Exercises in .NET

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Note Answers to the exercises are provided in Appendix B.
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1. Consider a two-dimensional integer array, which is a 4 3 and named a. The data is
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a[0][0]=0 a[1][0]=8 a[2][0]=16 a[0][1]=2 a[1][1]=10 a[2][1]=18 a[0][2]=4 a[1][2]=12 a[2][2]=20 a[0][3]=6 a[1][3]=14 a[2][3]=22
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We want to make a new one-dimensional array named b in which to store a s data. In other words, the data of b should be:
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b[0]=0 b[1]=2 b[3]=4 . . . b[11]=22
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Which is the correct program
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int[] b = new int[12]; for (int i=0; i<3; i++) { for (int j=0; j<4; j++) { //***** Choose one from A, B, C, and D. } }
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A. b[i]
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= a[i][j];
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B. b[j*4 + i] = a[i][j]; C. b[i*4 + j] = a[j][i]; D. b[i*4 + j] = a[i][j]; 2. Modify the code at section 5.4 so that when the mouse gets close or beyond the boundaries of the image the inversion of pixels stops. 3. Write the code that will take an image and create a perforated pattern of circles based on each pixel s brightness, as shown in the following image:
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4. You are given a 100 100 image called spill.gif (see the image at the left of the following figure; the background is in white and foreground is black). Write the code that would convert it so that the background becomes red and the foreground white, as it appears to the left in the
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following figure. (Note that the figures in this book are black and white, but the original shows a red background.)
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PImage MyImage = loadImage( spill.gif ); image(MyImage,0,0); for(int x=0; x<width; x++) for(int y=0; y<height; y++){ }
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5. Write the code that would produce an effect of pixel shrinking that will lead toward a skeleton, as shown in the following figure.
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Motion is the act or process of changing position or place. While the perception of motion is based on the assumption that time is continuous, human vision per se is not continuous. Instead, as the distance between before and after diminishes, it reaches a point where both appear to blend in a continuous succession. The impression of motion is, therefore, only a reconstruction in the mind of a sequential display of static impressions. Animation is the sequential display of images. While the connotations associated with animation points to films, movies, or cartoons, the root of the word animation stems from the Greek word anemos, which means wind, as in the wind that blows life into lifeless forms. Animation is about the alive, lively, vibrant, vigorous, dynamic, and energetic. In its primordial sense, animation is a sign of life, an indication of a living organism. In this chapter, we will show how to create single and multiple animated objects as well as ways to simulate dynamic behavior.
6.1 Animation Basics
In our previous examples, we have created animation by repainting the graphics on every mouse movement. As you may have noticed, that was a controlled animation. Eventually, we may want to set an object in motion independently of the mouse s movement. To make things even more complicated, we may
want to set a series of objects in motion and control their behavior through a common clock. This involves understanding of the basics of a computer clock. As you already know, computers have internal clocks that tick extremely fast, that is, for example, 1 GHz, which means a billion ticks per second. When we do animation, we need to use that clock as a guide of time. Sometimes we also need to keep track of two or more animations as they are deployed in parallel in the scene. For example, in a car race video game, there may be one car moving, and at the same time other cars that need to bypassed, not to mention moving obstacles on the road. It seems that these animations are happening in parallel. But practically that cannot happen because then we would need parallel processors, each taking care of one moving object. Instead, what we do is to divide the processor time in small time sections, called threads, each keeping track of an animated object in the scene. This is not too hard to do for the processor, since theoretically it can take care of 1 billion things every second! In the following example, a maple leaf is drawn on a brown background and then redrawn after moving it by a random offset to produce the effect of trembling. The process is quite simple:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 PImage leafImage; //define an image object PImage myBackImage; //define an image object void setup(){ leafImage = loadImage( maple_leaf.gif ); //load it myBackImage = loadImage( ground.jpg ); //load it size(myBackImage.width,myBackImage.height); } int x, y; //the location of the cursor void draw(){ image(myBackImage,0,0); //draw the ground image(leafImage,x,y); //then the leaf x += int(random(-5,5)); //random tremblings y += int(random(-5,5)); } void mouseDragged(){ x = mouseX-(leafImage.width/2); //move the cursor y = mouseY-(leafImage.height/2); }
In the first two lines of the preceding code we define two images that are loaded in lines 5 and 6. The size of the screen is then set to the background image s size. Before we draw we define two integer variables x and y to hold the coordinate location of where to draw the leaf image1 (line 13). These two coordinates are randomly moved by five units every time the frame is refreshed. The leaf image can be moved to any location in the screen simply by dragging it. A screen capture of the process is shown in Figure 6-1.