## 27.10 Case Study: A GUI for the Clock Game

- The final example is a wxWindows version of the clock game of Chapter 13.
- Because of the event-driven nature of GUI programming, several modifications had to be made to the program logic.
- In this program, each guess is communicated to the program in the handler of the "Guess" button.
- A data field `tries` has been added to keep track of whether the guess is a first or second guess.
- The user selects menu options that lead to dialog boxes to enter the user name and choose level.
- Now the user can change level at any time during the game.
- To simplify compilation, the nonstandard Point and Time classes have been eliminated from the program.

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