Happy Numbers Programming challenge description: A happy number is defined by the following process. Starting with any positive integer, replace the number by the sum of the squares of its digits, and repeat the process until the number equals 1 (where it will stay), or it loops endlessly in a cycle which does not include 1. Those numbers for which this process ends in 1 are happy numbers, while those that do not end in 1 are unhappy numbers. Input: Your program should read lines of text from standard input. Each line contains a single positive integer, N. Output: happy number, print 1 to standard 1 process.stdin.resume(); 2 process.stdin.setEncoding('utf8'); 3 4 let stdin = ''; 5 process.stdin.on('data', (chunk) => { 6 stdin= $(stdin)${chunk}'; 7)).on('end', () => { 8 const lines = stdin.trim().split('\n'); for (const line of lines) { 9 10 process.stdout.write('$(line)\n'); 11 } 12 }); 13 I Test Case Output
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- Turtle Hare Race Use two Timer objects to write a Java program to simulate the race between turtle and hare. The hare runs faster than the turtle, but it may sleep once or twice during each race. You should take the following requirements into account: The user is allowed to define whether the hare will not sleep, will sleep once, or will sleep twice during the race, by clicking point(s) along the lane. If the user clicks more than twice, only the first two should be considered. The user is allowed to define the speed of the turtle and of the hare. The two numbers input from the user indicate the numbers of milliseconds for each step of the tortoise and for each step of the hare. The user is also allowed to define the sleep time of the hare in milliseconds. If the hare sleeps twice during a race, it sleeps the same amount of time. For each race, the program should provide the result who has won. In Java PleaseDesign the worst calculator ever: an application that accepts two numbers from the user and, when a button is pushed, performs a single operation and displays the results. You may choose: Multiplication, Division, Subtraction, square root, or raising the first number to the exponent of the second number. Don't use addition as we already did that in class. The result must be displayed to the user only when an appropriately labeled button is pushed.Happy Numbers: A number (>0) is called a happy number, if you start with the givennumber and arrive at 1 by repeating the following process (as illustrated in the belowexample): (a) compute the sum of the squares of given number digits (b) if the resultantvalue is 1, then the number is happy number, else execute point (a) for the newly producednumber.Note that if a number is not a happy number, there will be an endless loop to this execution.Goal: In this question, you are required to write Function that checks whether the numberentered by the user is happy number or not for 100 cycles/iterations only.Example: Assume a number 19Number Computation Result cycle/iterations19 12 + 9 2 82 1 82 82 + 2 2 68 2 68 62 + 8 2 100 3 100 1 2 + 0 2 +0 2 1 4 Stop computing further, as the Result obtained is 1. Hence, the number ‘19’ , is ahappy number. We achieved this in 4th cycles only.Function Prototype: bool isHappyNumber(int…
- 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…Monty Hall Problem – Coding Lab In this lab, you will write a code that simulates the Monty Hall Game Show. Thegame host gives the participant the choice of selecting one of three doors. Twodoors has a goat behind them and one door has a prize. The set of choices arerandomized each round. The participant needs to select the door with the prizebehind it. When the participant selects a door, the game host reveals a door with agoat behind it. The game host opens a door (different from the one selected by theparticipant) that has a goat behind it. The participant is then given the option tochange their choice. When you run your code, the code would display a message prompting the user toinput their door choice, labelled as 1, 2, and 3. Then the code will display a doornumber (different from the one the user picked) with a goat behind it and ask theuser if they would like to change their choice. The code then displays a message onwhether the user guessed the correct door. The game then…In C# language using Microsoft Visual Studio in Windows Forms App (.NET Framework) A slot machine is a gambling device that the user inserts money into and then pulls a lever (or presses a button). The slot machine then displays a set of random images. If two or more of the images match, the user wins an amount of money, which the slot machine dispenses back to the user. Design a program that simulates a slot machine. When the program runs, it should do the following: Ask the user to enter the amount of money he or she wants to insert into the slot machine. Create an application that simulates a slot machine. The application should let the user enter into a TextBox the amount of money he or she is inserting into the machine. When the user clicks the Spin button, the application should display three randomly selected symbols. (Slot machines traditionally display fruit symbols.
- In Java Golf scores record the number of strokes used to get the ball in the hole. The expected number of strokes varies from hole to hole and is called par (possible values: 3, 4, or 5). Each score's name is based on the actual strokes taken compared to par: "Eagle": number of strokes is two less than par "Birdie": number of strokes is one less than par "Par": number of strokes equals par "Bogey": number of strokes is one more than par Given two integers that represent the number of strokes used and par, write a program that prints the appropriate score name. Print "Error" at the end of the output if par or score is not in the expected range. If the input is: 3 4 the output is: Par 4 in 3 strokes is Birdie(Simulation) Write a program to simulate the roll of two dice. If the total of the two dice is 7 or 11, you win; otherwise, you lose. Embellish this program as much as you like, with betting, different odds, different combinations for win or lose, stopping play when you have no money left or reach the house limit, displaying the dice, and so forth. (Hint: Calculate the dots showing on each die with the expression dots=(int)(6.0randomnumber+1), where the random number is between 0 and 1.)Game Description: Pig is a game that has two players (in our case one human and one computer) that alternate turns. Each player’s goal is to get 100 points rolled on a normal six-sided die first. Each turn consists of the rolling the die repeatedly until you get a 1 or decide to stop. As long as you roll a 2-6, you will add this amount to your total for that turn. But if you roll a 1 during your turn, your turn ends and you receive zero points for that entire turn (erasing all of the progress you made since you last agreed to stop). If you decide to stop rolling at any point in your turn, your points for that turn are then added to the overall score. The overall score is then safe from future rolls. The trick is knowing how long to push it before we should stop and save our gains. See end of this document for an example of a game of pig we should write coding as below In order to explore what is the best strategy for the computer player (i.e. at what score do we stop each computer…
- Java ATM machine program ATM machines are used to withdraw and deposit cash in additionto make balance inquiries. The user enters a card in the ATM’s cardreader, then the ATM, and through its console screen, asks the userto enter the card 4 digit PIN number. If the PIN is verified by theBank (which keeps a list of bank accounts), the ATM will presentthe user with a menu of the available choices (Transactions),otherwise, invalid PIN message will be displayed, users can try toenter the PIN three times after which the card will be claimed bythe machine.If the user choses to withdraw, he will be presented with a menu ofa specific amounts or he can enter the amount, if the user balance issufficient and if the cash dispenser has the amount available, thecash amount will be dispensed from the cash dispenser.ATM Transactions 1. Withdraw2. Balance inquiryAt any time during a transaction, the user can choose tocancel and thus end the transactionATM States 1. Ready: waits the user to enter the…Tetris Game on microbit using blocks or python The game must use at least 5 peripherals (buttons, LED matrix, temperature sensor, touch sensor, light sensor, microphone, speaker, accelerometer, compass) All devices used must have events that interconnect them with each other (ex: when button A is pressed the current temperature value is displayed on the LED matrix) The game must implement different behaviors for on_start() and on_forever() The game must implement a monitoring system (display in the console or graphically) of the data provided by at least one device of your choice.AGU Computer Engineering Department created a new mathematical game that can be played with two people. In this game, you are given a list of random integers. At each round, the first player takes two numbers from the list and calculates the sum of these numbers. Then, the second player takes two numbers and makes the same calculation. The higher one is going to take the round and increment the score by 1. At the end of the game, who has the better score will win the game. Here are the rules for the game: There are always an even number of items on the list There are two colors for the players: Green and Red Green starts the game At each round, green plays and then red plays The player takes the first and the last numbers The game can end Tie when the scores are the same. The game will end when there is no element to take from the list Your program will simulate the rounds and find out the winner, Green or Red or Tie. The input will be two lines. Input Format…