zxing barcode reader java example In the DECLARE VARIABLES AND CREATE OBJECTS section, below in Java

Creation Universal Product Code version A in Java In the DECLARE VARIABLES AND CREATE OBJECTS section, below

3 In the DECLARE VARIABLES AND CREATE OBJECTS section, below
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the other variables you created, create a new variable called targetMinutes, with a Number data type This number will represent the number the minute hand will be set to on the small (or target) clock
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var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn]; var var var var var var var currentButtonNum:Number; lastButtonNum:Number; cw1:Boolean; cw2:Boolean; ccw1:Boolean; ccw2:Boolean; targetMinutes:Number;
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4 On the next line, create another variable called targetHour, also with a
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data type of Number This variable will represent where the hour hand should be on the target clock
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var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn]; var var var var var var var var currentButtonNum:Number; lastButtonNum:Number; cw1:Boolean; cw2:Boolean; ccw1:Boolean; ccw2:Boolean; targetMinutes:Number; targetHour:Number;
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Adding Circular Motion Detection: A Clock Game
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CREATOR S
GUIDE
5 On the next line, create a variable called targetMinuteRotation, with a data
type of Number This variable will represent the number that holds the target minutes converted to a rotation amount, which will later be expressed in degrees
var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn]; var var var var var var var var var currentButtonNum:Number; lastButtonNum:Number; cw1:Boolean; cw2:Boolean; ccw1:Boolean; ccw2:Boolean; targetMinutes:Number; targetHour:Number; targetMinuteRotation:Number;
6 On the next line, create another variable called targetHourRotation, also
with a data type of Number This variable will hold the rotation value that will rotate the minute hand enough to wind the hour hand to the correct hour
var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn]; var var var var var var var var var var currentButtonNum:Number; lastButtonNum:Number; cw1:Boolean; cw2:Boolean; ccw1:Boolean; ccw2:Boolean; targetMinutes:Number; targetHour:Number; targetMinuteRotation:Number; targetHourRotation:Number;
7 On the next line, create a variable called fullTargetRotation, with a data
type of Number This variable will represent the full amount of rotation to
C H A P T E R
rotate both the minute and hour hands to the correct positions, and will be the sum of targetMinuteRotation and targetHourRotation
var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn]; var var var var var var var var var var var currentButtonNum:Number; lastButtonNum:Number; cw1:Boolean; cw2:Boolean; ccw1:Boolean; ccw2:Boolean; targetMinutes:Number; targetHour:Number; targetMinuteRotation:Number; targetHourRotation:Number; fullTargetRotation:Number;
NDERSTANDING THE ROTATION VARIABLES
I mentioned that fullTargetRotation will be the sum of targetMinuteRotation and targetHourRotation Then why not set the value now This is because the values of targetMinuteRotation and targetHourRotation must be set first If you set the value now, fullTargetRotation would be equal to the sum of two numbers that have no values, which not only could cause an error, but simply won t work properly You ll define all the values in the initializeGame function Here s a quick recap of the variables you ve created so far in this exercise: targetMinutes Where the minute hand will be located on the target clock
targetHour Where the hour hand will be located on the target clock targetMinuteRotation How many degrees the minute hand on the target clock needs to rotate to reach targetMinutes targetHourRotation How many degrees the minute hand on the target clock needs to rotate so that the target clock s hour hand reaches targetHour fullTargetRotation The total amount of rotation needed to move both the hour and minute hands to their correct positions
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8 In the DEFINE FUNCTIONS section of code, find the initializeGame
function
9 At the top of the initializeGame function, set the value of targetHour to be
a random integer between 1 and 12
function initializeGame():Void { targetHour = Mathround(Mathrandom() * 11 + 1); clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; enableAll(true); end_mc_visible = false; }
In the preceding code, Mathrandom() * 11 gives a random number between 0 and 11, but not including 11 Adding 1 then makes the random range between 1 and 12, but not including 12 Using Mathround to round the number gives a random integer between 1 and 12, including 12
10 On the next line, give the value of targetMinutes a random number that
is a multiple of 5 between 0 and 55 This will keep the minute hand at five-minute intervals But how do you get multiples of 5 One way is to get a random number between 0 and 11 and multiply that number by 5
function initializeGame():Void { targetHour = Mathround(Mathrandom() * 11 + 1); targetMinutes = Mathround(Mathrandom() * 11) * 5; clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; enableAll(true); end_mc_visible = false; }
11 Below the code you just wrote, set the value of targetHourRotation to
targetHour * 360 This will make the minute hand rotate in full circles (hence 360, for the number of degrees in a circle) for each hour, making the hour hand rotate appropriately
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