6. In the Driver.java class, modify the main method. In main(), you must create a menu loop that does the following: o Displays the menu by calling the displayMenu method. This method is in the Driver.java class. o Prompts the user for input o Takes the appropriate action based on the value that the user entered
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- Greetings. The programming language to be used is: JAVA Please write a GUI that implements a game, where the user has to click the buttons in the order of their numbering. * The 9 buttons are arranged in a grid of 3 by 3. Each one has a different number from 1 to 9. * If the user selects the correct button, it should turn green and become disabled. The score should beincremented by 1. * If the user selects the incorrect button, it should turn red and all the buttons should become disabled. * If the user selects the “Reset” button, all buttons should be white and become enabled, their random numbers should be reassigned and the score set to 0. Thank you.Java ATM machine program ATM machines are used to withdraw and deposit cash in additionto make balance inquiries. The user enters a card in the ATM’s cardreader, then the ATM, and through its console screen, asks the userto enter the card 4 digit PIN number. If the PIN is verified by theBank (which keeps a list of bank accounts), the ATM will presentthe user with a menu of the available choices (Transactions),otherwise, invalid PIN message will be displayed, users can try toenter the PIN three times after which the card will be claimed bythe machine.If the user choses to withdraw, he will be presented with a menu ofa specific amounts or he can enter the amount, if the user balance issufficient and if the cash dispenser has the amount available, thecash amount will be dispensed from the cash dispenser.ATM Transactions 1. Withdraw2. Balance inquiryAt any time during a transaction, the user can choose tocancel and thus end the transactionATM States 1. Ready: waits the user to enter the…Complete the code in the Practice class such that each time the user clicks the SUM button, the sum of the two valid integers will be shown in the lower right corner of the window (leave the user's input in the text fields). Here is a before and after view of the graphical user interface when the SUM button is clicked for the first time. 123 456 123 456 SUM SUM 579 import javax.swing.*; import java.awt.*; import java.awt.event.*; public class Practice { public static void main(String[] args) { JFrame frame = new JFrame("Add 2"); frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE); SumPanel panel = new SumPanel(); frame.getContentPane().add(panel); frame.setSize(140,80); frame.setVisible(true); } } class SumPanel extends JPanel { private JTextField op1Field; private JTextField op2Field; private JButton sumButton; private JLabel sumLabel; public SumPanel() { //Step 1; set up the layout setLayout(new GridLayout(2,2,4,4)); op1Field = new JTextField(); op2Field = new JTextField();…
- Design the worst calculator ever: an application that accepts two numbers from the user and, when a button is pushed, performs a single operation and displays the results. You may choose: Multiplication, Division, Subtraction, square root, or raising the first number to the exponent of the second number. Don't use addition as we already did that in class. The result must be displayed to the user only when an appropriately labeled button is pushed.Write an application that counts by five from 5 through 500 inclusive and that starts a new line after every multiple of 50 (50,100,150 and so on).Save the file as CountByAnything.javaA slot machine is a gambling device that the user inserts money into and then pulls a lever (or presses a button). The slot machine then displays a set of random images. If two or more of the images match, the user wins an amount of money that the slot machine dispenses back to the user. Create a program that simulates a slot machine. When the program runs, it should do the following: • Asks the user to enter the amount of money he or she wants to enter into the slot machine. Instead of displaying images, the program will randomly select a word from the following list: Cherries, Oranges, Plums, Bells, Melons, Bars To select a word, the program can generate a random number in the range of 0 through 5. If the number is 0, the selected word is Cherries; if the number is 1, the selected word is Oranges; and so forth. The program should randomly select a word from this list three times and display all three of the words. • If none of the randomly selected words match, the program will…
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