Write an application that plays “guess the number” as follows:  Your application chooses the number to be guessed by selecting an integer at random in the range 1–10. The application then displays the following in a label:I have a number between 1 and 10. Can you guess my number?Please enter your first guess. A JTextField should be used to input the guess. As each guess is input  A JLabel should display either "Too High" or "Too Low" to help the user zero in on the correct answer.  When the user gets the correct answer, "Correct!" should be displayed, and the JTextField used for input should be changed to be uneditable. A JButton should be provided to allow the user to play the game again. When the JButton is clicked, a new random number should be generated and the input JTextField changed to be editable.

EBK JAVA PROGRAMMING
9th Edition
ISBN:9781337671385
Author:FARRELL
Publisher:FARRELL
Chapter14: Introduction To Swing Components
Section: Chapter Questions
Problem 6PE
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Write an application that plays “guess the number” as follows: 

Your application chooses the number to be guessed by selecting an integer at random in the range 1–10. The application then displays the following in a

label:I have a number between 1 and 10.

Can you guess my number?Please enter your first guess.

A JTextField should be used to input the guess. As each guess is input 

A JLabel should display either "Too High" or "Too Low" to help the user zero in on the correct answer. 

When the user gets the correct answer, "Correct!" should be displayed, and the JTextField used for input should be

changed to be uneditable. A JButton should be provided to allow the user to play the game again. When the

JButton is clicked, a new random number should be generated and the input JTextField changed to be editable.

 

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