3. Explain why the relationship between the PlayingCard, Rank and Suit classes is not an is-a relationship.

Database System Concepts
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ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
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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`.
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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