Exercises
Assume that you are the mananger of a restaurant. Establish a price for cokes, fries, and burgers and set a tax rate.
Write a program that will
§ Provide a greeting for a customer and announce the price of cokes, fries, and burgers.
§ Take the customer's order.
§ Announce the total bill, including tax.
Use separate methods to
§ Provide greeting
§ Announce prices
§ Take number of fries
§ Take number of cokes
§ Take number of burgers
§ Calculate and announce total price
In the main method, prompt the user to enter an integer grade between 0 and 100.
Pass this grade to a method named conversion
The conversion method will use the following logic to convert the integer grade to a letter
grade, A, B, C, D, or F according to the following logic.
§ If the grade is greater than or equal to 90 and less than or equal to 100 then letter grade = A
§ If the grade is greater than or equal to 80 and less than 90 then letter grade = B
§ If the grade is greater than or equal to 70 and less than 80 then letter grade = C
§ If the grade is greater than or equal to 60 and less than 70 then letter grade = D
§ If the grade is less than 60 then letter grade = F
When the letter grade is returned to the main method, the main method will pass it to a method named
printIt. The method named printIt will print the numeric grade and its equivalent letter grade
Lucky 7: Version 1 (non-visual)
Required part (note: all of the code can be in the main method for this exercise)
§ Use the random number generator to create 3 random numbers, each of which is in the range 1 to 10 (including 1 and 10
§ Assign these number to appropriately named variables
§ If no sevens are obtained, print an appropriate message
§ If 1 seven is obtained, print an appropriate message
§ If 2 sevens are obtained, print an appropriate message
§ If 3 sevens are obtained, print an appropriate message
Exercise 4a (non-visual version)
§ Assume that you have a square such that its 4 sides are tangent to a circle drawn inside the square.
§ Throw randomly generated darts such that they all fall within the square
§ Use this approach to approximate the value of pi
§ Your output should contain the dimensions of the square and circle, the total number of throws, and the value of pi obtained
§ Draw a vertical and a horizontal axis - they do not have to be labeled
§ Use an appropriate caption for the form (appears at upper left corner - form1 by default)
§ Place an appropriate title at the top and approximate center of the form (Calculating Pi, for example) - do this using the drawString method. Do not use a
TextBox
§ Draw a square such that its bottom left vertex is at the origin of the above coordinate system
§ For the above square, draw an inscribed circle (given a pollygon, a circle is considered "inscribed" if it is tangent to each side of the polygon)
§ Throw randomly generated darts such that they all fall within the square - draw the impact point as they are thrown
§ Use this approach to find the value of pi
§ Your output should contain the square, the circle, length of a side of the square, the total number of throws, and the value of pi obtained.
§ Additional requirements
Ø Give the user 2 choices of background color for the form using RadioButtons
Ø Give the user 2 choices of foreground color for the form using RadioButtons
Ø The value of pi calculated, the number of throws, and the side of the square should be placed in a text box.
Lucky 7: Version 2 - Visual
This lab uses the Windows Application version of VB
Part 1
§ Use the random number generator to create 3 random numbers, each of which is in the range 1 to 10 (including 1 and 10
§ Assign these number to appropriately named variables - then to a TextBox
§ If no sevens are obtained, print an appropriate message in a TextBox and show an appropriate Picture in a PictureBox
§ If 1 seven is obtained, print an appropriate message in a TextBox and show an appropriate Picture in a PictureBox
§ If 2 sevens are obtained, print an appropriate message in a TextBox and show an appropriate Picture in a PictureBox
§ If 3 sevens are obtained, print an appropriate message in a TextBox and show an appropriate Picture in a PictureBox
Part 2