Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Java 9 Programming By Example

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

Arrow left icon
Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468284
Length 504 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Peter Verhas Peter Verhas
Author Profile Icon Peter Verhas
Peter Verhas
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with Java 9 2. The First Real Java Program - Sorting Names FREE CHAPTER 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 - Creating a Game

In this chapter, we will start to develop a simple game. The game is the Mastermind game for two players. Player one selects four differently colored pins out of six possible colors and arranges them on a board in a row hidden from the other player. The other player tries to guess the colors of the pins and its positions. After each try, player one tells the number of matching colors and the pins matching both color and position. The program will act as both player one and player two. Our code will play alone. However, what remains for us to play with is the most important: the code.

This example is complex enough to deepen the OO principles and how we design classes and model the real world. We have already used classes provided in the Java runtime. This time, we will use collections and discuss this important area. These classes and interfaces are widely used and available in the JDK...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime