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Chapter 28, Problem 28.15PE

(4 × 4 16 tails GUI) Rewrite Programming Exercise 28.14 to enable the user to set an initial pattern of the 4 × 4 16 tails problem (see Figure 28.23a). The user can click the Solve button to display the solution, as shown in Figure 28.23b. Initially, the user can click the mouse button to flip a coin. If a solution does not exist, display a message dialog to report it.

Chapter 28, Problem 28.15PE, (4  4 16 tails GUI) Rewrite Programming Exercise 28.14 to enable the user to set an initial pattern

FIGURE 28.23 The problem solves the 16 tails problem. Source: Copyright © 1995–2016 Oracle and/or its affiliates. All rights reserved. Used with permission.

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Chapter 28 Solutions

MyLab Programming with Pearson eText -- Access Card -- for Introduction to Java Programming and Data Structures, Comprehensive Version

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