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/* | |
* File: CheckerboardKarel.java | |
* ---------------------------- | |
* When you finish writing it, the CheckerboardKarel class should draw | |
* a checkerboard using beepers, as described in Assignment 1. You | |
* should make sure that your program works for all of the sample | |
* worlds supplied in the starter folder. | |
*/ | |
import stanford.karel.*; |
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/* | |
* File: MidpointFindingKarel.java | |
* ------------------------------- | |
* When you finish writing it, the MidpointFindingKarel class should | |
* leave a beeper on the corner closest to the center of 1st Street | |
* (or either of the two central corners if 1st Street has an even | |
* number of corners). Karel can put down additional beepers as it | |
* looks for the midpoint, but must pick them up again before it | |
* stops. The world may be of any size, but you are allowed to | |
* assume that it is at least as tall as it is wide. |
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/* | |
* File: StoneMasonKarel.java | |
* -------------------------- | |
* The StoneMasonKarel subclass as it appears here does nothing. | |
* When you finish writing it, it should solve the "repair the quad" | |
* problem from Assignment 1. In addition to editing the program, | |
* you should be sure to edit this comment so that it no longer | |
* indicates that the program does nothing. | |
*/ |
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/* | |
* File: CollectNewspaperKarel.java | |
* -------------------------------- | |
* At present, the CollectNewspaperKarel subclass does nothing. | |
* Your job in the assignment is to add the necessary code to | |
* instruct Karel to walk to the door of its house, pick up the | |
* newspaper (represented by a beeper, of course), and then return | |
* to its initial position in the upper left corner of the house. | |
*/ |
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/* Karel is cleaning up the voting ballot. | |
* The vote only counts if the middle rectangle is punched, | |
* which means there are no beepers present. | |
*/ | |
import stanford.karel.SuperKarel; | |
public class defendDemocracyKarel extends SuperKarel { | |
public void run() { |
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/* | |
* File: Target.java | |
* Name: | |
* Section Leader: | |
* ----------------- | |
* This file is the starter file for the Target problem. | |
*/ | |
import acm.graphics.*; | |
import acm.program.*; |
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/* | |
* File: Pyramid.java | |
* Name: | |
* Section Leader: | |
* ------------------ | |
* This file is the starter file for the Pyramid problem. | |
* It includes definitions of the constants that match the | |
* sample run in the assignment, but you should make sure | |
* that changing these values causes the generated display | |
* to change accordingly. |
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/* | |
* File: PythagoreanTheorem.java | |
* Name: | |
* Section Leader: | |
* ----------------------------- | |
* This file is the starter file for the PythagoreanTheorem problem. | |
*/ | |
import acm.program.*; |
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/* | |
* File: ProgramHierarchy.java | |
* Name: | |
* Section Leader: | |
* --------------------------- | |
* This file is the starter file for the ProgramHierarchy problem. | |
*/ | |
import acm.graphics.*; | |
import acm.program.*; |
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/* | |
* File: FindRange.java | |
* Name: | |
* Section Leader: | |
* -------------------- | |
* This file is the starter file for the FindRange problem. | |
*/ | |
import acm.program.*; |
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