Create a program with classes and objects to provide greater flexibility, modularity, and reusability for developing Java applications: Java programing Assignment, UNIKL, Malaysia

University Universiti Kuala Lumpur (UniKL)
Subject Java programing

Course Outcome to achieve:

CLO 2 — Create a program with classes and objects to provide greater flexibility, modularity, and reusability for developing Java applications

Objective: At the end of the session, students will be able to

  • Implement advanced class features; Abstract class, Interfaces
  • Differentiate the use of different access modifier

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Complete the following steps:

1. Create the Pet Interface. The Pet Interface must satisfy the LAIL diagram above
2. Create the Animal class. The Animal class must satisfy the UML diagram above.

  •  Declare a protected integer Instance variable called legs which records the number of legS for this animal
  •  Define a protected constructor that initializes the legs instance variable (use this operator)
  • Declare an abstract method Eat()
  • Declare a concrete method Walk() that prints out something about how the animals walk (including the number of legs)

3. Create the Spider class

  • Define a no-argument constructor that calls the superclass constructor to specify that all spiders have eight legs
  • Override the Eat method (write a description of how and what spiders eat)

4. Create the Cat class

  • This class must Include a String instance variable to store the name of the pet
  • Define a constructor that takes one String parameter that specifies the cat’s name. This constructor must also call the superclass constructor to specify that all cats have four legs
  • Implement the Pet interface methods
  • Override the Eat method (write a description of how and what cats eat)
  • Override the Walk method (write description on how catwalk includes numbers of the leg) • Override the Play method (write description on how to cat play)

5. Create the HelloPet class

  • This class must include a String instance variable to store the name of the pet (virtual pet)
  • Implement the Pet interface methods
  • Override the Play method (write a description on how to play with a virtual pet)

6. Create the Test class

  • Add the main method to create and manipulate instances of the classes that you have created previously

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