The document describes a number guessing game created in Scratch. It contains the following key details:
- The game allows the player to guess a randomly generated secret number between 1-100 within 5 attempts.
- When the game starts, it asks the player to enter their name and then greets them before instructing them to make a guess.
- After each guess, it provides feedback by adjusting the high and low range to guide the next guess, and checks if the player won or lost after 5 attempts.
- The game is configurable, allowing the range and number of guesses to be changed according to one's preferences.
The document details a mini project report on 'Guess the Number Game' created by students at Kali Charan Nigam Institute of Technology as part of their Bachelor of Technology in Computer Science program. It includes project requirements, an explanation of game mechanics, code implementations in Python, and outlines the educational significance of the project. Additionally, it discusses the future scope and opportunities within the context of developing a number-guessing game business while highlighting teaching methodologies and the use of Prutor software at various institutes.
This document contains the code for a number guessing game that:
1) Generates a random number between 1 and 20 and asks the user to guess it.
2) Allows the user up to 5 guesses and provides feedback if each guess is too high or too low.
3) If the user guesses correctly, it congratulates them on the number of guesses it took. Otherwise, it says they failed to guess in six tries.
4) Asks the user if they want to play again.
This document contains the code for a number guessing game that allows a user to guess a randomly generated number between 1 and 20. The code tracks the number of guesses, validates inputs, and provides feedback on whether guesses are too high, too low, or correct. It also gets the user's name and asks if they want to play again after completing or exceeding 6 guesses.
This document contains the code for a number guessing game that:
1) Generates a random number between 1-20 and gets the user's name as input.
2) Prompts the user to guess the number and validates their input is within the required range.
3) Informs the user if their guess is too high, too low, or correct. If correct, it tells them how many guesses it took.
4) Allows the user to play again or quit after each round and tracks the number of guesses.
The document describes the step-by-step process of developing a number guessing game in Java. It begins with creating the main class and function, then generates a random secret number. It continues by getting a user guess as input and checking if it matches the secret number, adding a loop to allow multiple guesses. Finally, it removes debugging code to complete the game.
The document outlines the process of thinking like a programmer, emphasizing the importance of breaking problems into small, manageable steps before converting them into code. It provides examples such as calculating the persistence of a number and developing a guessing game, illustrating how to approach coding in phases. Additionally, it encourages beginners to focus on understanding logic rather than syntax, utilizing online resources for guidance.
PROJECT(voting system, rock paper scissor, emoji creation , tick tack toe in ...TayybaGhaffar1
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The document outlines various programming projects, including a simple voting system, an emoji printing method, a rock-paper-scissors game, and a tic-tac-toe game, all developed using Python. Each project highlights essential programming concepts such as input/output handling, data types, loops, and conditional logic. The author reflects on their learning experiences from implementing these projects, emphasizing the practical application of programming skills.
Python is a general-purpose, high-level programming language that emphasizes clear syntax and readability. It has a comprehensive standard library and runs on major operating systems. Python supports both object-oriented and functional programming and has an automatic memory management system. It is often used for scripting but also in many non-scripting contexts.
The document is a tutorial on creating a simple Java guessing game where the player must guess a random number chosen by the computer between 1 and 1000. It outlines the problem, plan, algorithm, and includes a step-by-step breakdown of the code with explanations of the main components like loops and input handling. The tutorial emphasizes the use of the random class and the currentTimeMillis() method to enhance the game experience by tracking guesses and time taken.
ptes oral pathology by deds deds des.pptxSamanArshad11
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The document outlines the design and implementation of a console-based number guessing game developed by a group. The game features three difficulty levels, a rock-paper-scissors mini-game for hints, and functionality for saving and loading scores. Key programming concepts such as random number generation and file handling in C++ are employed to create an interactive experience.
Saurabh Khetan presents his first game developed using the C language. The game is a simple guessing game where the player guesses a randomly generated number between 1-32. The program uses functions like srand(), GetTickCount(), and rand() to generate random numbers. It tracks the number of guesses using a do-while loop. The messages in the loop provide hints if the guess is too high or low. It outputs the number of guesses and a message if the player correctly guesses the random number.
This document discusses simulation and design techniques in Python programming. It begins by outlining the chapter objectives related to simulation, pseudorandom numbers, and design approaches. It then provides an example of simulating a racquetball game between two players with different abilities. The document analyzes the problem, specifies the inputs and outputs, and discusses how to generate pseudorandom numbers. It explains top-down and modular design, breaking the racquetball simulation into separate functions for printing instructions, getting user input, simulating games, and printing results. Finally, it provides examples of implementing some of these functions at a more detailed level.
The document outlines a programming project aimed at developing a 'magic 8-ball' application using Python. It covers fundamental concepts including handling user input, defining functions, utilizing random number generation, and implementing loops for repeated questioning. The instructions culminate in a complete program that allows users to ask questions and receive random answers from a predefined list.
The document contains a data dictionary and pseudocode for a number guessing game, defining variables like guess, name, number and their data types and usage, along with sample test data and results. It lists the basic program structure of declaring constants, variables, getting input, using a while loop to control guesses, performing processing to check the guess against the random number, and displaying output.
The document contains 27 programming problems and their solutions in Python. Each problem has an objective stated, example input and output provided, and the Python code to solve the problem. The problems cover a range of concepts in Python including loops, functions, strings, math operations, and pattern generation.
This document describes a C# console application that is a random number guessing game. The program generates a random number between 1-50 and prompts the user to guess it. With each guess, the program tells the user if their guess is higher or lower than the random number. If the user guesses correctly, they are asked if they want to play again. The document provides code comments to explain the logic and flow of the program.
This document is a comprehensive lesson plan focused on mastering Python programming with an emphasis on for loops. It covers various topics, including the difference between for and while loops, the use of break statements, nested loops, and practical coding challenges like creating a simple arithmetic quiz. Additionally, it introduces historical figures related to computing and encourages exploratory projects and further research into the nature of computing and the universe.
The document provides instructions for creating a Scratch program that allows a user to guess a randomly selected number between 1 and 8. It describes:
1) Creating sprites like a title, buttons 1-8, and instructions to guide the user. Variables are created to track the actual number, user's guess, and number of guesses.
2) Picking a random number between 1-8 and storing it in the "Actual" variable. The "Guess" and "Count" variables are also initialized.
3) Having the buttons update the "Guess" variable and costume when clicked. A broadcast message is sent to allow other sprites to check the guess.
This document provides information about an upcoming programming unit. It divides students into groups and describes an activity called "Guess My Number" where partners take turns guessing a secret number between 1 and 100 within a set number of guesses. It also lists various materials and resources available for the unit.
The document describes the evolution of a number guessing game from a procedural program to one using object-oriented principles. It starts with the original program written in a BASIC-like language, then converts it to JavaScript. It discusses improving the code by adding whitespace, renaming variables for clarity, and refactoring the program into discrete functions. It later introduces testing the game logic separately from the user interface. Finally, it presents the game design using higher-order functions for flexibility and composability over a static structure.
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The document provides guidance on creating a Python game project with a main menu, rock paper scissors, and tic tac toe games. It includes code snippets and explanations for:
- Creating a main menu function with game options
- Importing the random library to randomly select computer moves
- Using arrays to store the tic tac toe board state
- Printing the tic tac toe board
- Validating user input and checking for wins
The document instructs the reader to build these games step-by-step, providing pseudocode outlines and code examples to help guide the implementation. It also includes "Help" sections that provide additional hints for overcoming specific challenges in the games.
The document discusses programming concepts and skills that can be learned through creating interactive stories, games, and animations with the Scratch programming environment. It outlines fundamental ideas about computers and programming that Scratch supports, including problem-solving, project design, and specific programming concepts like conditional statements, iteration, variables, lists, event handling, coordination and synchronization between sprites, and user interface design. Some advanced concepts like return values are not currently introduced in Scratch.
This document discusses using Python for easy artificial intelligence. It provides examples of using Python to:
1. Solve puzzles like the eight queens problem and alphametics puzzles with techniques like exhaustive search and constraint propagation.
2. Build a neural network model of a database to perform tasks like generalization, handling missing data, and extrapolation based on incomplete information.
3. Implement the game Mastermind to experiment with different guessing strategies and make the problem of deducing a hidden code as efficient as possible.
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The document outlines an individual programming assignment for a 'guessing game' that tests students' understanding of programming concepts such as variables, input/output, and functions. Students are required to submit both pseudocode and source code of their program, which should include multiple levels of difficulty and track the number of wins. Clear guidelines on submission, academic integrity, and the marking key are also provided.
The assignment involves designing and implementing a 'guessing game' program that tests programming concepts including variables, input/output, and functions. Students must submit both pseudocode and source code, detailing the design and functionality of the program, which includes user difficulty selection, rounds of play, and win counting. The project emphasizes individual work to prevent plagiarism and collusion, with specific marking criteria for pseudocode, functionality, and code quality.
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Python is a general-purpose, high-level programming language that emphasizes clear syntax and readability. It has a comprehensive standard library and runs on major operating systems. Python supports both object-oriented and functional programming and has an automatic memory management system. It is often used for scripting but also in many non-scripting contexts.
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The document outlines a programming project aimed at developing a 'magic 8-ball' application using Python. It covers fundamental concepts including handling user input, defining functions, utilizing random number generation, and implementing loops for repeated questioning. The instructions culminate in a complete program that allows users to ask questions and receive random answers from a predefined list.
The document contains a data dictionary and pseudocode for a number guessing game, defining variables like guess, name, number and their data types and usage, along with sample test data and results. It lists the basic program structure of declaring constants, variables, getting input, using a while loop to control guesses, performing processing to check the guess against the random number, and displaying output.
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This document describes a C# console application that is a random number guessing game. The program generates a random number between 1-50 and prompts the user to guess it. With each guess, the program tells the user if their guess is higher or lower than the random number. If the user guesses correctly, they are asked if they want to play again. The document provides code comments to explain the logic and flow of the program.
This document is a comprehensive lesson plan focused on mastering Python programming with an emphasis on for loops. It covers various topics, including the difference between for and while loops, the use of break statements, nested loops, and practical coding challenges like creating a simple arithmetic quiz. Additionally, it introduces historical figures related to computing and encourages exploratory projects and further research into the nature of computing and the universe.
The document provides instructions for creating a Scratch program that allows a user to guess a randomly selected number between 1 and 8. It describes:
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This document provides information about an upcoming programming unit. It divides students into groups and describes an activity called "Guess My Number" where partners take turns guessing a secret number between 1 and 100 within a set number of guesses. It also lists various materials and resources available for the unit.
The document describes the evolution of a number guessing game from a procedural program to one using object-oriented principles. It starts with the original program written in a BASIC-like language, then converts it to JavaScript. It discusses improving the code by adding whitespace, renaming variables for clarity, and refactoring the program into discrete functions. It later introduces testing the game logic separately from the user interface. Finally, it presents the game design using higher-order functions for flexibility and composability over a static structure.
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The document provides guidance on creating a Python game project with a main menu, rock paper scissors, and tic tac toe games. It includes code snippets and explanations for:
- Creating a main menu function with game options
- Importing the random library to randomly select computer moves
- Using arrays to store the tic tac toe board state
- Printing the tic tac toe board
- Validating user input and checking for wins
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The document discusses programming concepts and skills that can be learned through creating interactive stories, games, and animations with the Scratch programming environment. It outlines fundamental ideas about computers and programming that Scratch supports, including problem-solving, project design, and specific programming concepts like conditional statements, iteration, variables, lists, event handling, coordination and synchronization between sprites, and user interface design. Some advanced concepts like return values are not currently introduced in Scratch.
This document discusses using Python for easy artificial intelligence. It provides examples of using Python to:
1. Solve puzzles like the eight queens problem and alphametics puzzles with techniques like exhaustive search and constraint propagation.
2. Build a neural network model of a database to perform tasks like generalization, handling missing data, and extrapolation based on incomplete information.
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1. West Visayas State University
Calinog Campus
SCHOOL OF INFORMATION AND COMMUNICATIONS TECHNOLOGY
Number Guessing game
In partial fulfillment CC203 PORGRAMMING II as a
requirements for Bachelor of Science in Information Technology
by
Deon Raphael G. Palma
JC France Catalogo
Dennis Libuna
SY 2024-2025
2nd Semester
2. Number Guessing game
I. BRIEF INTRODUCTION
The number guessing game is a classic introduction to programming concepts like loops, conditional
statements, and user input. It's a fun and engaging way to learn the fundamentals of coding. In this game, the
computer generates a random number within a specific range. The player then tries to guess the number by
entering their own guesses. The program provides feedback to the player indicating if their guess is too high,
too low, or correct. The game continues until the player guesses the correct number.
3. II. PURPOSE AND DESCRIPTION
Goal: The player tries to guess a hidden number chosen by the computer.
Mechanics: The computer generates a random number within a specific range. The player keeps guessing
numbers until they guess the correct number.
Feedback: After each guess, the game provides feedback indicating if the guess is too high or too low.
Looping: The program continues to prompt the user for guesses until they guess the correct number.
Entertainment: The guessing game is a fun and engaging way to pass the time.
4. III. FUNCTIONAL FEATURES
Random Number Generation: The program uses the random module to generate a secret number.
User Input: The program prompts the user to enter their guess.
Guess Evaluation: It compares the user's guess with the hidden number.
Feedback Loop: The program provides feedback ("Too high" or "Too low") based on the guess.
Win/Lose conditions: The program can determine if the user has guessed the correct number and provide
congratulatory or informative messages accordingly.
Play again functionality: The program allows the user to choose whether they want to restart the game
after each round.
6. V. SOURCE CODE
import random # Import the random library to generate random numbers
while True: # Loop to keep playing until user decides to quit
# Game logic here
num = random.randint(1, 10) # Generate a random number between 1 and 10
guess = 0 # Initialize guess variable to 0
while guess != num: # Loop until the user guesses the correct number
guess = input("Guess a number between 1 and 10: ") # Ask for user's guess
guess = int(guess) # Convert the guess input (string) to an integer
if guess < num: # Check if guess is too low
print("Too low, try again.")
elif guess > num: # Check if guess is too high
print("Too high, try again.")
print("Congratulations! You guessed the number correctly!") # Congratulate player
def play_again():
"""Asks the user if they want to play again."""
while True:
choice = input("Do you want to play again? (y/n): ").lower()
if choice in ("y", "n"): # Check for valid input (y or n)
return choice == "y" # Return True if user wants to play again
else:
print("Invalid input. Please enter 'y' or 'n'.")
# Play again prompt
if not play_again(): # Check if user doesn't want to play again
break # Exit the loop and end the game
print("Thanks for playing!") # Thank the player for playing