πŸ€‘ Java Programming: Solution to Programming Exercise

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public class BlackJack; extends 1nazhdy.ru This class implements the game "Black Jack". It produces a web-applet at least compatible (means tested).


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BlackJack - Java Applet
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Java Programming: Chapter 6 Exercises
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Dealer. Player. Dealer is showing 0 Player is showing 0 Bet: 0 Credits: 0 Cards left in shoe: 52 Coins Inserted: 0 Max Bet: 5 Shoe Size:


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BlackJack Game Applet
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JAVA Developer's Guide
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Exercise Write a Blackjack applet that lets the user play a game of Blackjack, with the computer as the dealer. The applet should draw the user's cards and.


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Make this change in the Blackjack program. This applet uses a nested class, BlackjackCanvas, to represent the board. You'll have to do most of your work in that.


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This is "Stage 10" of a project to create a networked multiplayer BlackJack game with SQL database support. This stage includes a fully functioning applet with.


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JAVA Developer's Guide. Chapter Sample Applets. CONTENTS. Hello Web! An Audio Player; BlackJack Revisited; Summary. This chapter is the first of six.


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Blackjack applet using 1nazhdy.ru*; says it all really. The working applet game can be viewed at: 1nazhdy.ru~sscotties/applets/.


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1nazhdy.ru β€” A simple Java blackjack applet. 1nazhdy.ru β€” A series of Java applets for.


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JAVA Developer's Guide. Chapter Sample Applets. CONTENTS. Hello Web! An Audio Player; BlackJack Revisited; Summary. This chapter is the first of six.


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package view; /* ////In this applet, the user plays a game of Blackjack. The ////​computer acts as the dealer. The user plays by clicking ////"Hit!" and "Stand!" buttons.


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Since BlackJackCanvs is a nested, non-static class, the board will automatically have access to the instance variables in the main class. Recall that if bttn is a variable of type JButton , then bttn. We could put the variables in the BlackjackCanvas class; then the init method of the applet could refer to them through a variable of that class. For this exercise, references to the buttons must be stored in instance variables. In order for this to work, the buttons must already exist. Otherwise, the value of hit is null in the setGameInProgress method, and the statement " hit. It would be better if the buttons were disabled at the appropriate times. You should understand why I used a method to set the value of gameInProgress. However, since the BlackjackCanvas class is nested inside the applet class, we might as well just declare the button variables in the main class. In the original applet, the button variables are declared in the init method of the applet, where the buttons are created. Since the variable, board , refers to the canvas, the init method would refer to a button named hit in the canvas as board. The applet wouldn't start properly because of a NullPointerException. The "Hit" and "Stand" buttons should be disabled when there is not a game in progress. We can avoid some extra typing by calling the method. In order to manipulate the buttons, you will have to use instance variables to refer to the buttons.

Exercise 7. In order to fix this problem, I just had to create the buttons before creating the canvas in the applet's init method.

There are no instance variables that refer to the buttons, so it is not possible to do anything with the buttons outside the init method. The applet uses instance variables hit , stand , and newGame to refer to the buttons. You should also check that they are in the correct states when the applet first appears. This method also enables and disables the buttons to reflect the state of the program:. This applet uses a nested class, BlackjackCanvas , to represent the board. That's essentially all there is to this exercise, but my first attempt had a bug. In this way, we can be sure that the buttons are always properly enabled and disabled. Then the method can take responsibility for enabling and disabling the buttons. These variables are required in order to call the buttons' setEnabled methods. It would set up the button with commands such as:. The instance variable gameInProgress tells whether or not a game is in progress, so you just have to make sure that the buttons are properly enabled and disabled whenever this variable changes value. The buttons must be enabled and disabled whenever the value of the variable gameInProgress changes. Furthermore, if we always call the method to set the value of gameInProgress , we can be sure that the states of the buttons will always be set correctly to match the value of gameInProgress. They are, because the doNewGame routine is called as part of the setup, and this routine always calls either " setGameInProgress false ; " or " setGameInProgress true ; ". There are several ways that this could work. The "New Game" button should be disabled when there is a game in progress. Make this change in the Blackjack program. Every time gameInProgress changes, each of the buttons has to be enabled or disabled. As recommended in the exercise, I wrote a method for changing the value of this variable. You'll have to do most of your work in that class. I strongly advise writing a method that can be called whenever it is necessary to set the value of the gameInProgress variable.