Java Reference
In-Depth Information
window appears, asking the player for the hours shown on the clock. If the play-
er types the wrong number, a window appears that says so, and the player is
asked to hit one of the buttons. If the player types the right number, a window
appears that says so and the score is incremented. When the player hits the OK
button, the time on the clock is changed to a new random time and the player is
again asked to type in the number of hours. The game continues in this fashion.
We explain the level.
Level 1
. The player is asked only for hours, and the clock always shows
0
minutes. At the other levels, the player is asked for the hours and then for
the minutes.
Level 2.
The clock shows
0
,
15
,
30
, or
45
minutes.
Level 3.
The clock shows minutes that are a multiple of
5
.
Level 4.
The clock shows any minute in the range
0..59
.
The level is incremented whenever the score reaches a multiple of
5
and the level
is still less than
4
.
This ends the description of the game.
Identifying the objects of the game
We write down noun phrases that identify objects of the problem domain.
We can think of a
clock
, which has a
time
. The clock has a
face
, a
minute hand
,
and an
hour hand
.
There is a
player
. The player has a
name
, has a
score
, and is playing at a par-
ticular
level
.
The text that appears under the clock is an object; we call it the player
sta-
tus
. And the whole window that contains the clock and status is an object; we call
it the
clock window
.
The game itself is an object; we call it the
clock game
.
/**
An instance is a clock with a time, painted on a canvas
*/
public class
Clock
extends
Canvas {
/**
Constructor: a clock with time
t */
public
Clock(Time t) { }
/** =
the time on the clock
*/
public
Time getTime()
{
return null
; }
/**
Set the clock time to
t */
public void
setTime(Time t) { }
/**
Paint the clock using
g*/
public void
paint(Graphics g) { }
}
Figure 3.10:
Specification of class
Clock
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