PLEASE can do this in NETBEAN I need that way thank very muc

PLEASE can do this in NETBEAN I need that way thank very much

Mancala is a family of board games played around the world, sometimes called \"sowing\" games, or \"count-and-capture\" games, which describes the gameplay. The Kalah variant was imported to the United States in 1940. This game favors the starting player, who will always win the three-seed to six-seed versions with perfect play. As a result, this variant is usually considered a children\'s game. mancalaBoard Rules The game provides a Kalah board and a number of seeds or counters. The board has 12 small pits, called houses, on each side; and a big pit, called an end zone, at each end. The object of the game is to capture more seeds than one\'s opponent. At the beginning of the game, four seeds are placed in each house. This is the traditional method. Each player controls the six houses and their seeds on the player\'s side of the board. The player\'s score is the number of seeds in the store to their right. Players take turns sowing their seeds. On a turn, the player removes all seeds from one of the houses under their control. Moving counter-clockwise, the player drops one seed in each house in turn, including the player\'s own store but not their opponent\'s. If the last sown seed lands in an empty house owned by the player, and the opposite house contains seeds, both the last seed and the opposite seeds are captured and placed into the player\'s store. If the last sown seed lands in the player\'s store, the player gets an additional move. There is no limit on the number of moves a player can make in their turn. When one player no longer has any seeds in any of their houses, the game ends. The other player moves all remaining seeds to their store, and the player with the most seeds in their store wins. It is possible for the game to end in a draw. Requirements The project name shall be _GEM_Mancala Create a JSP-based application using MVC architecture that implements the Mancala game as described above The application must display: The game board current player indicator current number of seeds in each pit current scores (number of seeds in each house) game over indicator winner indicator a quit button The game cannot use old-style scriptlet tags (<% %>), expression tags (<%= %>) or declaration tags (<%! %>) mancalaStamp

Solution

New File

Save file as Gboard.java

In this we will build the game board and all of it\'s properties

It includes:

Each player\'s pots, with player ownership (although we can do this in the LinkList/Array classes.

We should also have win conditions, pot placement in the window, and pool placement.

Possibly we should have the score and what not placed in here too referenced from the LinkList/Array classes.

package main;

import java.util.Random;

public class GBoard {

private int STANDARDBEADS = 3;

private int m_bowls[];

private int player1Pool;

private int player2Pool;

private int SelectOn, currentPlayer;

private boolean running;

Random rand = new Random();

private XY[] m_bowlLocations;

private XY m_tileSize;

private String gameState;

// variables for distributing

private int nextBowl, distributionCounter;

private boolean steal, extraTurn;

private AI ai

int GMode;

// Initializer

public GBoard(boolean randomize, int Mode) {

initializeGame(randomize);

player1Pool = 6;

player2Pool = 13;

GMode = Mode;

}

private void initializeGame(boolean randomize) {

m_bowls = new int[14];

m_bowlLocations = new XY[14];

m_tileSize = new XY();

if (randomize)

RandomizeBowls();

else

fillBowls();

initializeBowlPoisitions();

currentPlayer = 1;

SelectOn = 0;

running = true;

gameState = \"Playing\";

ai = new AI(m_bowls);

GMode = 0;

}

// Reset Game board

public void ResetGBoard() {

for (int i = 0; i < 14; i++) {

m_bowls[i] = 0;

}

SelectOn = 0;

currentPlayer = 0;

running = false;

}

// Fills all bowls with a standard number of beads

private void fillBowls() {

for (int i = 0; i < 14; i++) {

if ((i + 1) % 7 == 0)

m_bowls[i] = 0;

else

m_bowls[i] = STANDARDBEADS; // 3 beads per each bowl is the

// standard

}

}

// Fill all bowls with at least one bead, and add to them randomly to fill

// all bowls with random beads

private void RandomizeBowls() {

// keep track of total beads

int totalBeads = 0;

// fill all bowls with at least one bead

for (int i = 0; i < 14; i++) {

if ((i + 1) % 7 == 0)

m_bowls[i] = 0;

else {

m_bowls[i] = 2;

totalBeads+=2;

}

}

// fill random bowls with more beads

int index;

while (totalBeads < STANDARDBEADS * 12) {

index = rand.nextInt(14);

if (!((index + 1) % 7 == 0)) {

m_bowls[index]++;

totalBeads++;

}

}

}

private void initializeBowlPoisitions() {

m_tileSize.set(60, 60);

// initialize all XY locations for bowls

for (int i = 0; i < m_bowlLocations.length; i++) {

m_bowlLocations[i] = new XY();

}

int x = m_tileSize.getX() * 2;

int y = m_tileSize.getY();

for (int i = 12; i > 6; i--) {

m_bowlLocations[i].set(x, y);

x += m_tileSize.getX();

}

x = m_tileSize.getX() * 2;

y = m_tileSize.getX() * 3;

for (int i = 0; i < 6; i++) {

m_bowlLocations[i].set(x, y);

x += m_tileSize.getX();

}

m_bowlLocations[13].set(m_tileSize.getX(), m_tileSize.getY() * 2);

m_bowlLocations[6].set(m_tileSize.getX() * 8, m_tileSize.getY() * 2);

}

private boolean distributeOnce(int index) {

nextBowl++;

// if the next bowl is greater than the size of the array, then loop to

// the beginning of the array

if (nextBowl >= getGameSize()) {

nextBowl = 0;

}

m_bowls[index]--;

m_bowls[nextBowl]++;

distributionCounter--;

if (distributionCounter <= 0) {

gameState = \"Playing\";

return true;

} else {

gameState = \"Distributing\";

return false;

}

}

private void initiateDistributionInstance(int index) {

nextBowl = index;

distributionCounter = m_bowls[index];

}

private void GameLogic() {

// check if last bowl was empty

steal = false;

extraTurn = false;

if (nextBowl == 6 || nextBowl == 13)

extraTurn = true;

if (m_bowls[nextBowl] == 1 && nextBowl != 6 && nextBowl != 13)

steal = true;

// prevent player from stealing from himself

if (((nextBowl > 6 && currentPlayer == 1) || (nextBowl < 6 && currentPlayer == 2)))

steal = false;

// prevent player from getting an extra turn when landing in opposing pool

if (((nextBowl == 6 && currentPlayer == 2) || (nextBowl == 13 && currentPlayer == 1)))

extraTurn = false;

// if true find opposite bowl and steal pieces in that bowl, and reward them to the current player

if (steal) {

int oppositeBowl = 12 - nextBowl;

if (m_bowls[oppositeBowl] != 0) {

if (oppositeBowl < 6) {

m_bowls[13] += m_bowls[oppositeBowl];

} else if (oppositeBowl > 6) {

m_bowls[6] += m_bowls[oppositeBowl];

}

m_bowls[oppositeBowl] = 0;

System.out.println(\"STEAL!\");

}

}

if (extraTurn) {

System.out.println(\"Extra Turn!\");

} else {

SwitchCurrentPlayer();

gameState = \"Playing\";

System.out.println(\"Players switched\");

}

}

private void MoveSelectOnRight() {

if (currentPlayer == 1) {

if (SelectOn < 5)

SelectOn++;

} else if (currentPlayer == 2) {

if (SelectOn > 7)

SelectOn--;

}

}

private void MoveSelectOnLeft() {

if (currentPlayer == 1) {

if (SelectOn > 0)

SelectOn--;

} else if (currentPlayer == 2) {

if (SelectOn < 12)

SelectOn++;

}

}

private void SwitchCurrentPlayer() {

if (currentPlayer == 1) {

currentPlayer = 2;

SelectOn = 7;

} else if (currentPlayer == 2) {

currentPlayer = 1;

SelectOn = 0;

}

}

public int getSelectOn() {

return SelectOn;

}

private boolean checkGameOverCondition() {

// check player 1

boolean GameOver = true, flag = false;

for (int i = 0; i < 6; i++) {

if (m_bowls[i] != 0) {

flag = true;

// if any bowls contain a number that is not 0 return false

}

if (flag)

GameOver = false;

}

if (GameOver)

return GameOver;

// Check player 2

GameOver = true;

flag = false;

for (int i = 7; i < 13; i++) {

if (m_bowls[i] != 0) {

flag = true;

}

if (flag)

GameOver = false;

}

return GameOver; // if no bowls contained a non-zero number return true

}

public boolean isRunning() {

return running;

}

public void update(int input) {

if (gameState != \"Distributing\")

handleGMode();

ai.update(m_bowls);

if (gameState == \"Playing\") {

handleInput(input);

} else if (gameState == \"Distributing\") {

handleDistribution(getSelectOn());

} else if (gameState == \"AI\")

handleAI(currentPlayer);

running = !checkGameOverCondition();

}

private void handleGMode() {

if (GMode == 0) {

gameState = \"Playing\";

} else if (GMode == 1) {

if (currentPlayer == 1)

gameState = \"Playing\";

if (currentPlayer == 2)

gameState = \"AI\";

} else if (GMode == 2) {

gameState = \"AI\";

}

}

private void handleDistribution(int index) {

boolean flag;

System.out.println(gameState);

flag = distributeOnce(index);

if (flag)

GameLogic();

Sleep(500);

}

public void handleInput(int input) {

switch (input) {

case \'A\':

MoveSelectOnLeft();

break;

case \'D\':

MoveSelectOnRight();

break;

case \' \':

if (m_bowls[getSelectOn()] != 0) {

gameState = \"Distributing\";

initiateDistributionInstance(getSelectOn());

}

break;

case \'I\':

ai.displayArrays();

break;

}

}

public void DisplayWinner() {

if (m_bowls[player1Pool] == m_bowls[player2Pool])

System.out.println(\"Tie Game!\");

else {

int winner;

if (m_bowls[player1Pool] > m_bowls[player2Pool])

winner = 1;

else

winner = 2;

System.out.println(\"Player \" + winner + \" Wins!\");

}

}

private boolean AIMove(int index) {

boolean flag = false;

if (SelectOn < index)

SelectOn++;

if (SelectOn > index)

SelectOn--;

else if (SelectOn == index)

flag = true;

return flag;

}

private void handleAI(int Player) {

boolean flag = false;

System.out.println(gameState);

if (Player == 1) {

flag = AIMove(ai.getPlayer1Decision());

}

if (Player == 2) {

flag = AIMove(ai.getPlayer2Decision());

}

if (flag) {

gameState = \"Distributing\";

initiateDistributionInstance(getSelectOn());

}

if (gameState == \"AI\") {

Sleep(500);

}

}

public void Sleep(long SleepTime) {

try {

Thread.sleep(SleepTime);

} catch (InterruptedException e) {

// TODO Auto-generated catch block

e.printStackTrace();

}

}

public String getBowl(int index) {

if (index == SelectOn)

return \"(\" + m_bowls[index] + \")\";

else

return \" \" + m_bowls[index];

}

public int getBowlLocationX(int index) {

return m_bowlLocations[index].getX();

}

public int getBowlLocationY(int index) {

return m_bowlLocations[index].getY();

}

public int getGameSize() {

return m_bowls.length;

}

public String getGameState() {

return gameState;

}

}

Save file as AI.java

package main;

public class AI {

private boolean ExtraTurnAvailable[];

private boolean StealAvailable[];

private boolean StealReachable[];

private boolean ExtraTurnSetupAvailable[];

private boolean LargestBowl[];

private int DecisionPriority[];

private boolean StealRuin[];

private int P1Decision, P2Decision;

private int GameBoard[];

public AI(int a_bowls[]) {

ExtraTurnAvailable = new boolean[14];

StealAvailable = new boolean[14];

StealReachable = new boolean[14];

ExtraTurnSetupAvailable = new boolean[14];

LargestBowl = new boolean[14];

StealRuin = new boolean[14];

DecisionPriority = new int[14];

initializeArrays();

P1Decision = 0;

P2Decision = 7;

GameBoard = new int[14];

updateGameBoard(a_bowls);

}

public void initializeArrays() {

for (int i = 0; i < ExtraTurnAvailable.length; i++) {

ExtraTurnAvailable[i] = false;

StealAvailable[i] = false;

StealReachable[i] = false;

ExtraTurnSetupAvailable[i] = false;

LargestBowl[i] = false;

StealRuin[i] = false;

DecisionPriority[i] = 0;

}

}

public void updateGameBoard(int a_bowls[]) {

for (int i = 0; i < a_bowls.length; i++) {

GameBoard[i] = a_bowls[i];

}

}

public void update(int a_bowls[]) {

updateGameBoard(a_bowls);

Evaluate();

makeDecision();

}

private void Evaluate() {

// check entire board for extra turns

initializeArrays();

// check entire board for extra turns

EvaluateExtraTurns();

// check row for steals

EvaluateSteals();

// if a steal is available, check if there are any bowls that can reach it

EvaluateReachableSteals();

// find out which bowls set up extra turns

EvaluateExtraTurnSetupOpportunities();

// find out which bowl sets up an optimum steal

EvaluateLargestBowl();

// find out where to ruin steal opportunities

EvaluateStealRuinOpportunities();

// find out where to ruin extra turns

EvaluateExtraTurnRuinOpportunities();

}

private void EvaluateExtraTurns() {

for (int i = 0; i < 13; i++) {

if (i != 6 && i != 13) {

if (i < 6) {

if (GameBoard[i] == 5 - i + 1) {

ExtraTurnAvailable[i] = true;

}

}

if (i > 6) {

if (GameBoard[i] == 12 - i + 1) {

ExtraTurnAvailable[i] = true;

}

}

}

}

}

private void EvaluateSteals() {

for (int i = 0; i < 13; i++) {

if (i != 6 && i != 13) {

if (GameBoard[i] == 0 && GameBoard[12 - i] > 0) {

StealAvailable[i] = true;

}

}

}

}

private void EvaluateReachableSteals() {

for (int i = 0; i < 13; i++) {

if (StealAvailable[i] == true) {

if (i < 6) {

for (int c = i; c >= 0; c--) {

if (GameBoard[c] == i - c && GameBoard[c] != 0) {

StealReachable[c] = true;

}

}

}

if (i > 6) {

for (int c = i; c > 6; c--) {

if (GameBoard[c] == i - c && GameBoard[c] != 0) {

StealReachable[c] = true;

}

}

}

}

}

}

private void EvaluateExtraTurnSetupOpportunities() {

for (int i = 0; i < 13; i++) {

if (i != 6 && i != 13) {

if (i < 6) {

for (int c = 0; c < 6; c++) {

if (i < c && GameBoard[c] == 5 - c

&& GameBoard[i] >= c - i) {

ExtraTurnSetupAvailable[i] = true;

}

}

if (i > 6) {

for (int c = 7; c < 12; c++) {

if (i < c && GameBoard[c] == 12 - c

&& GameBoard[i] >= c - i) {

ExtraTurnSetupAvailable[i] = true;

}

}

}

}

}

}

}

private void EvaluateLargestBowl() {

// find the bowl with the greatest number of beads on both sides

int LargestValueIndex1 = 0, LargestValueIndex2 = 7;

for (int i = 0; i < 6; i++) {

if (GameBoard[i] >= GameBoard[LargestValueIndex1])

LargestValueIndex1 = i;

}

for (int i = 7; i < 13; i++) {

if (GameBoard[i] >= GameBoard[LargestValueIndex2])

LargestValueIndex2 = i;

}

LargestBowl[LargestValueIndex1] = true;

LargestBowl[LargestValueIndex2] = true;

}

private void EvaluateStealRuinOpportunities() {

// check if any bowls can reach a steal reachable bowl

for (int i = 0; i < 13; i++) {

if (StealReachable[i] == true) {

if (i > 6) {

for (int c = i; c >= 0; c--) {

if (GameBoard[c] == i - c && GameBoard[c] != 0) {

StealRuin[c] = true;

}

}

}

if (i < 6) {

for (int c = 7; c < 12; c++) {

if (GameBoard[c] + c > 13 && GameBoard[c] != 0) {

if (GameBoard[c] + c - 13 == i) {

StealRuin[GameBoard[c] + c - 13] = true;

}

}

}

}

}

}

}

private void EvaluateExtraTurnRuinOpportunities() {

// check if any bowls can reach a extra turn bowl

}

private void makeDecision() {

for (int i = 0; i < 13; i++) {

if (ExtraTurnSetupAvailable[i])

DecisionPriority[i]++;

if (LargestBowl[i])

DecisionPriority[i]++;

}

// prioritize extra turns

int counter1 = 0, counter2 = 0;

for (int i = 0; i < 13; i++) {

if (i < 6) {

if (ExtraTurnAvailable[i])

counter1++;

}

if(i > 6){

if(ExtraTurnAvailable[i])

counter2++;

}

}

if(counter1 < 4) counter1 = 4;

if(counter2 < 4) counter2 = 4;

for (int i = 5; i >= 0; i--){

if(ExtraTurnAvailable[i]){

DecisionPriority[i] = counter1;

counter1--;

}

}

for(int i = 12; i > 6; i--){

if(ExtraTurnAvailable[i]){

DecisionPriority[i] = counter2;

counter2--;

}

}

// prioritize Steals

counter1 = 0;

counter2 = 0;

for (int i = 0; i < 13; i++) {

if (i < 6) {

if (StealReachable[i])

counter1++;

}

if(i > 6){

if(StealReachable[i])

counter2++;

}

}

if(counter1 < 4) counter1 = 4;

if(counter2 < 4) counter2 = 4;

for (int i = 5; i >= 0; i--){

if(StealReachable[i]){

DecisionPriority[i] = counter1;

counter1--;

}

}

for(int i = 12; i > 6; i--){

if(StealReachable[i]){

DecisionPriority[i] = counter2;

counter2--;

}

}

// add one kudos if the steal reachable is greater than one

for (int i = 0; i < 13; i++) {

if (i < 6) {

if (StealReachable[i]) {

for (int c = i + 1; c < 6; c++) {

if (GameBoard[c] == i - c && StealAvailable[c]

&& GameBoard[c] > 1) {

DecisionPriority[i]++;

}

}

}

}

if (i > 6) {

for (int c = i + 1; c < 13; c++) {

if (StealReachable[i]) {

if (GameBoard[c] == i - c && StealAvailable[c]

&& GameBoard[c] > 1) {

DecisionPriority[i]++;

}

}

}

}

}

// remove kudos if they interfere with each other

for (int i = 0; i < 13; i++) {

if (i < 6) {

// remove kudos if steals interfere with extra turns

for (int c = i + 1; c < 6; c++) {

if (StealReachable[i]) {

if (GameBoard[c] >= i - c && ExtraTurnAvailable[c]) {

DecisionPriority[i]--;

}

}

}

// remove kudos if extra turns interfere with steals

for (int c = i + 1; c < 6; c++) {

if (ExtraTurnAvailable[i]) {

if (GameBoard[c] >= i - c && StealReachable[c]) {

DecisionPriority[i]--;

}

}

}

}

if (i > 6) {

// remove kudos if steals interfere with extra turns

for (int c = i + 1; c < 13; c++) {

if (StealReachable[i]) {

if (GameBoard[c] >= i - c && ExtraTurnAvailable[c]) {

DecisionPriority[i]--;

}

}

}

// remove kudos if extra turns interfere with steals

for (int c = i + 1; c < 13; c++) {

if (ExtraTurnAvailable[i]) {

if (GameBoard[c] >= i - c && StealReachable[c]) {

DecisionPriority[i]--;

}

}

}

}

}

if (ExtraTurnAvailable[5])

P1Decision = 5;

else {

for (int i = 0; i < 6; i++) {

if (DecisionPriority[i] > DecisionPriority[P1Decision])

P1Decision = i;

}

}

if (ExtraTurnAvailable[12])

P2Decision = 12;

else {

for (int i = 7; i < 13; i++) {

if (DecisionPriority[i] > DecisionPriority[P2Decision])

P2Decision = i;

}

}

}

public int getPlayer1Decision() {

return P1Decision;

}

public int getPlayer2Decision() {

return P2Decision;

}

public void displayArrays() {

// Display Extra Turns Available

System.out.print(\"Extra Turns Available: \");

displayPlayerOptions(ExtraTurnAvailable);

// Display Steals Available

System.out.print(\"Steals Available: \");

displayPlayerOptions(StealAvailable);

// Display Steal Opportunities Reachable

System.out.print(\"Steal Opportunities Reachable: \");

displayPlayerOptions(StealReachable);

// Display Extra Turn Setup Opportunities

System.out.print(\"Extra Turn Setup Opportunities: \");

displayPlayerOptions(ExtraTurnSetupAvailable);

// Display Steal Priorities

System.out.print(\"Largest Bowls: \");

displayPlayerOptions(LargestBowl);

// Display Steal Priorities

System.out.print(\"Steal Ruin Opportunities: \");

displayPlayerOptions(StealRuin);

// Display DecisionPriority

System.out.print(\"Decision Priorities: \");

displayPlayerOptionsInt(DecisionPriority);

// Display P1 Decision

System.out.println(\"Player 1 Decision: \" + P1Decision);

// Display P2 Decision

System.out.println(\"Player 2 Decision: \" + P2Decision);

}

private void displayPlayer1Options(boolean a_array[]) {

for (int i = 0; i < 6; i++) {

int output;

if (a_array[i])

output = 1;

else

output = 0;

System.out.print(output + \" \");

}

}

private void displayPlayer2Options(boolean a_array[]) {

for (int i = 12; i > 6; i--) {

int output;

if (a_array[i])

output = 1;

else

output = 0;

System.out.print(output + \" \");

}

}

private void displayPlayerOptions(boolean a_array[]) {

displayPlayer1Options(a_array);

System.out.print(\" \");

displayPlayer2Options(a_array);

System.out.println();

}

private void displayPlayer1OptionsInt(int a_array[]) {

for (int i = 0; i < 6; i++) {

System.out.print(a_array[i] + \" \");

}

}

private void displayPlayer2OptionsInt(int a_array[]) {

for (int i = 12; i > 6; i--) {

System.out.print(a_array[i] + \" \");

}

}

private void displayPlayerOptionsInt(int a_array[]) {

displayPlayer1OptionsInt(a_array);

System.out.print(\" \");

displayPlayer2OptionsInt(a_array);

System.out.println();

}

}

File save as XY.java (for marquee and all)

package main;
public class XY {
   public int x, y;
   public XY(int a_x, int a_y)
   {
       setX(a_x);
       setY(a_y);
   }
   public XY()
   {
       setX(0);
       setY(0);
   }
   public void set(int a_x, int a_y)
   {
       setX(a_x);
       setY(a_y);
   }
   public void setX(int x) {
       this.x = x;
   }
   public int getX() {
       return x;
   }
   public void setY(int y) {
       this.y = y;
   }
   public int getY() {
       return y;
   }
}

PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \
PLEASE can do this in NETBEAN I need that way thank very much Mancala is a family of board games played around the world, sometimes called \

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