What This Document Is
This is a lab assignment for Introduction to Java Programming (ITP 109x) at the University of Southern California. Specifically, it’s Lab 5, designed to give students practical experience applying core programming concepts within the Java environment. The assignment focuses on building interactive programs that utilize user input and control flow structures. It’s a hands-on exercise meant to reinforce theoretical knowledge learned in lectures.
Why This Document Matters
This lab is crucial for any student enrolled in ITP 109x seeking to solidify their understanding of fundamental Java programming techniques. It’s particularly beneficial when you’re ready to move beyond simple programs and begin constructing applications that respond to user choices and perform iterative calculations. Successfully completing this assignment will demonstrate your ability to translate programming concepts into functional code, a key skill for future coursework and software development endeavors. It’s best used *after* reviewing relevant lecture materials on loops and conditional statements.
Common Limitations or Challenges
This assignment provides the problem statement and grading criteria, but it does *not* offer step-by-step instructions or pre-written code. Students are expected to independently develop the logic and implement the solution. It assumes a foundational understanding of Java syntax, the Scanner class for user input, and basic mathematical operations. Debugging and troubleshooting will be a significant part of the learning process, and the assignment doesn’t include specific debugging guidance.
What This Document Provides
* A clear outline of the programming tasks to be completed.
* Specific requirements for utilizing `while` loops and `switch` statements.
* Descriptions of two distinct programming challenges: determining the largest number from a user-provided list and calculating the factorial of a given integer.
* A breakdown of the grading rubric, detailing point allocations for different components of the assignment.
* Example interactions demonstrating expected program behavior (without revealing the underlying code).