27a_Assignment_6 - Assignment 6 - Gambling with Methods...

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Assignment 6 - Gambling with Methods Select one option from the four below. All options are worth the same number of points. The more advanced options are provided for students who find the basic ones too easy and want more of a challenge. Make sure you have read and understand the Modules Information About Programming Assignments and Style Rules for Assignments before submitting this assignment. Hand in only one program, please. For this assignment you will have to investigate the use of the Java random number generator function, Math.random() . You can find this in the text or using the online resources given in the lectures. OPTION A (Basic): A Simple Slot Machine The program will loop, asking the user for a bet amount from 0 to 100 (assume dollars, you can use ints or longs ). If the user types a 0 that means he/she wants to quit. Otherwise, accept the amount as their bet and simulates a slot machine pull . Your program will print out a line that looks like a slot machine result containing three Strings. Some examples are: BAR 7 BAR , 7 7 cherries , cherries BAR space , space BAR BAR , or cherries cherries BAR . Each of the three positions in the String could be one of the following: " BAR ", " 7 ", " cherries " or " space ". Each of the three output positions is determined randomly with equal probability: there is 1/4 or 25%
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This note was uploaded on 05/21/2011 for the course CIS 27A taught by Professor Unknown during the Spring '07 term at Foothill College.

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27a_Assignment_6 - Assignment 6 - Gambling with Methods...

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