Reference no: EM133127410
Use the data set MarketStreetData.xlsx and answer the following questions.
1. What is the average wholesale price of all items?
2. How many items (SKU's) are currently for sale between $7.50 - $10?
3. Create a list of item names that are eligible for a price update and start with "C" OR are less than $6 for their actual updated price
4. Show a list of the stores names and the days of the week and hours they are open
5. Make a unique list of all out of stock items (SKUs) across all stores. Any item that is out of stock anywhere should be on this list.
6. Make a list of all out of stock items (names) and the store (name) they are out of stock at
7. Determine the current stock volume (using the per-item volumes & the number of items in stock)
Lottery Game
Goal: To demonstrate mastery of input & message boxes, conditionals, and variable types & declaration.
Your program should do the following:
• Ask user for name
• Ask user for their lottery numbers (4 digits)
o What if they don't give 4 digits?
• Generate a random winning number that the user doesn't see
(4 digits)
o Use a built-in random number generator to generate 4 random integers between 0 & 9, then concatenate them into a string
o Be sure that the randomly generated winning number cannot be "0000"
• Check that the lottery numbers are numbers
• If the user cancels (x's out of the input box) they should "GoTo" the "did not win" output with lottery #0000
• If not, give the user one chance to enter new numbers
• If they still do not give you numbers, make sure they go to the "did not win" option below
• If it is a number, convert it to a string
• Check to see if their given number string matches
o If it matches the entire winning number string in order, this results in a double bonus
o If any 3-4 numbers match in any order, this is a regular (1.25x) bonus
o If only 1-2 numbers match, the winnings have no bonus
o If no numbers match, no win.
• Tell the user, in a personalized message, that they either did or did not win.
o Make sure you reference their lottery number and name in the message for posterity, as well as how much the user won
NOTES:
- The regular jackpot amount is $1,000,000
- The input & message boxes should have titles
- Look up the "GoTo:" command in the cookbook
- Be sure you run through several cases to see that your program does what you expect it to!
- This should be run from a button on the worksheet. The button should say "Play the Lottery" and the worksheet should be named "Assignment2", as well as the sub.
- Repeated numbers will be difficult to deal with (potentially). Make a plan for how you will treat them.
You will be turning in your Exce1NBA (.xlsm) file and a short word document describing at a high level what the different parts of your code does - this description should showcase your understanding of the process and your logic for how your code runs; it does not need to be a line-by-line description. Your code should be broken up into sections using comments, and should contain enough comments that someone looking at it for the first time could follow what is going on. Code without comments will be given a 0.
Fishing Game
You are creating a fishing game. Please note that at any time, if the user closes an input or message box without an answer, they need to be asked if they want to quit and if they say yes, they should be sent to the end. If they say no, they should be given the same input/message box again. This game should be run from a fish icon on the only sheet of your Assignment workbook. You will be turning in beautiful, well-commented code only for this assignment (.xlsm file), although writing out what it should do could still be useful to you.
For the user, playing goes like so:
- The user is asked their name
- The user is asked (by name) if they want to fish
- If they say yes
o They are asked if they want it to be easy, medium, or extreme difficulty
o They are asked with what percent power (0-100) are they casting the line
• If they don't provide an integer in the right range, they are asked repeatedly until they've been asked 4 times (total) or they've given a good number
o Somehow (**) they are then told if they caught a fish or if it got away
o If they caught a fish
• they are told what type it is (out of 5 possible options) and how much it weighed in lbs
• they are asked if they want to keep the fish or throw it back
• if they keep the fish
• they are asked to give the fish a name with at least 4 characters
o if they don't provide at least 4 characters, they are asked to retry until it is done correctly
• they are asked if they want to fish again
o If they didn't catch the fish
• They are asked if they want to fish again
- If they say no, they don't want to fish,
o If they haven't caught any, they are given a "maybe we can fish again later" (personalized) message
o If they have caught fish, they are given a message that lists the number of fish they caught, the fishes names, and the total poundage of their catches in a (personalized) message
In order to determine if they "catch" the fish or not, your program should generate a random number between 1 & 100. If the number they guess is within a +/- range depending on chosen difficulty, then they "caught" the fish, otherwise they did not
- Easy. +/- 30
- Medium: +/- 15
- Extreme: +/- 10