Overview Use the principles of Object Oriented Design (OOD) and Object Oriented Programming (OOP) to re-build the horseRace assignment using object-oriented programming. Each horse will be an object, and the race will be another object that contains a list of horses and manages the race. Along the way, you will experiment with UML, create classes, review access modifiers, build member variables, add access methods, and create constructors. The Project Build a program that simulates a horse race. The race works just like the last assignment, and the user may not ever see the difference. But this time, the underlying design will use objects. You will have two objects in the game. There will be an array of five horse objects. The horse will 'know' how to advance according to a random flip, and to return its position. The other primary entity in this game is the race (or the track, if you prefer.) This object will contain a series of horses. It will also have the ability to start the race. When the race is running, the race class will 'tell' each horse to advance, and will print out a track diagram showing the relative positions of the horses. In this case we may do automated testing against your program. In order to accommodate this you will prompt (ask for input) for a random seed and use it to seed your random number generator. This will allow you to test your program against several seeds. And we may test your program with a series of these random seeds. While this will not be your entire grade, but your ability to pass these tests could be a consideration in your grade. This is a common industry practice and one we will try to introduce you. Note that you will not need the automation feature nor a GUI. This just gives you an idea of the race concept. Code Organization While you have already written this program in a procedural fashion, this program is a perfect candidate for the object-oriented paradigm
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