🎰 Javanotes , Solution to Exercise 5, Chapter 5

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Blackjack, formerly also Black Jack and Vingt-Un, is the American member of a global family of for a blackjack. Dealer wins ties: The rule that bets on tied hands are lost rather than pushed is catastrophic to the player. Though rarely used in.


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House Edge. Following are the effects of the changes to regular blackjack, based on infinite decks. Player may not double: loss of


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If player and the House tie, it is a push and no one wins. Ace and 10 (Blackjack) on the first two cards dealt is an automatic player win at to 1, unless the.


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people had 21 in blackjack at the same time, what do you do to break the tie? If the dealer gets 21 also, then it is a "push" and neither play wins nor loses.


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If both the player and dealer have Blackjack, the result is a push (tie): neither the player nor the bank wins and the bet is returned to the player. ***.


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It depends on the sense in which you and the dealer tie. If you and the dealer both bust, the dealer still wins (the dealer will take your wager as soon as you bust).


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Although there are many other details to get right, it's mostly routine from here on. In the last step, we determine the winner by comparing the values of the two hands. If the user wins, add an amount equal to the bet to the user's money. With these refinements, the algorithm becomes. In a casino, the dealer deals himself one card face up and one card face down. Fortunately, the exercise gives what amounts to a fairly detailed outline of the algorithm. The general object in Blackjack is to get a hand of cards whose value is as close to 21 as possible, without going over. But instead of this, I just tell the user to enter a bet amount of 0 if she wants to quit. First, two cards are dealt into each player's hand. Of course, to produce code like this, you have to make sure that you are familiar with the methods in the classes that you are using. When this happens, the subroutine ends immediately, and any remaining steps in the algorithm are skipped. Solution for Programming Exercise 5. Return true if the user wins, false if the dealer wins. For example, to deal two cards into each hand, we just have to say. The rule is that as long as the value of the dealer's hand is less than or equal to 16, the dealer Hits that is, takes another card. All the user's cards are dealt face up. Now, the winner can be determined: If the dealer has gone over 21, the user wins. The function call userHand. Otherwise, if the dealer's total is greater than or equal to the user's total, then the dealer wins. Again, if the value goes over 21, the whole subroutine ends. Since the Blackjack game will take place in a subroutine, we need some way for the main routine to find out whether the user won. Then, we can write an algorithm for the main program:.

T his page contains a sample solution to one of the exercises from Introduction to Programming Using Java. This is the longest and most complex program that has come up so far in the exercises. The dealer only follows rules, beteasy call any choice.

Write a program that who wins a tie in blackjack the user play Blackjack. This is ready to be translated into Java.

Two notes on programming: At any point in the subroutine, as soon as you know who the winner is, you can say " return true ;" or " return false ;" to end the subroutine and return to the main program.

The first step uses a for loop to display the cards in the user's hand:. The game will be a simplified version of Blackjack as it is played in a casino. We can do this in one step, if we want. Otherwise, the user wins.

In the loop, if the value of userHand goes over 21, then the whole subroutine ends. We need variables to represent the amount of money that the user has and the amount that the user bets on a given game. In this phase, the user sees her own cards and sees one of the dealer's two cards. Let's start by designing the main program. To make things interesting, give the user dollars, and let the user make bets on the game. Of course, the major part of the problem is to write the playBlackjack routine. The loop ends when the user wants to "stand". The program needs an object of class Deck and two objects of type BlackjackHand , one for the dealer and one for the user. The cards are numbered from 0 to userHand. The user gets to decide again whether to Hit or Stand. If not, then the process continues. This is called a "Blackjack". This algorithm can be translated into the main routine in the program given below. Otherwise, if the user has 21, then the user wins. Write a main program that lets the user play several games of Blackjack. The game goes like this. The user should see all the dealer's cards at this point. Exercise 5. You should first write a subroutine in which the user plays one game. Of course, a lot of output statements have to be added to the algorithm to keep the user informed about what is going on. If the user Stands, the game will end, but first the dealer gets a chance to draw cards. If the dealer's hand has a value of 21 at this point, then the dealer wins. To avoid having an overabundance of variables in your subroutine, remember that a function call such as userHand. For example, I expanded the step where it says "Ask whether user wants to hit or stand" to. Let money and bet be variables of type int to represent these quantities. Then, the user plays Blackjack games until the user runs out of money or until the user wants to quit. We better make sure that the user's bet is a reasonable amount, that is, something between 0 and the amount of money the user has. In outline, the game goes like this:. The user can draw several cards, so we need a loop. We can add the card to a hand with the addCard instance method from the Hand class. So, the algorithm can be refined as:. The other point that needs some refinement is inputting the user's bet. If deck refers to the object of type Deck , then the function call deck. I encourage you to read the entire program below and make sure that you understand it. Note that the dealer wins on a tie, so if both players have Blackjack, then the dealer wins. The computer will act as the dealer. The last three steps need to be expanded, again using the information stated in the exercise. We should record the return value and test it to see whether the user won. The dealer simply draws cards in a loop as long as the value of dealerHand is 16 or less. Now, if the game has not ended, the user gets a chance to add some cards to her hand. End the program when the user wants to quit or when she runs out of money. The user makes a decision whether to "Hit", which means to add another card to her hand, or to "Stand", which means to stop taking cards. The subroutine should return a boolean value to indicate whether the user wins the game or not. If the user Hits, there is a possibility that the user will go over In that case, the game is over and the user loses. As in the previous exercise, your program will need the classes defined in Card. Things are a little complicated because the game can end at various points along the way. One point of coding is the question of how to deal a card to the user or to the dealer. The exercise says that the subroutine should be a function that returns a boolean value with this information. The last step listed here expands to a loop that ends when the user inputs a valid response, 'H' or 'S'. If the user loses, subtract the bet from the user's money. We could ask the user after each game whether she wants to continue.