JAVA Create a UML using the UML Template attached. (This is part I need most) 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
JAVA Create a UML using the UML Template attached. (This is part I need most) 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
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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JAVA
Create a UML using the UML Template attached. (This is part I need most)
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.

Transcribed Image Text:The image contains a UML diagram template with two class boxes and an association between them. Below the diagram is an explanation of UML notations used to represent a class's instance variables and methods. Here's a transcription suitable for an educational context:
---
### UML Class Diagram Template
#### Class Structure
- **CLASS NAME**
- *List the instance variables in the constructor.*
- *List the methods in the class.*
- **CLASS NAME**
- *List the instance variables in the constructor.*
- *List the methods in the class.*
- Association to **Java.util.**
#### UML Notation Explanation
The second row of the UML diagram lists the instance variables in the constructor. For example:
- **-name: string**
- **-** indicates private
- **name** is the variable name
- **string** is the data type of the variable
The third row of the diagram lists the methods in the class. For example:
- **+getName() : string**
- **+** indicates public
- **getName** is the method name
- **()** empty parentheses indicate nothing is sent to the method
- **string** is the return data type
---
This diagram provides a clear template for understanding the basic structure and notation of UML class diagrams, focusing on visibility (public/private), naming conventions, and data types for instance variables and methods.
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