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using Java program or if possible Repl.it program Programming Assignment #1 Description For this assignment we will be creating a simple BINGO game. You will

using Java program or if possible Repl.it program

Programming Assignment #1

Description For this assignment we will be creating a simple BINGO game. You will create a BINGO card, play through a game by entering "called" numbers, and determining when you have a winning card. The wikipedia page contains information about the game if you need it, but the most relevant section is: "A typical Bingo game utilizes the numbers 1 through 75. The ve columns of the card are labeled 'B', 'I', 'N', 'G', and 'O' from left to right. The center space is usually marked Free or Free Space, and is considered automatically lled. The range of printed numbers that can appear on the card is normally restricted by column, with the 'B' column only containing numbers between 1 and 15 inclusive, the 'I' column containing only 16 through 30, 'N' containing 31 through 45, 'G' containing 46 through 60, and 'O' containing 61 through 75." This tells us how the card should be constructed. The victory conditions are when you have a row, column, or diagonal lled. Requirements Be sure to follow the above mentioned conventions in regards to card creation and victory conditions. You should create a unique card each time the program is run, not a pre-entered one. Make sure that you dont have a card with repeated numbers on it. Hints Making different methods to do various game activities (create the card, print the card, check for win conditions, etc) will make things much easier. For now, choosing a fairly naive way of marking the free space and played spaces will work best. (We dont need to preserve the original card, see the sample below)

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