5) Write a method which gets a value from the user and convert that value from Celsius to Fahrenheit:
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- 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…Instructor note: Important Coding Guidelines: Use comments, and whitespaces around operators and assignments. Use line breaks and indent your code. Use naming conventions for variables, functions, methods, and more. This makes it easier to understand the code. Write simple code and do not over complicate the logic. Code exhibits simplicity when it’s well organized, logically minimal, and easily readable. A pedometer treats walking 1 step as walking 2.5 feet. Define a method named feetToSteps that takes a double as a parameter, representing the number of feet walked, and returns an integer that represents the number of steps walked. Then, write a main program that reads the number of feet walked as an input, calls method feetToSteps() with the input as an argument, and outputs the number of steps. Use floating-point arithmetic to perform the conversion. Ex: If the input is: 150.5 the output is: 60 The program must define and call a method:public static int feetToSteps(double…Can you please answer the following question? The program is JavaScript and needs to look exactly like the example attached. Thanks!
- The Problems - contains only problems from the last 2 contests Separate Un-Attempted, Attempted and All cards Problem Difficulty Rating - The Featured drop-down menu has different difficulty ranges so you can try problems that best suit your experience. Popular topics and brands Like most users, Chef didn't know that he could add problems to his personal to-do list by clicking the magic "+" symbol in the upper right corner of each problem page. But once he found out about it, he went crazy and added a lot of problems to his to-do list without looking at their difficulty rating. Rajesh is a beginner and ideally should only try to solve problems strictly below 10001000. Given the difficulty rating list of problems in Chef's to-do list, please help him determine how many of these problems Chef should remove from his to-do list so he is left with only problems with a difficulty rating of less than 10001000. Note: Please answer the question in Python only: Input 1 4 999 1000 1001 1002…Here are what to display on your Pokémon's show page: The pokemon's name The image of the pokemon An unordered list of the Pokemon's types (eg. water, poison, etc). The pokemon's stats for HP, ATTACK, and DEFENSE. module.exports = [ { id: "001", name: "Bulbasaur", img: "http://img.pokemondb.net/artwork/bulbasaur.jpg", type: [ "Grass", "Poison" ], stats: { hp: "45", attack: "49", defense: "49", spattack: "65", spdefense: "65", speed: "45" }, ]; Routes Your app should use RESTful routes: Index GET /pokemon Show GET /pokemon/:id New GET /pokemon/new Edit GET /pokemon/:id/edit Create POST /pokemon Update PUT /pokemon/:id Destroy DELETE /pokemon/:idMipMaps I Suppose that a pixel projects to an area of 10x28 texels in a texture map. From what mipmap level does the texture unit look up the texture value for this pixel, if the texture unit is using "nearest" lookup for mipmaps? Enter a single integer that is the mipmap level. A/
- Using DrawingPanel.java (from chapter 3G), draw a grid for filling in a 4 x 4 square of cell containing integers. For this part of the assignment the values are not important, but you are welcome to use the values shown in the magic square from below. Note that the values in any horizontal row, vertical column or main diagonals add up to 34, in addition to various sub-squares in the larger square also add up to the same value. Requirements: The magic square should be centered in the panel The values in each of the cells should be centered in that cell (both horizontally and vertically). You can assume the values will be <= 99 (i.e., at most 2 digits). For this part of the assignment, you can hard-code the values; you will store them in a 2-dimensional array (from chapter 7) when implementing Part B of the assignment. The title "CSC 142 Magic Square" is centered horizontally in the panel and at y = 50 You are free to choose the colors, fonts, font sizes and effects. This is what I used…Can you make a GUI in java that : 1. (game field) randomizes 9 numbers (form 0 to 9) numbers. randomizes n (rows) and collumns(m) ((from 1 to 4)) The result should be a GUI with a n x m matrix of buttons, each button should be a random number form 1 to 9. The idea is after every compile i should get a random arrangement 2. random target value is displayed above game field(100-300) 3. The current sum of the numbers displayed on the buttons of the game field is printedbelow the game field 4.The number of moves to completion is displayed in the upper right corner above thegame field. 5.current mathematical operation - add a component to the right side of the gamefield that displays the current mathematical operation. The current mathematicaloperation starts at +, after the first move it should randomize. The current mathematical operation only applies for one move, and after the move a new mathematicaloperation is randomly selected that will be evaluated in the next move. Choose fromthe…3. Please code this for me the basis of the values will be on the second picture