Chapter 11: Problem 2
Modify the method drawSquare so that it expects parameters for the pen, the coordinates of the square's upper-left corner point, and the length of its side. The method should draw the appropriate square with the pen.
Short Answer
Expert verified
Modify drawSquare to accept pen, (x, y) coordinates, and side length, then draw the square by moving the pen in sequence.
Step by step solution
01
- Define Method Signature
Update the method signature of drawSquare to include parameters for the pen, coordinates of the upper-left corner, and the side length. The method should look like this: `public void drawSquare(Pen pen, int x, int y, int sideLength)`
02
- Move to Starting Point
Move the pen to the upper-left corner of the square. This can be done using: `pen.up();` `pen.move(x, y);` `pen.down();`
03
- Draw the First Side
Draw the first side of the square by moving the pen forward by the side length: `pen.move(sideLength);`
04
- Turn to Draw Second Side
Turn the pen 90 degrees to the right to start drawing the second side: `pen.turn(90);`
05
- Draw the Second Side
Move the pen forward again by the length of the side to draw the second side: `pen.move(sideLength);`
06
- Repeat for Third and Fourth Sides
Repeat the turn and move steps to draw the third and fourth sides of the square: `pen.turn(90);` `pen.move(sideLength);` `pen.turn(90);` `pen.move(sideLength);`
Unlock Step-by-Step Solutions & Ace Your Exams!
-
Full Textbook Solutions
Get detailed explanations and key concepts
-
Unlimited Al creation
Al flashcards, explanations, exams and more...
-
Ads-free access
To over 500 millions flashcards
-
Money-back guarantee
We refund you if you fail your exam.
Over 30 million students worldwide already upgrade their learning with Vaia!
Key Concepts
These are the key concepts you need to understand to accurately answer the question.
Java Programming
Java is one of the most popular programming languages used today. It's an object-oriented language, which means it revolves around the concept of ‘objects’ that represent real-world entities. In Java, we use methods to break down complex problems into smaller, manageable tasks. Methods are blocks of code designed to perform specific tasks when called.
To better understand Java programming, let's look at a practical example: drawing a square with a method. This involves defining the method drawSquare and specifying the necessary parameters like the drawing pen, coordinates of the starting point, and the length of each side of the square. The key to programming in Java is to create reusable and modular code, making methods a perfect tool for this purpose.
To better understand Java programming, let's look at a practical example: drawing a square with a method. This involves defining the method drawSquare and specifying the necessary parameters like the drawing pen, coordinates of the starting point, and the length of each side of the square. The key to programming in Java is to create reusable and modular code, making methods a perfect tool for this purpose.
Method Parameters
In Java, methods can have parameters, which are variables passed to the method when it's called. These parameters allow methods to accept input values and use them within their block of code. For example, the method drawSquare can be defined to take parameters such as the Pen object, and integers for coordinates and side length:
`public void drawSquare(Pen pen, int x, int y, int sideLength)`
Here, `Pen pen` represents the pen object used for drawing. `int x` and `int y` are the coordinates of the square's starting point, and `int sideLength` is the length of the sides of the square. By passing these parameters, drawSquare can be versatile and reused for drawing squares of various sizes and positions. Using parameters makes your methods adaptable, easier to maintain, and improves code readability.
`public void drawSquare(Pen pen, int x, int y, int sideLength)`
Here, `Pen pen` represents the pen object used for drawing. `int x` and `int y` are the coordinates of the square's starting point, and `int sideLength` is the length of the sides of the square. By passing these parameters, drawSquare can be versatile and reused for drawing squares of various sizes and positions. Using parameters makes your methods adaptable, easier to maintain, and improves code readability.
Object-Oriented Programming
Object-oriented programming (OOP) is a paradigm based on the concept of objects, which contain both data and methods to manipulate that data. Java, being an OOP language, allows you to define classes and create objects from those classes. A class is a blueprint for objects, and it defines the properties (attributes) and behaviors (methods) the objects will have.
In our example, the Pen class would define methods used for moving the pen (e.g., up, down, move, turn). You can create an instance of the Pen class and use its methods to draw on the screen. This encapsulation makes it easy to manage complex programs by breaking them down into smaller, interacting objects. This way, all drawing functionalities related to the pen are bundled within the Pen class, making the code more organized and modular.
In our example, the Pen class would define methods used for moving the pen (e.g., up, down, move, turn). You can create an instance of the Pen class and use its methods to draw on the screen. This encapsulation makes it easy to manage complex programs by breaking them down into smaller, interacting objects. This way, all drawing functionalities related to the pen are bundled within the Pen class, making the code more organized and modular.
Pen Movement
To draw shapes like a square in Java, we need to govern the movement of the pen. The pen needs to move to specific coordinates and then create lines by moving forward. Here's how we can break down the pen movement for drawing a square:
- `pen.up();`: Lift the pen to move it without drawing.
- `pen.move(x, y);`: Move the pen to the starting coordinates (x, y).
- `pen.down();`: Place the pen down to start drawing.
- `pen.move(sideLength);`: Draw the first side by moving the pen forward.
- `pen.turn(90);`: Rotate the pen 90 degrees to the right for the next side.
- Repeat the move and turn steps to draw the remaining sides.