99999.99
    XXXXXXXXX 9999999 99999.99 99999.99

    STEP 2: Reading in Client Information
    1) Create a class called Client, the Client class must contain attributes for Client name, Client ID, starting balance, and closing balance, and all other accessor/mutator/constructor functions as necessary.
    2) Assume you have a client.txt file with the following sample information.
    Charles Smith|100235|5700.75|1200.00
    James Peterson|320056|349.56|4005.56
    Francis Lewis|400556|7500.00|456.23
    William Burgess|45399|5000.00|1245.56
    Philip Wilson|10090|10000.00|2300.75
    James Brown|34291|25000.45|31454.86
    3) Create a Client ArrayList to process input records in main().
    4) Use a for loop to read in the information from client.txt.
    5) The GUI to this program should look similar to this:
    6) Once the user hits the display button, everything read in from the file should display in the Console window in this format.
    Client Activity Report
    Client Name Client ID Starting Balance Closing Balance
    XXXXXXXXX 9999999 99999.99 99999.99
    XXXXXXXXX 9999999 99999.99 99999.99
    XXXXXXXXX 9999999 99999.99 99999.99


    STEP 3: Snowman!
    Use the many draw methods provided to you by Java and draw a Snowman—be as creative or as basic as you would like, as long as the final result resembles a snowman. It doesn't have to necessarily look exactly like this, but this is the minimum you should achieve with your drawing.
    1) You must have at least three circles in your project.
    2) You must have at least a line, a polygon, an oval, or a rectangle.
    3) In addition to your snowman, you should also use drawString to draw some text.
    4) Use draw or fill and the color class as you see fit.
    Hint: frame.getContentPane().setBackground(Color.blue); //This is the code you need to set the frame's background color. Have Fun!

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  7. CIS355A Week 4 Course Project Flooring Application Analysis and Design

    CIS355A Week 4 Course Project Flooring Application Analysis and Design

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    CIS355A Week 4 Course Project Flooring Application Analysis and Design


    Developing a graphical user interface in programming is paramount to being successful in the business industry. This project incorporates GUI techniques with other tools that you have learned about in this class.
    Here is your assignment: You work for a flooring company. They have asked you to be a part of their team because they need a computer programmer, analyst, and designer to aid them in tracking customer orders. Your skills will be needed in creating a GUI program that calculates the flooring cost and stores the order in the database.
    The project has three components: an analysis and design document, the project code, and a user manual. The analysis and design document is due Week 4. The code and user manual are due in Week 7. It is suggested that you begin working on the code in Week 5, which should give you ample time to complete the project. You will find that the lectures and lab assignments will prepare you for the Course Project.


    Guidelines
    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.


    Analysis and Design (Due Week 4)
    In Week 4, you will complete the analysis and design for the project. You will use the guidelines described above and the grading rubric below to complete this document. You will create the following items.
    1. Request for new application
    2. Problem analysis
    3. List and description of the requirements
    4. Interface storyboard or drawing
    5. Design flowchart or pseudocode
    The analysis and design document will be a single MS Word document, which contains all descriptions and drawings. See the grading rubric below for the analysis and design document, due in Week 4.
    Item Points Description
    Request for New Application 2.5 A table containing: date of the request, name of the requester (your professor), the purpose of the request, the title of the application (create your own title), and brief description of the algorithms used in the application
    Problem Analysis 2.5 Analyze the problem to be solved, and write in a few words what is the problem and what is being proposed to solve the problem
    List and Description of Requirements 5 A description of the items that will be implemented in order to construct the proposed solution
    Interface Storyboard or Drawing 5 A picture or drawing of what the application will look like; must include the image of each section of the application in detail
    Design Flowchart or Pseudocode 5 A sketch of the flow of the application or the pseudocode of the application

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  8. Introduction To Java 9th Edition Chapter 22 Exercise 13 The 24-point game Success

    Introduction To Java 9th Edition Chapter 22 Exercise 13 The 24-point game

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    Introduction To Java 9th Edition Chapter 22 Exercise 13 The 24-point game


    (Game: the 24-point card game) The 24-point game is to pick any 4 cards from 52 cards, as shown in Figure 22.19. Note that the Jokers are excluded. Each card represents a number. An Ace, King, Queen, and Jack represent 1, 13, 12, and 11, respectively. You can click the Refresh button to get four cards. Enter an expression that uses the four numbers from the four selected cards. Each number must be used once and only once. You can use the operators (addition, subtraction, multiplication, and division) and parentheses in the expression. The expression must evaluate to 24. After entering the expression, click the Verify button to check whether the numbers in the expression are currently selected and whether the result of the expression is correct. Display the verification in a dialog box. Assume that images are stored in files named 1.png, 2.png, . . . , 52.png, in the order of spades, hearts, diamonds, and clubs. So, the first 13 images are for spades 1, 2, 3, . . . , and 13.

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  9. Introduction To Java 9th Edition Chapter 25 Exercise 17 Radix sort animation

    Introduction To Java 9th Edition Chapter 25 Exercise 17 Radix sort animation

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    Introduction To Java 9th Edition Chapter 25 Exercise 17 Radix sort animation

    Write a Java applet that animates the radix sort algorithm. Create an array that consists of 20 random numbers from 0 to 1,000. The array elements are displayed, as shown in Figure 25.19. Clicking the Step button causes the program to place a number in a bucket. The number that has just been placed is displayed in red. Once all the numbers are placed in the buckets, clicking the Step button collects all the numbers from the buckets and moves them back to the array. When the algorithm is finished, clicking the Step button displays a dialog box to inform the user. Clicking the Reset button creates a new random array for a new start.

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  10. CIS355A Week 6 iLab 6 Java Pizza Swing

    CIS355A Week 6 iLab Swing and Database Connection

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    CIS355A Week 6 iLab Swing and Database Connection

    iLAB OVERVIEW
    Scenario/Summary
    Develop one application using JTabbedPanes and JFrames and another application that connects to a MySQL database.
    Deliverables
    1. JavaPizza
    2. ContactList

    iLAB STEPS
    Step 1: JavaPizza
    Develop an application using a JTabbedPane to order a pizza. You will need to ask the customer for their name and phone number. You will ask for the size (choose one) and toppings (choose many) and compute the total. After computing the total, provide a button to display the order summary, which includes the name, phone number, size, toppings, and total. The prices are listed below. Screenshots of a possible solution are included. Your application must include four tabs and open a new window when the button is clicked.
    • Small:  8.00
    • Medium: 10.00
    • Large: 12.00
    Each topping is 2.00 extra.
     
    JavaPizza    Points    Description
    Standard header included    1    Must contain program's name, student name, and description of the program
    Program compiles    1    Program does not have any error
    Program executes    1    Program runs without any error
    Created the JTabbedPane with four tabs    4    The JTabbedPane is displayed with the four required tabs and components on each tab
    Total is calculated correctly    5    The total on the last tab is calculated correctly based on information supplied.
    Order summary window displayed correctly    8    The order summary window is displayed with a JTextArea, including all information from the four tabs.
    Subtotal    20      
     
    Step 2: Contact List
    Develop a Java application to add a contact into the contact table, and display all contacts in the contact table. The contact table contains two columns, FullName, and PhoneNumber. Both values are text data. Use JOptionPanes to ask for the contact data, and display a confirmation message when the contact is added. Display the list of contacts in the console. Screenshots of a possible solution are included.
     
    ContactList    Points    Description
    Standard header included    1    Must contain program's name, student name, and description of the program
    Program compiles    1    Program does not have any error
    Program executes    1    Program runs without any error
    Created the JOptionPanes for input    6    Two JOptionPanes are displayed to retrieve input
    JOptionPane displayed upon insert    4    A JOptionPane is display to confirm the contact was added
    ContactList shown in console    7    The list of contacts is displayed in the console under a heading contact list .
    Subtotal    20

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