• Inside the curly braces of _BallState create a variable called ballNumber that can only hold integers (int), set it to equal 0.


  • Instead of hard coding the ball image name that's being displayed on screen, use the ballNumber variable you just created instead.

  • Add the dart:math library to your main.dart file.

  • When the button gets pressed, use the Random() generator and the nextInt() method from the dart:math library to generate a new ballNumber between 0 - 4.

  • print the ballNumber to the console when the button gets pressed.

  • When you run the app and click on the ball image you should see random number between 0 - 4 printed in the console like this: