3. Explain why the relationship between the PlayingCard, Rank and Suit classes is not an is-a relationship.
3. Explain why the relationship between the PlayingCard, Rank and Suit classes is not an is-a relationship.
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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3. Explain why the relationship between the PlayingCard, Rank and Suit classes is not an is-a relationship.
![**"Is-a" versus "Has-a"**
A large program will often be built out of multiple classes. Often, these classes will have a "has a" relationship. For example, a game program might include three classes: PlayingCard, Suit, and Rank. A PlayingCard object *has a* Suit and *has a* Rank, which are handled in a Java program as instance variables.
**Diagram Description:**
The diagram is a UML class diagram representing the `PlayingCard` class. It is structured into three main sections: Class Name, Data Fields, and Methods.
- **Class Name: PlayingCard**
- **Data Fields:**
- `cardRank: Rank`
- `cardSuit: Suit`
- **Methods:**
- `setRank(Rank rank): void`
- `setSuit(Suit suit): void`
- `getRank(): Rank`
- `getSuit(): Suit`
This diagram shows that the `PlayingCard` class has two instance variables (`cardRank` and `cardSuit`) and four methods (`setRank`, `setSuit`, `getRank`, `getSuit`) for setting and getting the values of these instance variables.
---
Less often, you might have two classes which have an "is a" relationship, where one class is a more general class, while the second class is a more specialized version of the original class. A blackjack program might have a `BlackJackCard` class which *is a* PlayingCard. Notice the relationship is not symmetrical: every `BlackJackCard` *is a* PlayingCard, but not every PlayingCard *is a* `BlackJackCard`.](/v2/_next/image?url=https%3A%2F%2Fcontent.bartleby.com%2Fqna-images%2Fquestion%2F6cf78908-a1f9-4330-9ece-f4021df10613%2F7b2fc322-f25a-4349-85a5-9ed779395b46%2F7jcp1ve_processed.png&w=3840&q=75)
Transcribed Image Text:**"Is-a" versus "Has-a"**
A large program will often be built out of multiple classes. Often, these classes will have a "has a" relationship. For example, a game program might include three classes: PlayingCard, Suit, and Rank. A PlayingCard object *has a* Suit and *has a* Rank, which are handled in a Java program as instance variables.
**Diagram Description:**
The diagram is a UML class diagram representing the `PlayingCard` class. It is structured into three main sections: Class Name, Data Fields, and Methods.
- **Class Name: PlayingCard**
- **Data Fields:**
- `cardRank: Rank`
- `cardSuit: Suit`
- **Methods:**
- `setRank(Rank rank): void`
- `setSuit(Suit suit): void`
- `getRank(): Rank`
- `getSuit(): Suit`
This diagram shows that the `PlayingCard` class has two instance variables (`cardRank` and `cardSuit`) and four methods (`setRank`, `setSuit`, `getRank`, `getSuit`) for setting and getting the values of these instance variables.
---
Less often, you might have two classes which have an "is a" relationship, where one class is a more general class, while the second class is a more specialized version of the original class. A blackjack program might have a `BlackJackCard` class which *is a* PlayingCard. Notice the relationship is not symmetrical: every `BlackJackCard` *is a* PlayingCard, but not every PlayingCard *is a* `BlackJackCard`.
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