Answer the prompt with given main method: Code:  import java.awt.*; public class TestRandomWalker {     public static final int STEPS = 500;      public static void main(String[] args) {         RandomWalker walker = new RandomWalker();                       // instantiate Walker object                 DrawingPanel panel = new DrawingPanel(500, 500);         Graphics g = panel.getGraphics();                  // advanced features -- center and zoom in the image         panel.getGraphics().translate(250, 250);         panel.getGraphics().scale(4, 4);                 // make the walker walk, and draw its movement         int prevX = walker.getX();                                      // initialize Walker display         int prevY = walker.getY();         for (int i = 1; i <= STEPS; i++) {             g.setColor(Color.BLACK);             g.drawLine(prevX, prevY, walker.getX(), walker.getY());     // update Walker display               walker.move();                                              // move Walker 1 step             prevX = walker.getX();                                      // update x value             prevY = walker.getY();                                      // update y value                         g.setColor(Color.RED);                                                  g.drawLine(prevX, prevY, walker.getX(), walker.getY());     // update Walker display               int steps = walker.getSteps();                              // record Walker steps             if (steps % 10 == 0) {                 System.out.println(steps + " steps");             }

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
Problem 1PE
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Answer the prompt with given main method:

Code: 

import java.awt.*;

public class TestRandomWalker {

    public static final int STEPS = 500; 

    public static void main(String[] args) {

        RandomWalker walker = new RandomWalker();                       // instantiate Walker object

       

        DrawingPanel panel = new DrawingPanel(500, 500);

        Graphics g = panel.getGraphics();

        

        // advanced features -- center and zoom in the image

        panel.getGraphics().translate(250, 250);

        panel.getGraphics().scale(4, 4);

       

        // make the walker walk, and draw its movement

        int prevX = walker.getX();                                      // initialize Walker display

        int prevY = walker.getY();

        for (int i = 1; i <= STEPS; i++) {

            g.setColor(Color.BLACK);

            g.drawLine(prevX, prevY, walker.getX(), walker.getY());     // update Walker display

 

            walker.move();                                              // move Walker 1 step

            prevX = walker.getX();                                      // update x value

            prevY = walker.getY();                                      // update y value

           

            g.setColor(Color.RED);                                     

            g.drawLine(prevX, prevY, walker.getX(), walker.getY());     // update Walker display

 

            int steps = walker.getSteps();                              // record Walker steps

            if (steps % 10 == 0) {

                System.out.println(steps + " steps");

            }

           

            panel.sleep(100);

        }

    }

}

1. Define a class named Randomwalker. A Randomwalker object should keep track of its (x, y) location. All
walkers start at the coordinates (0, 0). When a walker is asked to move, it randomly moves either left, right,
up or down. Each of these four moves should occur with equal probability. The resulting behavior is
known as a "random walk." (A 2-dimensional random walk example is pictured at right.)
Each Randomwal ker object should have the following public methods. You may add whatever fields or
methods you feel are necessary to implement these methods:
move ()
Instructs this random walker to randomly make one of the 4 possible moves (up, down, left, or right).
getX ()
Returns this random walker's current x-coordinate.
getY ()
Returns this random walker's current y-coordinate.
getsters ()
Returns the number of steps this random walker has taken.
Transcribed Image Text:1. Define a class named Randomwalker. A Randomwalker object should keep track of its (x, y) location. All walkers start at the coordinates (0, 0). When a walker is asked to move, it randomly moves either left, right, up or down. Each of these four moves should occur with equal probability. The resulting behavior is known as a "random walk." (A 2-dimensional random walk example is pictured at right.) Each Randomwal ker object should have the following public methods. You may add whatever fields or methods you feel are necessary to implement these methods: move () Instructs this random walker to randomly make one of the 4 possible moves (up, down, left, or right). getX () Returns this random walker's current x-coordinate. getY () Returns this random walker's current y-coordinate. getsters () Returns the number of steps this random walker has taken.
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