12. Define a class BroodWar The class BroodWar will inherit from the class Starcraft. Starcraft • has a constructor that takes an int representing your registration code. It also has any necessary operators and supports copy control. You should not need to know anything more about the class Starcraft. NB: you are not responsible for defining the Starcraft class. BroodWar has two fields, the player's name and a collection of Zergling pointers. There may be lots of different types of Zerglings, but we won't be responsible for defining those derived classes here. The Zerglings will all be on the heap. Do not worry about how they got there. They just are. You are not responsible for defining the Zergling class. Zerglings support copy control, along with all necessary operators You are only responsible for defining the BroodWar class and providing the following functionality: A constructor taking in the player's name and registration code. Copy control. Yes, all of it. • Naturally, copying should involve making a deep copy. Don't just copy pointers! An output operator. • You may choose the format. Obviously all of the information you have about your BroodWar instance should be included. • Don't worry about printing information contained in the Starcraft class. An equality operator. • Two BroodWar instances are considered equal if all of the corresponding Zerglings are equal, i.e.: • there are the same number of Zerglings each Zergling in one BroodWar matches (is equal to) the Zergling in the same position of the collection in the other BroodWar. NB, the Zerglings do not have to have the same address in memory to be "equal". Given that brood is an instance of BroodWar Then the code: if (brood) { cout « "There be Zerglings!"; } should print out "There be Zerglings!" if and only if that brood has any zerglings.
12. Define a class BroodWar The class BroodWar will inherit from the class Starcraft. Starcraft • has a constructor that takes an int representing your registration code. It also has any necessary operators and supports copy control. You should not need to know anything more about the class Starcraft. NB: you are not responsible for defining the Starcraft class. BroodWar has two fields, the player's name and a collection of Zergling pointers. There may be lots of different types of Zerglings, but we won't be responsible for defining those derived classes here. The Zerglings will all be on the heap. Do not worry about how they got there. They just are. You are not responsible for defining the Zergling class. Zerglings support copy control, along with all necessary operators You are only responsible for defining the BroodWar class and providing the following functionality: A constructor taking in the player's name and registration code. Copy control. Yes, all of it. • Naturally, copying should involve making a deep copy. Don't just copy pointers! An output operator. • You may choose the format. Obviously all of the information you have about your BroodWar instance should be included. • Don't worry about printing information contained in the Starcraft class. An equality operator. • Two BroodWar instances are considered equal if all of the corresponding Zerglings are equal, i.e.: • there are the same number of Zerglings each Zergling in one BroodWar matches (is equal to) the Zergling in the same position of the collection in the other BroodWar. NB, the Zerglings do not have to have the same address in memory to be "equal". Given that brood is an instance of BroodWar Then the code: if (brood) { cout « "There be Zerglings!"; } should print out "There be Zerglings!" if and only if that brood has any zerglings.
Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
Problem 1PE
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In today's technology-driven world, computer programming skills are in high demand. The object-oriented programming (OOP) approach is very much useful while designing and maintaining software programs. Object-oriented programming (OOP) is a basic programming paradigm that almost every developer has used at some stage in their career.
Constructor
The easiest way to think of a constructor in object-oriented programming (OOP) languages is:
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