Slot Machine Java Code While/for Loops



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Java For Loop Quiz contains 20 single and multiple choice questions. For loop quiz questions are designed in such a way that it will help you understand how for loop works in Java. At the end of the quiz, result will be displayed along with your score and for loop quiz answers. There is no time limit to complete the quiz. Aug 02, 2016 In a structured programming language like Java (with for and while loops), inserting extra code is easy. In an unstructured language like TOY (where there are line numbers and goto statements), you must be careful about inserting code. The key difference between the two is organization between them, if you were going to increase to 10 it’d be a lot cleaner and more readable to use a for statement, but on the other hand if you were to use an existing variable in your program in your loop parameters it’d be cleaner to just wright a while loop. Aug 22, 2014 On this post, let’s take a look at how beginners of Java programming can make a simple, yet fully functional slot machine. Slot machines have been around for a long time, but its entertainment value doesn’t seem to fade one bit. How do you write the code using Scanner class to set up a menu (i.e 1 for something, 2 for something, and so on.) Then have the user to choose. Import java.util.; class Main public void displaymenu System.out.println ( '1) Option 1 2) Option 2 3) Option 3' ); System.out.print ( 'Selection.

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A for loop is a repetition control structure that allows you to efficiently write a loop that needs to be executed a specific number of times.

A for loop is useful when you know how many times a task is to be repeated.

Syntax

Slot Machine Java Code While/for Loops

The syntax of a for loop is −

Here is the flow of control in a for loop −

  • The initialization step is executed first, and only once. This step allows you to declare and initialize any loop control variables and this step ends with a semi colon (;).

  • Next, the Boolean expression is evaluated. If it is true, the body of the loop is executed. If it is false, the body of the loop will not be executed and control jumps to the next statement past the for loop.

  • After the body of the for loop gets executed, the control jumps back up to the update statement. This statement allows you to update any loop control variables. This statement can be left blank with a semicolon at the end.

  • The Boolean expression is now evaluated again. If it is true, the loop executes and the process repeats (body of loop, then update step, then Boolean expression). After the Boolean expression is false, the for loop terminates.

Flow Diagram

Example

Following is an example code of the for loop in Java.

This will produce the following result −

Output

java_loop_control.htm

A couple of years ago, when I was learning Java programming, I thought of testing myself and my programming skills by writing a game in Java. Now, I'm not going to call it 'game programming', since game programming is way more than what I did. In fact, what I did was just a test for me. So I decided to write a game I was playing on my old Nokia E50 phone, a Slot Game.

Slot Machine Java Code While/for Loops

This slot game I was playing on my phone was really simple. It had only 3 slots with different items in each. You had to push the Spin button in order to spin the slots, and you would win a small amount of coins if two or three slots were alike. Of course, 3 slots were better than 2. It is not really hard to make a game like this, but for a beginner it is good to start with. As I remember, this was probably the first program that I could tell others: “Look at what I just did!”

So I started working on it (I remember using NetBeans at that time), firstly as console-only, and then using GUI. The first thing I did, was deciding what kind of images (actually their names, not the images themselves) I would use. I wrote this line of code:

I also decided what would be the amount of “money” that the user would win if he matched two or three symbols:

Loops

After that, I went on writing the code that was suposed to randomly choose one of the elements in the symbols array. This could be done by using the Math.random() method, or by calling the nextInt() method at a Random instance, or by the wrong way I used to do at the beginning:

Of course, I soon switched to calling Math.random(), and in order to get a number that I could use as an index for my array, I wrote this block of code:

So the variable choice was the random index that I could use to get a random item from the array (keep in mind that Math.random() returns a double between 0.0 and 1.0)

So after choosing 3 random items, I just printed them out at the console, saying whether there were none, two or three matches, and calculating the amount of money won, if there was any, with the given coefficient. It was a good start; I only had to think of the UI, and I suck at UI design. But for this one, all that I needed was a really simple design which I managed to code as I was planning.

For the items to show at slots, I just googled them and found 12 of them in a single sprite. I downloaded the sprite and started my old photo editing software which sometimes can really be magical; Microsoft Paint! I started cropping images from the sprite, paying attention to their dimensions that should be the same, 122px by 114px. Why these magical values? Just because!

What was left to do, was the UI. I could use the really-helpful drag-and-drop UI builder that ships with NetBeans, but I wanted to do it myself. I had a really hard time figuring out which kind of layout to use, since the only one I really knew was GridLayout. Anyway beside that, I managed to use FlowLayout and BorderLayout. There is a difference between them, but I’m not really capable of pointing that out, so you can check the online JavaDoc for them.

I managed to build the game, and started to play it. I figured out that the coefficients for multiplying the bet were too damn high, but I didn’t care as long as I knew that the game worked.

My bad practices

As you can see, the source code of this simple game is in only one file. This is something that I don’t like to do anymore. A better way to do it is by making the code as modular as it can be. By building small modular elements, dividing the UI from the logic of the application, you help yourself during the testing and debugging phase. So the first thing that I would like to change, is dividing the whole class Slots extends JFrame from the class that calls it.

Slot Machine Java Code While/for Loops Tutorial

This is done by firstly creating a file called Slots.java that will contain only the code for the UI. Then, creating an ActionListener that will listen to different button clicks (there are 5 different buttons). Finally, creating a class called App.java that will only create a Slots instance and make it run.

Basically, the App.java would look like this:

As I remember, SwingUtilities.invokeLater() is used to divide the UI thread from other threads, so if any UI changes are needed, they won’t stall the application.

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The Listener class, which might be called something like SlotButtonListener, might be something like this:

And finally, in the Slots class there would be only the code for defining the UI of the game. All the buttons would have SlotButtonListener as action listener.

Anyone who wants to change the code following these advices is free to do it. You can fork it anytime you want.

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Do you have any Java programming advice for me? Feel free to comment below

Slot Machine Java Code While/for Loops Free