Rearrange the following lines of code to simulate the picking of a random playing card. Assume that Card. rank(n) produces a String "Ace", "Two", ., "Queen", "King" if n is 1,2, 12, 13, and Card.suit(n) produces a String "Clubs", "Diamonds", "Hearts", or "Spades" if n is 0, 1, 2, or 3. Not all lines are useful. ZyMath.random ( ) is used instead of Math.random() so that the tests are reproducible. n = (int)(ZyMath.random () * 4 + 1); PickRandomCard.java Card.java zyMath.java n = (int) (ZyMath.random () * 4); import java.util.Scanner; public class PickRandonCard n = (int) (ZyMath.random () * 4) + 1; public static void main(String[] args) Scanner in new Scanner (System.in); ZyMath.srand(in.nextInt(0); int n; String card; card = card + " of " + Card.suit(n); card - Card.suit(n); card - Card.rank(n); n- (int)(ZyMath.random() * 5); n = (int)(ZyMath.random () * 13) + 1; n = (int)(ZyMath.random () * 13); System.out.println(card);

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Rearrange the following lines of code
**4.12.3: Simulate the Picking of a Random Playing Card**

Rearrange the following lines of code to simulate the picking of a random playing card. Assume that `Card.rank(n)` produces a `String` "Ace", "Two", ..., "Queen", "King" if n is 1, 2, ..., 12, 13, and `Card.suit(n)` produces a `String` "Clubs", "Diamonds", "Hearts", or "Spades" if n is 0, 1, 2, or 3. Not all lines are useful.

`ZyMath.random()` is used instead of `Math.random()` so that the tests are reproducible.

```java
n = (int)(ZyMath.random() * 4) + 1;

n = (int)(ZyMath.random() * 4);

n = (int)(ZyMath.random() * 13) + 1;

card = card + " of " + Card.suit(n);

card = Card.rank(n);

n = (int)(ZyMath.random() * 5);

n = (int)(ZyMath.random() * 13) + 1;

n = (int)(ZyMath.random() * 13);
```

In the right panel under “PickRandomCard.java”:

```java
import java.util.Scanner;

public class PickRandomCard {
    public static void main(String[] args) {
        Scanner in = new Scanner(System.in);
        ZyMath.setrand(in.nextInt());
        
        // System.out.println(card);
    }
}
```

**Simulating Die Tosses**

In actual applications, you need to transform the output from the random number generator into different ranges. For example, to simulate the throw of a die, you need random integers between 1 and 6.
Transcribed Image Text:**4.12.3: Simulate the Picking of a Random Playing Card** Rearrange the following lines of code to simulate the picking of a random playing card. Assume that `Card.rank(n)` produces a `String` "Ace", "Two", ..., "Queen", "King" if n is 1, 2, ..., 12, 13, and `Card.suit(n)` produces a `String` "Clubs", "Diamonds", "Hearts", or "Spades" if n is 0, 1, 2, or 3. Not all lines are useful. `ZyMath.random()` is used instead of `Math.random()` so that the tests are reproducible. ```java n = (int)(ZyMath.random() * 4) + 1; n = (int)(ZyMath.random() * 4); n = (int)(ZyMath.random() * 13) + 1; card = card + " of " + Card.suit(n); card = Card.rank(n); n = (int)(ZyMath.random() * 5); n = (int)(ZyMath.random() * 13) + 1; n = (int)(ZyMath.random() * 13); ``` In the right panel under “PickRandomCard.java”: ```java import java.util.Scanner; public class PickRandomCard { public static void main(String[] args) { Scanner in = new Scanner(System.in); ZyMath.setrand(in.nextInt()); // System.out.println(card); } } ``` **Simulating Die Tosses** In actual applications, you need to transform the output from the random number generator into different ranges. For example, to simulate the throw of a die, you need random integers between 1 and 6.
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