JAVA Create a UML using the UML Template attached. (This is part I need most) In this lab, you will be creating a roulette wheel. The pockets are numbered from 0 to 36. The colors of the pockets are as follows: Pocket 0 is green. For pockets 1 through 10, the odd-numbered pockets are red and the even-numbered pockets are black. For pockets 11 through 18, the odd-numbered pockets are black and the even-numbered pockets are red. For pockets 19 through 28, the odd-numbered pockets
JAVA Create a UML using the UML Template attached. (This is part I need most) In this lab, you will be creating a roulette wheel. The pockets are numbered from 0 to 36. The colors of the pockets are as follows: Pocket 0 is green. For pockets 1 through 10, the odd-numbered pockets are red and the even-numbered pockets are black. For pockets 11 through 18, the odd-numbered pockets are black and the even-numbered pockets are red. For pockets 19 through 28, the odd-numbered pockets
Chapter11: Advanced Inheritance Concepts
Section: Chapter Questions
Problem 5RQ
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JAVA
Create a UML using the UML Template attached. (This is part I need most)
In this lab, you will be creating a roulette wheel. The pockets are numbered from 0 to 36. The colors of the pockets are as follows:
- Pocket 0 is green.
- For pockets 1 through 10, the odd-numbered pockets are red and the even-numbered pockets are black.
- For pockets 11 through 18, the odd-numbered pockets are black and the even-numbered pockets are red.
- For pockets 19 through 28, the odd-numbered pockets are red and the even-numbered pockets are black.
- For pockets 29 through 36, the odd-numbered pockets are black and the even-numbered pockets are red.
Create a class named RoulettePocket. The class's constructor should accept a pocket number. The class should have a method named getPocketColor that returns the pocket's color, as a string.
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