Building Java Programs: A Back To Basics Approach (5th Edition)
Building Java Programs: A Back To Basics Approach (5th Edition)
5th Edition
ISBN: 9780135471944
Author: Stuart Reges, Marty Stepp
Publisher: PEARSON
bartleby

Videos

Question
Book Icon
Chapter 5, Problem 5PP
Program Plan Intro

Rock, Paper, and Scissor game

Program plan:

  • Include the required header files.
  • Define the “Rock_Paper_Scissor” class
    • Declare the string variable and set the value
    • Create an object for “Random” class
    • Define the main method.
      • Declare an object for “Scanner” class.
      • Declare the required variables.
      • Call the “user” method for getting the input value from the user.
      • Call the “computer” method
      • Call the “score” method with the arguments.
      • Call the “conclusion” method
    • Define the “user” method.
      • Declare the required variables.
      • Get the weapon from the user.
      • Convert the input letter into lowercase letter.
      • The “switch-case” loop is used to set the value for rock as 0, paper as 1 and scissor as 2.
      • Return the value.
    • Define the “computer” method
      • Declare the variable and generate a random weapon
      • Display the choice of the computer.
      • Return the “move” value
    • Define the “score” method
      • If the user and computer chooses the same weapon, then display tie message.
      • If the user choose rock and computer choose scissor, then display user break the scissor message.
      • If the user choose rock and computer choose paper, then display computer cover the user rock message.
      • If the user choose paper and computer choose scissor, then display computer cut the paper message.
      • If the user choose paper and computer choose rock, then display user cover the rock message.
      • If the user choose scissor and computer choose rock, then display computer break the scissor message.
      • Otherwise, display user cut the paper message.
    • Define the “conclusion” method.
      • Declare the variable
      • Get the user response whether he wants to continue or not.
      • If the user enters “y”, then return true.
      • Otherwise, return false.

Blurred answer

Chapter 5 Solutions

Building Java Programs: A Back To Basics Approach (5th Edition)

Knowledge Booster
Background pattern image
Computer Science
Learn more about
Need a deep-dive on the concept behind this application? Look no further. Learn more about this topic, computer-science and related others by exploring similar questions and additional content below.
Recommended textbooks for you
Text book image
Database System Concepts
Computer Science
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:McGraw-Hill Education
Text book image
Starting Out with Python (4th Edition)
Computer Science
ISBN:9780134444321
Author:Tony Gaddis
Publisher:PEARSON
Text book image
Digital Fundamentals (11th Edition)
Computer Science
ISBN:9780132737968
Author:Thomas L. Floyd
Publisher:PEARSON
Text book image
C How to Program (8th Edition)
Computer Science
ISBN:9780133976892
Author:Paul J. Deitel, Harvey Deitel
Publisher:PEARSON
Text book image
Database Systems: Design, Implementation, & Manag...
Computer Science
ISBN:9781337627900
Author:Carlos Coronel, Steven Morris
Publisher:Cengage Learning
Text book image
Programmable Logic Controllers
Computer Science
ISBN:9780073373843
Author:Frank D. Petruzella
Publisher:McGraw-Hill Education
Java random numbers; Author: Bro code;https://www.youtube.com/watch?v=VMZLPl16P5c;License: Standard YouTube License, CC-BY