Modify your HW #04b so that it supports stochastic branching and flowering.
Before a stem grows, "roll a die" to determine whether it should branch (this check is performed every step). If it does branch, a random number (1-5) of branches will start at the end-point of their parent stem: each will initially have the same x, y, theta and r that their parent has — but each will have its own randomly determined direction. The total length of a branch, from root to tip will never be larger than the total number of steps.
If a stem does not branch in the current step, then "roll a die" to see if that stem will flower. Having flowered, a stem does not grow any more. You may draw flowers any way you like (as long as they look "flower-like"); I used the Graphics2D's drawOval() and fillOval() to make circles.
Even if you know more, you are limited to using the techniques covered up to this point in class.