Data Structures and Algorithms in Java
6th Edition
ISBN: 9781118771334
Author: Michael T. Goodrich
Publisher: WILEY
expand_more
expand_more
format_list_bulleted
Concept explainers
Question
Chapter 3, Problem 43P
Program Plan Intro
Children’s duck, duck and goose game
Program plan:
- Import the required java packages.
- Create the class DuckAndGoose.
- Define the main() method,
- Declare the required variables.
- Get the input from the user using scanner.
- Create the object for Random class.
- Using the object perform the defined function.
- Define the main() method,
Expert Solution & Answer
Want to see the full answer?
Check out a sample textbook solutionStudents have asked these similar questions
A Rajesh teaches a cooking class. The course is attended by NN students, numbered 11 to NN.
The cook must participate in the presence before each class, i.e. call out the names of the
students one by one and indicate which students are present. Each student has a first and last
name. To save time, Rajesh only wants to call up students' first names. However, if there are
multiple students with the same first name, the Rajesh must call out the full names (first and last
names) of all those students. For any student who does not share a first name with any other
student, the cook can still only call that student's first name.
Help the Rajesh decide for each student whether to call that student's full name or just their first
name.
Note: Please Answer in java language only.
Input
1
1
hasan jaddouh
Output
hasan
A deck of cards contains 52 cards with four suits: club, diamond, heart and spade ranging in values from 2, ... to 10, Jack, Queen, King and Ace. Ace has the highest value in the same suit. Cards can be compared using their face values. A card with higher face value is bigger than a card with lower face value. If two cards have the same face value, then the suit determines the order. Club is smaller than diamond which is smaller than heart which is smaller than spade. For example: club 2 < diamond 2 < heart 2 < spade 2 if compared.Write an interactive Java program that allows you play cards with a computer. For this project, we are going to focus on one suit of the deck of cards. There are only 13 cards (value: 2, ... to 10, Jack, Queen, King and Ace) in a suit. To play:(a). You first pick a suit at random from the four suits (club, diamond, heart and spade), and display the suit. (b) Then you randomly draw a card from the suit, and let computer draw a card from the same…
A hungry mouse wants to eat all four fruits in a maze such as the one below, in as few moves as
possible.. At each turn the mouse can move any number of squares in one of the directions up,
down, left or right, but it is not allowed to enter (or jump over) any walls (i.e., the black squares).
Thus, the mouse moves just like a rook in chess. To eat a fruit, the mouse has to stop at that square.
Assume that the maze has 4 fruits, and the size of b xh squares.
1. Give a suitable representatión of the states in this searching problem.
2. How many possible actions can the mouse perform at each move? (1.e., what is the branching
factor?)
Chapter 3 Solutions
Data Structures and Algorithms in Java
Ch. 3 - Prob. 1RCh. 3 - Write a Java method that repeatedly selects and...Ch. 3 - Prob. 3RCh. 3 - The TicTacToe class of Code Fragments 3.9 and 3.10...Ch. 3 - Prob. 5RCh. 3 - Prob. 6RCh. 3 - Prob. 7RCh. 3 - Prob. 8RCh. 3 - Prob. 9RCh. 3 - Prob. 10R
Ch. 3 - Prob. 11RCh. 3 - Prob. 12RCh. 3 - Prob. 13RCh. 3 - Prob. 14RCh. 3 - Prob. 15RCh. 3 - Prob. 16RCh. 3 - Prob. 17CCh. 3 - Prob. 18CCh. 3 - Prob. 19CCh. 3 - Give examples of values for a and b in the...Ch. 3 - Suppose you are given an array, A, containing 100...Ch. 3 - Write a method, shuffle(A), that rearranges the...Ch. 3 - Suppose you are designing a multiplayer game that...Ch. 3 - Write a Java method that takes two...Ch. 3 - Prob. 25CCh. 3 - Prob. 26CCh. 3 - Prob. 27CCh. 3 - Prob. 28CCh. 3 - Prob. 29CCh. 3 - Prob. 30CCh. 3 - Prob. 31CCh. 3 - Prob. 32CCh. 3 - Prob. 33CCh. 3 - Prob. 34CCh. 3 - Prob. 35CCh. 3 - Write a Java program for a matrix class that can...Ch. 3 - Write a class that maintains the top ten scores...Ch. 3 - Prob. 38PCh. 3 - Write a program that can perform the Caesar cipher...Ch. 3 - Prob. 40PCh. 3 - Prob. 41PCh. 3 - Prob. 42PCh. 3 - Prob. 43P
Knowledge Booster
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.Similar questions
- A deck of cards contains 52 cards with four suits: club, diamond, heart and spade ranging in values from 2, ... to 10, Jack, Queen, King and Ace. Ace has the highest value in the same suit. Cards can be compared using the face value. A card with higher face value is bigger than a card with lower face value. If two cards have the same face value, then the suit determines the order. Club is smaller than diamond which is smaller than heart which is smaller than spade. For example: club 2 < diamond 2 < heart 2 < spade 2 if compared. Write an interactive Java program that allows a user to randomly pick a card from the deck of 52 cards (using a random number between 1 and 4 to represent the four suits: club, diamond, heart and spade and then another random number to represent the face value) to play. Show the suit and face value of the user card. Then the program acts as a card dealer which randomly draws another card and displays the card (again showing the suit and face value of…arrow_forwardYou will be given a square chess board with one queen and a number of obstacles placed on it. Determine how many squares the queen can attack. A queen is standing on an chessboard. The chess board's rows are numbered from to , going from bottom to top. Its columns are numbered from to , going from left to right. Each square is referenced by a tuple, , describing the row, , and column, , where the square is located. The queen is standing at position . In a single move, she can attack any square in any of the eight directions (left, right, up, down, and the four diagonals). In the diagram below, the green circles denote all the cells the queen can attack from : There are obstacles on the chessboard, each preventing the queen from attacking any square beyond it on that path. For example, an obstacle at location in the diagram above prevents the queen from attacking cells , , and : Given the queen's position and the locations of all the obstacles, find and print the number of…arrow_forwardA robot starts on a point marked “A” on a rectangular grid of points. The starting point is always the top left point on the grid. The robot can move left, right, up or down, moving from one point to the next. By moving in steps going left, right, up or down, the robot would like to reach a point marked “B”, which is always the bottom right point in the grid. Sometimes, points are marked as “x”, and the robot is not allowed to visit them at all. A robot is never allowed to visit a point more than once. In how many ways can the robot move from A to B and visit all points along the way? For example, in the following grid, represented in text as A . . . . B there is only one path from A to B: In the following grid, represented in text as A . . x x B there is still only one path (we're lucky because of the two x's): However, in the grid A . . . x B there are no ways for the robot to move from A to B and visit all points that are not marked with “x”. Write a single…arrow_forward
- Bowling involves 10 frames. Each frame starts with 10 pins. The bowler has two throws to knock all 10 pins down. The total score is the sum of pins knocked down, with some special rules. For the first 9 frames: If all 10 pins are knocked down on a frame's first throw (a "strike"), that frame's score is the previous frame plus 10 plus the next two throws. (No second throw is taken). If all 10 pins are knocked down after a frame's second throw (a "spare"), that frame's score is the previous frame plus 10 plus the next throw. In the 10th frame, if the bowler's first throw is a strike, or the first two throws yields a spare, the bowler gets a third throw. The 10th frame's score is the previous frame's score plus the pins knocked down in the 10th frame's two or three throws. Given integers represents all throws for a game, output on one line each frame's score followed by a space (and end with a newline). Note that the number of throws may be as few as 11 (strikes in first 9 frames,…arrow_forwardBowling involves 10 frames. Each frame starts with 10 pins. The bowler has two throws to knock all 10 pins down. The total score is the sum of pins knocked down, with some special rules. For the first 9 frames: If all 10 pins are knocked down on a frame's first throw (a "strike"), that frame's score is the previous frame plus 10 plus the next two throws. (No second throw is taken). If all 10 pins are knocked down after a frame's second throw (a "spare"), that frame's score is the previous frame plus 10 plus the next throw. In the 10th frame, if the bowler's first throw is a strike, or the first two throws yields a spare, the bowler gets a third throw. The 10th frame's score is the previous frame's score plus the pins knocked down in the 10th frame's two or three throws. Given integers represents all throws for a game, output on one line each frame's score followed by a space (and end with a newline). Note that the number of throws may be as few as 11 (strikes in first 9 frames,…arrow_forwardBowling involves 10 frames. Each frame starts with 10 pins. The bowler has two throws to knock all 10 pins down. The total score is the sum of pins knocked down, with some special rules. For the first 9 frames: If all 10 pins are knocked down on a frame's first throw (a "strike"), that frame's score is the previous frame plus 10 plus the next two throws. (No second throw is taken). If all 10 pins are knocked down after a frame's second throw (a "spare"), that frame's score is the previous frame plus 10 plus the next throw. In the 10th frame, if the bowler's first throw is a strike, or the first two throws yields a spare, the bowler gets a third throw. The 10th frame's score is the previous frame's score plus the pins knocked down in the 10th frame's two or three throws. Given integers represents all throws for a game, output on one line each frame's score followed by a space (and end with a newline). Note that the number of throws may be as few as 11 (strikes in first 9 frames,…arrow_forward
- Correct answer will be upvoted else Multiple Downvoted. Computer science. one maneuver, the robot should move one cell to the left or right, given that it doesn't move beyond the field of play. As such, if the robot was in the cell I, it should move to either the cell i−1 or the cell i+1, as long as it lies among 1 and n (endpoints comprehensive). The cells, in the request they are visited (counting the cell the robot is set), together make a decent way. Every cell I has a worth computer based intelligence related with it. Let c0,c1,… ,ck be the succession of cells in a decent way in the request they are visited (c0 is the cell robot is at first positioned, c1 is the cell where the robot is after its first move, etc; all the more officially, ci is the cell that the robot is at after I moves). Then, at that point, the worth of the way is determined as ac0+ac1+⋯+ack. Your errand is to work out the amount of qualities over all conceivable great ways. Since this number can be…arrow_forwardSuppose you are a participant in a game show. You have a chance to win a motorbike. You are askedto select one of the 500 doors to open; the motorbike is behind one of the 500 doors; the other remaining doorsare losers and have balloons behind them. Once you select a door, the host of the game show, who knowsexactly what is behind each of the door, randomly opens 480 of the other doors all at once that s/he for sureknows are losing doors and have balloons behind them. Then s/he reoffers you – whether you would like toswitch to the other doors or keep your initial or original selection as before. Now in this case, you are goingto make decision based on probabilistic reasoning. Therefore, whenever you are reoffered by the host to dothe selections among the remaining unopened doors, what is the probability of winning for each of theremaining unopened doors (including your original selection)? Do you want to make a switch based on theprobabilistic reasoning? If you are switching, which…arrow_forwardPython tic tac toe. Tic tac toe is a very popular game. Only two players can play at a time. Game Rules Traditionally the first player plays with "X". So you can decide who wants to go with "X" and who wants to go with "O". Only one player can play at a time. If any of the players have filled a square then the other player and the same player cannot override that square. There are only two conditions that may match will be a draw or may win. The player that succeeds in placing three respective marks (X or O) in a horizontal, vertical, or diagonal row wins the game. Winning condition Whoever places three respective marks (X or O) horizontally, vertically, or diagonally will be the winner. Submit your code and screenshots of your code in action. Hints : Have a function that draws the board Have a function that checks position if empty or not Have a function that checks player or won or not expected output:arrow_forward
- A spinner with three equal sections is being used in a game. One section is labeled “0 points,” and two sections are labeled “2 points.” A player can decide not to spin the spinner and score 1 point. Each player gets one turn, and the player with the higher score wins; in case of a tie, the winner is decided by one flip of a fair coin. Alex takes his turn first. Eddie, knowing Alex’s score, takes his turn next. If both players use strategies that maximize their winning probabilities, what is the probability that Alex wins? a 1/3 b 1/2 c 2/3 d 4/9arrow_forwardChildren often play a memory game in which a deck of cards containing matching pairs is used. The cardsare 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 thecards and use their memory to select the next pair of cards. The game continues until all the cards areface up. Write a program to play the memory game. Use a two-dimensional array of 4 rows and 4 columnsfor a deck of 16 cards with 8 matching pairs. You can use numbers 1 to 8 to mark the cards. (If you use a6 by 6 array, then you will need 18 matching pairs, and so on.) Use random number generators torandomly store the pairs in the array. Use appropriate functions in your program, and the main programshould be merely a call to functions. I need to figure out how to do…arrow_forwardChildren often play the game of rock, paper, and scissors. This game has two players, each of whom chooses one of the three objects: rock, paper, or scissors. If player 1 chooses rock and player 2 chooses paper, player 2 wins the game because paper covers the rock. The game is played according to the following rules: If both players choose the same object, this play is a tie. If one player chooses rock and the other chooses scissors, the player choosing the rock wins this play because the rock breaks the scissors. If one player chooses rock and the other chooses paper, the player choosing the paper wins this play because the paper covers the rock. If one player chooses scissors and the other chooses paper, the player choosing the scissors wins this play because the scissors cut the paper. Write an interactive program that allows 1 person to play this game against the computer. Input This program has two types of input: The users’ responses when asked to play the game. The…arrow_forward
arrow_back_ios
SEE MORE QUESTIONS
arrow_forward_ios
Recommended textbooks for you
- Database System ConceptsComputer ScienceISBN:9780078022159Author:Abraham Silberschatz Professor, Henry F. Korth, S. SudarshanPublisher:McGraw-Hill EducationStarting Out with Python (4th Edition)Computer ScienceISBN:9780134444321Author:Tony GaddisPublisher:PEARSONDigital Fundamentals (11th Edition)Computer ScienceISBN:9780132737968Author:Thomas L. FloydPublisher:PEARSON
- C How to Program (8th Edition)Computer ScienceISBN:9780133976892Author:Paul J. Deitel, Harvey DeitelPublisher:PEARSONDatabase Systems: Design, Implementation, & Manag...Computer ScienceISBN:9781337627900Author:Carlos Coronel, Steven MorrisPublisher:Cengage LearningProgrammable Logic ControllersComputer ScienceISBN:9780073373843Author:Frank D. PetruzellaPublisher:McGraw-Hill Education
Database System Concepts
Computer Science
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:McGraw-Hill Education
Starting Out with Python (4th Edition)
Computer Science
ISBN:9780134444321
Author:Tony Gaddis
Publisher:PEARSON
Digital Fundamentals (11th Edition)
Computer Science
ISBN:9780132737968
Author:Thomas L. Floyd
Publisher:PEARSON
C How to Program (8th Edition)
Computer Science
ISBN:9780133976892
Author:Paul J. Deitel, Harvey Deitel
Publisher:PEARSON
Database Systems: Design, Implementation, & Manag...
Computer Science
ISBN:9781337627900
Author:Carlos Coronel, Steven Morris
Publisher:Cengage Learning
Programmable Logic Controllers
Computer Science
ISBN:9780073373843
Author:Frank D. Petruzella
Publisher:McGraw-Hill Education