Suppose you want to have a Tractor class that implements the Comparable interface so that you can compare Tractor objects with other Tractor objects. Which of the following would be the best class declaration for the Tractor class?
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- Suppose you are working on a project managing the bus fare of Dhaka metropolitan city. At this point you are designing a vehicle class(choose if you need to define it as an abstract class, interface or concrete class). After that, you need to create different classes such as Bus, Double_Decker_Bus, Mini_Bus, Regular_Bus and all of these classes will extend the Bus class. You are free to define the classes as you deem necessary. In the driver class, you must be able to call methods to print the bus fare per kilometer for double_decker bus, regular bus and mini bus(the fare should be different). You also need to calculate the bus fare of a route based on user input(in kilometers) to display the total bus fare for a single person. Adding to this, you will be able to calculate student fare based on the availability of the student ID card.You need to perform following things to demonstrate the concept of abstract class. Step 1: Create the abstract class that has following methods. • Calculate the area of circle(Abstract method) • Calculate the area of triangle(Abstract method) • Calculate the area of rectangle(Method with implementation) Step 2: Create another class that extends above class and provide implementation of abstract methods. Step 3: Create the main method inside above class and display output of area of circle, area of triangle and area of rectangle. You need to submit the following things: • Java program with both the classes An output screenshot created using Microsoft WordComputer Science we have learned about interfaces knowledge. Interfaces are preferred to define a common supertype for unrelated classes. Interfaces are more flexible than classes. You may design and consider the Animal class , and then you may suppose the how To Eat method is defined in the Animal class.
- Adhere to the following additional requirements: Each of the 6 classes will have exactly 2 constructors. Every class will have a getSpecies() function. We won't be declaring objects of type "Creature" or "Demon", but you should include getSpecies() functions for them anyway, and they should return "Creature" and "Demon", respectively. Make getSpecies() a public member instead of private. Each of the 5 derived classes will have exactly 4 member functions (including constructors) and no data members The Creature class will have 8 member functions (including 2 constructors, 2 accessors, and 2 mutators) and 2 data members. Do not use the "protected" keyword. Many computer programmers consider it to be poor practice because only the base class itself should have uncontrolled access to that data. The derived classes can access the data members through accessors and mutators. In the non-default constructors for the sub-classes, you will need to use initializer lists. The Creature class's…Write the difference between interface and abstract class.Now we are going to use the design pattern for collecting objects. We are going to create two classes, a class AmazonOrder that models Amazon orders and a class Item that models items in Amazon orders. An item has a name and a price, and the name is unique. The Item class has a constructor that takes name and price, in that order. The class also has getters and setters for the instance variables. This is the design pattern for managing properties of objects. The setName() method should do nothing if the parameter is the empty string, and the setPrice() method should do nothing if the parameter is not positive. The class also has a toString() method that returns a string representation for the item in the format “Item[Name:iPad,Price:399.99]”. For simplicity, we assume an Amazon order can have at most 5 items, and class AmazonOrder has two instance variables, an array of Item with a length of 5 and an integer numOfItems to keep track of the number of items in the…
- If you are designing an application for a car dealership, you will create a Vehicle parent class and then extend the class into Car, Truck, SUV child classes. The Vehicle class will have the general attributes and behaviors. Then, you only need to code the specific differences in the child classes. Give us an example of objects that might have similar attributes and behaviors but enough differences to warrant an inheritance relationship. Then, explain the relationship and teach your classmates about inheritance.Hi, I am making a elevator simulation and I need help in making the passenger classes using polymorphism. Any help is appreciated. There are 4 types of passengers in the system:Standard: This is the most common type of passenger and has a request percentage of 70%. Standard passengers have no special requirements.VIP: This type of passenger has a request percentage of 10%. VIP passengers are given priority and are more likely to be picked up by express elevators.Freight: This type of passenger has a request percentage of 15%. Freight passengers have large items that need to be transported and are more likely to be picked up by freight elevators.Glass: This type of passenger has a request percentage of 5%. Glass passengers have fragile items that need to be transported and are more likely to be picked up by glass elevators. This is what I have so far // Passenger abstract classpublic abstract class Passenger { protected String type; protected int requestPercentage; public…In what kind of situation would you want to use an abstract class instead of a base class?
- Write a class about Aeroplane. Obviously, you will require other helper classes to complementyour airplane class. Design your classes yourself. The codes should contain the followingOOP features implemented in these classes:- Class- Object- Encapsulations- accessor/mutator- Method overloading- Objects as parameters- Objects as return type- Objects as fields- Association- Aggression- compositionBeside your code, comment the name of the feature that is implementedIn the code template below, you are given three classes: Card, CardSet, and Deck. The Card class has the attributes of value and suite, which describe the cards in a standard 52-card deck. The attribute value takes in the digits 1 to 10 as well as the standard face cards, Jack, Queen, and King. The suite attribute takes in the four suites, namely clubs, spades, hearts, and diamonds. Obviously, two cards are equal if they have the same value and suite. The CardSet class is just an ensemble of Card instances. To know which cards are in your set, just iterate through the cards via the view method. This gets a formatted list of your cards in the cards attribute. To add cards to your set, use the add_cards method. The Deck class is a child class of the CardSet class. To initialize a deck, all 52 cards from the standard deck must be added to it. For uniformity, place each suite in ascending value -- 1 to 10, then Jack, then Queen, then King. The suites must be placed in this order: clubs -…Use the Animal class file given on the final exam module. Use Inheritance and Polymorphism concepts to create the following classes and functions. Create the following classes that derive from the Animal class. Monkey Kangaroo Create a derived class named Spider Monkey whose base class is Monkey. Create constructors for each class. Create destructors for each class. All classes will have the following private instance fields, including Animal legs that will initialize to 0 boolean swim that will initialize to false; All classes will have the following polymorphic methods, including Animal getLegs( ) – this returns the number of legs the animal has makeSount( ) – this outputs the type of sound the animal makes makeSound( ) method will be a virtual function in the Animal class Create an exception in the getLegs( ) method that makes sure the number of legs are valid (only allow positive number amount of legs) Create a main method to demonstrate the all functions including the…