Assignment 1: Winning Lotto! solution.zip








For this assignment, you will be building
your first java application from scratch. You need to remember what you have
learned in class, lab, books and your assignments. Be sure to refer to them
when you need to.

 

There are 2 parts to this assignment. In
the first part, you are going to be given a problem and you will then need to
write an algorithm to solve it. In the second part, you’ll be turning this
algorithm into a java program.

 

So let’s get started!

 

Part
1: Picking those winning lottery numbers!


 

Your mom loves playing the lottery each
week, but she always takes forever to
pick a set of numbers. It’s driving you crazy because, who does she send to the
store to get her lottery tickets? You! Wonderful child that you are, you’ve
decided to help her by writing a program that will pick some numbers for her.
Awesome!

 

Think about how you can do this.

·        
Your mom likes to play both
Fantasy 5 and the regular Lotto (6 numbers), so you want to write a program
that takes this in account.

o  
For Fantasy 5, the range of
possible numbers should be from 1 – 36

o  
For the Lotto, the range of
possible numbers should be from 1 - 53

·        
Don’t worry about whether you
get duplicate numbers (we haven’t learned enough about that yet)

·        
Assume that you will be given a
method that gives you one random number.

·        
Think about how you want to
present her number picks to her. You’ll want to be sure to include some
enthusiastic text along with her numbers (e.g., “Here are your winning
numbers!”)

 

For
Part 1
, write an algorithm for your winning lottery
number program, and then do several iterations of tests (i.e., step through
your algorithm to make sure that it is logically correct and gives you the
correct output). Put this in a Word or Open Office document. You’ll turn that
document in with the program that you create in Part 2.

 

 

Part
2: Creating your winning lottery numbers program


 

Once you are done writing and testing your
algorithm, you are ready to start coding!

 

1.     
First you need to create a
project. Here’s a nice tutorial on how to do that in Netbeans. If you are using
Dr. Java or Eclipse, just do a quick search on youtube.com and you’ll find lots
of candidates.

 

http://www.youtube.com/watch?v=ezUHG1cuxkM

 

Be sure to give
your project a nice, meaningful name
(and make sure it adheres to Java’s naming conventions).

 

2.     
Once you have your shell ready,
there are a few things to know before you start translating your algorithm into
code

·        
At the top of your class file,
be sure to include the following:

 

//********************************************************************************

// PantherID:  [Your PantherID]

// CLASS: COP 2210 – [Semester Year]

// ASSIGNMENT # [#]

// DATE: [Date]

//

// I hereby swear and affirm that this work
is solely my own, and not the work

// or the derivative of the work of someone
else.

//********************************************************************************

 

·        
Remember I told you that you
would be given a method that generates a random number? Here’s what you need to
do to use it:

 

                                                  
i.     
Include the following code at
the top of your class file (so that you can use this class:

 

import
java.util.Random;

 

To find out more
about this, go to http://java.sun.com/javase/7/docs/api/index.html (like you did in Lab
Assignment 2)

 

                                                
ii.     
You’ll need to use some
variables. Here’s how you get a random number:













 




Random r = new Random(); 

int x = 1 + r.nextInt(10);

 

Note that the
number in the parens (e.g., 10 above) is the upper limit of the random number,
exclusively. So, the random number that you get here will be an integer between
1 and 10, once you add the 1. Need a larger range? Just change the 10 to the
top of your range.

 

Here’s another
example, in this case if you are printing a random number to the console:

 

System.out.print( 1 + r.nextInt(5) + " "
);

 

3.     
Now start translating your
algorithm into java code.

·        
Remember to code and then
compile frequently. It will make it easier to find any bugs.

·        
At this point, you can just put
everything in the main method. You can use more than one method if you want and
it makes sense with your approach, but you are not required to.

 

4.     
Once you get your program
running correctly, there is one more thing to do. Any input requested from the user and/or output received from the user
should be in a window
(see E.1.14 and E.1.15 from last week’s lab). At this
point, you probably have your output going to the console. For your final
submission, it needs to go to a window (JOptionPane). Don’t forget any
additional libraries that you need to import to do this.

 

That’s it! Now show it to your mom (or someone else who likes playing the lottery)
and see how impressed she are with your ingenuity
. Of course, you’ll also
need to turn it in to Moodle.

 

Submission Requirements

You must upload a zip file to Moodle that
includes your complete source project in Netbeans, ready to load,
and also contains the output in separate data files, and your Word/Open
Office document with your algorithm. 

 

VERY IMPORTANT: If you do not provide output in separate, easy to find data
files, I will assume that your program does not work on those test cases, and
grade accordingly. Do not embed the
output in your source code.


 
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