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java

CISP21 INSTRUCTIONS

Write a program that will help a student practice basic math (addition, subtraction, multiplication, and division).Display a menu the student can select from. The student will make a selection and will have the option to continue with that type of math problem. When the student is done with that type of math problem the main menu will be displayed and allow the student to select another type of problem. When the student exits the program their results will be displayed (ex. Addition:3 correct 2 incorrect)

REQUIREMENTS :

Pseudocode design

Properly named fields and methods

Ifs, loops, switchs (basic error checks)

Randomize numbers

REQUIREMENTS :

Pseudocode design

Properly named fields and methods

Ifs, loops, switchs (basic error checks)

Randomize numbers

Randomize 0-10 for numbers in the math problems.

Use fields to track the correct and incorrect counts.

Break everything down to smaller simpler methods and code

Try not to over complicate

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java

java

1
Homework
2
a
Before attempting this project, be sure you have completed all of the reading assignments, hands

on
labs, discussions, and assignments to date.
(25 points) Write a Java program
to simulate
a
p
ick 3, 4 or 5
lottery drawing.
A
lottery game of this type
will
d
raw
values between 0 and 9
.
You should use the Math.Random() or the java.util.Random() class to
generate the values
i
n the
lotter
y
drawing
. The program should prompt the user
for
w
hich lottery game
they w
a
nt
to play.
The program should also ask how many times they want to play t
he game.
The output
should
show the
numbers picked
for
each
g
ame
and
the
sum
of
the
numbers
of all
g
ame
s
.
Here is a
sample run:
W
hich lottery game do you
want to play (
Enter 3 for pick

3, 4 for pick

4 or 5 for pick

5
?
3
How many games would you like to play? 10
Thank you! The
n
umbers sele
cted
were:
3
4 9
2 4 7
3 3 1
0 3 2
9 3 1
9 2 4
4 5 2
1 1 0
0 1 7
8 6 3
The sum for all numbers picked
was:
107
Grading Rubric:
T
he following grading rubric will be used to determine your grade:
Attribute
Exceeds
Meets
Does not meet
Design
(5 points)
(5 points)
Exhibits proper use of
parameters, and
selection of data types
all of the
time.
Employs correct and
appropriate use of
programming
structures (loops,
(3

4 points)
Exhibits proper use of
parameters, and
selection of data types
most of the time
.
Employs correct and
appropriate use of
programming
structures (loops,
(0

2 points)
Rarely exhibits proper
use of parameters, and
selection of data types.
Rarely emp
loys correct
and appropriate use of
programming
structures (loops,
2
conditionals, classes
etc.) all of the time.
Efficient algorithms
used all of the time.
conditionals, classes
etc.) most of the time.
Efficient algorithms
used most of the time.
conditionals, classes
etc.)
Poorly structured and
inefficient algorithms.
Functionality
(10
points)
(9

10 points)
Extra effort was
apparent through the
addition of significant
and
additional
functionality beyond
the scope of the
assignment
.
(7

8 points)
Program fulfills most
functionality
.
Most requirements
were fulfilled
.
Screen captures
provided
demonstrating the
successful compiling
and running of the
program.
(0

6 points)
Program does not fulfill
functionality.
Few requirements
were fulfilled.
Test cases
(5 points)
(5 points)
Test cases provide
comprehensive
coverage of all code
paths.
Discussion of run

time
errors included.
(3

4 points)
Test cases provide
coverage of most
code
paths.
Test cases results well
documented providing
pass/fail results for
each test case.
(0

2 points)
No or insufficient test
cases
Minimal supporting
evidence provided to
verify testing actually
took place.
Java Style Guide
(5
points)
(5 points)
Code impeccably neat
and well

organized.
Extensive In

line
comments providing
additional insight into
code design and
functionality
(3

4 points)
Header comments
include filename,
author, date and brief
purpose of the
program.
In

line comments used
to
describe major
functionality of the
code.
Meaningful variable
names and prompts
applied
.
(0

2
points)
Code rarely follows
recommended Java
style guide

Responses are currently closed, but you can trackback from your own site.

Comments are closed.

java

java

1
Homework
2
a
Before attempting this project, be sure you have completed all of the reading assignments, hands

on
labs, discussions, and assignments to date.
(25 points) Write a Java program
to simulate
a
p
ick 3, 4 or 5
lottery drawing.
A
lottery game of this type
will
d
raw
values between 0 and 9
.
You should use the Math.Random() or the java.util.Random() class to
generate the values
i
n the
lotter
y
drawing
. The program should prompt the user
for
w
hich lottery game
they w
a
nt
to play.
The program should also ask how many times they want to play t
he game.
The output
should
show the
numbers picked
for
each
g
ame
and
the
sum
of
the
numbers
of all
g
ame
s
.
Here is a
sample run:
W
hich lottery game do you
want to play (
Enter 3 for pick

3, 4 for pick

4 or 5 for pick

5
?
3
How many games would you like to play? 10
Thank you! The
n
umbers sele
cted
were:
3
4 9
2 4 7
3 3 1
0 3 2
9 3 1
9 2 4
4 5 2
1 1 0
0 1 7
8 6 3
The sum for all numbers picked
was:
107
Grading Rubric:
T
he following grading rubric will be used to determine your grade:
Attribute
Exceeds
Meets
Does not meet
Design
(5 points)
(5 points)
Exhibits proper use of
parameters, and
selection of data types
all of the
time.
Employs correct and
appropriate use of
programming
structures (loops,
(3

4 points)
Exhibits proper use of
parameters, and
selection of data types
most of the time
.
Employs correct and
appropriate use of
programming
structures (loops,
(0

2 points)
Rarely exhibits proper
use of parameters, and
selection of data types.
Rarely emp
loys correct
and appropriate use of
programming
structures (loops,
2
conditionals, classes
etc.) all of the time.
Efficient algorithms
used all of the time.
conditionals, classes
etc.) most of the time.
Efficient algorithms
used most of the time.
conditionals, classes
etc.)
Poorly structured and
inefficient algorithms.
Functionality
(10
points)
(9

10 points)
Extra effort was
apparent through the
addition of significant
and
additional
functionality beyond
the scope of the
assignment
.
(7

8 points)
Program fulfills most
functionality
.
Most requirements
were fulfilled
.
Screen captures
provided
demonstrating the
successful compiling
and running of the
program.
(0

6 points)
Program does not fulfill
functionality.
Few requirements
were fulfilled.
Test cases
(5 points)
(5 points)
Test cases provide
comprehensive
coverage of all code
paths.
Discussion of run

time
errors included.
(3

4 points)
Test cases provide
coverage of most
code
paths.
Test cases results well
documented providing
pass/fail results for
each test case.
(0

2 points)
No or insufficient test
cases
Minimal supporting
evidence provided to
verify testing actually
took place.
Java Style Guide
(5
points)
(5 points)
Code impeccably neat
and well

organized.
Extensive In

line
comments providing
additional insight into
code design and
functionality
(3

4 points)
Header comments
include filename,
author, date and brief
purpose of the
program.
In

line comments used
to
describe major
functionality of the
code.
Meaningful variable
names and prompts
applied
.
(0

2
points)
Code rarely follows
recommended Java
style guide

Responses are currently closed, but you can trackback from your own site.

Comments are closed.

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