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~1~ BIT2206/CSC 1209 PRACTICAL EXERCISE 3 PROJECTILES Aims and Objectives: Provide an opportunity for students to design and implement a more substantial software system (than those produced for parcticals 1 and 2) that, in addition, requires use of methods contained in the Math class found in the Java API. 1. REQUIREMENTS Produce a computer program, written in the Java programming language, which determines the distance travelled by a projectile (projected from the ground) given: 1. Velocity at launch (u), and 2. Launch angle (angle of elevation) above the horizontal (A). Assume the following: The angle of elevation is given in degrees and is in the range of 0 to 90. Start velocity is given as a positive number. Acceleration due to gravity (g) is equivalent to 10m/s^2. The effect of air resistance can be ignored. Note also that to solve the above we must carry out the following steps. 1. Calculate the vertical and horizontal components of u (the launch velocity) using the following trigonometric identities: 2. Vertical component of launch velocity (Vu) = u x sinA ~2~ 3. Horizontal component of launch velocity (Hu) = u x cosA 4. Calculate the time (t) taken for the body to return to the ground using the identity: 5. t = (2 x Vu)/a where a (deceleration due to gravity) is equivalent to g (10m/s^2 in this case). 6. Calculate distance (s) traveled from the identity: 7. s = Hu x t 2. EXAMPLE A body is projected with a velocity of u = 200 m/s at an angle of elevation A = 30 degrees above the horizontal. Determine the distance travelled by the projectile. Vu = 200 x sin30 = 100 (m/s) Hu = 200 x cos30 = 173.2 (m/s) t = {2 x 100)/10 = 20 (s) s = 20 x 173.2051 = 3464.1 (m) 3. REPORT You should prepare a report comprising the following sections: 1. Requirements: Summary of the above requirements. 2. Analysis and Design: A short (one paragraph) description of your analysis of the problem including a Class Diagram outlining the class structure for your proposed solution and a set of "summary tables". Detailed designs for the methods you intend to include supported by a Nassi-Shneiderman chart for each. 3. Implementation: Your Java source files. 4. Testing: A set of appropriate arithmetic test cases (presented in tabular form) and the output from your program as a result of running these test cases. ~3~ 4. MARK SCHEME 90% of the marks will be distributed evenly between: Analysis and Design; Implementation; and Testing. The remaining 10% will be awarded for "overall presentation". 5. INTERESTING LINKS 1. Projectile Motion (Drew Dolgert, Michael Fowler). Created and maintained by PIUS NYAANGA Last updated 30 June 2011