Assume a class Tree has a field of type Triangle called leaves and a field of type Square called trunk. The constructor of Tree takes no parameters and its constructor creates the Triangle and Square objects for its fields. Using the figures project from Chapter 1, create a simple Tree class to fit this description. You do not need to define any methods in the class and the shapes do not have to be made visible.
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- Create a TestCard project with a TestCard class and a Card class. Data members for the Card class should be two numeric values representing the suit of the Card and the card's number. The Card class also has a constructor and methods for setting and getting the card information. See UML model. In the TestCard class within main(), deal two cards at a time by constructing two card objects. One card is the user's. The other is the computer's. Show both cards. Add a point to whoever had the higher card. Show who won the trick and the score. Scores don't change if a tie. Keep dealing until user wants to quit or 26 pairs have been dealt. UML for Card class -suit: int the number that corresponds to the suit of the card. 0 Hearts, 1 Diamonds, 2 Clubs, 3 Spades -value: int the value of the card. Ace is 1, 2 is 2, ..., Jack is 11, Queen 12, King 13. +Card() Default constructor. Sets the suit and number to random values +getValue(): int Returns the value of the…arrow_forwardCreate a Right Triangle class that has two sides. Name your class rightTraingle. Code getter and setters for the base and the height. (Remember class variables are private.) The class should include a two-argument constructor that allows the program to set the base and height. The constructor should verify that all the dimensions are greater than 0. before assigning the values to the private data members. If a side is not greater than zero, set the value to -1. The class also should include two value-returning methods. One value-returning method should calculate the area of a triangle, and the other should calculate the perimeter of a triangle. If either side is -1, these functions return a -1. The formula for calculating the area of a triangle is 1/2 * b*h, where b is the base and h is the height. The formula for calculating the perimeter of a triangle is b+h+sqrt (b*b+h*h). Be sure to include a default constructor that initializes the variables of the base, height to -1. To test…arrow_forwardHelp, I am making a elevator simulation using polymorphism. I am not sure to do now. Any help would be appreciated. My code is at the bottom, that's all I could think off. 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. public abstract class Passenger { public static int passangerCounter = 0; private String passengerID; protected…arrow_forward
- Challenge exercise The following object creation will result in the constructor of the Date class being called. Can you write the constructor’s header? new Date("March", 23, 1861) Try to give meaningful names to the parametersarrow_forwardThe class "Car" has the following attributes: plate (String), mark (String), model (String), year (int), km (int).Write a constructor method for the "Car" class that takes values as parameters for all these attributes.arrow_forwardWhy is it important for a class to have a destructor implemented? With your comment, fill in the spaces.arrow_forward
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- You will create a couple of classes that could be used to create a Text Adventure game. The class will be called "Item" and will represent an item in the game that can be carried and used by a player (such as a weapon or a tool). The Item Class The Item class will have only one property: A string description. The Item class will have exactly 3 methods: There will be a default constructor that takes no parameters. This constructor will give a generic, default description of the Item. There will be a constructor that takes a string parameter, and it will initialize the Item's description based on the parameter. There will be a method called "print" that will print the Item's description to standard output. PLEASE MAKE SURE ITS POSSIBLE TO COMPILE WITH THIS CODE. THANKS. #include "Item.h" #include <iostream> #include <string> using namespace std; int main() { Item sword("Sword of Destiny"); Item potion("Healing Potion"); Item key("Key of Wisdom"); string name; cout…arrow_forwardYou are given a template to help you follow the required structure. There are 10 files for the base and derived classes with specification and implementation files You are also given a driver MagicalCreaturesMain.cpp that you will complete. So 11 files in all. MagicalCreatureHeader.h // given to you MagicalCreature.cpp // given to you ElfHeader.h // given to you Elf.cpp // you implement methods DragonHeader.h // given to you Dragon.cpp // you implement methods GoblinHeader.h // given to you Goblin.cpp // you implement methods GenieHeader.h // given to you Genie.cpp // you implement methods Specifications: Here are five UML Diagrams: One for the Base class and the others for the derived classes. Use these along with the given template to complete the design of the classes and create the application. The template contains comments and notation as to where you need to fill in the code;…arrow_forwardPlease help me create a cave class for a Hunt the Wumpus game (in java). You can read the rules in it's entirety of the Hunt the Wumpus game online to get a better idea of the specifications. It's an actual game. INFORMATION: The object of this game is to find and kill the Wumpus within a minimum number of moves, before you get exhausted or run out of arrows. There is only one way to win: you must discover which room the Wumpus is hiding in and kill it by shooting an arrow into that room from an adjacent room. The Cave The Wumpus lives in a cave of 30 rooms. The rooms are hexagonal. Each room has up to 3 tunnels, allowing access to 1, 2 or 3 (out of 6) adjacent rooms. The attached diagram shows the layout of rooms in the cave. The map wraps around such that rooms on the edges (white cells) have neighbors from the opposite edge (blue cells). E.g., the neighbors of room 1 are rooms 25, 26, 2, 7, 6, and 30, and you could choose to connect room 1 to any of these rooms. Observe how…arrow_forward
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