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The document summarizes a Python code that simulates a cricket game between a player and computer. The code uses functions like bowl() and batting() to modularize different aspects of the game. It incorporates decision making through allowing the player to choose between odd/even and batting/bowling. Random number generation adds unpredictability to simulate the computer's bowling and player's batting. The code also includes error handling for invalid user input. Overall, the simulation allows players to experience the thrill of a cricket match in a simplified virtual setting.
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0% found this document useful (0 votes)
8 views

SPEECH

The document summarizes a Python code that simulates a cricket game between a player and computer. The code uses functions like bowl() and batting() to modularize different aspects of the game. It incorporates decision making through allowing the player to choose between odd/even and batting/bowling. Random number generation adds unpredictability to simulate the computer's bowling and player's batting. The code also includes error handling for invalid user input. Overall, the simulation allows players to experience the thrill of a cricket match in a simplified virtual setting.
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 3

KRISH KANNA-

**Introduction:**

Ladies and gentlemen,

Today, I'll be discussing a Python code that simulates a cricket game between a player and a
computer. This code provides an interactive experience that involves batting, bowling, and making
strategic choices.

**Functionality:**

1. **`def wrong()` function:**

- This function is designed to exit the program if the player enters an invalid input. It's a simple way
to handle incorrect inputs.

2. **`def bowl()` function:**

- This function simulates the computer's bowling turn.

- The computer randomly generates its bowling number, and the player is asked to enter a number
between 1 and 6.

- If the player enters an invalid number, the `wrong()` function is called.

- Depending on the player's input, the computer's runs are calculated, and the game proceeds.

- The player then takes their turn to bat, attempting to beat the computer's score.

3. **`def batting()` function:**

- This function simulates the player's batting turn.

- Similar to the computer's bowling, the player inputs a number between 1 and 6.

- The player accumulates runs as long as their input is not the same as the randomly generated
number for the computer's bowling.

- The player's goal is to score more runs than the computer's total runs.

4. **Main Part:**

- The main part of the code consists of a series of choices and interactions.

- The player is asked to choose odd or even and input a number.

- Based on the sum of the player's number and a random number, it's determined whether the
player wins or loses the toss.

- Depending on the result of the toss, the player can choose between batting and bowling.

**Key Points:**

1. The code uses functions like `bowl()` and `batting()` to modularize and organize the different
aspects of the game.
2. It involves random number generation to simulate the uncertainty and unpredictability of a real
cricket match.

3. The code incorporates user input and error handling, ensuring that only valid inputs are accepted.

4. It demonstrates decision-making by allowing the player to choose between odd and even, as well
as between batting and bowling after winning the toss.

5. The code highlights the concept of strategic choices in cricket, where the player must make
decisions based on the game situation.

6. The simulation aspect of the code allows players to experience the thrill of a cricket match in a
simplified manner.

THULASIRAM-
**Introduction:**

Ladies and gentlemen,

Today, I'm excited to delve into a captivating Python code that brings the world of cricket right to our
screens. This code encapsulates the spirit of a cricket match, allowing us to experience the thrill of
batting, bowling, and strategic decision-making in a virtual setting.

**Key Point 1: Decision-Making and Toss:**

Our code opens with a crucial aspect of cricket - the toss. Just like in a real match, the player is
presented with a decision to choose between odd and even. The suspense builds as the player inputs
a number between 1 and 6. Based on the sum of the player's number and a random number
generated by the code, we determine whether the player wins or loses the toss. This pivotal moment
mirrors the excitement of the toss in actual cricket matches.

**Key Point 2: Modular Approach with Functions:**

To keep our code organized and easy to understand, the creator has employed a modular approach
using functions. Two primary functions stand out - `bowl()` and `batting()`. These functions break
down the game into its fundamental components: bowling and batting. This modular design not only
simplifies the code's structure but also enables us to focus on specific aspects of the game.

**Key Point 3: Emulating Realism with Randomness:**

What's cricket without its element of unpredictability? Our code replicates this by utilizing random
number generation. Just like the bounce of a cricket ball can be unpredictable, the computer's
bowling and the player's batting numbers are randomly determined. This creates an authentic sense
of uncertainty that mirrors the real challenges faced by players on the field.

**Key Point 4: User Input and Error Handling:**

In this interactive experience, user input plays a pivotal role. The code incorporates this by prompting
the player to input numbers for batting and bowling. However, the code doesn't just assume perfect
inputs. It incorporates error handling, ensuring that only valid inputs, ranging from 1 to 6, are
accepted. If an invalid input is provided, the `wrong()` function is cleverly invoked, demonstrating a
thoughtful approach to user interaction.
**Key Point 5: Strategic Choices in Cricket:**

Cricket is a game of strategy, and our code doesn't fall short in this regard. Winning the toss isn't the
only strategic decision the player faces. After winning the toss, the player must choose whether to
bat or bowl. This mirrors the strategic discussions that take place on cricket fields worldwide, as
captains assess pitch conditions and team strengths before making their choice.

**Key Point 6: The Thrill of Simulation:**

While our code simplifies cricket into a computer program, it retains the excitement of a real match.
By immersing us in batting and bowling scenarios, it lets us experience the essence of cricket. It
brings to life the tension of chasing a target or setting a formidable score. The simulation aspect of
the code truly resonates with cricket enthusiasts, offering a taste of the action in a compact form.

**Conclusion:**

In wrapping up, this Python code beautifully encapsulates the heart of a cricket match. It bridges the
gap between technology and sports, allowing us to engage in an interactive cricketing experience. As
we've explored its various facets - from decision-making to strategy and randomness - it's clear that
this code isn't just lines on a screen; it's a virtual embodiment of the passion and excitement that
define the game of cricket.

Thank you for your attention.

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