Write a Model class with the following UML specification: +----------------------------------------------+ | Model | +----------------------------------------------+ | - score: int | | - bubbles: ArrayList<IShape> | +----------------------------------------------+ | + Model() | | + getScore(): int | | + addBubble(int w, int h): void | | + moveAll(int dx, int dy): void | | + clearInvisibles(int w, int h): void | | + deleteBubblesAtPoint(int x, int y): void | | + drawAll(Graphics g): void | | + testModel(): void | +----------------------------------------------+ When a new model object is created, the score must be zero and the arraylist must be empty. The getScore method returns as result the current score for the game. The addBubble method adds a new bubble to the arraylist of bubbles. The position of the center of the new bubble is random but must be inside a window of width w and height h (the arguments of the addBubble method), like this: new Bubble((int)(w * Math.random()), (int)(h * Math.random())) The moveAll method moves the positions of all the bubbles in the arraylist of bubbles by the amount dx in the x direction and by the amount dy in the y direction. The clearInvisibles method takes as argument the width w and the height h of the window, and deletes from the arraylist of bubbles any bubble which is not visible in the window anymore. For each bubble which is deleted, the score decreases by 1.The deleteBubblesAtPoint method takes as argument the coordinates (x, y) of a point, and deletes from the arraylist of bubbles any bubble which contains this point (multiple bubbles might contain the point, because bubbles can overlap in the window). For each bubble which is deleted, the score increases by 1. The drawAll method draws all the bubbles in the arraylist of bub

时间: 2023-06-16 19:03:53 浏览: 62
les using the Graphics object g. Finally, the testModel method is a debugging method which creates a new Model object, adds five bubbles, moves them, clears the ones outside the window, deletes the ones at a certain point, and then prints the score. Here's a possible implementation of the Model class: import java.awt.Graphics; import java.util.ArrayList; public class Model { private int score; private ArrayList<IShape> bubbles; public Model() { score = 0; bubbles = new ArrayList<IShape>(); } public int getScore() { return score; } public void addBubble(int w, int h) { Bubble bubble = new Bubble((int)(w * Math.random()), (int)(h * Math.random())); bubbles.add(bubble); } public void moveAll(int dx, int dy) { for (IShape bubble : bubbles) { bubble.move(dx, dy); } } public void clearInvisibles(int w, int h) { ArrayList<IShape> toRemove = new ArrayList<IShape>(); for (IShape bubble : bubbles) { if (!bubble.isVisible(w, h)) { toRemove.add(bubble); score--; } } bubbles.removeAll(toRemove); } public void deleteBubblesAtPoint(int x, int y) { ArrayList<IShape> toRemove = new ArrayList<IShape>(); for (IShape bubble : bubbles) { if (bubble.contains(x, y)) { toRemove.add(bubble); score++; } } bubbles.removeAll(toRemove); } public void drawAll(Graphics g) { for (IShape bubble : bubbles) { bubble.draw(g); } } public void testModel() { Model model = new Model(); for (int i = 0; i < 5; i++) { model.addBubble(800, 600); } model.moveAll(100, 50); model.clearInvisibles(800, 600); model.deleteBubblesAtPoint(400, 300); System.out.println("Score: " + model.getScore()); } } Note that this implementation assumes the existence of classes Bubble and IShape, which represent a single bubble and a generic shape, respectively. These classes should implement the methods used by the Model class, such as move, isVisible, contains, and draw.

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use java language ,In this project you need to write a book lending system for a Library. The system has different roles for registered users. There are two types of user roles: borrower and lender. Write an IUser interface for library users, with the following UML specification: +----------------------------------+ | <<interface>> | | IUser | +----------------------------------+ | + getName(): String | | + getBook(): int | | + moreBook(int number): void | +----------------------------------+ and a User class that implements IUser and has the following UML specification: +-----------------------------------+ | User | +-----------------------------------+ | - name: String | | - book: int | +-----------------------------------+ | + User(String name, int book) | | + getName(): String | | + getBook(): int | | # setBook(int book): void | | + moreBook(int number): void | | + testUser(): void | +-----------------------------------+ The name instance variable indicates the user name. The book instance variable indicates the number of books borrowed by the user. The setBook method changes the number of books borrowed by the user. The setBook method is protected, not public. This means that only subclasses of the User class can use the setBook method. All the other classes in the system cannot use the setBook method, so they cannot change the number of books borrowed by a user. The purpose of the moreBook method is to increase the number of books borrowed or lent by the user (depending on what kind of user it is) by the number given as argument to the method. The moreBook method of the User class is abstract, since we do not know what kind of role the user is (a borrower borrows books from other users and a lender lend books to other users). Also add to your program a Test class to test your User class. public class Test { public static void main(String[] args) { User.testUser(); } }

完成以下Java代码:Write an IShape interface with the following UML specification: +------------------------------------+ | <<interface>> | | IShape | +------------------------------------+ | + getX(): int | | + getY(): int | | + setX(int x): void | | + setY(int y): void | | + isVisible(int w, int h): boolean | | + isIn(int x, int y): boolean | | + draw(Graphics g): void | +------------------------------------+ and a Shape class that implements IShape and has the following UML specification: +------------------------------------+ | Shape | +------------------------------------+ | - x: int | | - y: int | | - color: Color | +------------------------------------+ | + Shape(int x, int y) | | + getX(): int | | + getY(): int | | + setX(int x): void | | + setY(int y): void | | + isVisible(int w, int h): boolean | | + isIn(int x, int y): boolean | | + draw(Graphics g): void | | + testShape(): void | +------------------------------------+ The x and y instance variables indicate the position of the center of the shape, and the color instance variable indicates the color of the shape. The color of the shape is computed randomly in the constructor of the shape class and never changes after that, like this: color = new Color((float)Math.random(), (float)Math.random(), (float)Math.random()); The isVisible method is abstract, and indicates whether the shape is currently visible or not inside a window of width w and of height h. The isIn method is abstract, and indicates whether the point at coordinates (x, y) is currently inside the shape or not. The draw method simply changes the color of the graphics object g to be the correct color for the shape

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