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Database System Concepts
7th Edition
ISBN: 9780078022159
Author: Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher: McGraw-Hill Education
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Hello Sir.
Good Evening.
I have a question in my home work related computer

Transcribed Image Text:12.14 (Guess-the-Number Game) 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
1-1000. The application then displays the following in a label:
I have a number between 1 and 1000. Can you guess my number?
Please enter your first guess.
A JTextField should be used to input the guess. As each guess is input, the background color
should change to either red or blue. Red indicates that the user is getting "warmer," and blue,
"colder." A JLabel should display either "Too High" or "Too Low" to help the user zero in. 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.
12.15 (Displaying Events) It's often useful to display the events that occur during the execution
of an application. This can help you understand when the events occur and how they're generated.
Write an application that enables the user to generate and process every event discussed in this chap-
ter. The application should provide methods from the ActionListener, ItemListener, ListSelec-
tionListener, MouseListener, MouseMotionListener and KeyListener interfaces to display
messages when the events occur. Use method toString to convert the event objects received in each
event handler into Strings that can be displayed. Method toString creates a String containing all
the information in the event object.
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