Exercise 2 - Distance Calculator Inside the Lab2 project, add a new class with the main method called DistanceCalculator. Inside the main method, implement a program that will ask the user for coordinates of two points on a plane and then computes the Euclidean distance between these points. The results should be displayed with three decimal places.

Computer Networking: A Top-Down Approach (7th Edition)
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Author:James Kurose, Keith Ross
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Chapter1: Computer Networks And The Internet
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Exercise 2 - Distance Calculator
Inside the Lab2 project, add a new class with the main method called
DistanceCalculator. Inside the main method, implement a program that will ask the user
for coordinates of two points on a plane and then computes the Euclidean distance between
these points. The results should be displayed with three decimal places.
Transcribed Image Text:Exercise 2 - Distance Calculator Inside the Lab2 project, add a new class with the main method called DistanceCalculator. Inside the main method, implement a program that will ask the user for coordinates of two points on a plane and then computes the Euclidean distance between these points. The results should be displayed with three decimal places.
Exercise 1 - Number Guessing Game
Make a new Java Project called Lab2. Within it, add a new class with the main method called
NumberGuessGame. Inside the main method, implement a number guessing game, which will
work by generating a pseudorandom number in the range of 0 to 100 (inclusive, so both 0 and
100 should be possible), then asking the user to enter a number that will be their guess. If the
two match, display an appropriate message. Otherwise, display either "greater" or "lesser",
depending on whether the pseudorandom number is greater than or less than the number
entered.
Transcribed Image Text:Exercise 1 - Number Guessing Game Make a new Java Project called Lab2. Within it, add a new class with the main method called NumberGuessGame. Inside the main method, implement a number guessing game, which will work by generating a pseudorandom number in the range of 0 to 100 (inclusive, so both 0 and 100 should be possible), then asking the user to enter a number that will be their guess. If the two match, display an appropriate message. Otherwise, display either "greater" or "lesser", depending on whether the pseudorandom number is greater than or less than the number entered.
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