10.11 PROJ-3: Racko (Checkpoint A) In this project, you will implement the game of Rack-O; a game that involves rearranging your hand of cards in order to have an increasing sequence. Each card just has a number. While Racko is typically played with 2 to 4 players, we will keep this simple and just use two players. One player's moves will be decided by the user via input. We will also build a computer player whose moves are decided by you, the programmer. This game will be built in stages: Checkpoint A, and Checkpoint B, and an extra credit Checkpoint C to participate in a Racko class competition! This Idea/concept application of this project was obtained from Dr. Bhusnurmath at the University of Pennsylvania. Overview A Racko deck is composed of 60 cards, numbered 1 to 60. A hand is kept in a special place, called a rack. The objective is to be the first player to arrange all of the cards in your rack from lowest to highest. To set-up the game, we shuffle the deck and each player gets dealt 10 cards one at a time. As a player receives a card, it is placed in their rack (Le, without rearranging any of them, in the order they were dealt). The goal of each player is to create a rack where the sequence of card numbers is in ascending order, starting at slot 1. Players will try to accomplish this by selectively discarding from their hand and replacing with new cards. To start the game, the top card of the deck is turned over to create a discard pile. Each player then takes turns by: 1. Taking the top card from either the discard pile or the deck 2. Optionally discarding one card from their rack, and inserting the new card into the vacant slot If a player draws a card from the deck they may immediately discard it (rather than discard one from their rack)
10.11 PROJ-3: Racko (Checkpoint A) In this project, you will implement the game of Rack-O; a game that involves rearranging your hand of cards in order to have an increasing sequence. Each card just has a number. While Racko is typically played with 2 to 4 players, we will keep this simple and just use two players. One player's moves will be decided by the user via input. We will also build a computer player whose moves are decided by you, the programmer. This game will be built in stages: Checkpoint A, and Checkpoint B, and an extra credit Checkpoint C to participate in a Racko class competition! This Idea/concept application of this project was obtained from Dr. Bhusnurmath at the University of Pennsylvania. Overview A Racko deck is composed of 60 cards, numbered 1 to 60. A hand is kept in a special place, called a rack. The objective is to be the first player to arrange all of the cards in your rack from lowest to highest. To set-up the game, we shuffle the deck and each player gets dealt 10 cards one at a time. As a player receives a card, it is placed in their rack (Le, without rearranging any of them, in the order they were dealt). The goal of each player is to create a rack where the sequence of card numbers is in ascending order, starting at slot 1. Players will try to accomplish this by selectively discarding from their hand and replacing with new cards. To start the game, the top card of the deck is turned over to create a discard pile. Each player then takes turns by: 1. Taking the top card from either the discard pile or the deck 2. Optionally discarding one card from their rack, and inserting the new card into the vacant slot If a player draws a card from the deck they may immediately discard it (rather than discard one from their rack)
Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
Problem 1PE
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OOPs
In today's technology-driven world, computer programming skills are in high demand. The object-oriented programming (OOP) approach is very much useful while designing and maintaining software programs. Object-oriented programming (OOP) is a basic programming paradigm that almost every developer has used at some stage in their career.
Constructor
The easiest way to think of a constructor in object-oriented programming (OOP) languages is:
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