Slot Machine Programming Code Java
admin 4/11/2022
- Slot Machine Programming Code Java Compiler
- Slot Machine Programming Code Java Programming
- Slot Machine Programming Code Java C++
- Slot Machine Programming Code Javascript
So machine X might be able to be set to 100.7%, 99.5%, 98.3%, 85.4%, and 75.7%. Part of having a machine approved for sale is that millions of simulations are run on the machine itself to verify that the random number generator will, over time, pay back at least the percentage the machine is set to.
/* Create a program that simulates a slot machine. When the program runs, it should do the
following:
• Asks the user to enter the amount of money he or she wants to enter into the slot
machine.
• Instead of displaying images, the program will randomly select a word from the
following list: Cherries, Oranges, Plums, Bells, Melons, Bars. 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. The program should randomly select a word from this list three times and display
all three of the words.
• If none of the random selected words match, the program will inform the user that he
or she has won $0. If two of the words match, the program will inform the user that he
or she has won two times the amount entered. If three of the words match, the
program will inform the user that he or she has won three times the amount entered.
• The program will ask 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 and the total amount won.*/
public static void main(String[] args) {
//define var
//String Cherries, Oranges, Plums, Bells, Melons, Bars;
int one,two,three,four,five,num,count;
double bet;
Random rand = new Random();
Scanner keyboard = new Scanner (System.in); //New scanner class
System.out.print('How much would you like to bet? ');//get's user input and bet
bet = keyboard.nextDouble();
for (count=1; count<=3;count++)
{
int picked = rand.nextInt(6);
switch (picked){
case 0:
System.out.print('Bells ');word=1;
break;
case 1:
System.out.print('Cherries '); word=1;
break;
case 2:
System.out.print('Orange '); word=1;
break;
case 3:
System.out.print('Plums '); word=1;
break;
case 4:
System.out.print('Melons '); word=1;
break;
case 5:
System.out.print('Bars '); word=1;
break;
}
}
}
//I can get the code to print the 3 words at random but I need to save the output to a different variable each time the for loop runs any suggestions?
following:
• Asks the user to enter the amount of money he or she wants to enter into the slot
machine.
• Instead of displaying images, the program will randomly select a word from the
following list: Cherries, Oranges, Plums, Bells, Melons, Bars. 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. The program should randomly select a word from this list three times and display
all three of the words.
• If none of the random selected words match, the program will inform the user that he
or she has won $0. If two of the words match, the program will inform the user that he
or she has won two times the amount entered. If three of the words match, the
program will inform the user that he or she has won three times the amount entered.
• The program will ask 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 and the total amount won.*/
public static void main(String[] args) {
//define var
//String Cherries, Oranges, Plums, Bells, Melons, Bars;
int one,two,three,four,five,num,count;
double bet;
Random rand = new Random();
Scanner keyboard = new Scanner (System.in); //New scanner class
System.out.print('How much would you like to bet? ');//get's user input and bet
bet = keyboard.nextDouble();
for (count=1; count<=3;count++)
{
int picked = rand.nextInt(6);
switch (picked){
case 0:
System.out.print('Bells ');word=1;
break;
case 1:
System.out.print('Cherries '); word=1;
break;
case 2:
System.out.print('Orange '); word=1;
break;
case 3:
System.out.print('Plums '); word=1;
break;
case 4:
System.out.print('Melons '); word=1;
break;
case 5:
System.out.print('Bars '); word=1;
break;
}
}
}
//I can get the code to print the 3 words at random but I need to save the output to a different variable each time the for loop runs any suggestions?
- For my English final I teach how to create a slot machine program. Please forgive the ramble in the back my hard-drive is not a solid state so it likes to ma.
- /. Create a program that simulates a slot machine. When the program runs, it should do the following:. Asks the user to enter the amount of money he or she wants to enter into the slot machine. Instead of displaying images, the program will randomly select a word from the following list: Cherries, Oranges, Plums, Bells, Melons, Bars.
- Textbox1 = Slot 1 Textbox2 = Slot 2 Textbox3 = Slot 3 Label4 = Status Button1 = Spin. Step 2: The first bit of code we want is to create our myMoney and myBid Integers and to set our textboxes appropriately on form load.
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Share on FacebookTweet on TwitterPlus on Google+The problem
A 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 program that simulates a slot machine. When the program runs, it should do the following:
- Ask the user to enter the amount of money he or she wants to enter into the slot machine.
- Instead of displaying images, the program will randomly select a word from the following list: Cherries, Oranges, Plums, Bells, Melons, Bars
- 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. The program should randomly select a word from the list three times and display all three of the words.
- If none of the randomly selected words match, the program will inform the user that he or she has won $0.
- If two of the words match, the program will inform the user that he or she was won two times the amount entered.
- If three of the words match, the program will inform the user that he or she has won three times the amount entered.
- The program will ask 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 and the total amount won.
Breaking it down
Slot Machine Programming Code Java Compiler
Initialize constants
Declare variables
Create supporting methods
Play slot machine, record results
Display totals
Output
Unit tests
Slot Machine Programming Code Java Programming
Slot Machine Programming Code Java C++
Slot Machine Programming Code Javascript
Level Up
- Randomly allocate the number a pool of $.
- Enhance output to look like a real slot machine.
- Enhance getReal to be more efficient.
- Create an ENUM to represent reel type and change parameter type to method getReel.
- What changes would need to be made to play a slot machine with 4 reels?
- Determine the algorithim flaw with the output.