Javascript Create an object, Gremlin, that extends the Monster interface and takes the same argument language.
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Javascript
Create an object, Gremlin, that extends the Monster interface and takes the same argument language.
- Gremlins inherits how a monster eats.
- Gremlins speaks differently. Gremlins replace each word in a sentence with its only known language, "gar". For example, if the sentence is "I like chicken", the speak() method will turn it into "gar gar gar".
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- A FastCritter moves twice as fast as a regular critter. When asked to move by n steps, it actually moves by 2 * n steps. Implement a FastCritter subclass of Critter whose move method behaves as described. What do I need to change to make it work? import java.util.ArrayList; /** A simulated critter.*/public class Critter //superclass{ private int position; private ArrayList<String> history; /** Constructs a critter at position 0 with blank history. */ public Critter() { position = 0; history = new ArrayList<String>(); } /** Gets the history of this critter. @return the history */ public ArrayList<String> getHistory() { return history; } /** Adds to the history of this critter. @param newValue the desired state */ public void addHistory(String event) { history.add(event); } /** Gets the position of this critter. @return the position */ public int getPosition() {…write program in java Design an abstract class GeometricObject. GeometricObject must ensure that its children must implement calcArea() method. Design RectangleYourRegNo and CircleYourName Classes as children of GeometricObject class with overridden toString() method to return “Rectangle with w Width and h Height is drawn” OR “Circle with r Radius is drawn”. The attributes of Rectangle are length, width. The attribute of Circle is radius Hint: Area of circle=πr2 , Area of rectangle= width*lengthDefine 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 ONLY
- Implement the Solver class. In doing so, you are allowed to define other classes to help you (as well as use “built-in” Java classes or the book’s classes). The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of booleans and returns a char array containing a minimal sequence of moves that will lead to the solved board (all the cells around the edges being filled). The board configuration is passed in as a 5-by-5 boolean array of Booleans with exactly 16 true cells (filled) and 9 false cells (empty). The solve method then returns an array of characters representing a minimal sequence of moves that solves the puzzle. In other words, if the characters from the returned array are used in order as input to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. Furthermore, the solution must be minimal in the sense that there are no solutions…Implement the Solver class. In doing so, you are allowed to define other classes to help you (as well as use “built-in” Java classes or the book’s classes). The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of booleans and returns a char array containing a minimal sequence of moves that will lead to the solved board (all the cells around the edges being filled). The board configuration is passed in as a 5-by-5 boolean array of Booleans with exactly 16 true cells (filled) and 9 false cells (empty). The solve method then returns an array of characters representing a minimal sequence of moves that solves the puzzle. In other words, if the characters from the returned array are used in order as input to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. Furthermore, the solution must be minimal in the sense that there are no solutions…Implement the Solver class. In doing so, you are allowed to define other classes to help you (as well as use “built-in” Java classes or the book’s classes). The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of booleans and returns a char array containing a minimal sequence of moves that will lead to the solved board (all the cells around the edges being filled). The board configuration is passed in as a 5-by-5 boolean array of Booleans with exactly 16 true cells (filled) and 9 false cells (empty). The solve method then returns an array of characters representing a minimal sequence of moves that solves the puzzle. In other words, if the characters from the returned array are used in order as input to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. Furthermore, the solution must be minimal in the sense that there are no solutions…
- Implement the Solver class. In doing so, you are allowed to define other classes to help you (as well as use “built-in” Java classes or the book’s classes). The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of booleans and returns a char array containing a minimal sequence of moves that will lead to the solved board (all the cells around the edges being filled). The board configuration is passed in as a 5-by-5 boolean array of Booleans with exactly 16 true cells (filled) and 9 false cells (empty). The solve method then returns an array of characters representing a minimal sequence of moves that solves the puzzle. In other words, if the characters from the returned array are used in order as input to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. Furthermore, the solution must be minimal in the sense that there are no solutions…Implement the Solver class. In doing so, you are allowed to define other classes to help you (as well as use “built-in” Java classes or the book’s classes). The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of booleans and returns a char array containing a minimal sequence of moves that will lead to the solved board (all the cells around the edges being filled). The board configuration is passed in as a 5-by-5 boolean array of Booleans with exactly 16 true cells (filled) and 9 false cells (empty). The solve method then returns an array of characters representing a minimal sequence of moves that solves the puzzle. In other words, if the characters from the returned array are used in order as input to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. Furthermore, the solution must be minimal in the sense that there are no solutions…Write the Java code corresponding to the following UML diagram. The class School implements the interface Building. The method computeArea returns the area of the building as width * length. After that, add a testing class with a main method which defines an arrayList that contains three objects. From the main method, print the area of all the three objects.
- In Java. Screenshot explains. Implement the Shape hierarchy -- create an abstract class called Shape, which will be the parent class to TwoDimensionalShape and ThreeDimensionalShape. The classes Circle, Square, and Triangle should inherit from TwoDimensionalShape, while Sphere, Cube, and Tetrahedron should inherit from ThreeDimensionalShape.Each TwoDimensionalShape should have the methods getArea() and getPerimeter(), which calculate the area and perimeter of the shape, respectively. Every ThreeDimensionalShape should have the methods getArea() and getVolume(), which respectively calculate the surface area and volume of the shape. Every class should have a member variable containing its dimensions -- for example, the Circle class should have a member variable describing its radius, while the Triangle class should have three member variables describing the length of each side. Note that the Tetrahedron cass should describe a regular tetrahedron, and as such, should only have one member…Create an interface MessageDecoder that has a single abstract method decode(cipherText), where cipherText is the message to be decoded.The method will returnthe decoded message. Create a class SubstitutionCipher that implements the interface MessageDecoder as described above. The constructorshould have one parameter called shift. Define the method decode so that each letter is shifted by the value in the shif. For example, if shift is 3, a will be replaced by d, b will be replaced bt e, c will be replaced by f, and so on. Hint: You may wish to define a private methodthat shifts a single character. Create a class ShuffleCipher that implements the interface MessageDecoder. The constructor should haveone parameter called n. Define the method decode so that the message is shuffledn times.To perform one shuffle, split the message in half and then take the charactersfrom each half alternatively. For example, if the messsage is "abcdefghi", the halves are "abcde" and "fghi". The shuffled…Define a class named ComparableCirclethat extends Circle and implements Comparable. Draw the UML diagramand implement the compareTo method to compare the circles on the basis ofarea. Write a test class to find the larger of two instances of ComparableCircleobjects, and the larger between a circle and a rectangle.