When it doesn't make sense to have objects of that class To prevent developers from further extending the class When default implementations of some methods are no When it makes sense to have objects of that class.
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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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- Use java programming language 1.1 Create a Student Object project. Create a Student class and use the provided UML diagram to code the instance fields, constructors and methods. Note: The module mark is the average of the participation mark and the examination mark - calculate this using the calcModuleMark() method. The determineStNumber() method should compile a student number with the first 3 letters of the student's name, a '#' symbol, and a 3-digit randomly generated number (make use of a for-loop to concatenate these 3-digits). The stNumber data field should be set in the constructor by calling the determineStNumber() method. The toString() method must compile a string to display the student number, participation mark, examination mark, and module mark, formatted in table format. Student number PMark EMark MMark Mar#9186 81 64 72.00 1.2 Create a testStudents class. Do the following: -Write a static method called display() which receives…Write the Movie class. The UML diagram of the class is represented below: 1. Implement the class strictly according to its UML one-to-one (do not include anythingextra, and do not miss any data fields or methods). 2. Implement a MovieTest class to test the class Movie you just created.• Create two Movie objects: one using the no-args constructor and one from theconstructor with all fields.• Print the contents of both objects. Please submit a screenshot. Hint: toString()method.What is polymorphism in Java? It is when a program uses several different types of objects, each with its own variable. It is when a single variable is used with several different types of related objects at different places in a program. It is when a single parent class has many child classes. It is when a class has several methods with the same name but different parameter types.
- Your 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)…Abstraction is the basis for good Object-Oriented design that is modular, reusable, and maintainable. Interfaces and Abstract classes are two mechanisms in Java that provide high-level abstractions. An interface or abstract class is something which is not concrete, something which is incomplete. For this discussion, what do you think is meant by “Programming to an interface”? What are some differences between Abstract Classes and Interfaces? Provide a simple example application with an interface definition and a class which implements the interface.Analysis: Q1: There are common attributes and methods between kids and trainers. What is the best choice for designing and writing the codes of these two classes? Explain your answer. Q2: Draw a simple class diagram showing only relationships between the classes. Implementation: After analysing the given requirements, implement the required application: with Object Oriented Programming style following the rules of good programming style (e.g. adding comments, etc.) using only the material covered in M251 (and its prerequisites) Hints: For each class, it is required to implement constructors, setters, getters, toString() method, and any other necessary method If the user tries to do an operation that could violate the state of objects, the operation should be ignored and the application should display an error message (e.g. adding a kid to the same group twice, etc.) Checking equality of any 2 objects should be done via the equals() method There is a class that will do the main job of…
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- In Java: Design and implement a class called Bug, which represents a bug moving along a horizontal wire. The bug can only move for one unit of distance at a time, in the direction it is facing. The bug can also turn to reverse direction. For your design, create a UML Class diagram similar to Figure 5.5 on page 180 of the textbook. Note that you need to include the constructor in the methods section if you code a constructor. Bug will require a toString method to return the current position and which direction the bug is facing to the driver so it can be output. Hint: Remember that a horizontal line has a zero position in the middle with positive to the right and negative to the left. Consider that a bug will land on the wire at some point before starting along the wire. Write an interactive test driver that instantiates a Bug, then allows the user to manipulate it with simple commands like Output (to see the position and direction), Move, Turn, Exit ... single letters work just fine.…Have to convert the following UML diagram into Java code. Write a constructor for the given class. Create an instance of the class in the main method using a Demo class.Use java programming properties to write all the necessary classes and/or interfaces for a solution to the problem. 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 parentheses for clarification. You may use whatever constructors or additional methods you wish. Define a structure that can represent Animals. Animals have two behaviors; they can speak() and they can move(). By default, when an animal moves, the text ”This animal moves forward” is displayed. By default, when an animal speaks, the text ”This animal speaks” is displayed. A general Animal should not be able to be instantiated. Define two classes, Goose and Lynx, that are Animals. Both Goose and Lynx behave such that where “Animals” is displayed in speak() or move(), “goose” or “lynx” is displayed by the appropriate classes. Finally, any instance of Goose can fly(),…