Creating a Java Class to Determine the Color of a Roulette Pocket
How can you create a Java class to determine the color of a roulette pocket?
What are the specific rules for assigning colors to different pockets based on their numbers?
Creating a Java Class to Determine Roulette Pocket Color
To create a Java class named RoulettePocket, we can define a constructor that accepts the pocket number and a method called getPocketColor to return the color of the pocket as a string.
The rules for assigning colors to different pockets on a roulette wheel are:
- Pocket 0 is green.
- For pockets 1 through 10, odd-numbered pockets are red, and even-numbered pockets are black.
- For pockets 11 through 18, odd-numbered pockets are black, and even-numbered pockets are red.
- For pockets 19 through 28, odd-numbered pockets are red, and even-numbered pockets are black.
- For pockets 29 through 36, odd-numbered pockets are black, and even-numbered pockets are red.
In the provided Java class named RoulettePocket, the getPocketColor method checks the given pocket number against the specified ranges and returns the corresponding color based on the rules mentioned above.
If the pocket number entered by the user does not fall within the range of 0 through 36, an "Unknown color" message is displayed.
When demonstrating the RoulettePocket class in a program, you can create a separate class with a main method. In the main method, prompt the user to enter a pocket number, create an instance of the RoulettePocket class with the entered number, and call the getPocketColor method to retrieve the color. Finally, display the color to the user.
By following this approach, you can effectively determine the color of any roulette pocket within the specified range using Java programming.