Your program should accept a string consisting only of the characters 'h' or 't, where each character represents the outcome of a coin toss ('h' - heads, 't' - tails). The string is terminated by a '#' character. Each character of the string triggers a move of the marker according to the rules above. A suitable prompt for the entry of this string would be 'Enter tosses: '. Your program should continue to prompt strings until a 'q' is entered for the string. At this point, your program should terminate without any further output. For each input when the string terminator is reached, output a line of the form show below, where X is the number of the circle the marker ends up on.

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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Setup Instructions:
Create a new class named Lab4 in the edu.ben.labs.lab4 package of your CMSC200 Java Project.
Problem Set:
Let's place a marker on the circle numbered 1 in the grid below. Then we will toss a coin. If the
coin toss resulted in a 'heads', we would move the marker along the
path labeled 'H' to the circle numbered 5. If the coin toss resulted in a
'tails', we would move the marker along the path labeled T' to the
circle numbered 4. Now we would toss the coin again and move the
marker accordingly. This is repeated for any number of coin tosses.
The purpose of this problem is to simulate this automata and to report
2
3
the number of the circle on which the marker ends after a series of
coin tosses. The marker always begins on the circle numbered 1.
7
Iпрut:
Your program should accept a string consisting only of the characters 'h' or t, where each
character represents the outcome of a coin toss ('h' - heads, 't - tails). The string is terminated by
a #' character. Each character of the string triggers a move of the marker according to the rules
above. A suitable prompt for the entry of this string would be 'Enter tosses: '. Your program should
continue to prompt strings until a 'q' is entered for the string. At this point, your program should
terminate without any further output.
Output:
For each input when the string terminator is reached, output a line of the form show below, where
X is the number of the circle the marker ends up on.
The marker ends on circle X
Example Execution:
Enter tosses: hhhtthththtttthht#
The marker ends on circle 3
Enter tosses: hththththt#
The marker ends on circle 6
Enter tosses: q
Transcribed Image Text:Setup Instructions: Create a new class named Lab4 in the edu.ben.labs.lab4 package of your CMSC200 Java Project. Problem Set: Let's place a marker on the circle numbered 1 in the grid below. Then we will toss a coin. If the coin toss resulted in a 'heads', we would move the marker along the path labeled 'H' to the circle numbered 5. If the coin toss resulted in a 'tails', we would move the marker along the path labeled T' to the circle numbered 4. Now we would toss the coin again and move the marker accordingly. This is repeated for any number of coin tosses. The purpose of this problem is to simulate this automata and to report 2 3 the number of the circle on which the marker ends after a series of coin tosses. The marker always begins on the circle numbered 1. 7 Iпрut: Your program should accept a string consisting only of the characters 'h' or t, where each character represents the outcome of a coin toss ('h' - heads, 't - tails). The string is terminated by a #' character. Each character of the string triggers a move of the marker according to the rules above. A suitable prompt for the entry of this string would be 'Enter tosses: '. Your program should continue to prompt strings until a 'q' is entered for the string. At this point, your program should terminate without any further output. Output: For each input when the string terminator is reached, output a line of the form show below, where X is the number of the circle the marker ends up on. The marker ends on circle X Example Execution: Enter tosses: hhhtthththtttthht# The marker ends on circle 3 Enter tosses: hththththt# The marker ends on circle 6 Enter tosses: q
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