Write an applet that displays a drawing of two eyes in the center of its window. When the mouse cursor is not inside the window, the eyes should look ahead. When the mouse cursor is inside the window, the eye should follow the cursor, as shown in the following figure: Applet Viewe... & O Applet Viewe.. Applet Applet Applet started. Applet started.
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JAVA program please
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- ClockPane.java, to add the animationinto this class and add two methods start() and stop() to start and stop theclock, respectively. Write a program that lets the user control the clock with theStart and Stop buttons, as shown in Figure a .Create the VisualCounter class, which supports both increment and decrement operations. Take the constructor's two arguments N and max, where N indicates the maximum operation number and max specifies the counter's maximum absolute value. Make a plot that displays the value of the counter each time its tally changes as a byproduct.Write a program that animates a pendulum swinging,as shown in Figure . Press the up arrow key to increase the speed, and thedown arrow key to decrease it. Press the S key to stop animation of and the Rkey to resume it.
- An archery target consists of a central circle of yellow surrounded by con-centric rings of red, blue, black and white. Each ring has the same width, which is the same as the radius of the yellow circle. Write a programthat draws such a target. Hint: Objects drawn later will appear on top ofobjects drawn earlier.Java program help Simulate a slot machine. The customer will add a fixed amount of money to the machine and play the slots. There should be 4 images for the game: "Apple", "Orange", "Banana", and "Cherry". If three of the images match, the customer wins $2 and is added to their balance. If all four match, the customer wins $10 and that is added to their balance. If less then four match there is no prize money, and the customer is charged $1 for the try. The customer can quit after each try, and the program will print out the customer's cash balance. Coding Details: Use an array of strings to store the 4 strings listed above. Use a do-while loop for the program. The program starts once the user enters how much money they have. The decision to stop occurs at the bottom of the loop. The do-while loop keeps going until the user quits, or there is no money left. The pseudocode for the program is shown below: Determine the fruits to display (step 3 below) and print them Determine if there…Python: Write a code snippet that imports the tkinter library and creates a new window object root. Add a label widget to the window object root with the text "Hello, World!". Write a code snippet that adds a button widget to the window object root with the text "Click me!", and binds the button to a function button_click() that prints "Button clicked!" to the console. Hint: You may find the Label, Button, and command attributes in tkinter useful for completing parts 2 and 3 Note: For each part of the question, make sure to provide clear instructions and examples for the code snippets. Also, make sure to test your code snippets to ensure that they work as intended.
- Write a program that displays a new larger circle with a left mouse click and removes the largest circle with a right mouse click, as shown in Figure 9.35.Write a program that opens a window that contains a button. The button is labled with "0" (zero). With every click on the button, the number in its label increments by 1.Create a window and add a canvas to it. Now draw an arc, a polygon and an oval within this canvas. You can place them at random positions within the screen as long as they are visible and can be seen when executing the program. Example attached NOTE*** polygon is needed as well! (yellow shape). Previous expert did not include the polygon in the code. Thank you!
- Develop an interactive GUI-Tkinter Calculator. The calculator will include all standard mathematical operations such as addition, subtraction,multiplication and division. The expect output is shown in the picture.Write a complete interactive program that displays the alphabet on the canvas. • Each time the user presses a letter key, the matching letter should get a little big bigger. • When the user presses the ENTER or RETURN keys (you can use Processing's RETURN and ENTER values to detect this), the letters should be reset to their initial size Make sure your program doesn't crash if a non-letter key, like a number or punctuation, is pressed. Hint: You might be tempted to do this "the long way", with 26 different variables and 26 if/elif statements under your keyPressed() function. Don't do that. Use a dictionary to store the count/size of each letter. If you do this nicely, your code will be short. Our solution is only 29 lines (including blank lines and function headers!). Example 1: Initial state abcdefgh Imnopqr s t u v w x y z Example 2 - After pressing the 'c': 'o' and 'k' keys a few times a b c d e f ghi ki mn Op W X YWrite a complete interactive program that displays the alphabet on the canvas. • Each time the user presses a letter key, the matching letter should get a little big bigger. • When the user presses the ENTER or RETURN keys (you can use Processing's RETURN and ENTER values to detect this), the letters should be reset to their initial size Make sure your program doesn't crash if a non-letter key, like a number or punctuation, is pressed. Hint: You might be tempted to do this "the long way", with 26 different variables and 26 if/elif statements under your keyPressed( function. Don't do that. Use a dictionary to store the count/size of each letter. If you do this nicely, your code will be short. Our solution is only 29 lines (including blank lines and function headers!). Example 1: Initial state abcdef kIm no p qrstuv w xy z Example 2 - After pressing the 'c. 'o' and 'k' keys a few times -b Cderg hijkimn O, stu