Implement a class Moth that models a moth flying along a straight line. The moth has a position, which is the distance from a fixed origin. When the moth moves toward a point of light, its new position is halfway between its old position and the position of the light source
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Q: - P2.22 Implement a class Moth that models a moth flying along a straight line. The moth has a…
A: Consider: lightPosition initalPosition as the public double variables of the class Moth
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Implement a class Moth that models a moth flying along a straight line. The moth has a position, which is the distance from a fixed origin. When the moth moves toward a point of light, its new position is halfway between its old position and the position of the light source. Supply a constructor
Public Moth(double initialPosition)
and methods
pubc void moveToLight(double 1ightPosition)
public double getpsition()
Your MothTester should construct a moth, move it toward a couple of light sources, and check that the moth's position is as expected.
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- Implement a class Moth that models a moth flying along a straight line. The moth hasa position, which is the distance from a fixed origin. When the moth moves toward apoint of light, its new position is halfway between its old position and the position ofthe light source. Find the instance variable(s), define and implement the constructor(s), then supplythe following methods:- public void moveToLight(double lightPosition)- public double getPosition() Document your class, generate Javadoc documentation and produce a test program ‘MothTester’that construct a moth, move it toward a couple of light sources, and check that the moth’s positionis as expected. Add a comment to your class Moth that explains how you can make the Moth immobile after 10moves.1) Implement a class Moth that models a moth flying along a straight line. The moth hasa position, which is the distance from a fixed origin. When the moth moves toward apoint of light, its new position is halfway between its old position and the position ofthe light source. Find the instance variable(s), define and implement the constructor(s), then supplythe following methods:- public void moveToLight(double lightPosition)- public double getPosition()2) Document your class, generate Javadoc documentation and produce a test program ‘MothTester’that construct a moth, move it toward a couple of light sources, and check that the moth’s positionis as expected.3) Add a comment to your class Moth that explains how you can make the Moth immobile after 10moves.An archery target consists of a central circle of yellow surrounded by con-centric rings of red, blue, black and white. Each ring has the same width, which is the same as the radius of the yellow circle. Write a programthat draws such a target. Hint: Objects drawn later will appear on top ofobjects drawn earlier.
- JAva Implement a class Robot that simulates a robot wandering on an infinite plane. The robot is locatedat a point with integer coordinates and faces north, south, east, or west. Supply methods:public void turnLeft()public void turnRight()public void move()public Point getLocation()public String getDirection()The turnLeft and turnRight methods change the direction but not the location. The move method movesthe robot by one unit in the direction it is facing. The getDirection method returns a string “N”, “S”,“E”, “W”. For the new object, the initial location and facing should be specified. For the initial facing, 0means north, 1 means east, 2 means south, and 3 means west.A tester class, RobotTester, has been provided as follows to help you how to implement the Robot class.Therefore, implement the Robot class such that the following RobotTester class can be executed withoutany changes.import java.awt.Point;/**A class to test the Robot class.*/public class RobotTester{/**Tests the…Java program help Simulate a slot machine. The customer will add a fixed amount of money to the machine and play the slots. There should be 4 images for the game: "Apple", "Orange", "Banana", and "Cherry". If three of the images match, the customer wins $2 and is added to their balance. If all four match, the customer wins $10 and that is added to their balance. If less then four match there is no prize money, and the customer is charged $1 for the try. The customer can quit after each try, and the program will print out the customer's cash balance. Coding Details: Use an array of strings to store the 4 strings listed above. Use a do-while loop for the program. The program starts once the user enters how much money they have. The decision to stop occurs at the bottom of the loop. The do-while loop keeps going until the user quits, or there is no money left. The pseudocode for the program is shown below: Determine the fruits to display (step 3 below) and print them Determine if there…Define a Polygon interface that has methods area() and perimeter(). Then implement classes for Triangle, Quadrilateral, Pentagon, Hexagon, and Octagon, which implement this interface, with the obvious meanings for the area() and perimeter() methods. Also implement classes, IsoscelesTriangle, Equilateral- Triangle, Rectangle, and Square, which have the appropriate inheritance relationships. Finally, write a simple user interface, which allows users to create polygons of the various types, input their geometric dimensions, and then out- put their area and perimeter. For extra effort, allow users to input polygons by specifying their vertex coordinates and be able to test if two such polygons are similar ORIGINAL WORKS ONLY
- A constructor that creates a regular polygon with the specified number of sides, length of side, and x-and y-coordinates. • The method getPerimeter() that returns the perimeter of the polygon. The formula for computing the perimeter of a regular polygon is: p=s.n • The method getArea() that returns the area of the polygon. The formula for computing the area of a regular polygon is n x s? Area = 4 X tan n Write a test program that creates three RegularPolygon objects, using the no-arg constructor, using RegularPolygon(6, 4), and using RegularPolygon(10, 4, 5.6, 7.8). For each object, display its perimeter and area.Please read the thickened sentences below In this game, one flyand three frogs are placed randomly on a board with the size 7x7.In each iteration, they move randomlywithin the board, and the simulation stops when one of the frogs eats the fly.Fly and frogs are essentially creatures that can move, make noise, and eat. Frogs can move up to 2squares in any direction, and flies can move up to 1. Frogs make the "Croak! Croak!" sound, and fliesmake "ZzzZZz!". Since frogs should not eat their kind, a function of "isEatable" should also beimplemented in decision making. A variable or function to check if the fly is alive is also required as aterminate condition for simulation.In each iteration, an 'f' character represents frogs' position on board, and an '*' character is used torepresent the position of fly. Java language please I dont want the survival game starting with the code below I want in Java language and like in photos please #functions def GenerateRandomScene(): scenes =…import java.awt.*;import javax.swing.*;import java.util.*; // Model classclass FrogModel { private int xc; private int yc; public FrogModel() { // Initialize frog's coordinates randomly Random rng = new Random(); // Creating an instance of Random xc = rng.nextInt(200); yc = rng.nextInt(200); } public int getX() { return xc; } public int getY() { return yc; } public void leap() { // Update frog's coordinates randomly Random rng = new Random(); // Creating an instance of Random xc = rng.nextInt(200); yc = rng.nextInt(200); }} // View classclass FrogView extends JPanel { private FrogModel model; public FrogView(FrogModel model) { this.model = model; setBackground(Color.BLUE); } @Override protected void paintComponent(Graphics gc) { super.paintComponent(gc); gc.setColor(Color.GREEN); gc.fillOval(model.getX(), model.getY(), 10, 10); //…
- import java.awt.*;import javax.swing.*;import java.util.*; // Model classclass FrogModel { private int xc; private int yc; public FrogModel() { // Initialize frog's coordinates randomly Random rng = new Random(); // Creating an instance of Random xc = rng.nextInt(200); yc = rng.nextInt(200); } public int getX() { return xc; } public int getY() { return yc; } public void leap() { // Update frog's coordinates randomly Random rng = new Random(); // Creating an instance of Random xc = rng.nextInt(200); yc = rng.nextInt(200); }} // View classclass FrogView extends JPanel { private FrogModel model; public FrogView(FrogModel model) { this.model = model; setBackground(Color.BLUE); } @Override protected void paintComponent(Graphics gc) { super.paintComponent(gc); gc.setColor(Color.GREEN); gc.fillOval(model.getX(), model.getY(), 10, 10); //…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 Rectangle public void…Java - 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…