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source/a-command-line-interface.ptx

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</p>
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<figure xml:id="fig-command-line">
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<caption>A command-line user interface.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="cmdline.eps"/>
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</figure>
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<p>
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The command-line approach might also be called
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</p>
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<figure xml:id="fig-console">
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<caption>The Java console window.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="console.eps"/>
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</figure>
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<p>
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In Chapter<nbsp/>3 we described how to use the <c>System.out.print()</c> and
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</p>
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<figure xml:id="fig-streams">
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<caption>Input and output streams.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="streams.eps"/>
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</figure>
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<p>
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Each Java program has three standard streams available to it at startup: <c>System.in</c>, <c>System.out</c>, and <c>System.err</c>.
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</p>
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<figure xml:id="fig-buffrdr">
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<caption>The <c>BufferedReader</c> class.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="buffrdr.eps"/>
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</figure>
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<p>
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<xref ref="fig-buffrdr">Figure</xref>
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</p>
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<figure xml:id="fig-keybrdrdr">
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<caption>Design of the <c>KeyboardReader</c> class.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="keybrdrdr.eps"/>
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</figure>
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<p>
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<xref ref="fig-keybrdrdr">Figure</xref>
@@ -391,7 +391,7 @@ Hi, please input your name here > Kim
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</p>
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<figure xml:id="fig-greeter">
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<caption>Using <c>KeyboardReader</c> as the user interface.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="greeter.eps"/>
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</figure>
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<p>
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The full implementation of the <c>GreeterApp</c> class is shown in <xref ref="fig-greeterapp">Figure</xref>.

source/a-graphical-user-interface-gui.ptx

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<figure xml:id="fig-guiscreen">
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<caption>Various GUI components from the <c>javax.swing</c> package. <term>[Artwork: We
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need to label the components.]</term></caption>
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<image width="73%" source=".."/>
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<image width="73%" source="guicapture.eps"/>
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</figure>
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<p>
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The Swing classes are generally considered to be superior to their AWT \marginpar{Model-view-controller (MVC) architecture} counterparts.
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<figure xml:id="fig-swing1">
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<caption>Top-level Swing and AWT classes. [NOTE: REDRAW JWindow
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is a subclass of Window.]</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="swing1.eps"/>
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</figure>
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<p>
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A <term>top-level container</term>
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</p>
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<figure xml:id="fig-framecapture">
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<caption>A simple window.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="framecapture.eps"/>
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</figure>
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<p>
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<xref ref="fig-framecapture">Figure</xref>
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</p>
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<figure xml:id="fig-framesubclass">
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<caption><c>SimpleGUI</c> is a subclass of <c>JFrame</c>.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="framesubclass.eps"/>
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</figure>
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<p>
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The constructor method illustrates how to use some of the methods inherited from <c>JFrame</c>. <xref ref="fig-framesubclass">Figure</xref>
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</p>
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<figure xml:id="fig-swing2">
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<caption>Swing components.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="swing2.eps"/>
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</figure>
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<p>
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Let's begin by creating a simple user interface,
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</p>
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<figure xml:id="fig-constructors">
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<caption>Public methods and constructors for basic Swing components.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="swingmeth.eps"/>
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</figure>
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<p>
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<xref ref="fig-constructors">Figure</xref>
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</p>
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<figure xml:id="fig-borderlayout">
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<caption>Arrangement of components in a border layout.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="border.eps"/>
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</figure>
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<p>
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Components are added to a border layout by using the <c>add(String
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</p>
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<figure xml:id="fig-eventmodel">
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<caption>Java's event model.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="eventmodel.eps"/>
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</figure>
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<p>
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In an event-driven programming model,
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</p>
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<figure xml:id="fig-eventhier">
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<caption>Java's event hierarchy.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="eventhier.eps"/>
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</figure>
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<p>
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When the user clicks the <c>JButton</c>, Java will create an <c>ActionEvent</c> object.

source/abstract-classes-interfacesand-polymorphism.ptx

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That is, the method definition contains just the method's signature,
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not its body.
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Any class that contains an abstract method,
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must itself be <image width="73%" source="chptr08"/> declared abstract.
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must itself be <image width="73%" source="animals.eps"/> declared abstract.
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Here is the definition of the <c>Animal</c> class:
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</p>
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<pre>

source/adding-text-network-resourcesforan-application.ptx

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<figure xml:id="fig-realestategui">
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<caption>User interface design for the real
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estate application.</caption>
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<image width="73%" source=".."/>
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<image width="73%" source="15f11.eps"/>
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</figure>
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<p>
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The interface for this application is very important.
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borders, respectively.
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<xref ref="fig-realestategui">Figure</xref>
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illustrates these various design decisions.
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<image width="73%" source="chptr15"/>
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<image width="73%" source="p838f1.eps"/>
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</p>
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</subsection>
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<subsection>
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<title>The <c>ImagePanel</c>Class</title>
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<p>
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We'll use a second class,
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the <c>ImagePanel</c>, to handle displaying the image (Figs.<nbsp/>15.18 <image width="73%" source="chptr15"/> and <xref ref="fig-imagepanel"></xref>).
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the <c>ImagePanel</c>, to handle displaying the image (Figs.<nbsp/>15.18 <image width="73%" source="p839f1.eps"/> and <xref ref="fig-imagepanel"></xref>).
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The reason we use a separate class for this task is that we want the image to appear in its own panel
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(which appears on the West border of the main window).
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In addition to its constructor,
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<figure xml:id="fig-realestatescreen">
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<caption>The <c>RealEstate- Viewer</c> program
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downloads images and documents over the Web.</caption>
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<image width="73%" source="15f14.eps"/>
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</figure>
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<figure xml:id="fig-realestateclass">
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<caption>The <c>RealEstateViewer</c> class, Part I.</caption>

source/agui-based-game-optional-graphics.ptx

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</p>
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<figure xml:id="fig-capture">
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<caption>The Sliding Tile Puzzle.</caption>
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<image width="73%" source="captureGUI.eps"/>
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</introduction>
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<subsection xml:id="fig-GUIplayable">
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the GUI should pass this information to the game.
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The game should then decide whether or not that is a legal move and communicate this back to the GUI. Assuming it is a legal move,
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the game should also update its representation of the game's state to reflect that the tile array has changed.
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And it should somehow make communicate the game's state to the GUI. <image width="73%" source="chptr09"/>
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And it should somehow make communicate the game's state to the GUI. <image width="73%" source="GUIplayable.eps"/>
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</p>
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<p>
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Because it is impossible to know in advance just what form of data a game's moves might take,
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private int blankAt = 3;
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</pre>
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<p>
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<image width="73%" source="chptr09"/> Note how we initialize the <c>puzzle</c> array with the initial configuration of seven characters.
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<image width="73%" source="slidingtilepuzzle.eps"/> Note how we initialize the <c>puzzle</c> array with the initial configuration of seven characters.
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Taken together, these statements initialize the puzzle's state.
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</p>
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<p>
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</p>
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<p>
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Figure<nbsp/>9.39 provides a summary of the design.
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As an implementor of the <image width="73%" source="chptr09"/> <c>ActionListener</c> interface, <c>SlidingGUI</c> implements the <c>actionPerformed()</c> method,
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As an implementor of the <image width="73%" source="slidingGUI.eps"/> <c>ActionListener</c> interface, <c>SlidingGUI</c> implements the <c>actionPerformed()</c> method,
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which is where the code that controls the puzzle is located.
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The main data structure is an array of seven <c>JButton</c> s, representing the seven tiles in the puzzles.
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The buttons' labels will reflect the state of the puzzle.

source/an-overviewof-networks.ptx

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</p>
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<figure xml:id="fig-topology1">
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<caption>Star, bus, and ring topologies.</caption>
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<image width="73%" source="15f1.eps"/>
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In a star network (Fig.
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</p>
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<figure xml:id="fig-topology2">
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<caption>Tree and fully connected mesh topologies.</caption>
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<subsection xml:id="self-study-exercisesA36">
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<figure xml:id="fig-internet">
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<caption>An internet is a collection of distinct
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<p>
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The United Nations is an apt analogy for the <term>Internet</term>
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and one performed by the <term>server</term>
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<idx><h>server</h></idx>
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(Fig.<nbsp/>15.4).
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<image width="73%" source="chptr15"/> For example, in the HTTP case,
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<image width="73%" source="15f4.eps"/> For example, in the HTTP case,
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the Web browser plays the role of a client by requesting a Web page from a Web (HTTP) server.
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A Web server is just a computer that runs HTTP software<mdash/>a program that implements the HTTP protocol.
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Modern computer networks, such as the Internet,
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Each level has its own collection of protocols (Fig.<nbsp/>15.5).
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<image width="73%" source="15f5.eps"/> The application level,
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Underlying the application-level protocols are various
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<figure xml:id="fig-ipprotocol">
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As we have seen,
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<figure xml:id="fig-nethier">
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<p>
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The <c>java.net.URL</c> class provides a representation of the \marginpar{java.net.*} Internet's Uniform Resource Locator that we described earlier.
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based on Internet packets.
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<p>
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<image width="73%" source="15f8.eps"/>
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</subsection>
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source/array-algorithms-searching.ptx

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If it is not found, then <m>-1</m> is returned to indicate failure.
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<p>
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<image width="73%" source="chptr09"/>
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<image width="73%" source="p430f1.eps"/>
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The <c>Search</c> class (Figs.<nbsp/>9.15 and <xref ref="fig-search"></xref>) provides the Java implementation of the <c>sequentialSearch()</c> method.
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So the search will terminate.
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</p>
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<p>
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<image width="73%" source="chptr09"/>
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<image width="73%" source="p432f1.eps"/>
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The <c>TestSearch</c> class (Figs.<nbsp/>9.17 and <xref ref="fig-testsearch"></xref>) provides a program that can be used to test two search methods.

source/case-study-a-two-player-game-hierarchy.ptx

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One way to answer this question is to generalize our current version of <c>OneRowNim</c> by moving any variables and methods that apply to all two-player games up to the <c>TwoPlayerGame</c> class.
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<xref ref="fig-onerownim">Figure</xref>
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shows the current design of <c>OneRowNim</c>. <image width="73%" source="chptr08"/>
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shows the current design of <c>OneRowNim</c>. <image width="73%" source="onerownim.eps"/>
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What variables and methods should we move up to the <c>TwoPlayerGame</c> class?
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<figure xml:id="fig-twoplayergame">
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<caption><c>TwoPlayerGame</c> is the
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To begin with,
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<image width="73%" source="nimplayer.eps"/>
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</p>
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As an implementer of the <c>IPlayer</c> interface, <c>NimPlayerBad</c> will implement the <c>makeAMove()</c> method.
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<figure xml:id="fig-wordguessuml">
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Let's call the game class <c>WordGuess</c>. Following the design of

source/case-study-an-n-player-computer-game.ptx

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<title>The <c>ComputerGame</c>Hierarchy</title>
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<figure xml:id="fig-game">
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<caption>Overview of the <c>ComputerGame</c> class hierarchy.</caption>
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<xref ref="fig-game">Figure</xref>
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they remain hidden from all other classes.
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<p>
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<image width="73%" source="chptr09"/> The <c>ComputerGame(int)</c> constructor allows the number of players to be set when the game is constructed.
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<image width="73%" source="computergame.eps"/> The <c>ComputerGame(int)</c> constructor allows the number of players to be set when the game is constructed.
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The default constructor sets the number of players to one.
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The constructors create an array of length <c>nPlayers</c>:
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</p>
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players 0 and 1 are computers and player 2 is a human.
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<p>
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<image width="73%" source="chptr09"/>
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<image width="73%" source="wordguesser.eps"/>
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<p>
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In our new design,

source/case-study-the-one-row-nim-game.ptx

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<c>OneRowNim</c>, and a user interface object,
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for which we will use either a <c>KeyboardReader</c> or a <c>OneRowNimGUI</c>. One goal of our design was to develop the <c>OneRowNim</c> class so that it can be used,
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without changes,
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with either a command-line interface or a GUI. <image width="73%" source="chptr04"/>
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with either a command-line interface or a GUI. <image width="73%" source="ornuml.eps"/>
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</p>
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<p>
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Recall that we designed the <c>OneRowNim</c> class to maintain the state of the game and to provide methods that enforce the rules of the game.

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