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public class MasterMindEntry { private String playerEntry; public static String masterEntry; public MasterMindEntry(String playerEntry) { this.playerEntry = playerEntry; } public String getPlayerEntry() { return playerEntry;

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public class MasterMindEntry { private String playerEntry; public static String masterEntry;

public MasterMindEntry(String playerEntry) { this.playerEntry = playerEntry; }

public String getPlayerEntry() { return playerEntry; } public String [] getPlayerEntryArray() { String entry = this.getPlayerEntry(); String [] entryArray = {"","","",""}; for (int i = 0; i

public void setPlayerEntry(String playerEntry) { this.playerEntry = playerEntry; }

public static String getMasterEntry() { return masterEntry; }

public static void setMasterEntry(String gameEntry) { MasterMindEntry.masterEntry = gameEntry; }

public String getFeedback() { if (this.playerEntry.equals(masterEntry)) { return "YYYY"; } else {

String feedback = ""; for (int i = 0; i

} } return feedback; } } public String [] getFeedbackArray(){ String feedback = this.getFeedback(); String [] feedArray = {"","","",""}; for (int i = 0; i

. Exercise 2: Mastermind or Master Mind is a code-breaking game for two players. One player becomes the code-maker, the other the code-breaker. The game rules of your program: The code-maker is the application. And it chooses a pattern of four code Letters as a subset of the following 7 alphabetic letters {A, B, C, D, E, F, G). The code cannot include duplicates and blanks. The chosen pattern is hidden by GUI. The code-breaker tries to guess the pattern in the right order in both orders, within twelve turns. Each guess is made by placing a row of code patterns on the decoding board. Once placed, the program provides feedback after each row of guess. Character Y feedback is placed for each code patters from the guess, which is correct in both character and position. X' feedback indicates the existence of a correct Character in the code but placed in the wrong position. Understand and complete the Project file for the application that provided by your instructor. . . Exercise 2: Mastermind or Master Mind is a code-breaking game for two players. One player becomes the code-maker, the other the code-breaker. The game rules of your program: The code-maker is the application. And it chooses a pattern of four code Letters as a subset of the following 7 alphabetic letters {A, B, C, D, E, F, G). The code cannot include duplicates and blanks. The chosen pattern is hidden by GUI. The code-breaker tries to guess the pattern in the right order in both orders, within twelve turns. Each guess is made by placing a row of code patterns on the decoding board. Once placed, the program provides feedback after each row of guess. Character Y feedback is placed for each code patters from the guess, which is correct in both character and position. X' feedback indicates the existence of a correct Character in the code but placed in the wrong position. Understand and complete the Project file for the application that provided by your instructor

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