A slot machine is a gambling device into which the user inserts money and then pulls a lever (or presses a button). The slot machine then displays a set of random images. If two or more of the images match, the user wins an amount of money that the slot machine dispenses back to the user. Create an application that simulates a slot machine. Figure 9-2010 shows an example of how the form should look at run time. The application should let the user enter into a TextBox the amount of money he or she is inserting into the machine. When the user
A slot machine is a gambling device into which the user inserts money and then pulls a lever (or presses a button). The slot machine then displays a set of random images. If two or more of the images match, the user wins an amount of money that the slot machine dispenses back to the user. Create an application that simulates a slot machine. Figure 9-2010 shows an example of how the form should look at run time. The application should let the user enter into a TextBox the amount of money he or she is inserting into the machine. When the user
Computer Networking: A Top-Down Approach (7th Edition)
7th Edition
ISBN:9780133594140
Author:James Kurose, Keith Ross
Publisher:James Kurose, Keith Ross
Chapter1: Computer Networks And The Internet
Section: Chapter Questions
Problem R1RQ: What is the difference between a host and an end system? List several different types of end...
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In C#.
Please make an interface that looks as descibes on the image

Transcribed Image Text:3. SLOT MACHINE SIMULATION
A slot machine is a gambling device into which the user inserts money and then pulls a
lever (or presses a button). The slot machine then displays a set of random images. If
two or more of the images match, the user wins an amount of money that the slot
machine dispenses back to the user.
Create an application that simulates a slot machine. Figure 9-20 shows an example of
how the form should look at run time. The application should let the user enter into a
TextBox the amount of money he or she is inserting into the machine. When the user
clicks the Spin button, the application should display three randomly selected symbols.
(Slot machines traditionally display fruit symbols. You will find a set of fruit symbols in
the Images\Fruit Symbols folder of the Student Sample Programs.)
Figure 9-20 Slot Machine application
Slot Machine
000
Amount Inserted: $
Spin
Exit
X
If none of the randomly displayed images match, the program should inform the user
that he or she has won $0. If two of the images match, the program should inform the
user that he or she has won two times the amount entered. If three of the images match,
the program should inform the user that he or she has won three times the amount
entered. When the user clicks the Exit button to exit the application, the program should
display the total amount of money entered into the slot machine and the total amount
won.
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