CS110 Introduction to Computing
Spring 2006
Assignment#6: A swimming creature!
Due in class on Tuesday, April 11, 2006
There is no credit for late work.
What to do: Read the entire Chapter 7 from Sanders & van Dam and make sure you understand the concepts of events, event handling, and timers in the context of animating objects. Your task is to follow the steps in Section 7.5 to implement the Fish application. After you have replicated the example from the Chapter, modify the program to draw a fish (or another creature that swims) of your own. Define the creature using the class name <Your e-mail>Fish. For example, Deepak will use the class name: DkumarFish for his creation. Replace this class with the Fish class in the program. Experiment with shapes, colors, etc.
Notes:
Extra Credit: Define a new move method for your creature that is different and perhaps more interesting that the one in the book (it can go up or down, or in a spiral, or in a zig-zag, etc.).
Hand in: A prinout of the final version of the Java program from above. Also, include a prinout of the picture produced by your program. Conclude your work by a short essay (just a few sentences) on your thoughts about your understanding of the Java programming concepts you have learned so far.
Also: As soon as you are successfully done,
send an email to Deepak telling him that you were able to successfully complete
your assignment. Include the contents of your fish-class file (e.e. DkumarFish.java)
as an attachment to the e-mail. Stop by Deepak's office to show the animation.
(All of these are required components of this exercise. Failure to do so will
result in ooss of credit.)
There is no credit for late work.