For an image of your choice that has the following artifacts: image is very bright [code and snapshot] image has a lot of noise [code and snapshot] image contains objects with blurred borders [code and snapshot] image is rotated anti-clockwise around its center [code and snapshot] image is colored while we want it in grayscale [ code and snapshot] image is to be written to the hard disk [code] Write a java code segment to resolve the above problems. Show your output per case.
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- Image binarization converts a greyscale or a coloured image to a black and white image. Assume that you are given a greyscale image with text as shown in Figure 2 below. Write the Java program to convert the greyscale image to a black and white image. You may set your own estimated threshold value. A VILLAGE OF MORMONS-Over seven hun- dred Mormons reached this city from New York May 15th, and tarried with us till the early train westward set off this morning. There were enough of them to constitute a good sized village. Figure 2: Greyscale Text ImageHELP IN JAVA CODE PLEASE Create code using DrawingPanel to generate values for a magic square based on a random magicValue and execute as an example is shown below Make sure the old magic square is erased when the new magic square is executed.JAVA CODE- Write a Java code that creates a pong game where whenever the ball hits the paddles or the left and right walls when it does the ball, paddles, and background change color randomly, but not have them be the same color to let the player still be able to see the paddles. Preferably two-player pong with one player using the w and s keys and the other using the up and down keys.
- Java OOP Write a complete address book maintenance application. The user of the program has four options: Add a new person, delete a person, modify the data of a person, and search for a person by giving the name. Use the AddressBook class, either the original one from the chapter or the modified one from the previous exercises. You have to decide how to allow the user to enter the values for a new person, display person information, and so forth.Challenge 3: Encryption.java and Decryption.java Write an Encryption class that encrypts the contents of a binary file. Your encryption program should work like a filter, reading the contents of one file, modifying the data into a code, and then writing the coded content out to a second file. The second file will be a version of the first file, but written in a secret code. Use a simple encryption technique, such as reading one character at a time, and add 10 to the character code of each character before it is written to the second file. Come up with your own encryption method. Also write a Decryption class that reads the file produced by the Encryption program. The decryption file will use the method that you used and restore the data to its original state, and write it to a new file.For an image of your choice that has the following artifacts: 1. image is very bright 2. image has a lot of noise 3. 3. image contains objects with blurred borders 4. 4. image is rotated anti-clockwise around its center 5. image is colored while we want it in grayscale 6. image is to be written to the hard disk Write a java code segment to resolve the above problems. Show your output per case.
- Using 2 classes and the main class will be MidtermP2Demo Develop a Java program that lets the user input the elements of an array of ints which has 10 slots and output the following: sumAll(): Sum of the elements in the array averageAll(): Average of the elements in the array max(): Highest value in the array min(): Lowest value in the array gcd(): Greatest common divisor of the elements lcd(): Least common denominator of the elements sumEven(): Sum of all even numbers/elements sumOdd(): Sum of all odd numbers/elements sumSqrt(): Sum of the square roots of the elements sumPrimes(): Sum of all prime numbers/elementsClasses: MidtermP2, MidtermP2DemoJava - Encapsulation A rectangle can be formed given two points, the top left point and the bottom right point. Assuming that the top left corner of the console is point (0, 0), the bottom right corner of the console is point (MAX, MAX) and given two points (all “x” and “y” coordinates are positive), you should be able to draw the rectangle in the correct location, determine if it is a square or a rectangle, and compute for its area, perimeter and center point. To be able to do this, you should create a class Point (that has an x-coordinate and a y-coordinate). Also, create another class called Rectangle. The Rectangle should have 2 points, the top left and the bottom right. You should also implement the following methods for the Rectangle: display() - draws the rectangle on the console based on the samplearea() - computes and returns the area of a given rectangleperimeter() - computes and returns the perimeter of a given rectanglecenterPoint() - computes and returns the center point…Java: A place to buy candy is from a candy machine. A new candy machine is bought for the gym, but it is not working properly. The candy machine has four dispensers to hold and release items sold by the candy machine and a cash register. The machine sells four products — candies, chips, gum, and cookies—each of which is stored in a separate dispenser. You have been asked to write a program for this candy machine so that it can be put into operation. NOTE: Each method should be in a different class , NOT one big program! The program should do the following: Show the customer the different products sold by the candy machine Let the customer make the selection Show the customer the cost of the item selected Accept money from the customer Return change Release the item, that is, make the sale
- code Connect6State.java according to the following instructions Class Connect6State java.lang.Object Connect6State public class Connect6State extends java.lang.Object Connect6State - A representation of a Connect6 (http://en.wikipedia.org/wiki/Connect6) game state. We assume a square grid board size specified to be a positive integer less than or equal to 26. Size 19 is common. The first and second players place pieces on the board that are black and white, respectively. Each piece is placed in an unoccupied grid position. On the first turn, the first player places one piece. Afterwards, players alternate placing two pieces per turn. Play continues until either one player completes a consecutive line of 6 or more of their pieces or no play is possible. The player with 6 or more pieces in a horizontal, vertical, or diagonal line is the winner. If no legal play is possible, the game is a draw. Field Summary Fields Modifier and Type Field Description static int…Java: A place to buy candy is from a candy machine. A new candy machine is bought for the gym, but it is not working properly. The candy machine has four dispensers to hold and release items sold by the candy machine and a cash register. The machine sells four products — candies, chips, gum, and cookies—each of which is stored in a separate dispenser. You have been asked to write a program for this candy machine so that it can be put into operation. The program should do the following: Show the customer the different products sold by the candy machine Let the customer make the selection Show the customer the cost of the item selected Accept money from the customer Return change Release the item, that is, make the sale Here is my provided code: import java.util.*; public class CandyMachine{// Each candy machine is made of 1 CashRegister and 4 DispensersCashRegister cashRegister;Dispenser candy;Dispenser chips;Dispenser gum;Dispenser cookies;//Default constructor to set the…A Memory Matching Game in java code with a 4x4 grid of Squares that when you click on a square it shows a number. It would have to be 2 of each number 1-8 and if the two squares that are clicked match then the squares stay on the grid. If they do not match after picking 2 squares they flip back over