Provide two examples (screenshots) that in many ways could improve the above or similar interface using the principles of direct manipulation. Explain the relevant improvements as well. (Examples might have different object, labels and organization)
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- 14. Which statements are true about the following code? (Choose all that apply) 1: interface HasVocalCords {2: public abstract void makeSound();3: }4: public interface CanBark extends HasVocalCords {5: public void bark();6: } A. The CanBark interface doesn’t compile.B. A class that implements HasVocalCords must override the makeSound() method.C. A class that implements CanBark inherits both the makeSound() and bark() methods.D. A class that implements CanBark only inherits the bark() method.E. An interface cannot extend another interface. Please explain this code abstract, extent and interface methods too in detail.3. The interface Range is defined below:public interface Range{ void setLimits(int x, int y); int getNumber();} Implementations of Range should exhibit the following behaviour:• The setLimits method should store its parameter values somewhere to serve as the lower and upper limits of the range appropriately.• A call to getValue should return an integer that is always greater than or equal to the lower limit and less than or equal to the upper limit.The class RandomInteger is an implementation of the interface Range. It also has the following features:• It has two fields of int type, low and high, to record the lower and upper limits of the range, respectively.• It has single constructor method that takes two integers and stores them in the appropriate fields. Note: You should make use of the setLimits method.• A call to the method getNumber should return a random number that is always within the range, i.e. greater than or equal to the lower limit and less than or equal to the upper…Which of the following is an example of dynamic dispatch? A: Assume you have an interface Car. There are three classes that implement the Car interface: Accord, Civic, Charger. Each of these classes has their own drive() method. There is an object myCar of type Car. When you invoke the drive() method, by calling myCar.drive() the correct implementation of drive() is chosen at runtime based upon the concrete class of myCar. B: Assume you have a variable myVariable. You have a for loop. The first time through the loop you set myVariable to an int, the next time you set it as a double, the next time a String, and finally an int. Each iteration of the loop myVariable has the correct type. C: Assume you have a class call Computation. Your computation class has a static method called add(). This method has three different versions:add(int x, int y)add(float x, float y)add(double x, double y)When you run Computation.add(x,y) the correct version of the method is chosen at compile time based…
- Define an interface as follows: Interface Bicycle { // wheel revolutions per minute void changeCadence(int newValue); //will change value of candence to new value void changeGear (int newValue); changes gear of car void speedUp(int increment); //increments speed of car by adding new Value to existing speed void applyBrakes(int decrement); }//decease car speed by subtracting value from speed. To implement this interface, the name of your class would change (to a particular brand of bicycle, for example, such as ACMEBicycle, KEYOBicycle), and you'd use the implements keyword in the class declaration: class ACMEBicycle implements Bicycle{ int cadence = 0; int speed = 0; int gear = 1; //methods of interface } These clases will implements the abstract method of interface and provide definitions according to them. Now in main class you will ask user what kind of bicycle he/she wants create object of that class, then asks user for options 1. Change cadence 2. Change gear 3. Speed…Is there a different way of doing this problem? Question: Create a class AccessPoint with the following attributes: x - a double representing the x coordinate y - a double representing the y coordinate range - an integer representing the coverage radius status - On or Off Add constructors. The default constructor should create an access point object at position (0.0, 0.0), coverage radius 0, and Off. Add accessor and mutator functions: getX, getY, getRange, getStatus, setX, setY, setRange and setStatus. Also, add a set function that sets the location coordinates and the range. Add the following member functions: move and coverageArea. Add a function overlap that checks if two access points overlap their coverage and returns true if they overlap. Add a function signalStrength that returns the wireless signal strength as a percentage. The signal strength decreases as one moves away from the access point location. Test your class by writing a main function that creates five access…only in java not in java c++ 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. Create a class file, an interface ehancedshape extends shape, and an interface shape file.
- Create an interface relational interface relational { void greaterThan(); void lessThan(); void greaterThaneq(); void lessThaneq(); } Write an implementing class implRel which implements realational class implRel implements relational { int a, b; implRel(int a,int b) { this.a=a; this.b=b; } - - - } Create a class relationdemo .In main create an object of implRel (implementing class) and invoked me6Please help me write this JavaScript function. Thank you very much! function name: defaults(target, source) Assigns properties of source object to the target object for all properties that are not defined on target. Parameters target - Any JavaScript Object source - Any JavaScript Object Return Value This function does not return anything, but it does modify target. Examples const target = {};const source = { foo: 1, bar: 2, baz: 3 };defaults(target, source);console.log(target) // -> { foo: 1, bar: 2, baz: 3 } const target = { foo: 1, baz: 3 }; const source = { bar: 2 }; defaults(target, source); console.log(target) // -> { foo: 1, bar: 2, baz: 3 } const target = { foo: 1, baz: 3 }; const source = { foo: 4, bar: 2, baz: 5 }; defaults(target, source); console.log(target) // -> { foo: 1, bar: 2, baz: 3 } const target = { foo: 1, baz: 3 }; const source = {}; defaults(target, source); console.log(target) // -> { foo: 1, baz: 3 }Exercise: Exercises Write a class named Octagon that extends GeometricObject and implements the Comparable and Cloneable interfaces. Assume all eight sides of the octagon are of equal length. The area can be computed using the following formula: The Octagon class has a private double data field named side with its getter and setter methods. The class has a no-arg constructor that creates an Octagon with side 0, and a constructor to create an Octagon with a specified side. Write a test program that creates an Octagon object with side value 5 and displays its area and perimeter. Create a new object using the clone method, and compare the two objects using the compareTo method. As far as classes go, the abstract GeometricObject class contains the abstract doubles getArea() and getPerimeter(). The programming language used in this exercise is Java, and it covers the Interfaces topic. I did get how most of the program should look like, but I'm facing trouble understanding a few…
- Please help me write this JavaScript function. Thank you very much! pick(source, keys) Creates an object composed of the picked source properties. Parameters source - Any JavaScript Object keys - An array of JavaScript Strings Return Value A new Object containing all of the properties of source listed in keys. If a key is listed in keys, but is not defined in source, then that property is not added to the new Object. Examples pick({ foo: 1, bar: 2, baz: 3 }, ['foo', 'baz']) // -> { foo: 1, baz: 3 } pick({ qux: 4, corge: 5 }, ['bar', 'grault']) // -> {} pick({ bar: 2 }, ['foo', 'bar', 'baz']) // -> { bar: 2 }Which of the following cases is most like the adapter pattern? A. If you have an interface called Duck, and have many ducks that implement the duck interface. All of these ducks must have the behaviour “quack” but for some ducks, like a Mallard, this must result in a quack, where for a rubber duck it must result in a squeak. We decide to delegate the quack method to another interface, which can be implemented either in a concrete class that returns a quack or a concrete class that returns a squeak. B. None of these are like the adapter pattern. C. We have a large collection of Ducks. We want to look at them one by one and hear them quack. We write a piece of code that iterates through them all, and as we encounter each one, we have it invoke the quack method. D. If we have an interface called Duck. We need to give an object to a user that can quack like a duck. All we have is Turkeys. We create a special class that implements the duck interface, and to implement the quack…Please see the below. I have most of it, except for the Inventory class. Would be helpful to see an example of it.Design and implement Java program as follows:(1) There will be a Book Java class with following attributes: id, title, and price.(2) There will be an Inventory Java class which stores and manages a list of Book objects(3) Inventory class will provide the following functionality:a. Add: Prompts user for book data and add to the inventory list. If the book alreadyexists (based on id value), the add request will fail and an error message will beprinted to the consoleb. Remove. Prompts user for book id, finds the id in the inventory list and removesit. If the book matching the id is not in the inventory, remove request will fail andan error message will be printed to the consolec. Find: Prompts user for book id, finds the id in the inventory list and print all thedata for the book (id, title, and price). If the book matching the id is not in theinventory, find request will fail…