"Hi, Amigo!"

"Hello, Captain Squirrels, sir!"

"Now we're going to learn how to write big projects. Accordingly, we're introducing a new type of task: the «big task». It's one big task, broken up into many small ones. When solving each «small task» you'll add new code to your existing code, instead of writing something from scratch. The federation's future is in your hands."

"Yes, sir!"

"The goal of the first five «big tasks» is to learn how to write large, complex projects. Initially, the descriptions for the «small tasks» are rather detailed, sometimes even excessively detailed. Later, the descriptions will become more general, and the tasks will grow larger. At first, the tasks will just be tiny snippets of «your» code. Then they will get bigger. Eventually they will be entire frameworks (libraries)."

"I'm ready, sir!"

"I tried to make the task descriptions as unambiguous as possible. But if something isn't working:"

a) consider other ways to interpret the condition. Perhaps it isn't as unambiguous as I would have liked.

b) try to solve it in several different ways.

c) ask for help or write us; these are new tasks and we will gladly «polish» them wherever we need to.

"Here's your first task:"

"Today we'll write a small game called «Hippodrome».

"And when I say we, I mean you. I will be your mentor."

"Where are the conditions?"

"What conditions, private? Are you still in basic training? This is a secret military program. Start IntelliJ IDEA. You'll find the first part of this task there. Each subsequent task will only be available after you've successfully completed the previous one. Move out!"

"Yes, sir! Moving out!"

"And remember, if your solution becomes hopelessly mixed up, you can reset the big task and start over. Right click on the big task in the task list plugin, and you'll see a context menu with various options."

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Java Multithreading, level 1, lesson 16
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Hippodrome (part 1)
Today we'll write a small game called 'Hippodrome'. And when I say we, I mean you. I will be your mentor. To start, we'll need Hippodrome and Horse classes. Create the Hippodrome and Horse classes. And don't forget that every program starts with a main method. Add one to the Hippodrome class.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 2)
Hey, we've got a hippodrome, and it should have some horses. So our hippodrome should store a list of its horses. Add a List horses field to the Hippodrome class. And to ensure that the horses won't be stolen, make this field private. Add a getter for this field.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 3)
Even though we've declared the horses variable, we haven't yet created the list itself (unless of course you've managed to get ahead of us). Create a Hippodrome class constructor with one List parameter. Save the passed list in the horses field (initialize the horses field).
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 4)
Now back to the horses. Every horse in a horse race must have a name and speed. Our horses will simply run a certain amount of time (100 seconds or "steps"). The horse that runs the farthest is the winner. Accordingly, we'll also need to store the distance the horse has already run.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 5)
Finish writing the Horse class. Add a constructor with name, speed, and distance parameters. Add getters and setters for all the fields in the Horse class. Make all of the methods public unless indicated otherwise.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 6)
Now let's move on to the Hippodrome class and the main method. We need to create a Hippodrome object and add some horses to it. To start, in the Hippodrome class: Create a static Hippodrome game field.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 7)
But that's not all. We need to make the horses run. Add run, move, and print methods to the Hippodrome class. Without parameters. The move method will control the movement of all horses. The print method will draw them on the screen. And the run method manages it all.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 8)
Make a loop from 1 to 100 in the run method. This will be our race. In the body of the loop, we'll call move first, then print. To prevent the whole loop from finishing in a split second, add Thread.sleep(200); as well.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 9)
Now let's return to the move and print methods. Let's start with move. In the Hippodrome class's move method, we call the move method on each horse in the loop. Yes, you're right: the Horse class doesn't have it yet. This means you need to add your own move method to the Horse class. :)
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 10)
We still need to write the Hippodrome class's print method. Everything is simple here, too: In a loop, we call the print method on each horse. Oh, and display 10 empty lines after the loop (using System.out.println()) to make it more beautiful.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 11)
We're almost done with the Hippodrome class. Add a call to run() at the end of the main method. Hint: The run() method is not static, so you can only call it on an object. But where do you get the object? Hint 2: game.run();
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 12)
There's just a little left to do: finish writing the Horse class. The move method is called each time a horse takes a step. When the move method is called on a horse, the horse must run a certain distance. The distance depends on the horse's speed.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 13)
Now we'll return to the Horse class's print method. Because we're working with the console, then all the racing horses will look something like this: ........Slevin ....Lucky ..........Homer In other words, the print method should display a string consisting of dots and the horse's name.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 14)
Time to enjoy our creation. A new snapshot of the racetrack is displayed every half second. Use the mouse to decrease the size of the console so that only one "snapshot" is visible at a time and remains in the same place. Then you can watch the race live and even commentate.
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 15)
Add code to announce the winner. We'll make two methods in the Hippodrome class: public Horse getWinner() and public void printWinner() The getWinner method must return the horse that has run the farthest. The printWinner method displays the winner's name as follows: The winner is <name>!
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Java Multithreading, level 1, lesson 16
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Hippodrome (part 16)
Now we're done for sure. Add a call to the printWinner method to the end of the main method. Launch and enjoy your first computer game. :)