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Java 9 Programming By Example

You're reading from   Java 9 Programming By Example Your guide to software development

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468284
Length 504 pages
Edition 1st Edition
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Author (1):
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Peter Verhas Peter Verhas
Author Profile Icon Peter Verhas
Peter Verhas
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Table of Contents (11) Chapters Close

Preface 1. Getting Started with Java 9 FREE CHAPTER 2. The First Real Java Program - Sorting Names 3. Optimizing the Sort - Making Code Professional 4. Mastermind - Creating a Game 5. Extending the Game - Run Parallel, Run Faster 6. Making Our Game Professional - Do it as a Webapp 7. Building a Commercial Web Application Using REST 8. Extending Our E-Commerce Application 9. Building an Accounting Application Using Reactive Programming 10. Finalizing Java Knowledge to a Professional Level

Mastermind servlet


Playing the Mastermind game via the Web is a bit different from what it used to be. Till now, we did not have any user interaction and our classes were designed accordingly. For example, we could add a new guess to the table, along with the partial and full matches calculated by the program. Now we have to separate the creation of a new guess, add it to the game, and set the full and partial matches. This time, we have to display the table first, and the user has to calculate and provide the number of matches.

We have to modify some of the classes to be able to do that. We need to add a new method to Game.java:

public Row addGuess(Guess guess, int full, int partial) { 
    assertNotFinished(); 
    final Row row = new Row(guess, full, partial); 
    table.addRow(row); 
    if (itWasAWinningGuess(full)) { 
        finished = true; 
    } 
    return row; 
}

Till now, we had only one method that was adding a new guess, and since the program knew the secret, it was immediately...

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