build a UML Diagram for the Pet class as demonstrated by Tony Gladdis in the Pet Class Problem. You'll use Draw.io the same way you have been, except after selecting Create New Diagram, choose to create from a blank diagram and use the UML symbol group in the left margin. Select the "Class 5" symbol.
build a UML Diagram for the Pet class as demonstrated by Tony Gladdis in the Pet Class Problem. You'll use Draw.io the same way you have been, except after selecting Create New Diagram, choose to create from a blank diagram and use the UML symbol group in the left margin. Select the "Class 5" symbol.
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build a UML Diagram for the Pet class as demonstrated by Tony Gladdis in the Pet Class Problem. You'll use Draw.io the same way you have been, except after selecting Create New Diagram, choose to create from a blank diagram and use the UML symbol group in the left margin. Select the "Class 5" symbol.

Transcribed Image Text:Programming Exercises
711
The Pet class should also have the following methods:
setName: The setName method stores a value in the name field.
setType: The setType method stores a value in the type field.
• setAge: The setAge method stores a value in the age field.
• getName: The getName method returns the value of the name field.
getType: The getType method returns the value of the type field.
• getAge: The getAge method returns the value of the
age
field.
Once you have designed the class, design a program that creates an object of the
class and prompts the user to enter the name, type, and age of his or her
data should be stored in the object. Use the object's accessor methods to retrieve the
pet's name, type, and age and display this data on the screen.
pet.
This

Transcribed Image Text:Programming Exercises
1. Pet Class
Design a class named Pet, which should have the following fields:
name: The name field holds the name of a pet.
• type: The type field holds the type of animal that a pet is. Example values are
"Dog", "Cat ", and "Bird".
• age: The age field holds the pet's age.
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