3. Create a simple guessing game (similar to Hangman or Hangaroo). In this game, the user guesses a letter and then attempts to guess the word. 4. Create a Notepad file named words.txt which will store any number of words each written per line. 5. The Java program shall: • randomly select a word from the list saved in words.txt; • display a letter in which some of the letters are replaced by ?; for example, ED??A??ON (for EDUCATION); • place the letter in the correct spot (or spots) in the word each time the user guesses a letter correctly; inform the user if the guessed letter is not in the word; and display a congratulatory message when the entire correct word has been deduced.
3. Create a simple guessing game (similar to Hangman or Hangaroo). In this game, the user guesses a letter and then attempts to guess the word. 4. Create a Notepad file named words.txt which will store any number of words each written per line. 5. The Java program shall: • randomly select a word from the list saved in words.txt; • display a letter in which some of the letters are replaced by ?; for example, ED??A??ON (for EDUCATION); • place the letter in the correct spot (or spots) in the word each time the user guesses a letter correctly; inform the user if the guessed letter is not in the word; and display a congratulatory message when the entire correct word has been deduced.
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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Java Language
![3. Create a simple guessing game (similar to Hangman or Hangaroo). In this game, the user guesses
a letter and then attempts to guess the word.
4. Create a Notepad file named words.txt which will store any number of words each written per line.
5. The Java program shall:
• randomly select a word from the list saved in words.txt;
• display a letter in which some of the letters are replaced by ?; for example, ED??A??ON
(for EDUCATION);
place the letter in the correct spot (or spots) in the word each time the user guesses a letter
correctly;
inform the user if the guessed letter is not in the word; and
display a congratulatory message when the entire correct word has been deduced.](/v2/_next/image?url=https%3A%2F%2Fcontent.bartleby.com%2Fqna-images%2Fquestion%2Fb09080cf-17f0-44e7-b44d-11cfd032e34a%2Fe11071c7-fd14-44ad-ae50-37f40806284e%2Fl59v59_processed.png&w=3840&q=75)
Transcribed Image Text:3. Create a simple guessing game (similar to Hangman or Hangaroo). In this game, the user guesses
a letter and then attempts to guess the word.
4. Create a Notepad file named words.txt which will store any number of words each written per line.
5. The Java program shall:
• randomly select a word from the list saved in words.txt;
• display a letter in which some of the letters are replaced by ?; for example, ED??A??ON
(for EDUCATION);
place the letter in the correct spot (or spots) in the word each time the user guesses a letter
correctly;
inform the user if the guessed letter is not in the word; and
display a congratulatory message when the entire correct word has been deduced.
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