CPS 2231 - Lab 5 Abstract Classes and Interfaces Write the code for all the necessary classes and/or interfaces for a solution to the problem below. Focus on class structure and interaction. You may implement your solution however you wish, but you will be graded on the appropriateness of your solution to the requirements. Note the use of capitalization and bold for clarification in the problem. You may use whatever constructors or additional methods you wish. - Define a structure that can represent Animals. - A general Animal should not be able to be instantiated and has a permanent name for its lifetime. Animals have two behaviors, they can speak() and they can move(). By default, when an animal moves, the message "This animal moves forward" is displayed. By default, when an animal speaks, the message "This animal speaks" is displayed - Define also two classes, Goose and Lynx, that are Animals. Both Goose and Lynx behave such that where "animal is displayed in speak() or move()."goose" or "lynx" is displayed by the appropriate classes. Define the default constructors to accomplish this. - Finally, any instance of Goose can fly , just as any Flying object can. . An Airplane is also a Flying object. Define the Airplane class such that it is Flying and make sure that any instance of Goose is also Flying. The specific behaviors when instances of either class fly should display in the message: the class name and name of objectsours, wings flapping for a Goose or the message the class name and name of object soars, engines running for an Airplane.. You may use getName().getClass() - Instances of either Goose or Airplane should be able to be stored in a variable of type Flying - All classes should include default constructors and if needed overloaded constructors. - Hand in all abstract classes, classes and interfaces along with a client class that demonstrates the different behaviors for a Lynx, Goose and Airplane. You also must provide a screen shot of your output.
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:
CPS 2231 - Lab 5 Abstract Classes and Interfaces Write the code for all the necessary classes and/or interfaces for a solution to the problem below. Focus on class structure and interaction. You may implement your solution however you wish, but you will be graded on the appropriateness of your solution to the requirements. Note the use of capitalization and bold for clarification in the problem. You may use whatever constructors or additional methods you wish. - Define a structure that can represent Animals. - A general Animal should not be able to be instantiated and has a permanent name for its lifetime. Animals have two behaviors, they can speak() and they can move(). By default, when an animal moves, the message "This animal moves forward" is displayed. By default, when an animal speaks, the message "This animal speaks" is displayed - Define also two classes, Goose and Lynx, that are Animals. Both Goose and Lynx behave such that where "animal is displayed in speak() or move()."goose" or "lynx" is displayed by the appropriate classes. Define the default constructors to accomplish this. - Finally, any instance of Goose can fly , just as any Flying object can. . An Airplane is also a Flying object. Define the Airplane class such that it is Flying and make sure that any instance of Goose is also Flying. The specific behaviors when instances of either class fly should display in the message: the class name and name of objectsours, wings flapping for a Goose or the message the class name and name of object soars, engines running for an Airplane.. You may use getName().getClass() - Instances of either Goose or Airplane should be able to be stored in a variable of type Flying - All classes should include default constructors and if needed overloaded constructors. - Hand in all abstract classes, classes and interfaces along with a client class that demonstrates the different behaviors for a Lynx, Goose and Airplane. You also must provide a screen shot of your output.
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