Create an application that plays the Hi-Lo guessing game with numbers. The programme should select a random number between 1 and 100 (inclusive) and then urge the user to guess the number several times. Report to the user whether he or she is correct or whether the guess is high or low. Continue accepting guesses until the user successfully guesses or chooses to quit. To establish whether the user wants to quit, utilise a sentinel value. Count the amount of guesses and report the value when the user successfully guesses. At the end of each game (through quitting or a right guess), ask the user if they want to play again. Continue to play games till the user decides to stop.
Create an application that plays the Hi-Lo guessing game with numbers. The programme should select a random number between 1 and 100 (inclusive) and then urge the user to guess the number several times. Report to the user whether he or she is correct or whether the guess is high or low. Continue accepting guesses until the user successfully guesses or chooses to quit. To establish whether the user wants to quit, utilise a sentinel value. Count the amount of guesses and report the value when the user successfully guesses. At the end of each game (through quitting or a right guess), ask the user if they want to play again. Continue to play games till the user decides to stop.
Programming Logic & Design Comprehensive
9th Edition
ISBN:9781337669405
Author:FARRELL
Publisher:FARRELL
Chapter8: Advanced Data Handling Concepts
Section: Chapter Questions
Problem 2GZ
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Create an application that plays the Hi-Lo guessing game with numbers. The programme should select a random number between 1 and 100 (inclusive) and then urge the user to guess the number several times. Report to the user whether he or she is correct or whether the guess is high or low. Continue accepting guesses until the user successfully guesses or chooses to quit. To establish whether the user wants to quit, utilise a sentinel value. Count the amount of guesses and report the value when the user successfully guesses. At the end of each game (through quitting or a right guess), ask the user if they want to play again. Continue to play games till the user decides to stop.
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