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Cry | :(( Cry | :(( Introduction
In object-oriented programming (OOP) paradigm, real world problem is considered as a collection of objects where programming objective can be achieved through interactions among objects. In other words, to develop an OOP program/software, we must start with developing the abstract data types (ADT’s) for all identified object in the problem at hand. These ADT’s will be later transformed into classes using any OOP language, such as C++ and Java™.
In this project, you are going to use several Two-dimensional transformations such as (translation, scaling and rotation).Your program shall have the following capabilities:
1. Use the keyboard to enter the values of the translations, scaling and rotations.
2. You may choose an object consisting of (minimum) 6 to (maximum) 20 vertices. Develop class that represent polygon objects of arbitrary vertices. The class must have default shape for polygon with arbitrary vertices.
3. Through the program, you may be able to choose the type of the transformation by the keyboard.
4. Displaying the shape of the polygon before and after transformation either using console (C++) or graphical user interface (GUI), (Java).
Transformation Matrices

You may need to prepare the following functions:
• Identity.
• Translate.
• Rotate.
• Scale.

Each of above functions will be able to multiply the vertices of your object by the desired value of transformation and produce the new vertices that are ready to be drawn. Make these functions general, i.e. they can accept an array of vertices, and produce an array of the output vertices. The above functions should perform these operations by using matrix multiplication.
Using the Keyboard
In this assignment, you will use the keyboard intensively, all the commands will be entered using the keyboard and in the following manner:
• Type the Letter “i” or “I” to reset all transformations and the original object should appear.
• Type the Letter “t” or “T” to translate the object, and the program should prompt the user to enter the number of pixels that the object will move in the x and y directions. Once these values are entered, the object should be drawn in the new position.
• Type the Letter “r” or “R” to rotate the object, and the program should prompt the user to enter the value of the rotation angle in the counter clockwise. If this value is negative, the rotation will take place in the clockwise direction. Here, you should take into consideration the rotation about the origin and the rotation about one point of the object.
• Type the Letter “s” or “S” to scale the object, and the program should prompt the user to enter the scale factors. Scale factors must be greater than 0, because negative values will flip your object. Think about fixed point scaling also.

• Type the Letter “f” or “F” to flip (Reflect) the object. The reflection points that make the line of reflection, may be entered by the keyboard also.
• Type the Letter “q” or “Q” to quit the Program


AnswerRe: Help Me!!!! Pin
Dan Neely13-Oct-05 4:15
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QuestionSystem wide keyboard hook with VB.NET Pin
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