Java: An Introduction to Problem Solving and Programming (8th Edition)
Java: An Introduction to Problem Solving and Programming (8th Edition)
8th Edition
ISBN: 9780134462035
Author: Walter Savitch
Publisher: PEARSON
Question
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Chapter 5, Problem 3P
Program Plan Intro

Magic 8 ball game using class

Program Plan:

“MagicBall.java”:

  • • Define “MagicBall” class.
    • ○ Define method “displayAnswer()” which is used to returns an answer at random number.
      • ■ Generate a random number by using “(int)(Math.random() * 8) + 1” and then store that value in the variable “num”.
      • ■ Performs “Switch” case for “num”.
        • • If the generated number is “1”, then print “It is certain”. Break the statement after this case.
        • • If the generated number is “2”, then print “It is decidedly so”. Break the statement after this case.
        • • If the generated number is “3”, then print “Most likely”. Break the statement after this case.
        • • If the generated number is “4”, then print “Signs point to yes”. Break the statement after this case.
        • • If the generated number is “5”, then print “Reply hazy, try again”. Break the statement after this case.
        • • If the generated number is “6”, then print “Ask again later”. Break the statement after this case.
        • • If the generated number is “7”, then print “Don’t count on it”. Break the statement after this case.
        • • If the generated number is “8”, then print “My sources say no”. Break the statement after this case.

“MagicBallTest.java”:

  • • Import required package.
  • • Define “MagicBallTest” class.
    • ○ Define main function.
      • ■ Create an object for scanner class.
      • ■ Create an object “b” from “MagicBall” class.
      • ■ Declare a variable “str” in "String" type.
      • ■ Performs “do-while” loop.
        • • Call method “displayAnswer” for object “b”.
        • • Prompt statement for ask whether the user wants to continue or not.
        • • Read user choice.
        • • If the string “str” is “n”, then the loop will exits.

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Number 11
In a game of chess, the following strategy is employed: canMoveTo(int x, int y), boolean. The Piece class includes a method that returns if the piece can move to location (x, y). Describe how you'd test this approach.

Chapter 5 Solutions

Java: An Introduction to Problem Solving and Programming (8th Edition)

Ch. 5.1 - Define a method called changePopulation that could...Ch. 5.1 - Define a method called changePopulation that could...Ch. 5.2 - In Listing 5.12, we set the data for the object...Ch. 5.2 - Give preconditions and postconditions for the...Ch. 5.2 - What is an accessor method? What is a mutator...Ch. 5.2 - Give the complete definition of a class called...Ch. 5.2 - Prob. 17STQCh. 5.2 - In the definition of the method in Listing 5.15,...Ch. 5.2 - What is a well-encapsulated class definition?Ch. 5.2 - When should an instance variable in a class...Ch. 5.2 - Prob. 21STQCh. 5.2 - In a class definition, is anything private ever...Ch. 5.2 - In a class definition, is the body of any method...Ch. 5.3 - What is a reference type? Are class types...Ch. 5.3 - When comparing two quantities of a class type to...Ch. 5.3 - Prob. 26STQCh. 5.3 - Write a method definition for a method called...Ch. 5.3 - Given the class Species as defined in Listing...Ch. 5.3 - After correcting the program in the previous...Ch. 5.3 - What is the biggest difference between a parameter...Ch. 5.3 - Prob. 31STQCh. 5.3 - Write an equals method for the class Person...Ch. 5.4 - Rewrite the method drawFaceSansMouth in Listing...Ch. 5 - Design a class to represent a credit card. Think...Ch. 5 - Repeat Exercise 1 for a credit card account...Ch. 5 - Repeat Exercise 1 for a coin instead of a credit...Ch. 5 - Repeat Exercise 1 for a collection of coins...Ch. 5 - Consider a Java class that you could use to get an...Ch. 5 - Consider a class that keeps track of the sales of...Ch. 5 - Consider a class MotorBoat that represents...Ch. 5 - Prob. 8ECh. 5 - Prob. 9ECh. 5 - Prob. 10ECh. 5 - Write a program to answer questions like the...Ch. 5 - Define a class called Counter. An object of this...Ch. 5 - Prob. 3PCh. 5 - Define a Trivia class that contains information...Ch. 5 - Define a Beer class that contains the following...Ch. 5 - Write a grading program for an instructor whose...Ch. 5 - Add methods to the Person class from Self-Test...Ch. 5 - Create a class that represents a grade...Ch. 5 - Write a program that uses the Purchase class in...Ch. 5 - Write a program to answer questions like the...Ch. 5 - Consider a class that could be used to play a game...Ch. 5 - Consider a class BasketballGame that represents...Ch. 5 - Consider a class ConcertPromoter that records the...Ch. 5 - Prob. 9PPCh. 5 - Consider a class Movie that contains information...Ch. 5 - Repeat Programming Project 18 from Chapter 4, but...Ch. 5 - Prob. 12PP
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