EBK JAVA PROGRAMMING
9th Edition
ISBN: 9781337671385
Author: FARRELL
Publisher: CENGAGE LEARNING - CONSIGNMENT
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Travel Tickets Company sells tickets for airlines, tours, and other travel-related services. Because ticket agents frequently mistype long ticket numbers, Travel Tickets has asked you to write an application that indicates invalid ticket number entries. The class prompts a ticket agent to enter a six-digit ticket number. Ticket numbers are designed so that if you drop the last digit of the number, then divide the number by 7, the remainder of the division will be identical to the last dropped digit.
Accept the ticket number from the agent and verify whether it is a valid number.
Test the application with the following ticket numbers:
. 123454; the comparison should evaluate to true
. 147103; the comparison should evaluate to true
. 154123; the comparison should evaluate to false
Save the program as TicketNumber.java.
Prompt: Create a virtual pet care game where players can choose a cute pet and then feed, train, or play-with it. The game is based on a simple game loop, where at the beginning of each loop, the game notifies the player of the current pet status (hungry, sleepy, bored, etc.) The player should then select the corresponding actions to improve the status of the pet. After each action, the game loop is repeated and the pet values are updated. The status should be displayed along with the corresponding messages as well as the menu of actions.
Design Requirements: Implement the Pet class Create the base Pet class. It should manage variables that keep track of the pet's state, such as how hungry/sleepy/bored/happy the pet is currently. Include a function that updates the pet's state values to reflect the passage of time. If any of the variables are above some threshold (such as 40 out of 100), the function should output the corresponding message such as "<Pet name> is hungry!" Each…
Create an application that lets the user play the game of Rock, Paper, Scissors against the computer. The program should work as follows:1. When the program begins, a random number in the range of 1 through 3 is generated. If the number is 1, then the computer has chosen rock. If the number is2, then the computer has chosen paper. If the number is 3, then the computer has chosen scissors. (Do not display the computer’s choice yet.)2. The user selects his or her choice of rock, paper, or scissors. To get this input you can use Button controls, or clickable PictureBox controls displaying some of the artwork that you will find in the student sample files.3. The computer’s choice is displayed.4. A winner is selected according to the following rules:• If one player chooses rock and the other player chooses scissors, then rock wins. (Rock smashes scissors.)• If one player chooses scissors and the other player chooses paper, then scissors wins. (Scissors cuts paper.)• If one player chooses…
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