AP CSP 3.15 Exercise 2: Design the Random Range

Big Idea 3 · Topic 3.15 · Exercise 2

Design the Random Range

25 minutes - 5 game features - choose the RANDOM call and list its outcomes

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Scenario 1 · Foundational

A single six-sided die roll: the app needs any whole number from 1 to 6, and a player must be able to roll a 6.

The lowest and highest value this feature needs:

The exact RANDOM(a, b) call + every possible result + the count (b - a + 1):

Enrichment - a subtler bounds or variability consideration:

Scenario 2 · Core

A coin flip stored as a number: the app needs exactly two outcomes, 0 for heads and 1 for tails.

The lowest and highest value this feature needs:

The exact RANDOM(a, b) call + every possible result + the count (b - a + 1):

Enrichment - a subtler bounds or variability consideration:

Scenario 3 · Core

An event picker that chooses one of three story events, numbered 1, 2, and 3.

The lowest and highest value this feature needs:

The exact RANDOM(a, b) call + every possible result + the count (b - a + 1):

Enrichment - a subtler bounds or variability consideration:

Scenario 4 · Challenge

A random floor for an elevator mini-game: any floor from 10 to 20 inclusive, where both 10 and 20 must be reachable.

The lowest and highest value this feature needs:

The exact RANDOM(a, b) call + every possible result + the count (b - a + 1):

Enrichment - a subtler bounds or variability consideration:

Scenario 5 · Challenge

A random EVEN power-up value of 2, 4, 6, or 8 - no odd numbers allowed.

The lowest and highest value this feature needs:

The exact RANDOM(a, b) call + every possible result + the count (b - a + 1):

Enrichment - a subtler bounds or variability consideration:

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