true of false: a) The first step in any programming task is to start coding. b) The only places we would ever want to put a comment in our code are above a method and above a class.
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true of false:
a) The first step in any
b) The only places we would ever want to put a comment in our code are above a method and above a class.
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- Instructions: IMPORTANT: This is a continuation of the previous part of the project and assumes that you are starting with code that fulfills all requirements from that part of the project. Modify the your code from the previous part of the project to make it modular. In addition to the main method, your code must include the following static methods: Method 1 - displayTitle A method that creates a String object in memory to hold the text “Computer Hardware Graphics Quality Recommendation Tool” and displays it Method 2 – getResolutionString A method that accepts an integer value (1, 2, 3, or 4) that denotes the monitor resolution. The method should return the appropriate String representation of the monitor resolution. For example, if the method is passed an integer value of 1, it should return a String with a value of “1280 x 720”. (See Step 4 of Project 1) Method 3 – getMultiplierValue A method that accepts an integer value (1, 2, 3, or 4) that denotes the monitor resolution and…Java Overview In this task, you should try using the Scanner class to read data from the keyboard. This data should be stored in variables in your program and then printed on screen. Task You should write a class called Story that should include a main method. This programs should create a fairy tale for a child. The program is based on a completed story, but some words must be replaced with such as the user may enter. The fairy tale you are going to based on are the following: The little ant (1) There was once a small, small ant that lived with its (2) and its (3) siblings in an anthill, by a large (4) in the forest. The little ant is called (1). For the most part, (1) and his siblings used to work on carrying (5) and (6) to the stack, but today it was (7), so (1) was free. The words that are crossed out are the words that your program should ask the user for. In total, there are seven entries the user must make. The program must save these entries in separate variables and then…java If the first statement of a constructor has the form this(. . .), then the constructor calls another constructor of the same class. Select one: True False
- 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…Assignment: Dice Rolling Program Objective: Create a Java program that rolls two dice and displays the results. The program should have two Java classes: one for a single die and another for a pair of dice. Assignment Details: User Input: Ask the user to specify the number of sides they want on each die. Ensure that the user's input is within a reasonable range. Dice Rolling: Simulate rolling the dice using Math.random() based on the user's chosen number of sides. Display the sum of the values rolled, e.g., "5 + 3 = 8." Special Combinations: If the dice roll results in combinations of 2, 7, or 12, print special messages: "1 + 1 = 2 snake eyes!" "3 + 4 = 7 craps!" "6 + 6 = 12 box cars!" Main Method: In the main method, create a pair of dice, roll them, and display the results. Allow the user to decide whether to continue rolling the dice or exit the program. Additional Features: You are welcome to add more features or enhancements to the program if desired. In…Math: pentagonal numbers) A pentagonal number is defined as n(3n-1)/2 , for n = 1,2, . . ., and so on. Therefore, the first few numbers are 1, 5 ,12, 22, ... Write a Java program with an object class called Pentagon and a test class called testPentagon. The Pentagon object class must contain a method with the following header that calculates and return a pentagonal number: public int calcPentagonalNumber(int n) Use the formula: n(3n-1)/2 In the test class: Make use of the calcPentagonalNumber(n) method in the Pentagon object class and display the first 100 pentagonal numbers with 10 numbers on each line. NOTE: NO marks if the pentagonal number is calculated in the test class. Your solution must be an object-oriented solution
- Create a PIN number verification program The program asks for numbers with 4 digits The program should print an error message if The number has more or less than 4 digits The PIN is different than 3454 If the PIN is right, it should print a success message. Put the program in a class called PIN.9 public class PictureViewer 10{ public static void main(String[] args) 11 12 // Step 2: Fix the syntax errors and submit it to Codecheck to pass the test. // Note: Do not add or remove any statements 13 // 14 15 // Do not change the semantics of each statement Do not add or remove any variables Do not add or remove any objects Magic numbers are allowed 16 17 18 // 19 // 20 // Create an object of Picture by loading an image Picture pic = Picture("starry_night.png"); 21 22 23 // Display the width and height System.out.println("Width : " + pic.getWidth()); System.out.println("Height: 24 25 + pic.getHeight()); %3D 26 27 // Increase the width by 50 on both sides and // increase the height by 40 on both sides. // Must use dw and dh when calling method grow(). int dw, dh = 40; pic.grow(dw, dh); 28 29 30 31 32 33 // Display the width and height System.out.println("Width : System.out.println("Height: 34 + pic.getWidth()); + pic.getHeight()); 35 36 37 // Draw the picture draw(); 38 39 40 //…solve with java Create a class for Subject containing the Name of the subject and score of the subject. There should be following methods: set: it will take two arguments name and score, and set the values of the attributes. If score is less than 0 or greater than 100.0 then a message should be displayed “Incorrect score” and score should be set to Zero. set: it will take one double value as argument and set the value of score only. If score is less than 0 or greater than 100.0 then a message should be displayed “Incorrect score” and score should be set to Zero. display: it will display the name and score of the subject. Like “Name : Math, Score: 99.9” getScore: it will return the value of score. greaterThan: it will take subject’s object as argument, compare the calling object’s score with argument object’s score and return true if the calling object has greater score. Create a class “Main” having main method to perform following tasks. Create two objects of Subject class having…
- Java A class always has a constructor that does not take any parameters even if there are other constructors in the class that take parameters. Choose one of the options:TrueFalseTrue or False: When passing multiple arguments to a method, the order in which the arguments are passed is not important.public class StairViewer public static void main(String(] args) // Step 2: Create a rectangle and draw it as the // top step of the stair // location: (20, 10) // size: (20, 20) 18 // Step 3: Create a rectangle and draw it as the 19 // middle step of the stair 20 // location: below the top step, aligned on left // size: (40, 20) 21 22 23 24 // Step 4: Create a rectangle and draw it as the 25 // bottom step of the stair 26 // location: below the middle step, aligned on left // size: (60, 20) 27 28 29 30 } 31 32