Build the ItemTOPurchase class with the following specifications Attributes item_name (string) item_price (int) item_quantity (int) Default constructor Initializes item's name = "none", item's price 0, item's quantity = 0 Method print item_cost( Ex. of print_item_coat) output: Bottled Water 10 $1 = $10 In the main section of your code, prompt the user for two items and create two objects of the ItemToPurchase class. Ex Item i Enterthe item name: Chocolate Chips Enterthe item price: Enter the item quantity: Item 2 Enterthe item name: Eottled Weter Enterthe item price: Enterthe item quantity: 10 loutputthe total cost. Add the costs of the two itema to gether Ex: TOTAL COST Chocolate Chipa:1 =53 Eotted Weter 10 1 = 110
Build the ItemTOPurchase class with the following specifications Attributes item_name (string) item_price (int) item_quantity (int) Default constructor Initializes item's name = "none", item's price 0, item's quantity = 0 Method print item_cost( Ex. of print_item_coat) output: Bottled Water 10 $1 = $10 In the main section of your code, prompt the user for two items and create two objects of the ItemToPurchase class. Ex Item i Enterthe item name: Chocolate Chips Enterthe item price: Enter the item quantity: Item 2 Enterthe item name: Eottled Weter Enterthe item price: Enterthe item quantity: 10 loutputthe total cost. Add the costs of the two itema to gether Ex: TOTAL COST Chocolate Chipa:1 =53 Eotted Weter 10 1 = 110
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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OOPs
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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
Transcribed Image Text:Build the ItemTOPurchase dlass with the following specifications
Attributes
item_name (string)
item_price (int)
item quantity (int)
Default constructor
Initializes item's name = "none", item's price 0, item's quantity 0
Method
print item_cost0
Ex of print_item_cost) output:
Bottled Water 10 $1 = $10
In the main section of your code, prompt the user for two items and create two objects of the itemTOPurchase
class.
Ex
Item i
Enterthe item name:
Chocolate Chips
Enterthe item price:
Enter the item quantity:
Item 2
Enterthe item name:
Bottled Weter
Enterthe item price:
Enterthe item quantity:
10
Add the costa of the two items together end output the total cost.
Ex
TOTAL COST
Chocolate Chipa : = 53
Eotted Weter 10 $1 = 510O
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