Lab14A: The Architect. Buildings can be built in many ways. Usually, the architect of the building draws up maps and schematics of a building specifying the building's characteristics such as how tall it is, how many stories it has etc. Then the actual building itself is built based on the schematics (also known as blueprints). Now it is safe to assume that the actual building is based off the blueprint but is not the blueprint itself and vice versa. The idea of a classes and objects follows a similar ideology. The class file can be considered the blueprint and the object is the building following the analogy mentioned above. The class file contains the details of the object i.e., the object's attributes (variables) and behavior (methods). Please keep in mind that a class is a template of an eventual object. Although the class has variables, these variables lack an assigned value since each object will have a unique value for that variable. Think of a form that you may fill out, for example, for a bank; this form has many boxes such as ones for your first name, last name, etc. That form is analogous to a class; it's generic and does not have any unique information. Once someone picks up the form and fils it out it becomes unique to that person and is no longer a generic form; this is analogous to an object. For this one and only exercise in Lab 14, you will need to design a class and create objects from this class in your main method. Please read and follow the instructions below carefully
Lab14A: The Architect. Buildings can be built in many ways. Usually, the architect of the building draws up maps and schematics of a building specifying the building's characteristics such as how tall it is, how many stories it has etc. Then the actual building itself is built based on the schematics (also known as blueprints). Now it is safe to assume that the actual building is based off the blueprint but is not the blueprint itself and vice versa. The idea of a classes and objects follows a similar ideology. The class file can be considered the blueprint and the object is the building following the analogy mentioned above. The class file contains the details of the object i.e., the object's attributes (variables) and behavior (methods). Please keep in mind that a class is a template of an eventual object. Although the class has variables, these variables lack an assigned value since each object will have a unique value for that variable. Think of a form that you may fill out, for example, for a bank; this form has many boxes such as ones for your first name, last name, etc. That form is analogous to a class; it's generic and does not have any unique information. Once someone picks up the form and fils it out it becomes unique to that person and is no longer a generic form; this is analogous to an object. For this one and only exercise in Lab 14, you will need to design a class and create objects from this class in your main method. Please read and follow the instructions below carefully
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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The easiest way to think of a constructor in object-oriented programming (OOP) languages is:
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Written in c++. Do not use chegg or any other site to code this.
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