All language subtitles for 015 Dice Project (1)_en

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranรฎ)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

This project is going to test everything that you learn so far.

At this point, you know how to organize your code into functions, define functions that take parameters,

call functions and pass in arguments and return values from your function.

The DICE project is going to cover all of these concepts, but there is a twist.

Like every project, you're going to add interactivity to your application using scanner.

So let's get right into it.

First thing I'll need you to do is create a new class by yourself inside the Section four project,

create a new file named Dice Jack, and in the Dice Jack class, create the main method.

Now Dice Jack is a simple game.

The user can pick three numbers.

For example, I could pick the numbers four, three and five, and if you add them up, the sum is 12.

Then they need to roll the dice three times.

Let's assume they roll three, four and four.

The sum of those numbers is 11.

Now, I would win the game if the sum of my dice rolls is smaller than the sum of numbers that I choose.

And if the difference between the two numbers is less than three, in this case, I would win because

the sum of my dice rolls is smaller than the sum of my numbers.

And the difference between the two numbers is less than three.

So we're going to write code that performs two tasks.

The first task is to roll the dice, and the second task is to check if the user one.

Two tasks imply two functions.

So let's get started now.

Honestly, most of these tasks sound really easy.

It's nothing we haven't done before, but this one is going to require some strategizing.

Java provides a math function called the math.

Random math at random returns a decimal between zero and less than one.

So 0.99999.

The lowest extreme is zero.

The maximum value it can return is 0.9999 less than one, but extremely close.

Those are the two extremes.

Matt the random will return a value between this range.

Whenever you call maths random, the decimal that it returns is bound between zero and 0.99.

But what can we do in order to return a decimal between zero and less than six?

Pause the video and really think about your answer.

The correct answer is multiply its result by six.

Think about it, the minimum value is zero zero times six is still zero.

The maximum value that can be returned is less than 1.999.

Multiplied by six is 5.999 less than six.

Now the range becomes zero to less than six.

These are the two extremes.

Our code will always return a decimal that is bound between zero and less than six.

All right, Now, what can we do to ensure that our current code returns a decimal between one and less

than seven?

Pause the video and think about your answer.

The correct answer is to add one.

The minimum value from our current code is zero, and then zero plus one equals one.

The maximum value that our code can currently return is less than 65.999.

That plus one is going to equal 6.999.

Now the range becomes one to less than seven.

Those are the two extremes.

And our code will always return a decimal that is bound between one and less than seven.

Now here comes the cherry on top.

The minimum value that our current code returns is one.

If we typecast the minimum to an integer, it's still one.

The maximum value that our current code can return is 6.99999.

And if we typecast the maximum to an integer, we just cut off all the decimals and the maximum value

that our code can produce is six.

So now their range becomes 1 to 6.

Those are the two extremes.

Our updated code will always return a whole number that is bound between one and six.

And just like that, we have code that can be used to roll dice.

All right.

It is now time to code everything up.

All right, let's begin.

Our function is going to perform one task, which is rolling dice.

So we expect it to return an integer that represents the dice that was rolled.

Of course, it's going to be called roll dice.

And the roll dice function is not going to need any parameters to perform its task because everything

will be random.

Here we can say double random number.

Is equal to math.

Random.

Times six.

So math random.

What it's going to do is return a decimal that is greater than or equal to zero and less than one.

So it's going to return a decimal that is bound between zero.

And 0.9999999.

And whatever decimal that it ends up returning.

Once you multiply that by six, then that decimal is going to be bound between zero and less than 65.999.

All right.

And now here we can say random number plus equals one.

So whatever a decimal gets returned from this line.

If we were to add one, then that number can be anything from one to less than seven.

And if we were to return the type casted result, return whatever the random number is, but convert

it to an integer, then that number can be anything between 1 to 6 and the result that gets returned

will always be a whole number that is bound between one and six.

Now we can test it out by calling the function three different times and setting up some breakpoints.

So a roll, dice roll dice, roll, dice and roll.

One is equal to roll dice.

We'll call this a roll to.

Then we'll call this or all three.

And we're just going to print each roll.

All right.

Print the third dice roll.

Let us visualize the runtime.

I will step inside of roll dice.

So the result here is always going to be bound between zero and less than six.

In this case, we'll step over this line.

What gets returned is 1.93.

And the result here is always going to be bound between one and less than seven.

In this case, whatever we got from the first line plus one ends up being 2.9.

Typecasting this to an integer.

We get a dice roll of two and that return value gets stored in the variable role.

One Continuing to the next breakpoint.

Here we roll the dice a second time.

The result here is always going to be a decimal that is bound between zero and less than six.

In this case, we get a random number of.

0.28.

The result here will always be a decimal that is bound between one and less than seven.

In this case, whatever we got in line number 15 plus one.

Is 1.28.

The result here will always be a whole number between one and six, because all we're doing is cutting

off the decimals and we get a dice roll of one.

And here we're storing the return value inside of a variable called roll two.

So now we've got two dice rolls here.

We're rolling the dice for a third time, stepping inside the function.

The result here will always be a decimal that is bound between zero and less than six.

In this case, we get 2.30.

The result here will always be a decimal that is bound between one and less than seven.

In this case, whatever we got in line number 15 plus one.

And after typecasting, whatever we get from line 16, the result here is always going to be a whole

number between one and six.

In this case, we're going to get a dice roll of three, and then we store that return value in a variable

called row three.

And then, you know what?

Let's just let execution resume will press continue and then it's going to print all of our dice rolls

to one and three.

So now what I'll actually do is I'll say Java Sea Dice Jack, Java, Java, Dice Jack.

And I'm just going to keep running this code so I can get a variety of dice rolls.

Notice that I keep getting values between one and six.

So if you really want to test out your code, keep running it and make sure that your minimum is one

and your maximum is six.

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.