program will shuffle a deck of cards, deal hands to two players, accept requests from the two players to exchange cards, and finally report the winner.

Define a 52-card deck of playing cards by the numbers 0 to 51. Cards numbered 0 to 12, are from the suit of Spades, 13-25 from Clubs, 26-38 are Diamonds and 39-51 are Hearts. In each suit, the 13 cards are the 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King and Ace. For example, card number 29 is the 5 of Diamonds while card 25 is the Ace of Clubs.

Step 1:

Write a program which, given the number of the card, creates a string consisting of the actual card. Thus,

input of 29 would generate the string "Five of Diamonds".

Step 2:

Modify your program by moving the code for generating the string into a function, within the file

main.cpp, with prototype

int GetCardName(int,char[]);

which takes the card number in the first argument and returns the card name in the second argument. The

value of the function is true if the card is a valid card, and 0 otherwise.

Step 3:

Move your function to a new file called subs.cpp. This new file should also have includes for libraries

used in the function. Place the prototype at the top of

this file as well.

Step 4:

Create a new file called subs.h containing the prototype for the above function. Replace the prototype line

in main.cpp and subs.cpp with an include line for this new header file.

Step 5:

The deck of cards is stored in a 52-long integer array. To shuffle a deck of cards, a random ordering of the

digits 0-51 is placed in the array. This involves initialising the array to the digits 0-51, and then randomly

swapping pairs of digits. Thus, two random numbers are needed. These numbers will be on the range 0-

51. But how can a computer generate a random number? Obviously, computers are deterministic. That is,

any process will produce a repeatable result.

Most computer languages provide a library function for generating pseudo-random numbers. Such a

function, when called, returns a sequence of numbers in some range (in C++ from 0 to RAND_MAX) with

properties such as equal probabilities of all possible numbers, and no correlation between one number

generated and the next.

One of the common methods used is an additive-multiplicative congruence where a sequence of unsigned

long integers is produced by multiplying the last number by a constant and adding another constant. The

short integer random number produced is then only some of the bits of the long integer. Symantec C++

uses

next = current * 1103515245 + 12345;

and then takes the least significant 15 bits to produce random numbers on the range 0 to 32767 inclusive.

On most C++ systems, the function for generating a (pseudo-)random number is rand() which is part of the

stdlib library with associated header file cstdlib. So that the generator is not dependent on hard coded

upper limits, the header also defines the value RAND_MAX (as 32767), which is the maximum value

generated. You should use this value as the maximum.

To generate a random number in the range 0 to n-1, we could use the expression

rand()/(RAND_MAX+1.)*n

which is then truncated. (The +1. accounts for generated values of RAND_MAX and makes the expression

real.) An alternative method is just to evaluate

rand() % n

This expression, with some methods of pseudo-random number generation, may cause problems but

Symantec's approach means this method is acceptable.

How many swaps should produce a reasonable shuffle? Who knows? But there is a better way.

Start with the first card in the deck (card 0). Swap it with one of the 52 cards (including the possibility of

no swap). Now move to the next card, and swap it within the 51 remaining cards. And so on. Now only

51 swaps are needed (the last card cannot be moved in the end).

Write the function (in file subs.cpp with the prototype added to subs.h)

void ShuffleDeck(int[]);

to fill the deck with the 52 cards and shuffle it. Rewrite main.cpp as a driver program to test this new

function.

Note that repeated runs of the program will produce the same sequence of cards. This is because

the sequence of numbers generated by the function rand() starts with the same long integer. To overcome

this, another function called srand() with an unsigned integer argument starts the sequence. Add a request

(in main.cpp) for an initial unsigned integer seed called, say, seed, and then add the line

srand(seed);

Step 6:

A poker hand consists of 5 cards dealt from a shuffled deck. We are simulating a two-player game, so that

two hands are needed. Write a function

void DealPokerHands(int[],int[],int[]);

which takes the deck in the first argument and deals two hands into the two arrays in the second and third

arguments. Cards from the deck should alternate to each hand. Modify the driver program to test this

function.

Step 7:

The next step is to be able to determine what the quality of a poker hand is. There are 9 different levels (in

order of decreasing quality):

1. Straight Flush

The five cards are in sequence in the same suit. Ace can be low (namely A,2,3,4,5) or high

(10,J,Q,K,A).

2. Four of a Kind

Four of the cards are of the same rank.

3. Full House

Three of the cards are of one rank while two are of another rank.

4. Flush

The five cards are in the same suit.

5. Straight

The five cards are in sequence, as for the Straight Flush, but not of the same suit.

6. Three of a Kind

Three cards are of the same rank, and two unmatched cards.

7. Two Pair

Two pairs of cards are of the same rank.

8. One Pair

Two cards are the same rank, while the other three are all different.

9.High Card

All cards are of different rank, and are not of the same suit.

Write a function

int HandValue(int[], char[]);

which returns the number above for the given hand, plus puts the name of the hand type in the second

argument. (Hint: Count the number of each rank that appears in the hand, storing the result in an array.

Determining fours, threes and twos of a kind is then trivial.) Test your function on the two hands dealt in

the previous section.

Step 8:

The only problem when deciding whether one hand beats another is when both hands are of the same

quality. In each case there is a tie-breaker. Sort the cards into decreasing rank, with the proviso that

multiples (fours/threes/twos of a kind) rank higher than single cards (and straights with Ace at the bottom,

should have 5 as the highest card). Then compare the two hands card by card to find the higher hand. For

example, if both players have two pair with Player 1 (A,A,5,5,4) and Player 2 (A,A,5,5,6), then Player 2

would win.

Write a function

int WhoWins(int[],int,int[],int);

which returns 1 if the first hand (cards in argument 1, quality in argument 2) is better, 2 if the second hand

(cards in argument 3, quality in argument 4) is better. In the event of a complete tie return 0.

Step 9:

The final step is to allow the two players to exchange a number of cards from their hands. At this time the

final layout of the communications with the players can be programmed. The program should

(a) request a random seed

(b) shuffle the decks

(c) deal two hands without displaying them

(d) for each player in turn:

show their hand

request which cards to change

change the cards

show the final hand including what kind of hand

(after player 1, output 24 blank lines)

(e) report the final result.

CS 340 Milestone One Guidelines and Rubric Overview: For this assignment, you will implement the fundamental operations of create, read, update,

Retail Transaction Programming Project Project Requirements: Develop a program to emulate a purchase transaction at a retail store. This

7COM1028 Secure Systems Programming Referral Coursework: Secure

Create a GUI program that:Accepts the following from a user:Item NameItem QuantityItem PriceAllows the user to create a file to store the sales receip

CS 340 Final Project Guidelines and Rubric Overview The final project will encompass developing a web service using a software stack and impleme