Write a class for a Chicken that also implements your interface. The Chicken’s type will be “chicken” and the sound will vary. About 50% of the time, the chicken will say “bawk!” and other times it will say “cluck!”.
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Write a class for a Chicken that also implements your interface. The Chicken’s type will be “chicken” and the sound will vary. About 50% of the time, the chicken will say “bawk!” and other times it will say “cluck!”.
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- A microwave control panel has four buttons: one for increasing the time by 30 seconds, one for switching between power levels 1 and 2, a reset button, and a start button. Implement a class that simulates the microwave, with a method for each button. The method for the start button should print a message “Cooking for ... seconds at level ...”.Exercise 1 - Number Guessing Game Make a new Java Project called Lab2. Within it, add a new class with the main method called NumberGuessGame. Inside the main method, implement a number guessing game, which will work by generating a pseudorandom number in the range of 0 to 100 (inclusive, so both 0 and 100 should be possible), then asking the user to enter a number that will be their guess. If the two match, display an appropriate message. Otherwise, display either "greater" or "lesser", depending on whether the pseudorandom number is greater than or less than the number entered.Please help me create a cave class for a Hunt the Wumpus game (in java). You can read the rules in it's entirety of the Hunt the Wumpus game online to get a better idea of the specifications. It's an actual game. INFORMATION: The object of this game is to find and kill the Wumpus within a minimum number of moves, before you get exhausted or run out of arrows. There is only one way to win: you must discover which room the Wumpus is hiding in and kill it by shooting an arrow into that room from an adjacent room. The Cave The Wumpus lives in a cave of 30 rooms. The rooms are hexagonal. Each room has up to 3 tunnels, allowing access to 1, 2 or 3 (out of 6) adjacent rooms. The attached diagram shows the layout of rooms in the cave. The map wraps around such that rooms on the edges (white cells) have neighbors from the opposite edge (blue cells). E.g., the neighbors of room 1 are rooms 25, 26, 2, 7, 6, and 30, and you could choose to connect room 1 to any of these rooms. Observe how…
- Problem: Bugs are simple creatures that only know how to walk towards other bugs. Bugs maintain information about their (x, y) position; by which it can tell if they are standing next to other bugs. Watch the following video: bug movement. Create a java project that simulate bugs movement. You need to write a class “Bug" that models a bug moving along a straight line and it can turn to change its direction counterclockwise (i.e. 90 degree to the left; north → west → south → east → north). In each move, its position changes by one unit in the current direction. Details of the "Bug" class is described below. Your simulator should read information of an unknown number of “Bug" objects from an input file called “Bugs.txt". Each line represents a bug and the initial position and facing direction of this particular bug. Keeping the first bug position as a reference the simulator should move the second bug next to the first bug forming a cluster and its final position and direction should be…Setup Instructions: Create a new class named Lab4 in the edu.ben.labs.lab4 package of your CMSC200 Java Project. Problem Set: Let's place a marker on the circle numbered 1 in the grid below. Then we will toss a coin. If the coin toss resulted in a 'heads', we would move the marker along the path labeled 'H' to the circle numbered 5. If the coin toss resulted in a 'tails', we would move the marker along the path labeled T' to the circle numbered 4. Now we would toss the coin again and move the marker accordingly. This is repeated for any number of coin tosses. The purpose of this problem is to simulate this automata and to report 2 3 the number of the circle on which the marker ends after a series of coin tosses. The marker always begins on the circle numbered 1. 7 Iпрut: Your program should accept a string consisting only of the characters 'h' or t, where each character represents the outcome of a coin toss ('h' - heads, 't - tails). The string is terminated by a #' character. Each…JAVA Write an application to simulate the rolling of two dice. The application should use an object of class Random once to roll the first die and again to roll the second die. The sum of the two values should then be calculated. Each die can show an integer value from 1 to 6, so the sum of the values will vary from 2 to 12, with 7 being the most frequent sum, and 2 and 12 the least frequent.
- Write a Dice class. The class should have: A private field for the number of sides of the die. A constructor that takes an integer between 4 and 20, inclusive and sets the number of sides of the die. A method, rollDie(), returns the face value when the die is rolled. Use a Random number to “roll” the die. Write a main method that will create two die with the same number of sides, continually roll the dice, and report the result of each roll. It should stop when “snake eyes” are rolled (double 1’s) and report the number of rolls. You may write this as a console application or a Windows Forms application; include a screenshot of your program running with successful output.In java language Write a Rectangle class. A Rectangle has properties of width and length. You construct a Rectangle object by providing the width and length in that order. If no width and length are provided to the constructor, construct a Rectangle with width 0.0 and length 0.0. We want to be able to get and set both the width and the length independently. We also want to be able to ask for the area of the rectangle and the perimeter of the rectangle. What will the object need to remember? width and length - those are the instance variables. Rectangle class has these constructors : public Rectangle() - Constructs a new rectangle with width and length of 0.0. public Rectangle(double width, double length) - Constructs a new rectangle with the given width and length. Remember that the job of the constructor is to initialize the instance variables. It has these methods. public double getWidth() - Gets the width of this Rectangle public double getLength() - Gets the length of this…In java language Write a Rectangle class. A Rectangle has properties of width and length. You construct a Rectangle object by providing the width and length in that order. If no width and length are provided to the constructor, construct a Rectangle with width 0.0 and length 0.0. We want to be able to get and set both the width and the length independently. We also want to be able to ask for the area of the rectangle and the perimeter of the rectangle. What will the object need to remember? width and length - those are the instance variables. Rectangle class has these constructors : public Rectangle() - Constructs a new rectangle with width and length of 0.0. public Rectangle(double width, double length) - Constructs a new rectangle with the given width and length. Remember that the job of the constructor is to initialize the instance variables. It has these methods. public double getWidth() - Gets the width of this Rectangle public double getLength() - Gets the length of this…
- Create an interface called Visible that includes two methods: makeVisible and makeInvisible. Both methods should take no parameters and should return a boolean result. Write a class Message that implements Visible and has two instance variables, a String text, and a boolean isVisible. In addition to the methods from the interface which you should implement, the class should have a constructor that initializes text from a parameter and sets isVisible to true, and a toString method that returns text if it is visible, and an empty string if it is not. Use Java.Please help me create a cave class for a Hunt the Wumpus game. You can read the rules in it's entirety of the Hunt the Wumpus game online to get a better idea of the specifications. It's an actual game. INFORMATION: The object of this game is to find and kill the Wumpus within a minimum number of moves, before you get exhausted or run out of arrows. There is only one way to win: you must discover which room the Wumpus is hiding in and kill it by shooting an arrow into that room from an adjacent room. The Cave The Wumpus lives in a cave of 30 rooms. The rooms are hexagonal. Each room has up to 3 tunnels, allowing access to 1, 2 or 3 (out of 6) adjacent rooms. The attached diagram shows the layout of rooms in the cave. The map wraps around such that rooms on the edges (white cells) have neighbors from the opposite edge (blue cells). E.g., the neighbors of room 1 are rooms 25, 26, 2, 7, 6, and 30, and you could choose to connect room 1 to any of these rooms. Observe how room 1…2. Write an interface for Tossable. We will say that every Tossable item has a way to toss it and we want to be able to give its color. A Tossable item by default is to throw an assist toss to another player.