A programmer is designing a program to catalog all books in a library. He plans to have a Book class that stores features of each book: author, title, isOnShelf, and so on, with operations like getAuthor, getTitle, getShelf Info, and set Shelf Info. Another class, LibraryList, will store an array of Book objects. The LibraryList class will include operations such as listAll Books, addBook, removeBook, and searchForBook. The programmer plans to implement and test the Book class first, before implementing the LibraryList class. The program- mer's plan to write the Book class first is an example of (A) top-down development. (B) bottom-up development. (C) procedural abstraction. (D) information hiding. (E) a driver program.
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- Create a player class and a Key class. A Player hasa name, HP, and a key. A character may only have one key at a time, a Key contains a String array that lists the names of all the placed the key can go. The key should have a use() function that takes in a string of what it is trying to be used on, the function will return true if it can be used on that door, and false if it cannot. The player can pick Up and Drop a key.Create a Point classCreate a Point class as we did in the class. We'll use this to create Point objects that hold x,y coordinates of locations where we'll want to draw. Draw DotsWrite a drawDots(points) function that takes a list points as input and draws a dot on the drawing window for each Point. For example, you should be able to call your function as follows: >>> p = Point(10, 20) >>> q = Point(20, 30) >>> points = [p, q] >>> drawDots(points)c# programMake a class called Employees, with attributes Name, Gender, Experience, Salary and ID.Make a delegate called EligiblePromo. This delegate takes an employees object as a parameter and returns a boolean value indication whether or not the employee should be promoted.Make a PromoteEmployee() method that takes an arraylist of Employees and delegate of type EligiblePromo as parametersNB: PromoteEmployee() methos loops through each Employees object and passes it to the delegate(25)
- Define a Student class, with 3 data fields: ID: string Name: string FavoriteThing: string Create an application that stores and outputs a list of the students' favorite things. Suppose each student only has one favorite thing.in C# Create a Bank class with the following properties: List of bank accounts (List<BankAccount>) Create the following methods in the Bank class: AddAccount(BankAccount account): Method to add a new bank account to the list of accounts RemoveAccount(string accountNumber): Method to remove an existing bank account from the list of accounts SearchAccount(string accountNumber): Method to search for an existing bank account and return the account details my code is // This class represents a bank, which has a list of BankAccount objects as one of its properties. public class Bank { // This property holds a list of BankAccount objects belonging to the bank. public List<BankAccount> Accounts { get; set; } // This constructor initializes the list of accounts for the bank. public Bank() { Accounts = new List<BankAccount>(); } // This method adds a new BankAccount object to the bank's list of accounts. public void…In Python, #Create a basket class, which has a class/static attribute pricelist (string/float dictionary - you can hardcode this) #The constructor should set the name to the name passed as a parameter and initialise the contents (empty) #You should provide an addItem method taking product,quantity which adds this to the contents #and a getQuantity method taking a product, which returns the relevant quantity
- Please do it in JavaScript or C# 1) Design and implement the class structure for a drawing application. A drawing is made up of a canvas that contains a collection of three different shapes: circles, lines, and boxes. Each shape can be drawn by calling a Draw() method for that shape. The canvas class should also have a draw method that draws all of the shapes it contains. You don’t have to actually draw anything on a screen; you can simulate drawing by writing a message to the console.For example, the code snippet: canvas.Draw();Drawing a circle at...Drawing a line at...etc. (For each shape on the canvas) 2)(Bonus) Consider re-writing the above answer (#1) differently where the canvas does not contain the shapes, but is able to draw any of the three shapes passed to it. Re-design canvas.Draw() if you need to. Your main() program should ask for user input on what shape to draw. Ask once, draw, then exit.could produce something like the following output to the console:Write a program in Java that handles the order list for an online retailer. Your program should contain a minimum of three classes: Order Class Display Class Main Class Create a Order Class that uses a queue to hold the orders in the order they were taken. The queue should contain the customer last name, order number, and order total cost. Create a Display Class that will store a copy of the order queue in two arrays. Each array will contain the order list but one will be sorted by name and the other sorted by order number. When a order is taken and stored in the Order Class the program will update theDisplay Class arrays automatically sort them in descending order using quick sort and outputs the the contents to the console upon each entry of new data. Create a Main Class that will handle operator data input and when an order is added or removed, the program will update the Order Class and Display Class. The user will be presented a menu to add a order, remove a order and display…Observer pattern The PhoneModel class stores a phone number as a list of digits, and the Keypad class has this method: public void simulateKeyPresses(int numKeyPresses)(0 that allows the user to enter digits one at a time then save each digit in the list. The Screen wants to respond to each key being entered. Make the model notify the observers whenever a new digit is entered for the phone number. The first observer prints the newest digit out to the screen The second observer prints "Now dialing 12345678901.." out to the screen (where the number is the number the model has). Only the Screen class can print to the screen The model must be decoupled from the Other classes.
- Write a java class Library for implementing a library application which accepts books into its list and user should be able to search books based on a book title or the Author. The books should be added to an ArrayList. Write the Main class with main function in it to display a menu to opt whether to add books, list books and search books. Use a constructor of Library class to add books. Use a method named searchTitle and searchAuthor in Library class to search the books. 1) Define class Library with required instance variable ArrayList for adding books 2) The Library class should have one constructor and three methods to do the below functions The Constructor needs to add books Method displayBook to List all the books in the library. Method named search Title to search books based on book title, this method should be able to accept a user string and search if a book with the title is in the added book list Method named searchAuthor to search books based on book title, this method…Task 4. Utility classes Implement a Menu-Driven program of ArrayList class using the above scenario and perform the following operations. Create an object of ArrayList class based on the scenario with explanations of the method Create a method that will allow inserting an element to ArrayList Class based on the scenario. The input field must be validated as Create a method to delete specific elements in the ArrayList with explanations of the methodIn java language Deeper Class Design - the Square, Circle, Picture Class he Bigger Picture – The ObjectList (or ArrayList (v1.0)) Class A picture is simply a composition of shapes, and in this last section, we’ll build a class used to manage such a picture. We’ll create this new class by reusing code from an existing piece of software. We’ll create an Picture class that will contain, amongst other state items (data), an array (or list) of Objects that are the Squares and Circles in the Picture to be drawn. Picture.java will be a simple abstraction here, and will just “draw” shapes to the console in the order that they appear in the list –ignoring the coordinate pairs stored in each Shape for now. Again, note the static storage restriction of only 100 shapes per picture; in future sections, we’ll learn how to dynamically resize our arrays. Aside: when we get to working with any of the Java graphics framework classes and/or swing, then a simple use of this Picture class (called a…