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.
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:
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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