Create a program using turtle. The program can be any graphics, racing of elements, or building a nice interface. This should be done by moving the turtle around the screen, not by using any function that prints text/graphics onto the screen.
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![Create a program using turtle. The program can be any graphics, racing
of elements, or building a nice interface. This should be done by
moving the turtle around the screen, not by using any function that
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- Turtle Graphics is a Python feature like a drawing board,which lets us command a turtle to draw all over it! We canuse functions like penup(), pendown() pensize( .. ), forward(...),night(..), color(...), fill( ... ), etc. which can control thedrawing, move the turtle around, and make the propercoloring and filling. Commonly used turtle methods are found in the posted pdffile "turtle- Turtle graphics --Python 3.7.1rc1documentation" To make use of the turtle methods and functionalities, weneed to import turtle. "turtle" comes packed with the standardPython package and need not be installed externally. Theroadmap for executing a turtle program follows 3 steps: I. Import the turtle module2. Create a turtle to control.3. Draw around using the turtle methods.PATTERNS: Shapes Using Python, recreate (as close as possible) the pattern given using only one class - the Pattern class. You are only allowed to use PIL.Image and PIL.ImageDraw from the Pillow Library, and pi, cos, and pi. Its data attributes are as follow: width_height – 2-digit tuple containing the width and height of the image space – Image object (with 8-bit RGB color space, specified size, and background color) draw – Image object that performs as the drawing context of the space background – 3-digit tuple of the 8-bit RGB background color of the image or picturePlease written by computer source In this lab you will create and fill a two-dimensional array of 25 Rectangle objects, arranged in a 5x5 grid. Each Rectangle should have dimensions 100x100, and be arranged on your window so that there is no space between Rectangles. Each Rectangle object should start with one fill color (e.g. white) and when pressed with the mouse it should toggle to a second color (e.g. gray). Pressing a second time on the Rectangle should toggle it’s fill color back to the first color. 3. Use the following template for your main() method. Add missing statements necessary to create your two- dimensional 5x5 Rectangle array and nested for-loops to fill the array with 25 new Rectangle objects, located on your window in a regular 5x5 grid. Make sure to set the mouse-pressed event handler for each new Rectangle. 2. Declare at least two public static variables: a 2D array of Rectangle objects, and a Pad variable: public static Pad pad; public static void main(String[]…
- 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.A point in the x-y plane is represented by its x-coordinate and y-coordinate. Design a class,pointType, that can store and process a point in the x-y plane. You should then perform operations on the point, such as setting the coordinates of the point, printing the coordinates of the point, returning the xcoordinate, and returning the y-coordinate. Also, write a program to test various operations on the point. Note: Write program in c++ language solve as soon as possible use oop conceptsUsing Java, solve the following problem using JavaFX: Write a program (Call the class ImageDisplay) that displays four images in a grid pane, as shown below. You are given 4 flags for the display, but you are free to choose other images. You are to use a GridPane for the layout. Also use ImageView. You will need to create an object for each image and use add method of GridPane to add an image to a specified row and column layout.
- Create the VisualCounter class, which supports both increment and decrement actions. Take the function Object() { [native code] }'s two arguments N and max, where N specifies the maximum action number and max specifies the counter's maximum absolute value. Make a plot that displays the worth of the counter each time its tally changes as a byproduct.Create an object prototype called Gradebook that will pass an array of grades for a student as a parameter. - Create a boolean in Gradebook madeHonourRoll that will check whether or not the student has made honour roll - Create a function within Gradebook, that will calculate the average of the grades passed - Create a function outside of Gradebook, that will check if the grades are over an 80% average. Return madeHonourRoll as true if the student has made over 80% average. - Create a function outside Gradebook, called toString(), that will output to console whether or not the student has made the honour roll.Problem: Bugs are simple creatures that only know how to walk towards other bugs. Bugs maintain information about their (x, y) position; by which it can tell if they are standing next to other bugs. Watch the following video: bug movement. Create a java project that simulate bugs movement. You need to write a class “Bug" that models a bug moving along a straight line and it can turn to change its direction counterclockwise (i.e. 90 degree to the left; north → west → south → east → north). In each move, its position changes by one unit in the current direction. Details of the "Bug" class is described below. Your simulator should read information of an unknown number of “Bug" objects from an input file called “Bugs.txt". Each line represents a bug and the initial position and facing direction of this particular bug. Keeping the first bug position as a reference the simulator should move the second bug next to the first bug forming a cluster and its final position and direction should be…
- Prepare the user interface elements for a coffee vending machine with following features: Assume a machine for coffee and a cup of coffee costs 2 quarters. The machine accepts only quarters (if another type of coin is inserted it is returned to customer mechanically and no message is given, so ignore that case). The machine works in a way that the customer first needs to insert quarters. The vending machine memorizes the number of quarters inserted and displays the amount. The customer needs to press a button representing coffee. The machine never runs out of coffee. If right amount is inserted, the machine gives the customer coffee. With a message specifying that coffee is ready. If the amount inserted into the machine is greater than the cost of coffee the machine returns the change. The machine also has a button for returning the money inserted which can be pressed any time. If the customer presses the coffee button and there’s not enough money inserted, system requests for money.Step 1: Code in Java and name the java class file Artwork.javaStep 2: Have your JavaFx program set the Stage title to be your first and last name in the start method.Step 3: For this assignment, you are to create some simple JavaFx “generative art” Step 4: Your program must use one or more of the shape classes like Rectangle, Text, Circle, Arc, etc. (Refer to Javadoc page for ideas)Step 5: Your program must use one or more colors. (Refer to Javadoc page for ideas)Step 6: Your program must use java.util.Random to make the output change each time your program is run (for example, the colors, locations, and size of the shapes).Step 7: Describe the program and its behavior in a couple sentences. Note: Make sure to include the used javafx import statements in the solution box.Read the instructions below and write your code using Microsoft Visual Studio (Community version). Build your own console application with C#. Write a Rectangle class, the private data members are the length (len) and width (wid) of the rectangle, the parameterless constructor sets len and wid to 0, and the parameterized constructor sets the value of length (len) and width (wid). In addition, the class also includes common methods such as calculating the perimeter of the rectangle, calculating the area of the rectangle, obtaining the length value of the rectangle, obtaining the width value of the rectangle, and modifying the length and width values of the rectangle to the corresponding formal parameter values. Please upload your executable C# file as attachment in the system.