Problem 4
Describe the Java methods for playing and manipulating audio clips.
Problem 5
Explain how image maps are used. List several examples of their use.
Problem 6
\((\text { Randomly Erasing an Image})\) Suppose an image is displayed in a rectangular screen area. One way to crase the image is simply to set cvery pixel to the same color immediately, but this is a dull visual effect. Write a Java program that displays an image and then erases it by using randomnumber generation to select individual pixels to erase. After most of the image is erased, erase all the remaining pixels at once. You can draw individual pixels as a line that starts and ends at the same coordinates. You might try several variants of this problem. For example, you might display lines randomly or display shapes randomly to crase regions of the screen.
Problem 8
\((\text { Image Flasher})\) Create a Java program that repeatedly flashes an image on the screen. Do this by alternating the image with a plain background- color image.
Problem 9
(Digital Clock) Implement a program that displays a digital clock on the screen.
Problem 16
(Scrolling Marquee Sign) Create a Java program that scrolls dotted characters from right to left (or from left to right if that is appropriate for your language) across a marquee-like display sign. As an option, display the text in a continuous loop, so that after the text disappears at one end, it reappears at the other.
Problem 18
\((\text {Analog Clock})\) Create a Java program that displays an analog clock with hour, minute and second hands that move appropriately as the time changes.
Problem 22
One-Armed Bandit) Develop a multimedia simulation of a "one-armed bandit." Have three spinning wheels. Place images of various fruits and symbols on each wheel. Use true random-number generation to simulate the spinning of each wheel and the stopping of each wheel on a symbol.
Problem 25
(Game of Pool) Create a multimedia-based simulation of the game of pool. Each player takes turns using the mouse to position a pool cue and hit it against the ball at the appropriate angle to try to make other balls fall into the pockets. Your program should keep score.
Problem 30
\((15 \text { Puzzle})\) Write a multimedia-based Java program that enables the user to play the game of 15\. The game is played on a \(4-b y-4\) board for a total of 16 slots. One slot is empty, the others are occupied by 15 tiles numbered 1 through \(15 .\) Any tile next to the currently empty slot can be moved into that slot by clicking on the tile. Your program should create the board with the tiles out of order. The goal is to arrange the tiles into sequential order, row by row.