Suppose we want to implement a drawing
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- Create an interface Wheel with methods setWheels (int c) and getWheels () and a class Vehicle with abstract methods getColor () and getBrand (). Now, create a concrete class Taxi with additional method setDriver (String name) that inherits both Wheel and Vehicle. (Note: Concrete classes don’t have any abstract method)arrow_forwardWhen you add a contact to your phone, it automatically sorts those names alphabetically. In this exercise, we are going to create a phonebook that automatically sorts everytime a new number is added to the phonebook. A PhoneNumber class has been created already that has the instance variables name and number. Your job is to create the PhoneBook class that will store an ArrayList of PhoneNumbers. The PhoneBook class does not have a constructor - it only contains an ArrayList that can store the individual phone numbers that are added to it. There should be three methods in the PhoneBook class: addNumber- This method takes a PhoneNumber and adds it to the directory. Once the number has been added, the sort method is called on the directory to sort that new address into the phone book. sort- This method sorts the directory in alphabetical order A-Z.a. Remember that in order to compare Strings, we can use the compareTo() method. This returns an integer that indicates whether a String’s…arrow_forwardThis way, any class that implements the Visible interface can define its own behavior for making an object visible or invisible based on its specific requirements.Create the Priority Java interface, which has the methods setPriority and getPriority. A method for determining numerical priority among a group of objects should be defined by the interface. Create and implement a class named Task that represents a task that implements the Priority interface, such as one that is on a to-do list. To test some Task objects, construct a driver class.arrow_forward
- In java language Write a Rectangle class. A Rectangle has properties of width and length. You construct a Rectangle object by providing the width and length in that order. If no width and length are provided to the constructor, construct a Rectangle with width 0.0 and length 0.0. We want to be able to get and set both the width and the length independently. We also want to be able to ask for the area of the rectangle and the perimeter of the rectangle. What will the object need to remember? width and length - those are the instance variables. Rectangle class has these constructors : public Rectangle() - Constructs a new rectangle with width and length of 0.0. public Rectangle(double width, double length) - Constructs a new rectangle with the given width and length. Remember that the job of the constructor is to initialize the instance variables. It has these methods. public double getWidth() - Gets the width of this Rectangle public double getLength() - Gets the length of this…arrow_forwardIn java language Write a Rectangle class. A Rectangle has properties of width and length. You construct a Rectangle object by providing the width and length in that order. If no width and length are provided to the constructor, construct a Rectangle with width 0.0 and length 0.0. We want to be able to get and set both the width and the length independently. We also want to be able to ask for the area of the rectangle and the perimeter of the rectangle. What will the object need to remember? width and length - those are the instance variables. Rectangle class has these constructors : public Rectangle() - Constructs a new rectangle with width and length of 0.0. public Rectangle(double width, double length) - Constructs a new rectangle with the given width and length. Remember that the job of the constructor is to initialize the instance variables. It has these methods. public double getWidth() - Gets the width of this Rectangle public double getLength() - Gets the length of this…arrow_forwardCreate a Java class called Student with attributes name, age, and grade. Implement a parameterized constructor to initialize these attributes. Then, create an array of Student objects, populate it, and print the details of all students.arrow_forward
- You are to write an Ant class to simulate Langton's Ant. In this simulation, a virtual "ant" moves about a two-dimensional square matrix, whose spaces can be designated white or black, according to the rules below: If the ant is on a white space, it will turn right 90 degrees relative to the directions it is facing, move forward one step, and change the space it left to black. If the ant is on a black space, it will turn left 90 degrees relative to the directions it is facing, move forward one step, and change the space it left to white. When the ant hits the edge of the board and is going to go out of the bounds, wrap the board around so the ant will appear on the other side. The matrix is initially composed of all white spaces. The user will specify the size of the square matrix. The user will also specify the number of steps that the ant will move and the starting location and direction of the ant. After the simulation, the final board with the ant position will be displayed to…arrow_forwardWrite a class that represents a player in a game. The player should have a name, password,experience points, an inventory array of four strings, and a location x,y. Your class shouldhave mutator and accessor methods for all variables. For example: setName(), getName(). Itshould have a suitable display method. Mutators and accessors should be public but allvariables should be private. To implement get inventory, use string * getInv(); Use the scoperesolution operator to implement larger methods such as display(). Use in class methods forshorter methods such as setName(), getName(). (in C++)Example:void setName(string name){this->name = name;}string *getInv();...string* player::getInv(){return inventory;}Note that in the above method setName “this->” is required for disambiguation. If writtenvoid setName(string n){name = n;}“this->” is not required.Write a test program that creates three players and displays them.Example Output:This program generates three player objects and…arrow_forwardThis is for pygame Ball Class: The Ball class inherits from Drawable and it will draw a circle at its current location. You must implement at the very least the required methods of the base class (draw and get_rect), as well as a constructor. You may need to implement other methods as part of the public interface. This is the Drawable Classarrow_forward
- We have to calculate the area of a rectangle, a square and a circle.Create an abstract class 'Shape' with 2 dimension fields and an abstractmethod namely 'area'. Now, write 3 classes ‘Rectangle', 'Circle' and‘Triangle’ derived from the ‘Shape’ class. Implement the area() methodas necessary in each class.Now create another class 'Geometry' containing the main method andcreate objects of 'Rectangle', 'Square' and 'Circle' and printing theirarea.arrow_forwardWrite a complete program for the description given below. Consider a Billing class that implements an interface Payable having a method getTotalPayment Amount(). Besides this, you have a Doctor class with private instance variables (docID, docName, and docFee) and a public getDoc() method, Patient class with private instance variables (pName, pID. pDisease), Medicine class with private instance variables (medID, medName, medQty, medPrice), and Medical Test class with private instance variables (testID, testName, testPrice). Each of these classes has the toString() method to display the information of its object. The Billing class is having "Has A" relationship with the other four classes (Doctor, Patient, Medicine, and MedicalTest) mentioned above. The getPayment Amount() method of Billing class returns the total billing amount that includes doc fee, medicine cost, and medical test fee that a patient has to pay. After implementing these classes, you are required to do the following in…arrow_forwardYour assignment for this course is to implement a beginner level Book Management System (BMS) in Java language. BMS contains 2 classes: Bookand BookList. The Book class has the following attributes: code: a String object, that hold the book’s code. title: a String object, that hold the book’s title. qua: int variable, that hold the number of books with the same code in the library. price: a double variable, that hold the book’s price. The BookList class contains only one data member: ArrayList<Book> t. When running the program display the menu as below:1. Input & add book(s) to the end.2. Display all books.3. Search a book for given code.4. Update the book’s price for given code.5. Find the (first) max price value.6. Sort the list ascendingly by code.7. Remove the book having given code.8. Load data from file.0. Exit.Notes:(1) The book’s code must be unique in the list.(2) Display all books in format (code, title, quantity, price).(5)…arrow_forward
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