Object-Oriented Programming: Constructors, Getters, and Setters in Java, Study Guides, Projects, Research of Functional Programming

Object-oriented programming (OOP) refers to a type of computer programming (software design) in which programmers define the data type of a data structure, and also the types of operations (functions) that can be applied to the data structure.

Typology: Study Guides, Projects, Research

2019/2020

Uploaded on 01/11/2020

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LAB REPORT: #10
SUBJECT: Writing classes that
represent objects, Instance data
SUBMITTED BY: SAMIA
REG. NO: 17JZBCS0022
DEPARTMENT: CS&IT
TITLE: Constructors, Getters and
setters
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LAB REPORT:

SUBJECT : Writing classes that

represent objects, Instance data

SUBMITTED BY: SAMIA

REG. NO: 17JZBCS

DEPARTMENT: CS&IT

TITLE: Constructors, Getters and

setters

  • In BlueJ, create a new project called Lab
  • In the project create a class called DogDemo with a sta2c method called makeDogs
  • Create a second class in the project called Dog that will represent a single dog (just a class header and an empty body for now).
  • In the makeDogs method, create a Dog object called myDog.
  • Note that the Dog and DogDemo classes are now connected by a do<ed arrow in the project window to show that DogDemo depends on (uses) the Dog class.

SOLUTION:

Exercise 2:

  • In the Dog class, create a variable at the class level (also called instance data or a field) that will represent the dog's name (a String)
  • Declare this variable as private. This puts the Dog class in charge of how the name gets updated.
  • In the declara2on of the variable, ini2alize it to "Lassie"
  • Create a toString method that returns the dog's name.
  • In the makeDogs method of the DogDemo class, print the Dog object you created.
  • Run the makeDogs method.
  • Add standard "ge<er" methods for all three fields.
  • In the makeDogs method, get and print just the breed of myDog.
  • Then get and print just the name of yourDog.

SOLUTION:

Exercise 6:

  • In Dog , add a "se<er" method for the age field. Don't change the age if the parameter is less than 1.
  • In the makeDogs method, try to set the age of yourDog to 0, then print the Dog object to make sure the age did not change.
  • Then set the age of yourDog to 4 and print it again.
  • You may have heard the expression "That's 21 in dog years" or something similar. The idea is to come up with a number to make it easy to compare a dog's age to that of a human in terms of overall life span. The calcula2on used is real age 2mes 7. So a dog that's 3 years old is "21 in dog years".
  • Add a method in Dog called getDogYears that returns the dog's age in dog-years.
  • Do NOT create another field for this. Just return the dog's current age mul2plied by 7.
  • In the makeDogs method, print each dog's age in dog-years: Rover is 28 in dog-years.