The Classifier                               Peter Komisar



 

The classifier is a program that can be used to prepare a fixed statement to describe a set
of similar objects or collectibles. This could be dogs, stamps, paintings, insects, whatever
you are interested in.This fixed statement might be used on a the back of a collection of
cards that might go in cereal boxes or on a number of different collectibles. The program
will have a title at the top that has an interesting font, size, background and foreground color.
A number of fields and labels will provide the name of the object and what the object is an
example of. Following that, will be a number of labels and fields to collect characteristics
describing the element of the set of collectibles. Under the the textfields a text area should
be located to receive the prepared statement. A button at the bottom of the program should
concatenate the contents of the fields with prepared text to arrive at the final text string which
will appear in the text area.
 
 
 Identifier  Value
 name  Amazon
 group  plane
 wingspan (feet)  35' 
 engine (horsepower)  150
 seating   4
 landing_gear  amphibean
 propulsion   propeller
prop_location  rear_mount
blade_number  3
top_speed (mph)  150
fuel economy
(miles/gal)
22
fuel capacity (gal) 40

 

Assuming that the above table has the data you need, pressing the submit button would call a
method that would concatenate the content of the fields into a prepared text. For example,

The Amazon is a plane with a a wingspan of 35 feet and a 150 horsepower engine. The plane
has seating for 4 and is able to set down on either land or water. The Amazon is driven by a
3 bladed, rear mounted propeller. It can reach a top speed of 150 miles per hour. The plane
can travel 22 miles on a gal of fuel and can travel 800 miles before requiring refueling.
 
 

Execution Levels

1. Base execution
2. Add a second method and button that creates a text file describing a java class

     Example

           class Amazon extends Plane{
                     // these values will have to be created from the string values returned by the textfields.
                    int wingspan = 35;
                    int engine = 150;
                    int seating = 4;
                    int blade_number = 3;
                    String landing_gear = "amphibean";
                    String propulsion = "propeller";
                    //etc.
                           }
3. Add a menu bar with options to open and save to file.
4. Save values to a database via JDBC.
5. Provide a search service that bring up matching set elements that match given a characteristics.
6. Consider using the graphics class to provide images of each collectible.
7. Do whatever you like to make the program better.