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- Introductory: The Caesar Cipher technique is one of the earliest and simplest methods of encryption techniques. It is simply a type of substitution cipher, i.e., each letter of a given text is replaced by a letter some fixed number of positions down the alphabet. For example, with a shift of 1, A would be replaced by B, B would become C, and so on. The method is apparently named after Julius Caesar, who apparently used it to communicate with his officials. Thus, to cipher a given text we need an integer value, known as a shift which indicates the number of positions each letter of the text has been moved down. The encryption can be represented using modular arithmetic by first transforming the letters into numbers, according to the scheme, A = 0, B = 1 ,…, Z = 25. Encryption of a letter by a shift n can be described mathematically as. En(x) = (x+n) mod 26 (Encryption Phase with shift n) Write an algorithm and implement a program in C to read the data from a file (called…arrow_forwardTower of Hanoi.arrow_forwardPLEASE CODE IN PYTHON The Penny Pitch game is popular in amusement parks. Pennies are tossed onto a board that has certain areas marked with different prizes. For example: The prizes available on this board are puzzle, game, ball, poster, and doll. At the end of the game, if all of the squares that say BALL are covered by a penny, the player gets the ball. This is also true for the other prizes. The board is made up of 25 squares (5 x 5). Each prize appears on three randomly chosen squares so that 15 squares contain prizes.In Python, create a PennyPitch application that displays a Penny Pitch board (use [ and ] to indicate squares) with prizes randomly placed and then simulates ten pennies being randomly pitched onto the board. After the pennies have been pitched, the application should display a message indicating which prizes have been won, if any.arrow_forward
- I want to develop an application for Knight's Tour Chess Game in java where the board is an eight by eight - 2D array board. Each square should be 0 in the beginning and as the knight moves in L shaped moves. The application is developed to move the knight around the chessboard and then keep a counter that varies from 1 to 64. Record the latest count in each square the knight moves to. Test each potential move to see if the knight has already visited that square. Test every potential move to ensure that the knight does not land off the chessboard. I want to run the application with random initial position.arrow_forwardChildren often play a memory game in which a deck of cards containing matching pairs is used. The cards are shuffled and placed face down on a table. The players then take turns and select two cards at a time. If both cards match, they are left face up; otherwise, the cards are placed face down at the same positions. Once the players see the selected pair of cards and if the cards do not match, then they can memorize the cards and use their memory to select the next pair of cards. The game continues until all the cards are face up. Write a program to play the memory game. Use a two dimensional array of 4 rows and 4 columns to use a deck of 16 cards with 8 matching pairs and you can use numbers 1 to 8 to mark the cards. (If you use a 6 by 6 array, then you will need 18 matching pairs, and so on.) Use random number generators to randomly store the pairs in the array. Use appropriate functions in your program, and the main program should be merely a call to functions. Extra credit:…arrow_forwardplease code in python You place a pawn at the top left corner of an n-by-n chess board, labeled (0,0). For each move, you have a choice: move the pawn down a single space, or move the pawn down one space and right one space. That is, if the pawn is at position (i,j), you can move the pawn to (i+1,j) or (i+1, j+1). Ask the user for the size of a chessboard, n (integer). Find the number of different paths starting from (0,0) that the pawn could take to reach each position on the chess board. For example, there are two different paths the pawn can take to reach (2,1). Look at the diagrams below to convince yourself of this. You can see the four paths that you can take by move 2. Start -> Move 1 -> Move 2 (0,0) -> (1,0) -> (2,1) (0,0) -> (1,0) -> (2,0) (0,0) -> (1,1) -> (2,1) (0,0) -> (1,1) -> (2,2) Print the board with the number of ways to reach each square labeled as shown below. For example: Enter a board size: 4 1 0 0 0 1 1 0 0 1 2 1 0 1 3 3 1arrow_forward
- createDatabaseOfProfiles(String filename) This method creates and populates the database array with the profiles from the input file (profile.txt) filename parameter. Each profile includes a persons' name and two DNA sequences. 1. Reads the number of profiles from the input file AND create the database array to hold that number profiles. 2. Reads the profiles from the input file. 3. For each person in the file 1. creates a Profile object with the information from file (see input file format below). 2. insert the newly created profile into the next position in the database array (instance variable).arrow_forwardAttached Files: getRandomLib.h: // This library provides a few helpful functions to return random values // * getRandomInt() - returns a random integer between min and max values // * getRandomFraction() - returns a random float between 0 and 1 // * getRandomFloat() - returns a random float between min and max values // * getRandomDouble() - returns a random double between min and max values // * getRandomBool() - returns a random bool value (true or false) // * getRandomUpper() - returns a random char between 'A' and 'Z', or between min/max values // * getRandomLower() - returns a random char between 'a' and 'z', or between min/max values // * getRandomAlpha() - returns a random char between 'A' and 'Z' or 'a' and 'z' // * getRandomDigit() - returns a random char between '0' and '9', or between min/max values // * getRandomChar() - returns a random printable char // // #define GET_RANDOM_LIB_H #include <cstdlib> #include <random> #include <ctime> using namespace…arrow_forwardWrite (JAVA) methods for Browser button and Paste button. Browse Button: When user clicks “Browse” Button, a file explorer should open so that user can select an image file. Selected image file must be converted according to the panel_1 size and display on the panel_1 and also file path should be shown on textfield (“txtPath”). Paste Button: When user clicks “Paste” Button, area selected from xmin, xmax, ymin, and ymax textfields will be copied from panel_1 and pasted (or show) in panel_2. Note: Write custom methods if required for your solution.arrow_forward
- Jana Java Programming help, please it's for beginners, so don't make it too hard, please explain if possiblearrow_forwardTurtle Hare Race Use two Timer objects to write a Java program to simulate the race between turtle and hare. The hare runs faster than the turtle, but it may sleep once or twice during each race. You should take the following requirements into account: The user is allowed to define whether the hare will not sleep, will sleep once, or will sleep twice during the race, by clicking point(s) along the lane. If the user clicks more than twice, only the first two should be considered. The user is allowed to define the speed of the turtle and of the hare. The two numbers input from the user indicate the numbers of milliseconds for each step of the tortoise and for each step of the hare. The user is also allowed to define the sleep time of the hare in milliseconds. If the hare sleeps twice during a race, it sleeps the same amount of time. For each race, the program should provide the result who has won. In Java Pleasearrow_forwardTic-Tac-Toe For this question, you will be implementing a simple Tic-Tac-Toe game without the graphics. Here is how it works: • First, it is randomly determined if the user starts the game or the computer and this information is shown to the user. The player who starts always starts as "X". • The players (computer and the user) will then take turns in playing. The computer will choose a random empty spot on its turn. The user enters its choice in the console. • Each of the empty spots have a corresponding number that the players choose on their turn. If the user enters anything other than the number of an empty spot (not yet filled with "X" or "O"), it will not be accepted, and they will be prompted to enter a correct number. 2 4 7 8 • After each turn, two things need to be done: 1) displaying the updated board 2) checking if anyone has won (it should be printed who has won – the user or the computer). The game goes on until someone wins or until all the 9 empty spots are filled and no…arrow_forward
- EBK JAVA PROGRAMMINGComputer ScienceISBN:9781337671385Author:FARRELLPublisher:CENGAGE LEARNING - CONSIGNMENT