creating a roulette wheel. The pockets are numbered from 0 to 36. The colors of the pockets are as follows: Pocket 0 is green. For pockets 1 through 10, the odd-numbered pockets are red and the even-numbered pockets are black. For pockets 11 through 18, the odd-numbered pockets are black and the even-numbered pockets are red. For pockets 19 through 28, the odd-numbered pockets are red and the even-numbered pockets are black. For pockets 29 through 36, the odd-numbered pockets are black and the even-numbered pockets are red. Create a class named RoulettePocket. The class's constructor should accept a pocket number. The class should have a method named getPocketColor that returns the pocket's color, as a string. Demonstrate the class in a program that asks the user to enter a pocket number, and displays whether the pocket is green, red, or black. The program should display an error message if the user enters a number that is outside the range of 0 through 36.
Control structures
Control structures are block of statements that analyze the value of variables and determine the flow of execution based on those values. When a program is running, the CPU executes the code line by line. After sometime, the program reaches the point where it has to make a decision on whether it has to go to another part of the code or repeat execution of certain part of the code. These results affect the flow of the program's code and these are called control structures.
Switch Statement
The switch statement is a key feature that is used by the programmers a lot in the world of programming and coding, as well as in information technology in general. The switch statement is a selection control mechanism that allows the variable value to change the order of the individual statements in the software execution via search.
creating a roulette wheel. The pockets are numbered from 0 to 36. The colors of the pockets are as follows:
- Pocket 0 is green.
- For pockets 1 through 10, the odd-numbered pockets are red and the even-numbered pockets are black.
- For pockets 11 through 18, the odd-numbered pockets are black and the even-numbered pockets are red.
- For pockets 19 through 28, the odd-numbered pockets are red and the even-numbered pockets are black.
- For pockets 29 through 36, the odd-numbered pockets are black and the even-numbered pockets are red.
Create a class named RoulettePocket. The class's constructor should accept a pocket number. The class should have a method named getPocketColor that returns the pocket's color, as a string.
Demonstrate the class in a program that asks the user to enter a pocket number, and displays whether the pocket is green, red, or black. The program should display an error message if the user enters a number that is outside the range of 0 through 36.
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