Write, compile, and test a class that displays at least four lines of your favorite song. Save the class as FavoriteSong.java.
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Write, compile, and test a class that displays at least four lines of your favorite song. Save the class as FavoriteSong.java.
Every praise is to our God.
Every word of worship with one accord
Every praise every praise is to our God.
Sing hallelujah to our God
Glory hallelujah is due our God
Every praise every praise is to our God.
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- Write, compile, and test a class that displays your favorite movie quote, the movie it comes from, the character who said it, and the year of the movie. Save as FavoriteMovieQuote.java.Write, compile, and test a class that displays your favorite movie quote, the movie it comes from, the character who said it, and the year of the movie. Save the class as MovieQuoteInfo.javaExercise 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.
- GuitarString.javaCreate a data type to model a vibrating guitar string. Write a class named GuitarString that implements the following API:Java Questions - Based on the code, which answer out of the choices "1, 2, 3, 4, 5" is correct. Explanation is not needed, just please make sure that the answer you have chosen is the correct option. Thanks. Question is in attached picture.Step 1: Code in Java and name the java class file Artwork.javaStep 2: Have your JavaFx program set the Stage title to be your first and last name in the start method.Step 3: For this assignment, you are to create some simple JavaFx “generative art” Step 4: Your program must use one or more of the shape classes like Rectangle, Text, Circle, Arc, etc. (Refer to Javadoc page for ideas)Step 5: Your program must use one or more colors. (Refer to Javadoc page for ideas)Step 6: Your program must use java.util.Random to make the output change each time your program is run (for example, the colors, locations, and size of the shapes).Step 7: Describe the program and its behavior in a couple sentences. Note: Make sure to include the used javafx import statements in the solution box.
- Python3 only please. Make a class names Foo Add a class variable to foo called x and initialize it to 5 Add an instance variable to foo called y and initialize it to 100 Make an instance of the class, call it f Using f, print out the value of x Print out the value of y Class a class Make a class. It should be something really offbeat and zany, so I know it’s not a direct example from the Internet. The most important thing is to write a simple class, create TWO different instances, and then be able to do something. For example, create a pizza instance for Suzie, ask her for the toppings from the choices, and store her pizza order. Then create a second pizza instance for Larry, ask for his toppings and store his pizza order. Then print both of their orders back out. You do not need to make your class very complicated; the point is to just demo the requested items below. KEEP IT SIMPLE, SHORT AND SWEET IS FINE., remember all you need to do is show the requested features. Some…MusicPlayer.java This will be your driver class. It is required to have the following: Create at least two Users, each with a unique username. Simulate user interaction by calling methods on the User objects, demonstrating functionalities like: Creating playlists with unique names. Create at least three Playlists, where each should have at least three songs. - Adding songs to playlists. Liking and disliking songs and playlists. Printing all the songs in a playlist. Printing the top and worst song in a playlist. Sharing a playlist created by one user with another. Getting information about playlists and songs (e.g., names, durations, likes/dislikes). Playing and pausing songs (simulated behavior). Removing playlists from a user's library. Try to remove the "Liked" library or any other playlist that the user has created too!QUESTION 1 Write a Java program that creates and displays the following GUI. (In this problem there is no need to program any listener response to user actions.) Name your class Exam2Window. Translation Languages English to Spanish Spanish to English English to Chinese Chinese to English Click Save and Submit to save and subemit. Click Save All Answers to save all answers. Save All Ans
- Complete the code described below. For each item, submit two documents: the code and a sample run of your code with output. Cite any sources which informed your coding. Describe the programming strategy you used in all cases. Write, compile, and test a class that displays your favorite movie quote, the movie it comes from, the character who said it, and the year of the movie. Save as FavoriteMovieQuote.java. Write, compile, and test a class that displays the pattern on the media titled Table and Chairs. Save the class as TableAndChairs.java. Write, compile, and test a class that displays at least four lines of your favorite song. Save the class as FavoriteSong.java. Submission Details: Create the code and include sample run files as described above. Zip all the Java files as SU_ITS2105_W1_A3_LastName_FirstInitial.zip. Submit your document to the Submissions Area by the due date assigned. No hand written and fast answer with explanationClockPane.java, to add the animationinto this class and add two methods start() and stop() to start and stop theclock, respectively. Write a program that lets the user control the clock with theStart and Stop buttons, as shown in Figure a .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…