Can you make all this code loop itself 17 times in java?
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Can you make all this code loop itself 17 times in java?
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- private OnlineStudent readOnlineStudent(Scanner pIn) { String id = pIn.next(); String lname = pIn.next(); String fname = pIn.next(); OnlineStudent student = new OnlineStudent(id, fname, lname); String fee = pIn.next(); int credits = pIn.nextInt(); if (fee.equals("T")) { student.setTechFee(true); else { student.setTechFee(false); } student.setCredits(credits); return student; keep getting class, interface,enum or record expected. I need helpPLEASE HELP ME! ? Maximize and use alternative method to this code! package com.btech.pf101; import java.io.bufferedreader; import java.io.inputstreamreader; import java.util.calendar; import java.util.date; public class pawnshopcode { private static final bufferedreader br = new bufferedreader(new inputstreamreader(system.in)); private static string name; private static int age; private static string address; private static string contactno; private static int itemtype; private static string itemtypename; private static final int itemtype_gagdet = 1; private static final int itemtype_jewelry = 2; private static final int itemtype_musicinstrument = 3; private static final int itemtype_homeequipment = 4; private static final int itemtype_landtitle = 5; private static string itemdescription; private static int periodtype; private static string periodtypename; private static final int periodtype_days = 1; private…implement these five methods and main function: 1. getSize() // return the total number of items stored in the bag. Note: DlkdBag does not have itemCount member variable. 2. addFH() //add anEntry from head 3. addFT() //add anEntry from tail 4. display() // display bag items from head to tail 5. clear() // get rid of the bag, and release all memory used by the bag 6. main() // driver code to test all the methods you've implemented Submission: Put everything into a single file, name it as LastNameFirstInitial_a3.cpp (e.g., if your name is John Doe
- Gradient FillIn this labwork are asked to write a GUI application again using AWT. This is a fairly easy labworkthat is more about getting used to synchronized online learning. You are expected to:• Draw two rectangles.• Both of them should be filled using GradientPaint() function of AWT. (Check out itsfunction definition that is listed below.)• The first gradient should be parallel to the diagonal of the first rectangle. The colorgradient should not be repeated (acyclic).• The second gradient should be horizontal. The color gradient should be repeated forthis one (cyclic).• You are free to choose the colors but other than that your output should be similar tothe example screenshot given below.use this code template to help you continue: private boolean included Indicates whether the item should be taken or not public Item(String name, double weight, int value) Initializes the Item’s fields to the values that are passed in; the included Field is initialized to false public Item(Item other) Initializes this item’s fields to the be the same as the other item’s public void setIncluded(boolean included) Setter for the item’s included field (you don’t need setters for the other fields) Given code: public class Item { private final String name; private final double weight; private final int value; public Item(String name, double weight, int value) { this.name = name; this.weight = weight; this.value = value; } static int max(int a, int b) { if(a > b) return a; return b; } // function to print the items which are taken static void printSelection(int W, Item[] items, int…Four in a row is a game in which players take turns adding tokens to the columns on the game board. Tokens fall to the lowest position in the chosen column that does not already have a token in it. Once one of the players has placed four of their tokens in a straight line (either vertically, horizontally, or diagonally), they win the game If the board is full and no player has won, then the game ends in a draw. TASK Using the following class descriptions, create a UML diagram and a version of Four in a row game The game must allow for a minimum of two and maximum of four players The game must allow each player to enter their name(duplicate names should not be accepted) The game should give the players the ability to choose how many rows (between four and ten), and how many columns (between four and ten) the game board should have. The code uses several classes, including "Player", "Board","Game" and exceptions for handling errors such as invalid moves and full columns.…
- Implement the "Add player" menu option. Prompt the user for a new player's jersey number and rating. Append the values to the two vectors. Ex: Enter a new player's jersey number: 49 Enter the player's rating: 8Hangman gameWrite a terminal based on the game of Hangman. In a hangman game, the player is given a wordthat they need to guess, with each letter of the word represented by an underscore/blank. Theplayer tries to guess a letter of the word by entering it into the terminal. If the letter is correct, theblank corresponding to that letter is filled in. If the letter is incorrect, a part of a stick figure isdrawn. The player has a limited number of incorrect guesses before the stick figure is fully drawnand the game is lost. The player wins the game if they guess all the letters of the word before thestick figure is fully drawn.The program should have an array of possible words to choose from. A different word should berandomly chosen from the array every time we run the program.Others: Do not use GOTO statementscanMove(int x, int y, int destX, int destY, Side s): This method returns true if the player of color s can move the piece at coordinates (x,y) can move to coordinates (destX, destY) on the board in its current state. This means that here you do need to consider this piece’s interaction with other pieces on the board. Conditions for this method to return false are given in the code. public boolean canMove(int x, int y, int destX, int destY, Side s){ /* TODO write a method that checks if a piece at coordinates x,y can move to coordinates destX,destY Conditions for false: - Origin or destination coordinates are outside the board - Piece at origin is null - If source and destination coordinates are the same - Piece at origin is not of the same side as s - You can check this using piece.getSide() - Piece cannot move to the destination by piece movement rules - You should check this using Piece.canMove(destX,…
- boolean validateVerificationCode(boolean showError) { boolean isValid = true; if(verificationCode.getText().toString().length() == 0) { if(showError) { verificationCode.requestFocus(); verificationCode.setError("Verification code cannot be empty !"); } isvalid = false; } else if(verificationCode.getText().toString().length() < 3) { if(showError) { verificationCode.requestFocus(); verificationCode.setError("Verification code not valid !"); isvalid = false; } return isValid; }Hangman gameWrite a terminal based on the game of Hangman. In a hangman game, the player is given a wordthat they need to guess, with each letter of the word represented by an underscore/blank. Theplayer tries to guess a letter of the word by entering it into the terminal. If the letter is correct, theblank corresponding to that letter is filled in. If the letter is incorrect, a part of a stick figure isdrawn. The player has a limited number of incorrect guesses before the stick figure is fully drawnand the game is lost. The player wins the game if they guess all the letters of the word before thestick figure is fully drawn.The program should have an array of possible words to choose from. A different word should berandomly chosen from the array every time we run the program.Do not use GOTO statementsIn c Hangman gameWrite a terminal based on the game of Hangman. In a hangman game, the player is given a wordthat they need to guess, with each letter of the word represented by an underscore/blank. Theplayer tries to guess a letter of the word by entering it into the terminal. If the letter is correct, theblank corresponding to that letter is filled in. If the letter is incorrect, a part of a stick figure isdrawn. The player has a limited number of incorrect guesses before the stick figure is fully drawnand the game is lost. The player wins the game if they guess all the letters of the word before thestick figure is fully drawn.The program should have an array of possible words to choose from. A different word should berandomly chosen from the array every time we run the program.