Java program on roulette

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Reference no: EM13839296

1. Consider the game of Roulette, where players bet on the numbers 1 through 36 (as well as 0 and 00). A large wheel consisting all 38 of these numbers and a small ball is spun until the ball lands on one of these numbers at random. If a player correctly placed a bet on the lucky number, then he is paid back his original bet plus 35 times that bet. For example, if a player places a $10 bet on number 20 and 20 comes up, then we will receive his original $10 back plus an additional $350. If a player bets on the wrong number, then he simply loses the amount he betted. For simplicity, you don't need to worry about other types of bets that can be made (e.g. RED/BLACK bets, row/column bets, etc.) Any player can place one or more bets on individual numbers. Design a set of classes that represent objects that would be involved in the implementation of this game. Prepare a UML class diagram that shows the static relationship between all of the classes. Be sure to include all class names, fields, methods (full prototypes), access specifiers (private, public, etc.), data types, associations, dependencies, multiplicities, etc. You will need to think closely about which actions should be associated with which classes. For example, is spinWheel() a method that you will define in a RouletteWheel class or a RouletteDealer class?

Reference no: EM13839296

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