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In this problem, youll re-create the classic race of the tortoise and the hare. You'll use random-number generation to develop a simulation of this memorable

In this problem, you’ll re-create the classic race of the tortoise and the hare. You'll use random-number generation to develop a simulation of this memorable event. Our contenders begin the race at square 1 of 70 squares. Each square represents a position along the race course. The finish line is at square 70. The first contender to reach or pass square 70 is rewarded with a pail of fresh carrots and lettuce. The course weaves its way up the side of a slippery mountain, so occasionally the contenders lose ground.

A clock ticks once per second. With each tick of the clock, your application should adjust the

position of the animals according to the rules in the table below. Use variables to keep track

of the positions of the animals (i.e., position numbers are 1—70). Start each animal at

position 1 (the "starting gate"). If an animal slips left before square 1, move it back to square

Animal
Move Type
Percentage of the time
Actual Move
Tortoise
Fast plod
50 %
3 squares to the right
Slip
20 %
6 squares to the left
Slow plod
30 %
1 square to the right
Hare
Sleep
20 %
No move at all
Big hop
20 %
9 squares to the right
Big slip
10 %
12 squares to the left
Small hop
30 %
1 square to the right
Small slip
20 %
2 squares to the left




Create two functions that generate the percentages in the table for the tortoise and the hare,

respectively, by producing a random integer i in the range 1 ≤ i ≤ 10. In the function for the

tortoise, perform a "fast plod" when 1 ≤ I ≤ 5, a "slip" when 6 ≤ i ≤ 7 or a "slow plod" when 8 ≤

i ≤ 10. Use a similar technique in the function for the hare.

Begin the race by displaying

THEY'RE OFF

                

Then, for each tick of the clock (i.e., each iteration of a loop), display a 70-position line showing the letter "T" in the position of the tortoise and the letter "H" in the position of the

hare. Occasionally, the contenders will land on the same square. In this case, the tortoise bites the hare, and your application should display "OUCH ! ! ! " at that position. All positions

other than the “T”, the "H" or the "OUCH ! ! !" (in case of a tie) should be blank. After each line is displayed, test for whether either animal has reached or passed square 70.

If so, display the winner and terminate the simulation. If the tortoise wins, display

TORTOISE WINS! ! ! YAY! ! ! If the hare wins, display Hare wins. Yuch. If both animals win on the same tick of the clock. you may want to favor the tortoise (the "underdog"), or you may want to display "It's a tie". If neither animal wins, perform the loop again to

simulate the next tick of the clock. When you're ready to run your application, assemble a group of fans to watch the race. You'll be amazed at how involved your audience gets!

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