Complete the code based on the question giv
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![Import
public class Pie
{
public static
Scanner input = new Scanner(System.in);
int fruit =
.nextInt();
int
int pie =
System.out.printin(–
-);
}
}](/v2/_next/image?url=https%3A%2F%2Fcontent.bartleby.com%2Fqna-images%2Fquestion%2Fe9ae79ea-5449-4aca-838b-4982c8c5d619%2F63056958-36f8-470c-a654-44ed01a1b353%2Fmclogj9_processed.jpeg&w=3840&q=75)
![Question :
You have a bowl on your counter with an even number of pieces of fruit in it. Half of
them are bananas and the other half are apples. You need 3 apples to make a pie. Your
task is to evaluate the total number of pies that you can make with the apples that are in
your bowl given the total amount of fruit in the bowl.](/v2/_next/image?url=https%3A%2F%2Fcontent.bartleby.com%2Fqna-images%2Fquestion%2Fe9ae79ea-5449-4aca-838b-4982c8c5d619%2F63056958-36f8-470c-a654-44ed01a1b353%2F1x6934_processed.jpeg&w=3840&q=75)
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- A flight of stairs has 10 steps numbered 1 to 10 as shown in the figure below. i. How many ways could you climb up the set of stairs, assuming that you can skip any number of stairs with each step, but you must end on step 10 and you can only go up, never down and never remaining on the same step. ii. How many ways could you climb up the set of stairs, assuming you take exactly 4 steps. Again, your staircase climb ends on step 10. JAlthough there are different ways in which you could solve this problem, model the problem as a balls and bins problem for full credit.Nim is a two-player game played with several piles of stones. You can use as many piles and as many stones in each pile as you want, but in order to better understand the game, we'll start off with just a few small piles of stones (see figure 1 below). Pile 1 Pile 1 Pile 2 The two players take turns removing stones from the game. On each turn, the player removing stones can only take stones from one pile, but they can remove as many stones from that pile as they want (please note, a player must remove atleast 1 stone from a pile during his/her turn). If they want, they can even remove the entire pile from the game! The winner is the player who removes the final stone (avoid taking the last stone - see figure 2 below). Pile 2 Pile 3 Pile 3 Let's say its Max (player 1) turn to play. Then Max can win by simply removing a stone from Pile 2 or Pile 3 Draw a game tree (upto depth level 2) for the given version of the Nim game. Please consider figure 1 as your initial game configuration/state…Installation of a Shopee Billboard Max. score: 100 You are installing a billboard and want it to be at the maximum height. The billboard will have two steel supports, one on each side. The height of each steel bracket must be equal. You have a number of rebar rods that can be welded together. For example, if the bars are of length 1, 2, and 3, they can be welded together to form a length of 6 brackets. Return the maximum possible installation height of the billboard. Return 0 if the billboard cannot be installed.
- Correct answer will be upvoted else downvoted. Computer science. street is developed as follows: the main line comprises of 1 tile; then, at that point, a1 lines follow; every one of these lines contains 1 tile more noteworthy than the past line; then, at that point, b1 columns follow; every one of these lines contains 1 tile not exactly the past line; then, at that point, a2 columns follow; every one of these lines contains 1 tile more noteworthy than the past line; then, at that point, b2 lines follow; every one of these columns contains 1 tile not exactly the past line; ... then, at that point, a lines follow; every one of these columns contains 1 tile more prominent than the past line; then, at that point, bn columns follow; every one of these lines contains 1 tile not exactly the past line. You start from the main tile in the primary line and need to arrive at the last line (any tile of it). From your present tile, you can move to any tile in the…Tiling: The precondition to the problem is that you are given threeintegers n, i, j, where i and j are in the range 1 to 2n. You have a 2n by 2n squareboard of squares. You have a sufficient number of tiles each with the shape . Your goalis to place nonoverlapping tiles on the board to cover each of the 2n × 2n tiles except forthe single square at location i, j. Give a recursive algorithm for this problem in whichyou place one tile yourself and then have four friends help you. What is your base case?Email me the answers to the following questions. If you are not familiar with Peg Solitaire, then look it up online. Peg Solitaire is a game consisting of a playing board with 33 holes together with 32 pegs. In the picture above, the hole in the center is empty and the remaining holes contain pegs. The goal is to remove all the pieces except one, which should be in the center. A piece can be removed by jumping an adjacent piece over it into an empty hole. Jumps are permitted horizontally or vertically, but not diagonally. Your assignment consists of one required part, plus one extra credit part: 1. Explain (in words) why Breadth First Search and Iterative Deepening are not good methods for this problem.
- In the Dice Roll game, the player begins with a score of 1000. The player is prompted for the numberof points to risk and a second prompt asks the player to choose either high or low. The player rollstwo dice and the outcome is compared to the player’s choice of high or low. If the dice total is between2 and 6 inclusive, then it is considered “low”. A total between 8 and 12 inclusive is “high”. A total of7 is neither high nor low, and the player loses the points at risk. If the player had called correctly, thepoints at risk are doubled and added to the total points. For a wrong call, the player loses the points atrisk. Create a DiceRollGame application that uses a DRPlayer object based on this specification. TheDRPlayer object should have two Die member variables that represent the dice. The Die class shoulduse a random number generator to determine the outcome in a roll() method. Application outputshould look similar to:In the Dice Roll game, the player begins with a score of 1000. The player is prompted for the numberof points to risk and a second prompt asks the player to choose either high or low. The player rollstwo dice and the outcome is compared to the player’s choice of high or low. If the dice total is between2 and 6 inclusive, then it is considered “low”. A total between 8 and 12 inclusive is “high”. A total of7 is neither high nor low, and the player loses the points at risk. If the player had called correctly, thepoints at risk are doubled and added to the total points. For a wrong call, the player loses the points atrisk. Create a DiceRollGame application that uses a DRPlayer object based on this specification. TheDRPlayer object should have two Die member variables that represent the dice. The Die class shoulduse a random number generator to determine the outcome in a roll() method. Application outputshould look similar to:Bob is playing a game. He and his team have come up with a plan to throw a ball so that it can hit the target object. The target is at a distance of X meters from Bob. He is at a height of Y meters from the ground and the target is at a height of Z meters from the ground. Bob can throw the ball with a certain speed Task Determine the speed that he should throw the ball. Notes He is aiming at an angle parallel to the ground. Assume acceleration due to gravity is 10m/s² Example Assumptions • X = 2 • Y=5 • Z=2 Approach It can be calculated that he needs to fire at speeds 2.58m/s at an angle parallel to the ground respectively. The answers are taken up to 2 decimal places only. Hence, the answer is 2.58 m/s. Function description Complete the solve function provided in the editor. This function takes the following 3 parameters and returns the minimum speed required: • X Represents an integer denoting the distance of the target from Bob • Y Represents an integer denoting the height of Bob…
- There are a dozen eggs in a basket; some are hard boiled and some are raw. The object of this game is for the user to guess the number of hard-boiled eggs prior to playing the game. The computer then simulates cracking all 12 eggs, using a random number 0 or 1 to simulate raw or hard boiled. The number 0 should represent raw eggs and the number 1 should represent hard boiled. The computer must keep track of the number of hard-boiled eggs. At the conclusion of cracking all 12 eggs, the actual number of hard boiled is compared to the user’s guess, and whether the user won or lost is given as output. PreviousNextYou need to take a trip by car to another town that you have never visited before. Therefore, you are studying a map to determine the shortest route to your destination. Depending on which route you choose, there are five other towns (call them A, B, C, D, E) that you might pass through on the way. The map shows the mileage along each road that directly connects two towns without any intervening towns. These numbers are summarized in the following table, where a dash indicates that there is no road directly connecting these two towns without going through any other towns. Miles between Adjacent Towns Town A B C DE Destination Origin A 40 60 50 10 70 B 20 55 40 50 10 D 60 E 80 (a) Formulate this problem as a shortest-path problem by drawing a network where nodes represent towns, links represent roads, and numbers indicate the length of each link in miles. (b) Use the Dijkstra's algorithm to solve this shortest path problem.You need to take a trip by car to another town that you have never visited before. Therefore, you are studying a map to determine the shortest route to your destination. Depending on which route you choose, there are five other towns (call them A, B, C, D, E) that you might pass through on the way. The map shows the mileage along each road that directly connects two towns without any intervening towns. These numbers are summarized in the following table, where a dash indicates that there is no road directly connecting these two towns without going through any other towns. Town Origin A B C D E A 40 Miles between Adjacent Towns C D E B 60 10 50 20 - 70 55 - 88811 40 50 10 Destination | | || 88 60 80 (a) Formulate this problem as a shortest-path problem by drawing a network where nodes represent towns, links represent roads, and numbers indicate the length of each link in miles. (b) Use the Dijkstra's algorithm to solve this shortest path problem. Illustrate your work by using a table.…
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