MyProgrammingLab with Pearson eText -- Access Code Card -- for Building Java Programs
MyProgrammingLab with Pearson eText -- Access Code Card -- for Building Java Programs
5th Edition
ISBN: 9780135472460
Author: REGES, Stuart, Stepp, Marty
Publisher: PEARSON
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Chapter 5, Problem 3PP
Program Plan Intro

Guessing Game

Program plan:

  • Include the required header files.
  • Define the “Main” class
  • Define the main method.
    • Declare an object for “Scanner” class.
    • Declare an object for “Random” class.
    • Declare the required variables.
    • The “do-while” loop is used to repeatedly ask the user whether to continue or not.
      • Set the values to the variables.
      • Generate a random value.
      • Get the guess from the user.
      • Increment the “guess” value
      • Check “guess” is not equal to “secret” value
        • Increment the “guess” value
      • Check “guess” is greater than “secret” value
        • Display the guess number is lower.
      • Check “guess” is less than “secret” value
        • Display the guess number is higher.
      • Again ask the guess from the user.
      • Display the total number of guesses.
      • Get the response from the user.

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MyProgrammingLab with Pearson eText -- Access Code Card -- for Building Java Programs

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