True Start Read raw = 0, boiled = 0 min = 0, max = 0 userGuess, random_Num userGuess = get next input read userGuess for e = 0; e <= 11 ;e++ generate random_Num if random_Num == 0 True boiled = boiled e=e+1 -False boiled = boiled + 1 -False- True Put "You Win!' to output Print boiled if boiled = userGuess False Put "You Lose!" to output
True Start Read raw = 0, boiled = 0 min = 0, max = 0 userGuess, random_Num userGuess = get next input read userGuess for e = 0; e <= 11 ;e++ generate random_Num if random_Num == 0 True boiled = boiled e=e+1 -False boiled = boiled + 1 -False- True Put "You Win!' to output Print boiled if boiled = userGuess False Put "You Lose!" to output
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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Write a running Coral code for the flowchart given. Code must be able to process correctly through the Coral simulator ( https://corallanguage.org/simulator/ )

Transcribed Image Text:## Flowchart for a Simple Guessing Game Algorithm
### Overview
This flowchart outlines the steps for a simple guessing game. The game involves the following key steps:
1. Initialize variables.
2. Obtain user input.
3. Generate random numbers.
4. Determine if the user's guess matches the randomly generated value.
5. Provide feedback on if the guess was correct.
### Detailed Explanation
1. **Start**:
- The process begins.
2. **Read**:
- Initialize variables `raw`, `boiled`, `min`, and `max` to 0.
- Initialize `userGuess` and `random_Num`.
3. **Input**:
- `userGuess = get next input`
- The user inputs a guess.
4. **Read User Guess**:
- Read the value of `userGuess`.
5. **Loop (for e = 0 ; e <= 11 ; e++)**:
- A loop is set to iterate 12 times (from 0 to 11).
6. **Generate random_Num**:
- During each iteration, generate a random number `random_Num`.
7. **Condition (if random_Num == 0)**:
- If the generated `random_Num` is 0.
- Increment `boiled`.
- Otherwise:
- Do not increment `boiled`.
8. **End of Loop**:
- After completing 12 iterations of the loop, proceed to the next step.
9. **Print boiled**:
- Output the value of `boiled`.
10. **Condition (if boiled == userGuess)**:
- Check if the `boiled` value matches the `userGuess`.
- If `true`, output "You Win!"
- If `false`, output "You Lose!".
### Flowchart Explanation
**Shape Descriptions:**
- **Rounded Rectangles** (Start, End): Represents the beginning and end of the algorithm.
- **Parallelograms** (Input/Output): Represents user input and printed output.
- **Diamonds** (Decision): Represents conditional checks (e.g., if statements).
- **Rectangles** (Process): Represents steps involving processing (e.g., assigning variables, loops).
This simple guessing game involves user interaction and probabilistic elements (random number generation), providing an educational example of basic control structures in programming, including loops and conditional statements. The user guesses a
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