7 introduction to c - programming assignment #3 more car accessories! due date: please consult webcourses for your section note:

7
Introduction to C - Programming Assignment #3
More Car Accessories!
Due date: Please consult WebCourses for your section
Note: In this assignment, you are required to write three programs.
Objectives
1. Learn how to write and use loops.
2. Review the use of if statements.
References
Textbook: Section 6 Notes: Lectures 7, 8
Problem A: Real-Time Fuel Efficiency Calculation
So far, your fuel efficiency calculator only works for making the
calculation over the duration of a trip. But, you are too impatient to
wait for this information until the end of the trip. Instead, you
would like updates about your fuel efficiency for every five minute
interval of your trip. In this program, you will ask the user how long
their trip was (which is guaranteed to be a positive multiple of five
minutes), the radius of their tire, and then for each five minute
interval, you will prompt the user to enter the number of revolutions
of their wheels and how much fuel their car consumed in the five
minute interval. After each set of input, you should output the user's
fuel efficiency for that five minute interval. After data for the last
interval is entered, your program should also report fuel efficiency
data for the whole trip.
Input Specification
For the first two initial values entered,
1. The trip length will be entered in minutes and be a positive
integer multiple of five.
2. The radius of the car's tires will be a positive real number in
inches.
For each five minute interval, both pieces of data will adhere to the
following specifications:
3. The number of revolutions the car's tires make will be a positive
integer.
4. The amount of gas, in gallons, the car uses will be a positive real
number.
Output Specification
For each five minute interval, output a single line with the following
format:
Time A-B minutes: Your car averaged XX.XX mpg.
where A and B are the appropriate multiples of 5 and XX.XX represents
the fuel efficiency of the user's car during that particular time
interval, in miles per gallon.
At the very end, output an extra line which has the trip average data
with the following format:
For the whole trip, your car averaged XX.XX mpg.
where XX.XX represents the fuel efficiency of the user's car for the
whole trip, in miles per gallon.
Output Sample
Below is one sample output of running the program. Note that this
sample is NOT a comprehensive test. You should test your program with
different data than is shown here based on the specifications given
above. In the sample run below, for clarity and ease of reading, the
user input is given in italics while the program output is in bold.
Sample Run #1
How long is your trip, in minutes?
10
What is the radius of your tires, in inches?
15
During time interval #1, how many revolutions did your car's tires
make?
10000
During time interval #1, how many gallons of gas did your car use?
0.75
Time 0-5 minutes: Your car averaged 19.83 miles per gallon.
During time interval #2, how many revolutions did your car's tires
make?
20000
During time interval #2, how many gallons of gas did your car use?
0.50
Time 5-10 minutes: Your car averaged 59.50 miles per gallon.
For the whole trip, your car averaged 35.70 mpg.
Problem B: Printing Out a Tire
You are sick and tired of calculating fuel efficiency, so you decide
that your car's computer needs a feature that's more fun. You decide
it would be cool to write a program to print out what a tire looks
like, at least in two dimensions. There are two pieces of input you
receive from the user: the number of "pixels" the outer radius of the
tire is, r1, and the number of "pixels" the inner radius of the tire
is, r2. Using these two pieces of information, you are to print out a
grid with the size 2*r1+1 by 2*r1+1, that displays the wheel. In
particular, wheel "pixels: will be designated by the character '*'.
These will be the "pixels" that are in between r2 and r1 "pixels" away
from the center of the grid. "Pixels" that are farther away from the
center of the grid than this will represented by the ' ' character.
Pixels that are less than r2 "pixels" away from the center will
represent the tire and will be drawn with the '+' character. Finally,
"pixels" that are one pixel or closer to the center of the grid (there
will always be five of these), will be drawn with the 'X' character.
Input Specification
1. r1, the outer radius, will be a positive integer less than 50.
2. r2, the innter radius, will be a positive integer less than r1.
Output Specification
1. Wheel characters will be represented by the character '*'.
2. Tire characters will be represented by the character '$'.
3. Axle characters will be represented by the character '+'.
The "grid" that gets outputted should be indexed from –r1 to r1, in
both rows and columns. The final product should resemble what a wheel
looks like, viewed from the side of a car. Hint: Loop through each
grid square, and when you get to that square, decide which character
is supposed to be printed based on that square's distance from the
center square, (0,0).
Output Samples
Here are two sample outputs of running the program. Note that these
samples are NOT a comprehensive test. You should test your program
with different data than is shown here based on the specifications
given above. The user input is given in italics while the program
output is in bold.
Sample Run #1
Enter the outer radius of your wheel?
20
Enter the inner radius of your wheel?
15
*************
*****************
*********************
***********************
***************************
*********$$$$$$$$$$$*********
********$$$$$$$$$$$$$$$********
*******$$$$$$$$$$$$$$$$$*******
******$$$$$$$$$$$$$$$$$$$$$******
******$$$$$$$$$$$$$$$$$$$$$$$******
******$$$$$$$$$$$$$$$$$$$$$$$******
******$$$$$$$$$$$$$$$$$$$$$$$$$******
*****$$$$$$$$$$$$$$$$$$$$$$$$$$$*****
******$$$$$$$$$$$$$$$$$$$$$$$$$$$******
*****$$$$$$$$$$$$$$$$$$$$$$$$$$$$$*****
*****$$$$$$$$$$$$$$$$$$$$$$$$$$$$$*****
*****$$$$$$$$$$$$$$$$$$$$$$$$$$$$$*****
*****$$$$$$$$$$$$$$$$$$$$$$$$$$$$$*****
*****$$$$$$$$$$$$$$+$$$$$$$$$$$$$$*****
*****$$$$$$$$$$$$$+++$$$$$$$$$$$$$*****
*****$$$$$$$$$$$$$$+$$$$$$$$$$$$$$*****
*****$$$$$$$$$$$$$$$$$$$$$$$$$$$$$*****
*****$$$$$$$$$$$$$$$$$$$$$$$$$$$$$*****
*****$$$$$$$$$$$$$$$$$$$$$$$$$$$$$*****
*****$$$$$$$$$$$$$$$$$$$$$$$$$$$$$*****
******$$$$$$$$$$$$$$$$$$$$$$$$$$$******
*****$$$$$$$$$$$$$$$$$$$$$$$$$$$*****
******$$$$$$$$$$$$$$$$$$$$$$$$$******
******$$$$$$$$$$$$$$$$$$$$$$$******
******$$$$$$$$$$$$$$$$$$$$$$$******
******$$$$$$$$$$$$$$$$$$$$$******
*******$$$$$$$$$$$$$$$$$*******
********$$$$$$$$$$$$$$$********
*********$$$$$$$$$$$*********
***************************
***********************
*********************
*****************
*************
Sample Run #2
Enter the outer radius of your wheel?
14
Enter the inner radius of your wheel?
6
***********
***************
*****************
*******************
*********************
***********************
*************************
*************************
**********$$$$$$$**********
*********$$$$$$$$$*********
********$$$$$$$$$$$********
********$$$$$$$$$$$********
********$$$$$+$$$$$********
********$$$$+++$$$$********
********$$$$$+$$$$$********
********$$$$$$$$$$$********
********$$$$$$$$$$$********
*********$$$$$$$$$*********
**********$$$$$$$**********
*************************
*************************
***********************
*********************
*******************
*****************
***************
***********
Problem C: Game for the Kids
Your car's computer is doing a great job keeping track of gas mileage
and even has a neat feature that prints out a wheel, but it would be
nice if the kids could use it in a constructive fashion. Write a
program that drills the kids with multiplication problems. In
particular, ask the user how many problems for the game, and then give
the user that many random multiplication problems, where each number
being multiplied is in between 0 and 12, inclusive. While the user is
doing the problems, if they answer incorrectly, tell them so, and
allow them to answer again. Do not move onto the next problem until
they have correctly answered the current one. At the end of the game,
when the user has correctly solved all the given multiplication
problems, output the amount of time they spent.
How to calculate time spent for a segment of code in a C program:
In order to calculate how much time something takes, you can use the
time function. In particular, the function call time(0) returns an int
that represents the number of seconds after the birth of the Unix
operating system. In order to effectively use this, you must call the
function twice: once right before you start what you want to time, and
once right afterwards. Subtract these two values to obtain the amount
of time a segment of code took. Here is a short example:
int start = time(0);
// Insert code you want to time here.
int end = time(0);
int timespent = end - start;
printf("Your code took %d seconds.\n", timespent);
Input Specification
The number of problems to answer entered by the user will always be a
positive integer less than 50.
Output Specification
For each correct response, simply move onto the next problem. For each
incorrect response, output a message with the following format.
Incorrect, try again. AxB =
where A and B are the two numbers to multiply from the original
problem.
After all the problems are completed, output a single line with the
following format:
You completed X problems in Y seconds.
where X is the number of problems solved and Y is the number of
seconds it took the user to solve them.
Output Samples
Here is one sample output of running the program. Note that this
sample is NOT a comprehensive test. You should test your program with
different data than is shown here based on the specifications given
above. The user input is given in italics while the program output is
in bold.
Sample Run #1
How many problems do you want?
5
Answer: 3x9 = 27
Answer: 4x6 = 42
Incorrect, try again.
Answer: 4x6 = 24
Answer: 12x11 = 132
Answer: 8x2 = 16
Answer: 7x5 = 35
You completed 5 problems in 17 seconds.
Deliverables
Three source files:
1) realtimempg.c, for your solution to Problem A
2) wheel.c, for your solution to Problem B
3) multgame.c, for your solution to Problem C
All files are to be submitted over WebCourses.
Restrictions
Although you may use other compilers, your program must compile and
run using Dev C++. Each of your three programs should include a header
comment with the following information: your name, course number,
section number, assignment title, and date. Also, make sure you
include comments throughout your code describing the major steps in
solving the problem.
Grading Details
Your programs will be graded upon the following criteria:
1) Your correctness
2) Your programming style and use of white space. Even if you have a
plan and your program works perfectly, if your programming style is
poor or your use of white space is poor, you could get 10% or 15%
deducted from your grade.
3) Compatibility to Dev C++ (in Windows). If your program does not
compile in this environment, the maximum credit you will receive is
50%.

  • SERİ VE PARALEL DEVRELER KURARAK LAMBA PARLAKLIĞINDAKİ DEĞİŞİMLERİ VE
  • THIS STUDY CHRISTIAEN ET AL 2007 STAGE NAME TIME
  • T ÉCNICAS DE ENRIQUECIMIENTO SEXUAL PARA PAREJAS RUTINARIAS
  • PROGRAM DIRECTORPRINCIPAL INVESTIGATOR (LAST FIRST MIDDLE)   DETAILED
  • R ETURN TO WORK SELF CERTIFICATION DISCUSSION FORM PART
  • POSITION STATEMENT ON THE HEALTH OF ABORIGINAL AND TORRES
  • SECTION I SECTION I GENERAL POLICY CONTENTS 100000
  • EMBAJADORA DEL REINO DE MARRUECOS BRINDÓ CONFERENCIA EN LA
  • EL GOBIERNO DE NAVARRA SUSCRIBE UN CONVENIO PARA IMPULSAR
  • HDR SAM 2019 SAM HANDBOOK FOR HDR STUDENTS AND
  • SHELL PAID INTERNSHIP 2015 JOB TITLE HERMANN PARK REFORESTATION
  • BUSINESS SCORECARD MANAGER – CRM ANALYZER THESE SAMPLES WILL
  • SOLICITUD DE INSCRIPCIÓN DE OTORGAMIENTO DE PODERES DONDOÑA
  • REFERENT ARNOLD WEILER (WIMA) THEMA SCHUBFACHPRINZIP DAS SCHUBFACHPRINZIP (DIRICHLETSCHES
  • GUÍA DE INCORPORACIÓN DE MEDICAMENTOS A LOS HOSPITALES GUÍA
  • REPASO SINTAXIS LA ORACIÓN SIMPLE LOS COMPLEMENTOS VERBALES 2º
  • IMPOSTO DE RENDAS E PROVENTOS DE QUALQUER NATUREZA ELEMENTOS
  • EMAIL RETENTION GUIDELINES JUNE 2010 FOR MARION COUNTY EMPLOYEES
  • S KEMAER INDHOLD 3 INDSAMLING AF SUPPLERENDE OPLYSNINGER (SMÅBØRN)
  • LSE MUSIC PRACTISE ROOMS TERMS AND CONDITIONS THIS AGREEMENT
  • HARMONOGRAM ZAJĘĆ Z PRZEDMIOTU ELEMENTY BIOFARMACJI W KOSMETOLOGII DLA
  • CUENTA PÚBLICA GOBERNACION PROVINCIAL DE ÚLTIMA ESPERANZA 2014 ESTA
  • AUTORIZACIÓN EXPEDIENTE REGULACIÓN DE EMPLEO FUERZA MAYOR (ART 2
  • BURESKOLANS PLAN FÖR ARBETE MOT DISKRIMINERING OCH KRÄNKANDE BEHANDLING
  • T ERMS OF REFERENCE CHILD SAFEGUARDING CONSULTANCY IN MALI
  • V090402 CONVENCIÓN DE LAS NACIONES UNIDAS CONTRA LA
  • PROTOKOLL ÅRSSTÄMMA 2014 KEDJANS SAMFÄLLIGHET TID 183 2014 KL
  • INSTITUT GRAĐEVINARSTVA HRVATSKE ZAGREB STR 12 C
  • IES “GM DE JOVELLANOS” FUENLABRADA PROGRAMACIÓN DEL CICLO DE
  • ANNEX C – CONSULTATION RESPONSE EXPLORING THE RELATIONSHIP BETWEEN