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  • Q1:A. Parts Store Class Scenario: your cousin owns a parts store and wants you to write a program to help them manage the parts inventory. First, you must create a Parts class to define the inventory for other programs to access the data. You must write two different programs, the Parts Class program and the demo program. The Parts class should include the following fields: Part Number, Description, Quantity, Cost, and Retail Price.See Answer
  • Q2:B. - Lawn Mower Class Scenario: You're working a summer job to raise money for school by cutting people's grass. You want to write a program to figure out how much to charge people, then report on the money earned. You need a class that stores the customer name, the length of the yard in feet, and the width of the yard in feet.See Answer
  • Q3:A. Parts Store Class Scenario: your cousin owns a parts store and wants you to write a program to help them manage the parts inventory. First, you must create a Parts class to define the inventory for other programs to access the data. You must write two different programs, the Parts Class program and the demo program. The Parts class should include the following fields: Part Number, Description, Quantity, Cost, and Retail Price.See Answer
  • Q4:System 1: Pizza HouseA new home delivery-focused pizzeria opens up in the neighborhood. At first, the demand is low,but the pizza's quality is excellent, as well as the delivery times. After a while, the pizzeria getsnoticed and is featured in a local online food blog. As a result, the demand for pizzarises sharply.But the pizzeria owners are reluctant to purchase more delivery capacity (pizza delivery vehiclesand personnel) along with higher pizza production capacity (additional pizza ovens). That resultsin higher delivery times and a larger percentage of undercooked pizzas, in turn lowering the numberof returning customers. As a result, the pressure for additional investment in both delivery andproduction capacity is eliminated. The pizzeria owners are happy that they held off on the additionalinvestment.For the system above, please include the following in your submission:Problem 1. System Boundaries Diagram and Table (30 pts)A. Internal Processes and Componentsa. List any entities/subsystems/internal processesincluded in the system (e.g. ordering, baking, etc.).Include at least 4 (you can include the examples).These need to be included in the table below (notrequired for the system boundaries diagram, but willbe helpful for creating the flowchart).b. List what resources/components are used by theseprocesses (eg delivery vehicles, ovens, etc.). Includeat least 4 (you can include the examples). These needto be included in the table below and as internalcomponents in your system boundaries diagramSee Answer
  • Q5:Task 1: En tites! 1. Customer 2. Flight 3. Reservation 4. Payment weak Entity Seat Relationships: 1. Customer books a reservation for flight 2. Reservation is made for a specific Seat onflight 3. Payment is made for areservation 4. Flight multiple reservations Composite attributes: Address attribute for Customer entity Multivalued attributes: Amenities attribute for Flight entity Generalization and Specialization! Reservation entity can be generalized into Economy Reservation and Business Reservation, and Seat entity is a weak entity that belonge to the Reservation entity.See Answer
  • Q6:1. Build a complete Java program for LOTTO that randomly generates a lottery of a 4-digit numbers, prompts the user to enter a 4-digit number, and determines whether the user wins according to the following rule: a) If the user input matches the lottery in exact order, the award is RM5,000 b) If the user input matches 4 digits in different order, the award is RM2,500 c) If any 3 digits in the user input matches the lottery in exact order, the award is RM1500 d) If any 3 digits in the user input matches the lottery in different order, the award is RM1000 e) If any 2 digits in the user input matches the lottery in exact order, the award is RM500 f) If any 2 digits in the user input matches the lottery in different order, the award is RM200 LOTTERY ? Enter your 4-digit lottery number: 4563 OK Cancel LOTTERY CONGRATULATIONS! Lotto Your number 4563 matches the lottery in exact order! You have won RM5,000!!! OK Note: 1. If the user keyed in less than four digits or more than 4 digits prompt an error message and urge the user to key in again the numbers. 2. Use window for input and output. 3. If it's not matched your window color will be in yellow (border red) and display "Sorry it does not match and please try again!" The text in output should be in bold & larger in size. X 4. 5. Make sure your output should be the same as shown in your attachment. 6. Note: You are NOT allowed to use Array. (20 marks)See Answer
  • Q7:2. Create a Java Program that reads the name of a person and your code be able to calculate the number of characters consists in a name, the number of consonants and vowels as well. Your program also will be able to calculate the destiny number. This number is calculated using your name. The value for each alphabet is shown below. 3 7 с G L P U Y A J S B K T D M V 5 E N W NAME COUNTER ? F O X Now add the digits assigned to each alphabet in your name. Then, add the individual destiny numbers to get the single digit which will be your final destiny number. Display your output using window. Your output shall display all the following information as shown in example below. X Your name: Ahmad Khalil Musa Total characters: 15 Vowels: 6 Consonants: 9 Destiny number: 8 OK 8 H Q Z I R Note: 1. Your code can accept spaces and both uppercase and lowercase letters. 2. You MUST change the icon/symbol of your output based on your own creativity. 3. You are NOT allowed to use Array. (20 marks)See Answer
  • Q8:PART B - ANSWER ALL QUESTIONS. QUESTIONS (50 MARKS) Build a complete Java program, a UNIMY SHOPPING SYSTEM for UNIMY Supermarket using any appropriate choice of control statements. Firstly ask the user for membership card using confirm dialog box. If "Yes", they are entitled for 15% discount from the total amount purchased. If "No", no discount available. Your code will acquire the user for the product code and the quantity that the user wanted to purchase. You may use sentinel value. 1. Given the price list as follows: PRODUCT CODE 1 2 3 4 5 6 7 8 9 10 11 12 13 14 CATEGORY Cloths Cloths Cloths Cloths Electrical Electrical Electrical Electrical Household Household Household Grocery Grocery Grocery PRODUCT Sports Shoe Men's T-Shirt Slim Fit Pants Jeans Fan Iron Rice-Cooker Toaster Knife PRICE >RM2000 Frying Pan Cup Rice (10kg) Oil (1kg) Butter (250g) >RM1000 >RM500 >RM200 Your program will calculate and display all the products purchased and the total amount of the price to be paid. Prompt a message to do the payment, if the amount paid is less than the amount purchased do display an error message and urge the user to key in the amount again. Your code will calculate and display the change amount to be returned. If the user bought either product code 1, 4 or 10 and the total price more than RM200 (for each product code purchased) they are entitled for RM15 rebate voucher. If the user purchasing any one product from electrical category and it must be more than RM50, they are entitled for RM5 special rebate voucher (for each product). These vouchers can be redeemed immediately meaning that the voucher price will be deducted from the total purchased amount. PRICE RM134.55 Apart from that your program can also give a discount on the total purchase price as follows: DISCOUNT 30% RM54.29 RM64.35 RM184.20 RM55.59 15% 7% 2% RM24.45 RM51.99 RM24.76 RM12.49 RM138.37 RM2.34 RM23.39 RM12.45 RM6.56See Answer
  • Q9:2. Construct a complete Java program, a UNIMY EXAMINATION SYSTEM for Year 1 Bachelor Computer Science programme to register subjects based on which semester (from 1 until 3) for each student and your system can acquire the user to insert the marks for each course that they have registered. Which means your system may have two buttons one is for Registration and another one for Marks. Your system also be able to calculate the GPA for each student and display the results obtained for each student in the interface itself. You must have a button to print out the overall result in slip as well. Firstly, your code will acquire the name of the student, their ID number (starts with B and restricted to 8 digits, e.g. B01023023) and which semester are they enrolled. Then user need to register the subjects for each student based on the subject list given below for each semester. Your system will only display the courses offered for the particular semester of the student. They are allowed to register minimum 4 or maximum 6 courses for each semester. Once done key in the marks obtained for each student for all the courses they have registered. Your code will display the marks, grade and status (Pass for more than 40 marks or Fail below 40) obtained for each module. GPA will be calculated for the semester and will be displayed in your result slip. Display the status of the student based on their GPA either DEAN'S LIST (more than 3.50), PASS (more than 2.00) or PROBATION (less than 2.00). SEMESTER COURSE CODE 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 BCS1113 BCS1124 BCS1133 BCS1144 BCS1154 BCS1163 BCS1213 BCS1224 BCS1233 BCS1244 BCS1254 BCS1263 BCS1313 BCS1324 BCS1334 BCS1344 BCS1353 BCS1363 85-100 80-84 75-79 70-74 65-69 60-64 55-59 50-54 45-49 MARKS GRADE A 40-44 <40 Computing Maths Programming Technique Computer Organization & Architecture System Development Data Communication & Network Public Speaking Statistics & Probability Database Software Engineering Object-Oriented Programming Computer Science Theory Human Computer Interaction Data Structures & Algorithms Operating Systems Software Requirement Engineering Mobile Software Engineering Software Project Management Third Language COURSE NAMES A- B+ B B- C+ с C- D+ D F POINTS 4.00 3.67 3.33 3.00 2.67 2.33 2.00 1.67 1.33 1.00 0.00See Answer
  • Q10: Assignment: For the assignments in this course, you will be developing an object-oriented design document. Your first task will be to select an enterprise to use as a basis for the project. You will be asked to create the shell document for the final Key Assignment project deliverable that you will be working on for each phase. As you proceed through each project phase, you will add content to each section of the final design document to gradually complete the final project. The object-oriented design that you create will be for an ordering system for your chosen company. Following are the scope and assumptions for this design: The project will support ordering and payment processing. Payments can be by credit card only. Assume that the customers already exist. Other business functions are out of scope (for example, calendaring, customer management, delivery, etc.). This week's project deliverables are the following: Submit your project proposal to the instructor for approval. Create the Object-Oriented Design Document shell. Create the deliverables described in the New Content section below for Project Description and Use Case Model. Use Word: Paste models into the Word document. Follow this format: о Title Page ○ Course number and name О Project name Student name О ○ Date Table of Contents ○ Use autogenerated TOC Be sure to update the fields of the TOC so it is up-to-date before submitting your project Section Headings (create each heading on a new page with TBD as content except for sections listed under New Content below) о О New Content Project description (Week 1) Use Case Diagram (Week 1) Class Diagram (Week 2) Sequence and Collaboration Diagram (Week 3) State Transition and Activity Diagram (Week 4) Follow-Up Discussion on Use of Object-Oriented and Recap of Design Changes (Week 5) Change Control Document (Week 5) о Project Description о Brief description of the enterprise (can be hypothetical) Description of the ordering system to be designed Material can be taken from approved proposal submitted to instructor Be sure the project is approved by the instructor Use Case Diagram and Narratives (3–5 pages) О ○ о о о Prepare a use case diagram and accompanying narratives that reflect an understanding of what the system will do. This will require you to identify all of the actors in the system, including other systems. Identify the use cases including all relationships. Note that only existing customers are within scope. Also note that orders are not updateable. There must be at least 2 employee types represented, such as a manager, owner, or clerk. The following use cases should be identified on the diagram: • Create an order and payment entry ■ Update a payment entry ■ View an order and payment entry Delete an order and payment entry Prepare a use case narrative for each use case using the following template: Download Use Case Template.See Answer
  • Q11:Instructions Need to complete this whole assignment | All the prompts should be followed This is the link to chapter 17 where all the files are located. https://github.com/Packt Publishing/Learning-Java-by-Building-Android- Games-Second- Edition/tree/d889b4a05385a953e45f2850e04048e54e4c61ca/Chapter17 Need to do this work in Android studio programming Report for this is needed in 2-3 pages (template provided below) "Write a one to two page report discussing the changes that you made and why you made those changes. Include as much detail as possible, however, do not just write filler, your assignment will be graded on quality, more so than quantity. If you are struggling to write a full page of high quality description, you might want to revisit the lectures." Consider this when writing a report, basically need to mention all the changes made and why those changes are important Student note: All the code is on the git. The tutor needs to modify/add more code to complete the assignment/n Final Project: Super Snake Description: In this assignment, you will be tasked with refactoring and redesigning the Snake game in Chapter 17 to improve its structure, readability, and maintainability. The goal is to separate different functions into their own classes and apply design patterns where appropriate. You will also need to enhance the gameplay by introducing new features and challenges. You can work in groups of 4 people. Use everything you've learned so far to upgrade Snake to the next level! Tasks: **Task 1: Code Refactoring** 200 Points - Review the existing Snake game codebase provided to you. - Identify areas where code can be refactored to improve readability and reduce redundancy. - Separate different functions into their own classes to increase modularity and maintainability. - Refactor code with Refactoring techniques. - Utilize the concepts from our lectures and previous assignments **Task 2: Design Pattern Implementation** (Must choose 2): 100 Points - Identify opportunities to apply design patterns within the codebase. Some ideas: - Implement the Strategy Pattern to separate audio-related functionality into the `Audio and `AudioContext` classes. - Implement the Builder Pattern to create different `Apple` types with different properties and effects on the player. - Use the Decorator Pattern for Snake to apply power ups, harmful effects, and cool features. ** These are recommended design patterns; you may use any which are applicable. ** Refer to Design patterns lecture. 1 Mandatory: Change up the design completely: ○ UI elements ○ Character models Sound elements / music Background **Task 3: Gameplay Enhancements** (Must choose 4) 200 Points Introduce randomness to assign scores to good apples and bad apples. Power-Ups: Introduce power-up items that the snake can collect. These power-ups can have various effects, such as increasing the snake's speed, making it invulnerable for a short time, or allowing it to eat bad apples without penalties. Obstacles: Add obstacles on the game board that the snake needs to avoid. Colliding with an obstacle could result in a penalty, such as a decrease in the snake's length or speed. High Scores and Leaderboards: Implement a high score system that keeps track of the best scores achieved by players. Display the current game score as well while the game is running. Sound Effects and Music: Enhance the audio experience with background music and different sound effects for various in-game actions. Progressive Difficulty: Make the game progressively harder as the player advances, with faster apples spawning, more obstacles, or additional challenges. This keeps the game interesting for longer periods. Game Over Screen: After a game over, show the player's final score and provide options to restart the game or return to the start screen. If you have other ideas, run them by me first, but be creative. These features are just suggestions. 2 Your game needs to have a "wow" factor. This could include lots of extra features, how well designed (and fun) the game is, or just good old-fashioned polish—anything that will make your game really stand out! **Submission Details** If you encounter difficulties with any part of the assignment, document your efforts and any issues faced. The goal is not just to implement design patterns but also to learn from the challenges you encounter during the refactoring process. I do expect tangible improvements to the Snake Game that are more than just a few new classes. Try your best to improve this game according to the assignment's requirements. Final Report and Submission: 100 points Thorough report of the changes you made, with proper formatting, images, a tutorial on the UI of the game and how to play the game. Also: - A zip file containing your entire Android Studio Project - Provide a screenshot of the Snake game running in the emulator to demonstrate successful implementation. - SUBMIT YOUR REPORT AS A PDF FILE WITH YOUR NAMES Git logs as well 3See Answer
  • Q12: 1. Objectives On completion of this assignment a student should be able to write a Java application that: • Makes use of selection and repetition constructs to achieve desired outcomes • Stores data to and reads data from ArrayList • Generates output to and reads input from the console window • Know how to use various standard Java classes (e.g. String class) • Handles basic errors and exceptions • Know how to apply and design a program using object-oriented concepts 2. Background HighSum is a community card game that can be played with 2 to 10 players. One of the players will be the dealer. In this assignment, there is only 1 dealer, that is the Java program, and a single human player. Since the dealer is "a type" of player, references to "player" may be to the dealer or the single human player. Values of Cards The game uses one or more decks of the standard playing cards. The suits are ranked as below • spades (highest). • hearts, clubs, diamonds (lowest) The cards are valued as follows: Cards from 1 (Ace) through 9 are valued at their face value. • The 10, Jack, Queen, and King are all valued at 10. The value on a player hand is the sum of the point counts of each card in the hand. For example, a hand containing (4,6,9) has the value of 19. University of Wollongong, 20 Game Procedure Game Start The game starts with the dealer shuffles the deck of cards. The dealer will deal (distribute) the cards to the players. The dealer make two passes so that the players and the dealer have two cards each. Two passes means that the dealer must distribute the cards in such a way that, the first card belongs to the player, the second card belongs to the dealer, the third card belongs to the player and the fourth card belows to the dealer. Round 1 The first card of the dealer and player are both hidden, that is face down. The dealer and player can view their own hidden first card. The second card is visible to both the dealer and player. Copyright SCIT 23 Page 1 The player with the highest second visible card will make a "call" by stating the amount to bet. The other player will need to place the same amount of bet. Both the bet amount from dealer and player will be placed on the table. The dealer is not allowed to quit the game. Round 2 The dealer make one pass. Dealer and player each have 3 cards now. The player with the highest third visible card will make a "call" by stating the amount to bet. The other player will need to place the same amount of bet or choose to quit the current game. Dearler is not allowed to quit the game. If the human player choose to quit at this round, all the chips on the table belongs to the dealer and the current game ends here. Both the bet amount from dealer and player will be placed on the table. The dealer is not allowed to quit the game. Round 3 Similar to round 2. Round 4 Similar to round 2 plus the following rule: Each player compares the values of cards hold by other players at the end of each game to determine the winner. The player with the highest accumulate values win the game. The winner gets all the bet on the table. Next Game All the cards on the table are shuffled and placed at the end of the deck. The game will start again unless the player choose to leave the game. Please note that the above game description is a simplified version of the real game and there are also many different versions in different countries. The specifications given in this document are more than sufficient for you to complete this assignment. If you have doubts on the game logic, please feel free to clarify with your tutor. Do take note that the emphasis of this assignment is to implement the game logic using Object-oriented programming. 3. Task Develop a Java program for the HighSum game described above. Game Play Module The game starts by the player logging into the game. (The texts in bold are data input by the player) HighSum GAME Enter Login name> IcePeak Enter Password > password Copyright SCIT, University of Wollongong, 2023 Page 2 Upon logging in, the player will enter the game. (Below is a sample output of one game play) HighSum GAME IcePeak, You have 100 chips Game starts Dealer shuffles deck. Dealer dealing cards ROUND 1 Dealer <HIDDEN CARD> <Club 6> IcePeak <Diamond Ace> <Spade 6> Value: 7 Player call, state bet: 10 IcePeak, You are left with 90 chips Bet on table : 20 Dealer dealing cards ROUND 2 Dealer <HIDDEN CARD> <Club 6> <Diamond 9> IcePeak <Diamond Ace> <Spade 6> <Heart 7> Value:14 Dealer call, state bet: 10 Do you want to follow? [Y/N]: Y IcePeak, You are left with 80 chips Bet on table : 40 Dealer dealing cards ROUND 3 Dealer <HIDDEN CARD> <Club 6> <Diamond 9> <Heart Ace> IcePeak <Diamond Ace> <Spade 6> <Heart 7> <Spade 9> Value:23 Page 3 Copyright SCIT, University of Wollongong, 2023 Do you want to [C] all or [Q] uit?: C Player call, state bet: 10 You are left with 70 chips. Bet on table : 60 Dealer dealing cards ROUND 4 Dealer <HIDDEN CARD> <Club 6> <Diamond 9> <Heart Ace> <Spade 2> IcePeak <Diamond Ace> <Spade 6> <Heart 7> <Spade 9> <Heart King> Value : 33 Do you want to [C] all or [Q] uit?: C Player call, state bet: 10 You are left with 60 chips Bet on table : 80 Game End Dealer reveal hidden cards Dealer <Spade Ace> <Club 6> <Diamond 9> <Heart Ace> <Spade 2> Value : 19 IcePeak <Diamond Ace> <Spade 6> <Heart 7> <Spade 9> <Heart King> Value : 33 IcePeak Wins IcePeak, You have 140 chips Dealer shuffles used cards and place behind the deck. Next Game? (Y/N) > Y And the game continues until the player exits the game. Error Handling Your program should be able to handle error situations like where a player enter wrong password or has insufficient chips. You should look out for other possible exceptions and handle them too. Game Data All required data (e.g. player login name, passwords and chips) maybe hardcoded. 4. Submission Page 4 Copyright SCIT, University of Wollongong, 2023 A complete submission requires the following items: a. Report b. Java codes Compress the above into a zip file and upload to Moodle. (DO NOT embed the zip file into the report word document) Report The report to be submitted consists of the following sections: 1. Classes design: Draw all the Class diagram (UML standards) with the class name, attributes and methods clearly stated. 2. Test-run of Program: You have to provide screen outputs (similar to those shown in Section 3 Task Game Play Module) to show the correct execution of your program according to the requirements stated. The required test runs are: Login, Dealer wins, Player wins, Player quit and Tie. 3. Error Handling: List down the errors and exceptions that your program can handle. Provide screen captures here. (There should be at least 4 error cases. Work out those error cases yourself.) 4. Any Other Comments: State any other comments here, including any points to take note of if the tutor is to test run the program. Page 5 Copyright SCIT, University of Wollongong, 2023See Answer
  • Q13: Assignment 3: Snakey Snake Must work in pairs of 2. Don't use ChatGPT or Al. Use it for looking up documentation; don't use it to code for you. I say this not because it hurts me, but because it'll hurt you as a developer. Job market is exceedingly difficult, so work hard so you can stand out. Topics we will cover: Git Polymorphism Interfaces The Snake Game can be found here: https://github.com/Packt Publishing/Learning-Java-by-Building-Android-Games-Second-Edition Download and compile Chapter 17. Objective: Meet the requirements for the assignment (Git, Polymorphism, Interfaces) Add a pause button to the game; clicking on it again resumes the game о Look in Pakt book for help Change the look of the game " Change the font and game background to something unique - Add your names to the top right corner of the app Requirement 1: Git Demonstrate your knowledge of Git by hosting your project on a Git repository and utilizing version control throughout the entire project. Ensure to include a printed log of your Git commits in your report. You and your teammate must use the same GitHub Repository. Requirement 2: Polymorphism and Interfaces Apply the fundamental concepts of polymorphism and interfaces learned in class to elevate the structure of your Snake game. This part focuses on practical implementation of polymorphism and interfaces. Polymorphism: • • • Static Polymorphism: O Use method overloading for relevant actions in your Snake game, whether it's for a constructor or actions your game object can perform. (e.g., snake movement, apple spawning, collision interaction). Dynamic Polymorphism: ○ Create a base class or interface representing a game object (e.g., ○ GameObject). Implement derived classes (e.g., Snake, Apple) that use method overriding. O Show how dynamic polymorphism gives more flexibility when managing game objects. Think of how you can represent the objects in polymorphic ways. O Maybe creating a parent class for all the game objects that contain common methods? O Maybe creating polymorphic methods in your class to allow for different functionality based on the input parameters. Interfaces: • • • Interface Hierarchy: ○ Identify key functionalities in your Snake game (e.g., movable, drawable) and create corresponding interfaces. ○ Implement these interfaces in relevant game components. Abstract Classes vs Interfaces: ○ Choose specific functionalities to be represented by abstract classes and others by interfaces. Justify your choices based on the advantages of abstract classes and interfaces in different situations. Multiple Inheritance via Interfaces: о Explore scenarios in your Snake game where multiple inheritance can be achieved using interfaces. о Implement and explain how this enhances the modularity and extensibility of your code. Submission Details: Write a one to two page report discussing the changes that you made and why you made those changes. Include as much detail as possible, however, do not just write filler, your assignment will be graded on quality, more so than quantity. If you are struggling to write a full page of high quality description, you might want to revisit the lectures. Consider the following points in your report: 1. OOP Implementation: Briefly outline the integration of OOP concepts (Classes & Objects, Abstraction, Encapsulation, Interfaces, Polymorphism) in the Snake game. 2. Code Smells Identification: Articulate specific issues associated with each code smell and their impact on code quality. 3. Refactoring Choices and Techniques: 。 Explain the rationale behind refactoring choices to address identified code smells. 4. Integration of OOP Concepts with Refactoring: о Briefly describe how OOP concepts from Part 1 seamlessly enhance the refactoring process in Part 2. ○ Highlight how these concepts contribute to improved code maintainability and readability. 5. Git Integration: о Explain how using Git and version control enhanced your development process. о Discuss how you used Git as a pair of developers. 6. Challenges and Solutions: о Summarize challenges faced during implementation and refactoring. O Provide succinct insights into the strategies used to overcome these challenges. Also: - A zip file containing your entire Android Studio Project - Provide a screenshot of the Snake game running in the emulator to demonstrate successful implementation. - SUBMIT YOUR REPORT AS A PDF FILE WITH YOUR NAMESSee Answer
  • Q14: Discuss the concepts of classes, objects, encapsulation and inheritance relating to object- oriented programming paradigm and apply them to solve a real-world problem. Analyse mathematical, scientific and other types of problems and design logical solutions for each, suitable for implementing as a computer program. Use an object-oriented programming language, and associated class libraries, to develop object-oriented programs. Use a development environment to develop, test, and debug programs that solve a given problem. Design and develop a test plan to ensure that a given programming solution works as anticipated in both expected and unexpected scenarios. Construct appropriate diagrams and textual descriptions to communicate the static structure and the dynamic behaviour of any object-oriented programming solution.See Answer
  • Q15:A. Parts Store Class Scenario: your cousin owns a parts store and wants you to write a program to help them manage the parts inventory. First, you must create a Parts class to define the inventory for other programs to access the data. You must write two different programs, the Parts Class program and the demo program. The Parts class should include the following fields: Part Number, Description, Quantity, Cost, and Retail Price.See Answer
  • Q16:B. - Lawn Mower Class Scenario: You're working a summer job to raise money for school by cutting people's grass. You want to write a program to figure out how much to charge people, then report on the money earned. You need a class that stores the customer name, the length of the yard in feet, and the width of the yard in feet.See Answer
  • Q17: Which of the following is false in relation to structured programming? See Answer
  • Q18:In Matlab what is a callable unit called? Function Subroutine Sub-program Procedure Control StatementSee Answer
  • Q19: Structural programming is mainly associated with which programming paradigm? See Answer
  • Q20: Matlab is primarily an example of which programming paradigm? See Answer

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