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Write an application that simulates coin tossing. Let the program toss a coin each time the user chooses the "Toss Coin" menu option. Count the number of times each side of the coin appears. Display the results. The program should call a separate method f7ip that takes no arguments and returns a value from a Coin enum (HEADS and TAILS). [Note: If the program realistically simulates coin tossing, each side of the coin should appear approximately half the time.

Short Answer

Expert verified
Define a Coin enum and a 'flip' method to simulate tossing. Keep count of heads and tails, and display results after each toss. Exit the program upon user request, showing final counts.

Step by step solution

01

Define the Coin Enum

Create an enumeration named 'Coin' with two possible values representing each side of the coin: HEADS and TAILS. This allows the program to return a value of Coin type that is either Coin.HEADS or Coin.TAILS when a coin is tossed.
02

Create the 'flip' Method

Define the 'flip' method with no arguments that returns a value of the Coin type. Use a random number generator to simulate the coin toss, returning 'Coin.HEADS' if the random value is less than 0.5, and 'Coin.TAILS' otherwise.
03

Initialize Counters

Initialize two integer variables to count the occurrences of heads and tails. They should be set to zero at the start of the program and increment appropriately after each toss.
04

Implement User Interaction

Write a loop that continues to prompt the user to either toss the coin or exit the program. Make use of a menu that the user can interact with. Each time the menu option to toss a coin is selected, call the 'flip' method.
05

Update and Display Counts

After each toss, increment the appropriate counter (heads or tails) based on the result of the 'flip' method. Then, display the current counts to the user.
06

Ending the Program

Allow the program to exit when the user selects an exit option from the menu. Before exiting, display the final count of heads and tails.

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Key Concepts

These are the key concepts you need to understand to accurately answer the question.

Java Programming
Java is a versatile and powerful programming language that enables developers to create robust, high-performance applications. Known for its object-oriented features and strong type-checking, Java ensures that your programs are both flexible and secure. In the context of a coin tossing simulation, Java offers all the tools necessary to build an interactive application.

For the exercise given, Java's loops and conditional statements control the flow of tossing the coin, and the Java I/O handles user interactions efficiently. Additionally, Java's strong type system is exemplified through the use of an enumeration to define the two sides of a coin, ensuring that only valid values can be returned from a coin toss. This level of control within Java programming is essential for creating a realistic and functional coin toss simulation.
Enumerations in Java
Enumerations, or 'enums', are a special data type in Java that restricts a variable to have one of only a few predefined values. In the given coin tossing exercise, the enum 'Coin' is defined to have exactly two values: HEADS and TAILS. This simplifies the code and makes it more readable and maintainable.

Using an enum here is also safer than using regular constants because it provides a fixed set of values that the 'flip' method can return, eliminating the possibility of unexpected values and errors in the coin tossing logic. Enumerations ensure the program's correctness by allowing the compiler to catch errors if an invalid value is assigned to a Coin variable.
Random Number Generation
At the heart of the coin toss simulation is the concept of randomness. To simulate the randomness of a coin toss in our Java program, we use random number generation. Specifically, the 'flip' method should utilize Java's built-in classes like 'Random' to generate a pseudo-random number that can be used to decide the outcome of a coin toss.

The method essentially 'flips a coin' by generating a random number between 0 and 1. If the result is less than 0.5, the method will return 'Coin.HEADS'; otherwise, it returns 'Coin.TAILS'. Through random number generation, each call to this method simulates an unbiased coin toss, which is central to the exercise, ensuring that each side of the coin should appear approximately half the time over a large number of tosses.

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Most popular questions from this chapter

(Hypotenuse Calculations) Define a method hypotenuse that calculates the hypotenuse of a right triangle when the lengths of the other two sides are given. The method should take two arguments of type double and return the hypotenuse as a double. Incorporate this method into an application that reads values for sidel and side 2 and performs the calculation with the hypotenuse method. Use Math methods pow and sqrt to determine the length of the hypotenuse for each of the triangles in Fig. \(6.15 .[\) Note: Class Math also provides method hypot to perform this calculation.]

An integer number is said to be a perfect number if its factors, including 1 (but not the number itself), sum to the number. For example, 6 is a perfect number, because \(6=\) \(1+2+3 .\) Write a method isPerfect that determines if parameter number is a perfect number. Use this method in an application that displays all the perfect numbers between 1 and \(1000 .\) Display the factors of each perfect number to confirm that the number is indeed perfect. Challenge the computing power of your computer by testing numbers much larger than \(1000 .\) Display the results.

Write a method that takes an integer value and returns the number with its digits reversed. For example, given the number 7631 , the method should return \(1367 .\) Incorporate the method into an application that reads a value from the user and displays the result.

Write a method qual ityPoints that inputs a student's average and returns 4 if it's \(90-100\) 3 if \(80-89,2\) if \(70-79,1\) if \(60-69\) and 0 if lower than \(60 .\) Incorporate the method into an application that reads a value from the user and displays the result.

Answer each of the following questions: a) What does it mean to choose numbers "at random"? b) Why is the nextInt method of class Random useful for simulating games of chance? c) Why is it often necessary to scale or shift the values produced by a Random object? d) Why is computerized simulation of real-world situations a useful technique?

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