creating a roulette wheel. The pockets are numbered from 0 to 36.  The colors of the pockets are as follows: Pocket 0 is green.  For pockets 1 through 10, the odd-numbered pockets are red and the even-numbered pockets are black. For pockets 11 through 18, the odd-numbered pockets are black and the even-numbered pockets are red. For pockets 19 through 28, the odd-numbered pockets are red and the even-numbered pockets are black. For pockets 29 through 36, the odd-numbered pockets are black and the even-numbered pockets are red. Create a class named RoulettePocket. The class's constructor should accept a pocket number. The class should have a method named getPocketColor that returns the pocket's color, as a string.   Demonstrate the class in a program that asks the user to enter a pocket number,  and displays whether the pocket is green, red, or black. The program should display an error message if the user enters a number that is outside the range of 0 through 36.

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
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 creating a roulette wheel. The pockets are numbered from 0 to 36.  The colors of the pockets are as follows:

  • Pocket 0 is green. 
  • For pockets 1 through 10, the odd-numbered pockets are red and the even-numbered pockets are black.
  • For pockets 11 through 18, the odd-numbered pockets are black and the even-numbered pockets are red.
  • For pockets 19 through 28, the odd-numbered pockets are red and the even-numbered pockets are black.
  • For pockets 29 through 36, the odd-numbered pockets are black and the even-numbered pockets are red.

Create a class named RoulettePocket. The class's constructor should accept a pocket number. The class should have a method named getPocketColor that returns the pocket's color, as a string.  

Demonstrate the class in a program that asks the user to enter a pocket number,  and displays whether the pocket is green, red, or black. The program should display an error message if the user enters a number that is outside the range of 0 through 36. 

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