Create a Lockable Java interface with the following methods: setKey, lock, unlock, and locked. The setKey, lock, and unlock methods all accept an integer parameter representing the key. The key is created using the setKey method. The lock and unlock methods lock and unlock the object, but only if the key supplied is valid. The locked method returns a boolean indicating whether the object is locked or not. A Lockable object is one whose normal methods are protected: The methods cannot be invoked if the object is locked; they may be invoked if it is unlocked. Redesign and construct a Lockable version of the Coin class from Chapter 5.
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Create a Lockable Java interface with the following methods: setKey, lock, unlock, and locked. The setKey, lock, and unlock methods all accept an integer parameter representing the key. The key is created using the setKey method. The lock and unlock methods lock and unlock the object, but only if the key supplied is valid. The locked method returns a boolean indicating whether the object is locked or not. A Lockable object is one whose normal methods are protected: The methods cannot be invoked if the object is locked; they may be invoked if it is unlocked. Redesign and construct a Lockable version of the Coin class from Chapter 5.
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- Design a Java interface called Lockable that includes the following methods: setKey, lock, unlock, and locked. The setKey, lock, and unlock methods take an integer parameter that represents the key. The setKey method establishes the key. The lock and unlock methods lock and unlock the object, but only if the key passed in is correct. The locked method returns a boolean that indicates whether or not the object is locked. A Lockable object represents an object whose regular methods are protected: if the object is locked, the methods cannot be invoked; if it is unlocked, they can be invoked. Redesign and implement a version of the Coin class from Chapter 5 so that it is Lockable.[code]//********************************************************************// Coin.java Author: Lewis/Loftus//// Represents a coin with two sides that can be flipped.//********************************************************************public class Coin {private final int HEADS = 0;private final int TAILS =…Design a Java interface called Lockable that includes the following methods: setKey, lock, unlock, and locked. The setKey, lock, and unlock methods take an integer parameter that represents the key. The setKey method establishes the key. The lock and unlock methods lock and unlock the object, but only if the key passed in is correct. The locked method returns a boolean that indicates whether or not the object is locked. A Lockable object represents an object whose regular methods are protected: If the object is locked, the methods cannot be invoked; if it is unlocked, they can be invoked. Redesign and implement a version of the Coin class from Chapter 5 so that it is Lockable.The primary focus of this assignment is the use of interfaces. In programming, an interface is a public avenue by which data can be accessed and/or manipulated. five Java classes called Point, Circle, Square, Rectangle, and TestAll, as well as a Java interface called FigureGeometry. The TestAll class should implement the main method which tests all of the other files Point.java Description: Instance Variables: private int width;//stores the width of a Point object private private int height;//stores the height of a Point object Constructor: Point() Parameters: int theWidth, int theHeight Purpose: initializes the width and height of a Point object in the following manner: width = theWidth; height = theHeight; Methods: public int getWidth(){//returns the width of a Point object in the following manner return width;} public int getHeight(){//returns the height of a Point object in the following manner: return height;} public void setWidth(int theWidth){//assigns the width of a Point…
- Define a Java interface named NumTrackerInterface. A class that implements this interface must keep track of both the sum and count of numbers submitted to it through its add method, and provide getters for the sum, count and average of those numbers. The add method should accept an argument of type int, the getSum and getcount methods should both return values of type int, and the getAverage method should return a value of type double. Create a class called Tracker1 that implements the NumTrackerInterface. This class should use three instance variables: count, sum, and average. Create a class called Tracker2 that implements NumTrackerInterface. This class should use two instance variables: count and sum. To ensure the code works, make sure the print the numbers, sums, counts, and averages to the screen. Subject: Java ProgrammingUSING JAVA Write these: An interface called Shape that has two methods: area and perimeter. A class Rectangle that implements Shape and has a length and a width. A class Circle that implements Shape and has a radius. For each class, write the needed constructors, getters, setters, and a toString method that stringifies the instance variables in a readable format. Supply a test program that instantiates an instance of each class and exercises each method defined for the class.java Design an interface named Encryptor that has a single (abstract) method named encrypt with one String argument named message. The method should return a String (which will be the encrypted message). Design a class named EncryptorOne that implements the Encryptor interface, and with one int instance variable named shift. The constructor should have one parameter to initialize the shift. Implement the method encrypt so that each letter of the message sent as the argument (with lowercase letters) is shifted by the value in shift. For example, if shift is 3, a will be replaced by d, b will be replaced by e, c will be replaced by f, and so on with a wraparound (i.e. with shift 3, x will be replaced by a, y will be replaced by b, and z will be replaced by c). The method should return the modified version of the message. (HINT: The value of a character literal is the integer value of the character in the Unicode character set. So, adding an integer (say, shift) to a character and…
- Hand-write a complete Java class that can be usedto create a Car object as described below.a. A Vehicle has-a:i. Registration numberii. Owner nameiii. Priceiv. Year manufacturedb. Add all instance variablesc. The class must have getters and setters for all instance variablesd. The class must have two constructors, a no-args and a constructor that receivesinput parameters for each instance variable.This way, any class that implements the Visible interface can define its own behavior for making an object visible or invisible based on its specific requirements.Create a Priority Java interface with two methods: setPriority and getPriority. The interface should define a method for assigning numerical priority to a group of objects. Create a class named Task that represents a task (such as one on a to-do list) that implements the Priority interface. Make a driver class to test certain Task objects.Create a Java interface named Lockable that has the setKey, lock, unlock, and locked methods. The key is represented as an integer argument that is sent to the setKey, lock, and unlock functions. The key is created using the setKey method. Only if the key provided is valid will the lock and unlock methods lock and unlock the object, respectively. The object's lock status is indicated by a boolean that the locked method returns. An object whose regular methods are protected is referred to as a lockable object: The methods cannot be called if the object is locked; they may be called if the item is unlocked. Create a Lockable version of the Coin class from Chapter 5 and implement it.
- Design the Java package named as mypack which has following classes andinterface:Create an Interface ArithmeticOp. The interface ArithmeticOp has followingmembers: float addition(float a, float b) - add a and b variables float subtraction(float a, float b) - subtract a and b variables. float divide(float a, float b) - divide a and b variables. float multiplication(float a, float b) - multiply a and b variables.Create a class Operation which implement ArithmeticOp interface. The classOperation has following members: float no1 - holds the value of operand 1. float no2 - holds the value of operand 2. float result - holds the value of operation result.Create a class OpTest which has main method. The main method create thereference variable of ArithmeticOp interface and object of Operation class.Using interface reference variable call addition(), subtraction(), divide() andmultiplication() methods.Write a Program in Java Create an interface EnhancedShape that extends Shape and also requires a method public double perimeter( ) to be implemented by any class that uses the interface. (Note: Interfaces can inherit other interface just like a class by using extends keyword. Create a class file, an interface ehancedshape extends shape, and an interface shape file).Design an interface named Encryptor that has a single (abstract) method named encrypt with oneString argument named message. The method should return a String (which will be the encryptedmessage).Design a class named EncryptorOne that implements the Encryptor interface, and with one intinstance variable named shift. The constructor should have one parameter to initialize the shift.Implement the method encrypt so that each letter of the message sent as the argument (withlowercase letters) is shifted by the value in shift. For example, if shift is 3, a will be replaced by d, bwill be replaced by e, c will be replaced by f, and so on with a wraparound (i.e. with shift 3, x will bereplaced by a, y will be replaced by b, and z will be replaced by c). The method should return themodified version of the message. (HINT: The value of a character literal is the integer value of thecharacter in the Unicode character set. So, adding an integer (say, shift) to a character and type-casting the…