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Java: An Introduction to Problem Solving and Programming (7th Edition)
7th Edition
ISBN: 9780133766264
Author: Walter Savitch
Publisher: PEARSON
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Textbook Question
Chapter 5, Problem 6PP
Consider a class that could be used to play a game of hangman. The class has the following attributes:
Developing a solution to Project 6
- The secret word.
- The disguised word, in which each unknown letter in the secret word is replaced with a question mark (?). For example, if the secret word is abracadabra and the letters a, b, and e have been guessed, the disguised word would be ab?a?a?ab?a.
- The number of guesses made.
- The number of incorrect guesses.
It will have the following methods:
- makesGuess (c) guesses that character c is in the word.
- getDisguisedWord returns a string containing correctly guessed letters in their correct positions and unknown letters replaced with?.
- getSecretWord returns the secret word.
- getGuessCount returns the number of guesses made.
- isFound returns true if the hidden word has been discovered.
- a. Write a method heading for each method.
- b. Write preconditions and postconditions for each method.
- c. Write some Java statements that test the class.
- d. Implement the class.
- e. List any additional methods and attributes needed in the implementation that were not listed in the original design. List any other changes made to the original design.
- f. Write a program that implements the game of hangman using the class you wrote for Part d.
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Chapter 5 Solutions
Java: An Introduction to Problem Solving and Programming (7th Edition)
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