Java Programming Assignment 5 Loops Problem Summary And Equa
Java Programming Assignment 5 Loopsproblem Summary And Equationswhen
Java Programming Assignment 5: Loops Problem Summary and Equations When an object is dropped or thrown from an initial position (height), formulas can be used to determine the object’s position (height) and velocity at each second, as it drops. The position of a falling object can be calculated using the equation: P(t) = –16t2 + V0t + H0 where: t is time in seconds, P(t) is the position of the object at after t seconds, V0 is the initial vertical velocity of the object in feet/sec, and H0 is the initial height of the object in feet. Likewise, the velocity of the object at any given time can be calculated from the equation: V(t) = –32t + V0 where: t is time in seconds, V(t) is the velocity of the object after t seconds, and V0 is the initial vertical velocity of the object in feet/sec.
Example: Assume we drop a ball from an initial height of 1000 ft. (H0 = 1000.0) above the Earth. Since we dropped the ball and didn’t throw it, its initial velocity is 0 ft/sec (V0 = 0.0). At zero, the ball is not moving up or down. Now we can ask: How high above the ground and how fast is the ball traveling after 5 seconds (t = 5)? To determine these values, simply plug in all the numbers to the previous two equations: P(5.0) = -16(5.0)2 + (0.0)(5.0) + 1000.0 = 600.0 ft, V(5.0) = -32(5.0) + 0.0 = -160 ft/sec. Hence, after 5 seconds, the ball will be 600 feet above the ground traveling downwards at 160 ft/sec (downwards because of the negative sign).
Program Requirements: Write a program that displays a countdown first, and then displays the position and velocity of an object for every second it drops, as long as it is above 500 feet. Within this program, you must use at least one of each of the following programming constructs: while loop, do-while loop, for loop. Two separate classes will be required for this program.
Paper For Above instruction
The problem involves simulating the descent of a falling or thrown object considering physics equations that account for gravity and air resistance reaching terminal velocity. The task demonstrates the application of object-oriented programming principles in Java, emphasizing proper class design, control structures, and user input validation. This essay discusses the design and implementation of such a program, highlighting how it models physical phenomena through programming constructs.
To accurately simulate the motion of a falling object, the program employs the fundamental equations of kinematics under gravity, specifically the position function: P(t) = –16t2 + V0t + H0, and the velocity function: V(t) = –32t + V0. Here, P(t) denotes the height in feet as a function of time t, V0 the initial velocity, and H0 the initial height. These equations combine the effects of gravity (accelerating the object downward at approximately 32 ft/sec2) and initial conditions. The simulation tracks the object's position and velocity over time, updating these values each second until the object hits the threshold of 500 feet above ground.
The program employs object-oriented design practices by creating two classes. The first class encapsulates the properties and behaviors of a falling object, including constants for initial position, initial velocity, current time, position, and velocity. The class provides methods to initialize these properties through a constructor, retrieve current values, and update the object's state each second, considering terminal velocity constraints. Terminal velocity is modeled as a static constant, reflecting the maximum speed an object can attain due to air resistance. When updating velocity, the program ensures that the velocity does not exceed the terminal velocity in magnitude, stabilizing the simulation and preventing unrealistic accelerations.
The second class handles user interaction and validation. It provides static methods for prompting the user to input initial position and velocity, ensuring that the initial height exceeds 500 feet and that the initial velocity does not surpass the terminal velocity threshold of -500 ft/sec. These methods repeatedly prompt the user until valid inputs are obtained, offering clear error messages for invalid entries. The class's main method orchestrates the entire simulation—displaying a countdown sequence, initializing the falling object with validated inputs, and looping through updates to display the object's status each second until it reaches the specified height threshold. This usage of multiple control structures—while, do-while, and for loops—demonstrates the program's ability to utilize different iteration techniques effectively.
The program's output provides real-time data on the object's position, velocity, and time elapsed, formatted to display values with one decimal point for clarity. Once the object reaches 500 feet or lower, the simulation terminates and reports the final position and the time taken. Such a detailed simulation not only applies physical principles but also exemplifies robust programming practices including input validation, encapsulation, and control flow management. The choice of Java as the implementation language highlights object-oriented capabilities vital for modeling real-world phenomena in software.
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