Description
You press the “P” key during a PowerPoint presentation. What happens as a result?
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Perform the previous animation or return to the previous slide.
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Ask the player to enter his/her name.
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Display a personalized welcome message.
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Ask the player to make an initial deposit, the
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Select a specific association rule (from the text) and thoroughly explain the key concepts.
Discuss cluster analysis concepts.
Explain what an anomaly is and how to avoid it.
Discuss methods to avoid false discoveries.
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Casino Simulation with two games, Java Programming Help
Casino Simulation with two games1.
Ask the player to enter his/her name.
2.
Display a personalized welcom ...
Casino Simulation with two games, Java Programming Help
Casino Simulation with two games1.
Ask the player to enter his/her name.
2.
Display a personalized welcome message.
3.
Ask the player to make an initial deposit, the
required minimum amount is $20 and the max is $1000. Your program needs to keep
track of the player’s account balance through the entire game.
4.
Display a game menu containing the two games
offered (Slot Machine, Blackjack) and prompt the player to choose a game he or
she wants to play: 1=Slot Machine, 2= Blackjack and the amount the player would
like to bet on the chosen game.
5.
After a game selection is made, check the
player’s account balance. If the balance is insufficient, prompt the user to
deposit more money, else the game chosen by the player starts.
6.
At the end of each game run, show the following
messages: the player’s total deposit, the winning or losing amount and the
account balance.
7.
Ask the player whether he or she wishes to
continue to play a game. Your program performs the tasks indicated by the
player. Slot Machine SimulationA slot machine is a gambling device that the user inserts money into and then pulls a lever (or presses a button). The slot machine then displays a set of random images. If two or more of the images match, the user wins an amount of money that the slot machine dispenses back to the user.Create a class that simulates a slot machine. When the program runs, it should do the following:1. Asks
the user to enter the amount of money he or she wants to enter into the slot
machine.
2. Instead
of displaying images, the program will randomly select a word from the
following list: Cherries, Oranges, Plums, Bells, Melons, Bars.
3. To
select a word, the program can generate a random number in the range of 0
through 5. If the number is 0, the selected word is Cherries; if the number is
1, the selected word is Oranges; and so forth.
4. The
program should randomly select a word from this list three times and display
all three of the words.
5. If
none of the randomly selected words match, the program will inform the user
that he or she has won $ 0.
6. If
two of the words match, the program will inform the user that he or she has won
two times the amount entered.
7. If
three of the words match, the program will inform the user that he or she has
won three times the amount entered.
8. Using
do…while9, The game asks whether the user wants to play again. If so, these steps are repeated. If not, the program displays the total amount of money entered into the slot machine, the account balance and the total amount won or lose.Blackjack Simulation Blackjack Simulation lets the user play against the computer
in a variation of the popular blackjack card game. In this variation of the
game, two six- sided dice are used instead of cards. The dice are rolled, and
the player tries to beat the computer’s hidden total without going over 21. 1.
Each round of the game is performed as an
iteration of a loop that repeats as long as the player agrees to roll the dice,
and the player’s total does not exceed 21.
2.
At the beginning of each round, the program will
ask the user whether or not he or she wants to roll the dice to accumulate
points.
3.
During each round, the program simulates the
rolling of two six- sided dice. It rolls the dice first for the computer, and
then it asks the user whether he or she wants to roll.
4.
The loop keeps a running total of both the computer’s
and the user’s points.
5.
The computer’s total should remain hidden until
the loop has finished.
6.
After the loop has finished, the computer’s
total is revealed, and the player with the most points, without going over 21,
wins.
7.
The program asks whether the user wants to play
again. If so, these steps are repeated. If not, the program displays the total
amount of money entered into the slot machine, the account balance and the
total amount won or lose. Attached is what I have thus far. I am struggling with connecting the two and finishing the assignment. Thanks for your help!
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