If a class implements the Comparable interface, it is easy to swap in/out different strategies for comparing objects of that class. For example, if our Shapes implement Comparable and provide a compareTo() that compares areas, we can provide another compareTo() override for those shapes that compares perimeter. Group of answer choices True False
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- Write a class that represents a player in a game. The player should have a name, password,experience points, an inventory array of four strings, and a location x,y. Your class shouldhave mutator and accessor methods for all variables. For example: setName(), getName(). Itshould have a suitable display method. Mutators and accessors should be public but allvariables should be private. To implement get inventory, use string * getInv(); Use the scoperesolution operator to implement larger methods such as display(). Use in class methods forshorter methods such as setName(), getName(). (in C++)Example:void setName(string name){this->name = name;}string *getInv();...string* player::getInv(){return inventory;}Note that in the above method setName “this->” is required for disambiguation. If writtenvoid setName(string n){name = n;}“this->” is not required.Write a test program that creates three players and displays them.Example Output:This program generates three player objects and…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 ONLYDesign an interface named Colorable with a voidmethod named howToColor(). Every class of a colorable object must implementthe Colorable interface. Design a class named Square that extendsGeometricObject and implements Colorable. Implement howToColor todisplay the message Color all four sides. The Square class contains adata field side with getter and setter methods, and a constructor for constructinga Square with a specified side. The Square class has a private double datafield named side with its getter and setter methods. It has a no-arg constructorto create a Square with side 0, and another constructor that creates a Squarewith the specified side.Draw a UML diagram that involves Colorable, Square, and GeometricObject.Write a test program that creates an array of five GeometricObjects. For eachobject in the array, display its area and invoke its howToColor method if it iscolorable.
- Let's get some more practice with algorithms by escaping from a maze! Implement a public class Maze Escape that provides a single public class method named escape. escape accepts a single parameter, a Maze object with methods explained below. Your goal is to manipulate the maze until you reach the exit, and then return it when you are finished. If the passed maze is null, throw an IllegalArgumentException. To navigate the maze, using the following Maze methods: • isFinished (): returns true when you have reached the exit of the maze • turnRight () rotates your character 90 degrees to the right • turnLeft() rotates your character 90 degrees to the left • canMove () returns true if you can move one cell forward, false otherwise. Your path may be blocked by a wall! • move () moves your character one cell forward and increases the step counter The passed Maze object represents a simply-connected or perfect maze: one that contains no loops. As a result, we suggest that you pursue a classic…In Q3, the ColoredCircle class has a getPerimeter() method that is different from the one in its parent class. This is called: Overload Override Overrun Overmorphism qus 3 Create a subclass of Circle class ColoredCircle by implementing the ColoredShape interface. It should have a field color of type enum ShapeColor. ColoredShape.java ShapeColor.java ColoredCircle should have two constructors. One will takes one parameters radius and set the color to SHAPE_COLOR_RED. Another will takes two parameters, radius and color. ColoredCircle should have a getPerimeter() method which will perform the following logic: if color is RED or BLUE, Perimeter = 2 * Pi * Radius * 2 if color is GREEN, Perimeter = 2 * Pi * Radius otherwise, Perimeter = 2 * Pi * Radius * 0.5Please 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…
- 1- Why are the methods getlndexOf and removeEntry in the class ArrayBag private instead of public? 2- Implement a method replace for the ADT bag that replaces and returns a specified object currently in a bag with a given object. 3- Suppose that a bag contains Comparable objects such as strings. A Comparable object belongs to a class that implements the standard interface Comparable, and so has the method compareTo. Implement the following methods for the class ArrayBag: The method getMin that returns the smallest object in a bag The method getMax that returns the largest object in a bag The method removeMin that removes and returns the smallest object in a bag The method removeMax that removes and returns the largest object in a bagWhen you add a contact to your phone, it automatically sorts those names alphabetically. In this exercise, we are going to create a phonebook that automatically sorts everytime a new number is added to the phonebook. A PhoneNumber class has been created already that has the instance variables name and number. Your job is to create the PhoneBook class that will store an ArrayList of PhoneNumbers. The PhoneBook class does not have a constructor - it only contains an ArrayList that can store the individual phone numbers that are added to it. There should be three methods in the PhoneBook class: addNumber- This method takes a PhoneNumber and adds it to the directory. Once the number has been added, the sort method is called on the directory to sort that new address into the phone book. sort- This method sorts the directory in alphabetical order A-Z.a. Remember that in order to compare Strings, we can use the compareTo() method. This returns an integer that indicates whether a String’s…Create a test project to play with the Comparable interface. Edit the Card class to implement Comparable . Cards are to be compared using their value. They are considered the same if they have the value. One is less than the other if its value is less. Add the compareTo method that takes a Card object as a argument and returns 0 meaning the values are the same, 1 meaning the card is greater than the parameter, -1 meaning the card is less than the parameter. Create a main() that creates a Deck. Use your code from the program that dealt out Cards from a Deck and showed the hands but this time, now that Cards are comparible, show them in sorted order using Arrays.sort if the had is an array, or Collections.sort if the hand is an ArrayList. Show the hands. Document, document, document!
- 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…We have an interface called discount strategy, that calculates discounts for a simple parking management software. It has two sub-classes that implement different discount strategies. 1. DUAffilatedFriday discounts - make discounts for DUAffilated car type on Fridays 2. SUVFriday discounts - make discounts for SUV car type on Fridays These two classes check the car type and day of the week and implement a certain discount strategy. 1. Use a factory pattern to reimplement the entire code as-is. 2. Use a main method to test your code NOte - Use java to write your code Code DiscountStrategy.java import java.time.*; interface DiscountStrategy{public String getStrategyName();public double getDiscount(String CarType, LocalDateTime date);} DUAffilatedFridayDiscounts.java import java.time.*; public class DUAffilatedFridayDiscounts implements DiscountStrategy{ // setting default value of discount to 0.0private double discountPercentage = 0.0;private boolean checkDate(LocalDateTime…Implement an ADT that can used as a Tic-Tac-Toe game board. Your ADT will implement the interfacegiven below. In the main method also include a simple usage example.Here are the rules of N x N Tic-Tac-Toe game:• Players take turns placing characters into empty squares (" ").• The first player A always places "X" characters, while the second player B always places "O" characters.• "X" and "O" characters are always placed into empty squares, never on filled ones.• The game ends when there are N of the same (non-empty) character filling any row, column, or diagonal.• The game also ends if all squares are non-empty.• No more moves can be played if the game is over Must be outputted in the console not with gui.