We are going to create some simple rules for translating normal English into Gibberish. A common rule is to add sounds to each syllable, but since syllables are difficult to detect in a simple program, we'll use a rule of thumb: every vowel denotes a new syllable. Since we are adding a Gibberish syllable to each syllable in the original words, we must look for the vowels. To make things more unique, we will have two different Gibberish syllables to add. The first Gibberish syllable will be added to the first syllable in every word, and a second Gibberish syllable will be added to each additional syllable. For example, if our two Gibberish syllables were "ib" and "ag", the word "program" would translate to “pribogragam." In some versions of Gibberish, the added syllable depends on the vowels in a word. For example, if we specify "*b" that means we use the vowel in the word as part of the syllable: e.g. 'dog" would become "dobog" (inserting "ob" where the "*" is replaced by the vowel "o") and "cat" would become "cabat" (inserting "ab" where "a" is used). Note that the "*" can only appear at the beginning of the syllable (to make your programming easier). After the Gibberish syllables are specified, prompt the user for the word to translate. As you process the word, make sure you keep track of two things. First, if the current letter is a vowel, add a Gibberish syllable only if the previous letter was not also a vowel. This rule allows us to approximate syllables: translating "weird" with the Gibberish syllable "ib" should become "wibeird", not "wibeibird". Second, if we've already added a Gibberish syllable to the current word, add the secondary syllable to the remaining vowels. How can you use Booleans to handle these rules? Finally, print the Gibberish word. Afterwards, ask the user if they want to play again, and make sure their response is an acceptable answer ("yes"/"no", "y"/"n"). Make sure to check the validity for all of your user inputs throughout the program. Don't let bad input create errors. Your program will: 1. Print a message explaining the game. 2. Prompt for two Gibberish syllables (indicate the allowed wildcard character "*"). 3. Prompt for a word to translate. 4. Process the word and add the syllables where appropriate. 5. Print the final word, and ask if the user wants to play again.
We are going to create some simple rules for translating normal English into Gibberish. A common rule is to add sounds to each syllable, but since syllables are difficult to detect in a simple program, we'll use a rule of thumb: every vowel denotes a new syllable. Since we are adding a Gibberish syllable to each syllable in the original words, we must look for the vowels. To make things more unique, we will have two different Gibberish syllables to add. The first Gibberish syllable will be added to the first syllable in every word, and a second Gibberish syllable will be added to each additional syllable. For example, if our two Gibberish syllables were "ib" and "ag", the word "program" would translate to “pribogragam." In some versions of Gibberish, the added syllable depends on the vowels in a word. For example, if we specify "*b" that means we use the vowel in the word as part of the syllable: e.g. 'dog" would become "dobog" (inserting "ob" where the "*" is replaced by the vowel "o") and "cat" would become "cabat" (inserting "ab" where "a" is used). Note that the "*" can only appear at the beginning of the syllable (to make your programming easier). After the Gibberish syllables are specified, prompt the user for the word to translate. As you process the word, make sure you keep track of two things. First, if the current letter is a vowel, add a Gibberish syllable only if the previous letter was not also a vowel. This rule allows us to approximate syllables: translating "weird" with the Gibberish syllable "ib" should become "wibeird", not "wibeibird". Second, if we've already added a Gibberish syllable to the current word, add the secondary syllable to the remaining vowels. How can you use Booleans to handle these rules? Finally, print the Gibberish word. Afterwards, ask the user if they want to play again, and make sure their response is an acceptable answer ("yes"/"no", "y"/"n"). Make sure to check the validity for all of your user inputs throughout the program. Don't let bad input create errors. Your program will: 1. Print a message explaining the game. 2. Prompt for two Gibberish syllables (indicate the allowed wildcard character "*"). 3. Prompt for a word to translate. 4. Process the word and add the syllables where appropriate. 5. Print the final word, and ask if the user wants to play again.
Computer Networking: A Top-Down Approach (7th Edition)
7th Edition
ISBN:9780133594140
Author:James Kurose, Keith Ross
Publisher:James Kurose, Keith Ross
Chapter1: Computer Networks And The Internet
Section: Chapter Questions
Problem R1RQ: What is the difference between a host and an end system? List several different types of end...
Related questions
Question
100%
Hello,
I am bit confused on how to write this code in python

Transcribed Image Text:We are going to create some simple rules for translating normal English into Gibberish. A common rule is to add sounds to each syllable, but since syllables are difficult to detect in a
simple program, we'll use a rule of thumb: every vowel denotes a new syllable. Since we are adding a Gibberish syllable to each syllable in the original words, we must look for the vowels.
To make things more unique, we will have two different Gibberish syllables to add. The first Gibberish syllable will be added to the first syllable in every word, and a second Gibberish
syllable will be added to each additional syllable. For example, if our two Gibberish syllables were "ib" and "ag", the word "program" would translate to "pribogragam."
In some versions of Gibberish, the added syllable depends on the vowels in a word. For example, if we specify "*b" that means we use the vowel in the word as part of the syllable: e.g.
"dog" would become "dobog" (inserting "ob" where the "*" is replaced by the vowel "o") and "cat" would become "cabat" (inserting "ab" where "a" is used). Note that the "*" can only appear
at the beginning of the syllable (to make your programming easier).
After the Gibberish syllables are specified, prompt the user for the word to translate. As you process the word, make sure you keep track of two things. First, if the current letter is a
vowel, add a Gibberish syllable only if the previous letter was not also a vowel. This rule allows us to approximate syllables: translating "weird" with the Gibberish syllable "ib" should
become "wibeird", not "wibeibird". Second, if we've already added a Gibberish syllable to the current word, add the secondary syllable to the remaining vowels. How can you use Booleans
to handle these rules?
Finally, print the Gibberish word. Afterwards, ask the user if they want to play again, and make sure their response is an acceptable answer ("yes"/"no", "y"/"n"). Make sure to check the
validity for all of your user inputs throughout the program. Don't let bad input create errors.
Your program will:
1. Print a message explaining the game.
2. Prompt for two Gibberish syllables (indicate the allowed wildcard character "*").
3. Prompt for a word to translate.
4. Process the word and add the syllables where appropriate.
5. Print the final word, and ask if the user wants to play again.
Expert Solution

This question has been solved!
Explore an expertly crafted, step-by-step solution for a thorough understanding of key concepts.
This is a popular solution!
Trending now
This is a popular solution!
Step by step
Solved in 2 steps with 2 images

Recommended textbooks for you

Computer Networking: A Top-Down Approach (7th Edi…
Computer Engineering
ISBN:
9780133594140
Author:
James Kurose, Keith Ross
Publisher:
PEARSON

Computer Organization and Design MIPS Edition, Fi…
Computer Engineering
ISBN:
9780124077263
Author:
David A. Patterson, John L. Hennessy
Publisher:
Elsevier Science

Network+ Guide to Networks (MindTap Course List)
Computer Engineering
ISBN:
9781337569330
Author:
Jill West, Tamara Dean, Jean Andrews
Publisher:
Cengage Learning

Computer Networking: A Top-Down Approach (7th Edi…
Computer Engineering
ISBN:
9780133594140
Author:
James Kurose, Keith Ross
Publisher:
PEARSON

Computer Organization and Design MIPS Edition, Fi…
Computer Engineering
ISBN:
9780124077263
Author:
David A. Patterson, John L. Hennessy
Publisher:
Elsevier Science

Network+ Guide to Networks (MindTap Course List)
Computer Engineering
ISBN:
9781337569330
Author:
Jill West, Tamara Dean, Jean Andrews
Publisher:
Cengage Learning

Concepts of Database Management
Computer Engineering
ISBN:
9781337093422
Author:
Joy L. Starks, Philip J. Pratt, Mary Z. Last
Publisher:
Cengage Learning

Prelude to Programming
Computer Engineering
ISBN:
9780133750423
Author:
VENIT, Stewart
Publisher:
Pearson Education

Sc Business Data Communications and Networking, T…
Computer Engineering
ISBN:
9781119368830
Author:
FITZGERALD
Publisher:
WILEY