In object oriented programming, inheritance improves code readability and maintenance by allowing new classes to re-use existing classes. Use inheritance to solve the following problem: A: A Car is a Vehicle and has a name, a max_speed value and a number_of_cylinders attribute that specifies the number of cylinders in the car's engine. - Add accessor and mutator methods to get and set the values of the class attributes. - Attributes of the car objects are initialized at the time when the object is created. - When a car object is printed, its name, max_speed and number_of_cylinders are shown. B: An Airplane is also a Vehicle and has a name, a max_speed value and a number_of_engines attribute that specifies the number of jet engines the airplane has. - Add accessor and mutator methods to get and set the values of the class attributes. - Attributes of the airplane objects are initialized at the time when the object is created. - When an airplane object is printed, its name, max_speed and number_of_engines are shown. C: When an instance of a Vehicle object is printed, its name, max_speed are shown. Please note that Vehicle class should have its own_str_ method and Car and Airplane classes should override it. D: Write a test program that creates an instance of the Car class, an instance of the Airplane class and performs the following operations: - Calls all accessor methods of the car and airplane objects and prints their results. - Increases the max_speed of the car object by 200 and the max_speed of the airplane object by 500 - Prints the car and the airplane objects. - Compares the speed of car and airplane objects and prints a message that identifies the one that goes faster.
In object oriented programming, inheritance improves code readability and maintenance by allowing new classes to re-use existing classes. Use inheritance to solve the following problem: A: A Car is a Vehicle and has a name, a max_speed value and a number_of_cylinders attribute that specifies the number of cylinders in the car's engine. - Add accessor and mutator methods to get and set the values of the class attributes. - Attributes of the car objects are initialized at the time when the object is created. - When a car object is printed, its name, max_speed and number_of_cylinders are shown. B: An Airplane is also a Vehicle and has a name, a max_speed value and a number_of_engines attribute that specifies the number of jet engines the airplane has. - Add accessor and mutator methods to get and set the values of the class attributes. - Attributes of the airplane objects are initialized at the time when the object is created. - When an airplane object is printed, its name, max_speed and number_of_engines are shown. C: When an instance of a Vehicle object is printed, its name, max_speed are shown. Please note that Vehicle class should have its own_str_ method and Car and Airplane classes should override it. D: Write a test program that creates an instance of the Car class, an instance of the Airplane class and performs the following operations: - Calls all accessor methods of the car and airplane objects and prints their results. - Increases the max_speed of the car object by 200 and the max_speed of the airplane object by 500 - Prints the car and the airplane objects. - Compares the speed of car and airplane objects and prints a message that identifies the one that goes faster.
Computer Networking: A Top-Down Approach (7th Edition)
7th Edition
ISBN:9780133594140
Author:James Kurose, Keith Ross
Publisher:James Kurose, Keith Ross
Chapter1: Computer Networks And The Internet
Section: Chapter Questions
Problem R1RQ: What is the difference between a host and an end system? List several different types of end...
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