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Java™ How To Program (Early Objects), Tenth Edition
book

Java™ How To Program (Early Objects), Tenth Edition

by Paul Deitel, Harvey Deitel
February 2014
Beginner
1248 pages
62h 25m
English
Pearson
Content preview from Java™ How To Program (Early Objects), Tenth Edition

Exercises 7.30-7.34 are reasonably challenging. Once you’ve done them, you ought to be able to implement most popular card games easily.

7.30 (Card Shuffling and Dealing) Modify the application of Fig. 7.11 to deal a five-card poker hand. Then modify class DeckOfCards of Fig. 7.10 to include methods that determine whether a hand contains

a) a pair

b) two pairs

c) three of a kind (e.g., three jacks)

d) four of a kind (e.g., four aces)

e) a flush (i.e., all five cards of the same suit)

f) a straight (i.e., five cards of consecutive face values)

g) a full house (i.e., two cards of one face value and three cards of another face value)

[Hint: Add methods getFace and getSuit to class Card of Fig. 7.9.]

7.31 (Card Shuffling and Dealing) Use the methods ...

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Publisher Resources

ISBN: 9780133813036