EBK JAVA PROGRAMMING
EBK JAVA PROGRAMMING
9th Edition
ISBN: 9781337671385
Author: FARRELL
Publisher: CENGAGE LEARNING - CONSIGNMENT
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Chapter 5, Problem 3GZ
Program Plan Intro

Card game

Program plan:

  • In a file “Card.java”, create a class “Card”,
    • Declare and initialize the necessary variables.
    • Define the method “get_Suit()” to return the suit value.
    • Define the method “get_Value()” to return the value.
    • Define the method “set_Suit()” to set the suit value.
    • Define the method “set_Value()”,
      • Check whether the value is greater than or equal to low and less than or equal to high value,
        • If it is true, set the given integer as the value.
      • Otherwise,
        • Set the lowest value.
  • In a file “War.java”, create a class “War”,
    • Define the method “main ()”,
      • Declare and initialize the necessary variables.
      • Create two objects for “Card” class.
      • Generate the random value for the player.
      • Generate the random value for the computer.
      • Set the value for the player and the computer.
      • Generate the random suit for the player and the computer.
      • Check whether the random value and the suite value of the player is same as that of computer,
        • If it is true, increment the computer’s suit value by “1”.
        • Check whether the computer’s suit value is greater than the highest value,
          • Set the computer’s suit value to “1”.
      • Check whether the player’s suit is “1”,
        • If it is true, call the method “set_Suit()” with “s” as the parameter.
      • Otherwise, check whether the player’s suit is “2”,
        • If it is true, call the method “set_Suit()” with “h” as the parameter.
      • Otherwise, check whether the player’s suit is “3”,
        • If it is true, call the method “set_Suit()” with “d” as the parameter.
      • Otherwise,
        • Call the method “set_Suit()” with “c” as the parameter.
      • Check whether the computer’s suit value is “1”,
        • If it is true, call the method “set_Suit()” with “s” as the parameter.
      • Otherwise, check whether the computer’s suit is “2”,
        • If it is true, call the method “set_Suit()” with “h” as the parameter.
      • Otherwise, check whether the computer’s suit is “3”,
        • If it is true, call the method “set_Suit()” with “d” as the parameter.
      • Otherwise,
        • Call the method “set_Suit()” with “c” as the parameter.
      • Print the messages in the console.
      • Check whether the player’s value is same as the computer’s value,
        • If it is true, print the string “It’s a tie”.
      • Otherwise, check whether the player’s value is greater than the computer’s value,
        • If it is true, print the string “I win”.
      • Otherwise, print the string “You win”.

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2. Signed Integers Unsigned binary numbers work for natural numbers, but many calculations use negative numbers as well. To deal with this, a number of different methods have been used to represent signed numbers, but we will focus on two's complement, as it is the standard solution for representing signed integers. 2.1 Two's complement • Most significant bit has a negative value, all others are positive. So, the value of an n-digit -2 two's complement number can be written as: Σ2 2¹ di 2n-1 dn • Otherwise exactly the same as unsigned integers. i=0 - • A neat trick for flipping the sign of a two's complement number: flip all the bits (0 becomes 1, or 1 becomes 0) and then add 1 to the least significant bit. • Addition is exactly the same as with an unsigned number. 2.2 Exercises For questions 1-3, answer each one for the case of a two's complement number and an unsigned number, indicating if it cannot be answered with a specific representation. 1. (15 pts) What is the largest integer…
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1. Unsigned Integers If we have an n-digit unsigned numeral dn-1d n-2...do in radix (or base) r, then the value of that numeral is n−1 r² di Σi=0 which is basically saying that instead of a 10's or 100's place we have an r's or r²'s place. For binary, decimal, and hex r equals 2, 10, and 16, respectively. Just a reminder that in order to write down a large number, we typically use the IEC or SI prefixing system: IEC: Ki = 210, Mi = 220, Gi = 230, Ti = 240, Pi = 250, Ei = 260, Zi = 270, Yi = 280; SI: K=103, M = 106, G = 109, T = 10¹², P = 1015, E = 10¹8, Z = 1021, Y = 1024. 1.1 Conversions a. (15 pts) Write the following using IEC prefixes: 213, 223, 251, 272, 226, 244 21323 Ki8 Ki 223 23 Mi 8 Mi b. (15 pts) Write the following using SI prefixes: 107, 10¹7, 10¹¹, 1022, 1026, 1015 107 10¹ M = 10 M = 1017102 P = 100 P c. (10 pts) Write the following with powers of 10: 7 K, 100 E, 21 G 7 K = 7*10³
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