1.An item is any object sold in a store. Items have a description, item ID number, and price, and can
...
be represented with the following class.
public class Item
{
private String description;
private String itemID;
private double price;
public String getDescription()
{ return description; }
public String getID()
{ return itemID; }
public String getPrice()
{ return price; }
/** Raises price by specified amount.
*/
public void raisePrice(double amount)
{
price += amount;
}
// Constructors and some methods are not shown.
}
A store manipulates a collection of items. The information for a store is contained in the Store class shown below.
public class Store
{
/** The list of items */
private ArrayList- allItems;
/** Raises the price of all items by the specified amount.
*/
public void raiseAllPrices(double amt)
{ /* to be implemented in part (a) */ }
/** Removes all items with the specified description.
*/
public void removeAll(String descr)
{ /* to be implemented in part (b) */ }
// Constructors, methods, and variables not shown.
}
Part (a)
Write the Store method raiseAllPrices. This method should change the price of each Item to be its current price plus the amount specified in the parameter.
Complete method raiseAllPrices below.
/** Raises the price of all items by the specified amount.
*/
public void raiseAllPrices(double amt)
Part (b)
Write the Store method removeAll. Method removeAll removes from the allItems list all items with the description specified in the parameter. For example, a call to removeAll("screwdriver") would remove all the screwdriver items from the list. Note that there could be many screwdriver items in the list, with the same description but different prices and item IDs.
Complete method removeAll below.
/** Removes all items with the specified description.
*/
public void removeAll(String descr)
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2.Learning Objectives
Design and write pseudocode using a repetition structure
Design and write Java for a class, including attributes, accessors, mutators, and
...
va for a class, including attributes, accessors, mutators, and constructors.
Design and write Java for an application program that instantiates and uses objects of a user-defined class.
Use the repetition structure in class methods and application program modules.
Perform error checking.
Use a graphical drawing program (ArgoUML) to create class diagrams.
Directions for completing and submitting the homework:
You will be submitting the following files:
Task #1:
Pseudocode written with Word, Notepad++, or similar application
Task #2:
Pennies.java
Task #3
Inventory.java
The application class created in 3b below
The UML class diagram created in ArgoUML, Raptor, or similar application
Homework Assignment:
Write the pseudocode needed to complete Chapter 5, number 9 – Pennies for Pay.
Implement Pennies for Pay in Java.
The Secondhand Rose Resale Shop is having a seven-day sale during which the price of any unsold item drops 10 percent each day. Design a class diagram showing the class, the application program, the relationship between the two, and multiplicity. Then write the Java code as described below. Be sure to follow the CSI 117 Style Criteria (Links to an external site.) for naming conventions, class diagrams, pseudocode, keywords, and operators.
An Inventory class that contains:
an item number and the original price of the item. Include the following:
A default constructor that initializes each attribute to some reasonable default value for a non-existent inventory item.
Another constructor method that has a parameter for each data member, called the overloaded constructor. This constructor initializes each attribute to the value provided when an object of this type is instantiated. Be sure to incorporate adequate error checking for all numeric attributes.
Accessor and mutator methods for each attribute. Be sure to incorporate adequate error checking for all numeric attributes.
Extra credit for including Javadoc comments.
An application program that contains two methods: the main() module and the printSaleData()module.
The main()module must do the following:
create an Inventory object using the default constructor
use a loop to get inventory items from the user. The user should enter the item number and the original price of the item. This loop should continue until the user indicates that they have no more items to enter. For each item entered by the user, the code inside the loop should do the following 2 items:
set the attributes of the Inventory object by calling the appropriate method in the Inventory class for each item entered by the user
send the Inventory items, one at a time, to the printSaleData() module for processing
Extra credit for including Javadoc comments.
The printSaleData()module must accept an Inventory object and produce a report that shows the item number and the price of an inventory item on each day of the sale, one through seven, using a loop. For example, an item with an original price of $10.00 costs 10 percent less, or $9.00, on the first day of the sale. On the second day of the sale, the same item is 10 percent less than $9.00, or $8.10.
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