In this lab, you will be 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.

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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1. Create a UML using the UML Template attached. 

2. In this lab, you will be 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. 

CLASS NAME
List the instance
variables in the
constructor.
List the methods in the
class.
- indicates private
CLASS NAME
List the instance
variables in the
constructor.
List the methods in the
class.
The second row of the UML diagram lists the instance variables in the constructor. For example
-name: string
o
o name is the variable name
o string is the data type of name
+ indicates public
o getName is the method name
o
o string is the return data type
Java.util.
The third row of the diagram lists the methods in the class. For example,
+getName(): string
empty parenthesie indicate nothing is sent to the method.
Transcribed Image Text:CLASS NAME List the instance variables in the constructor. List the methods in the class. - indicates private CLASS NAME List the instance variables in the constructor. List the methods in the class. The second row of the UML diagram lists the instance variables in the constructor. For example -name: string o o name is the variable name o string is the data type of name + indicates public o getName is the method name o o string is the return data type Java.util. The third row of the diagram lists the methods in the class. For example, +getName(): string empty parenthesie indicate nothing is sent to the method.
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