05 Feb Read the files attached and submit the following files: Television.java, Your definition of the Television class. Tele
Read the files attached and submit the following files:
- Television.java, Your definition of the Television class.
- TelevisionDemo.java, Your final version of the file.
- Always include a comment line containing your full name in all Java source code files you create or modify
import java.util.Scanner; // Needed for the Scanner class /** This class demonstrates the Television class. */ public class TelevisionDemo { public static void main(String[] args) { // Create a Scanner object to read from the keyboard Scanner keyboard = new Scanner (System.in); // Declare variables int station; // The user's channel choice // Declare and instantiate a television object named bigscreen. Television bigScreen = new Television("Samsung", 58); // Turn the power on bigScreen.power(); // Display the state of the television System.out.println("A " + bigScreen.getScreenSize() + " inch " + bigScreen.getManufacturer() + " has been turned on."); // Prompt the user for input and store into station System.out.print("What channel do you want? "); station = keyboard.nextInt(); // Change the channel on the television bigScreen.setChannel(station); // Increase the volume of the television bigScreen.increaseVolume(); // Display the the current channel and // volume of the television System.out.println("Channel: " + bigScreen.getChannel() + " Volume: " + bigScreen.getVolume()); System.out.println("Too loud! Lowering the volume."); // Decrease the volume of the television by five. for (int i = 0; i < 5; i++) bigScreen.decreaseVolume(); // Display the the current channel and // volume of the television System.out.println("Channel: " + bigScreen.getChannel() + " Volume: " + bigScreen.getVolume()); System.out.println(); // For a blank line // // ADD LINES FOR TASK #5 HERE: // Task #5 Creating another instance of a Television object. // // Declare and instantiate a television object. // Declare another Television object named office. // Instantiate the office television to be a Sony 43-inch television. // Use a call to the power method to turn the power on. // Turn the power on. // Use calls to the accessor methods to print what television // was turned on. // Display the state of the television. // Use calls to the mutator methods to change the channel to // the user's preference and decrease the volume by two. // Prompt the user for input and store into station. // Change the channel on the television. // Decrease the volume of the television. // Display the current channel and volume // of the television. } }
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Lab Assignment 3 Classes
Lab Objectives:
Be able to declare a new class
Be able to write a constructor
Be able to write instance methods that return a value
Be able to instantiate an object
Be able to use calls to instance methods to access a change the state of an object
Introduction
Everyone is familiar with a television. It is the object we are going to create in this lab.
First we need a blueprint. All manufacturers have the same basic elements in the
televisions they produce as well as many options. We are going to work with a few basic
elements that are common to all televisions. Think about a television in general. It has a
brand name (i.e. it is made by a specific manufacturer). The television screen has a
specific size. It has some basic controls. There is a control to turn the power on and off.
There is a control to change the channel. There is also a control for the volume. At any
point in time, the television’s state can be described by how these controls are set.
We will write the Television class. Each object that is created from the
Television class must be able to hold information about that instance of a
Television in fields. So a Television object will have the following attributes:
manufacturer. The manufacturer attribute will hold the brand name. This cannot change once the television is created, so it will be a named constant.
screenSize. The screenSize attribute will hold the size of the television screen. This cannot change once the television has been created so it will also be a named constant.
powerOn. The powerOn attribute will hold the value true if the power is on and false if the power is off.
channel. The channel attribute will hold the value of the station that the television is showing.
volume. The volume attribute will hold a number value representing the loudness (0 being no sound).
These attributes become fields in our class.
The Television object will also be able to control the state of its attributes. These
controls become methods in our class.
setChannel. The setChannel method will store the desired station in the
channel field.
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power. The power method will toggle the power between on and off, changing
the value stored in the powerOn field from true to false or from false to
true.
increaseVolume. The increaseVolume method will increase the value
stored in the volume field by 1.
decreaseVolume. The decreaseVolume method will decrease the value
stored in the volume field by 1.
getChannel. The getChannel method will return the value stored in the
channel field.
getVolume. The getVolume method will return the value stored in the
volume field.
getManufacturer. The getManufacturer method will return the
constant value stored in the MANUFACTURER field.
getScreenSize. The getScreenSize method will return the constant
value stored in the SCREEN_SIZE field.
We will also need a constructor method that will be used to create an instance of
a Television.
These ideas can be brought together to form a UML (Unified Modeling
Language) diagram for this class, as shown below.
Television
-MANUFACTURER: String
-SCREEN_SIZE: int
-powerOn: boolean
-channel: int
-volume: int
+Television(brand: String, size: int):
+setChannel (station: int): void
+power( ): void
+increaseVolume( ): void
+decreaseVolume( ): void
+getChannel( ): int
+getVolume( ): int
+getManufacturer( ): String
+getScreenSize( ): int
Data type returned
Class Name
Attributes or fields
Methods
+ public
– private
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Task #1 Creating a New Class
1. In a new file, create a class definition called Television. 2. Put a program header (comments or documentation) at the top of the file:
// The purpose of this class is to model a television // Your name and today’s date
3. Declare the 2 named constant fields listed in the UML diagram. 4. Declare the 3 remaining private fields listed in the UML diagram. 5. Write a comment for each field indicating what it represents. 6. Save this class definition in a file named Television.java. 7. Compile and debug. Do not run.
Task #2 Writing a Constructor
1. Create a constructor definition that has two parameters, a manufacturer’s brand name and a screen size. These parameters will bring in information.
2. Inside the constructor, assign the values taken in from the parameters to the corresponding named constant fields.
3. Initialize the powerOn field to false (power is off), the volume to 25, and the channel to 5.
4. Write comments describing the purpose of the constructor above the method header.
5. Compile and debug. Do not run.
Task #3 Methods
1. Define accessor methods called getVolume, getChannel, getManufacturer, and getScreenSize that return the values of their corresponding fields.
2. Define a mutator method called setChannel that accepts a value to be stored in the channel field.
3. Define a mutator method called power that changes the state from true to false or from false to true. This can be accomplished by using the NOT
operator (!). If the boolean variable powerOn is true, then !powerOn is
false and vice versa.
Use the assignment statement powerOn = !powerOn;
to change the state of powerOn and then store it back into powerOn (remember
assignment statements evaluate the right hand side first, then assign the result to
the left hand side variable.
4. Define two mutator methods to change the volume. One method should be called increaseVolume and will increase the volume by 1. The other method should be called decreaseVolume and will decrease the volume by 1.
5. Write Documentation comments above each method header. 6. Compile and debug. Do not run.
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Task #4 Running the Application
1. You can only execute (run) a program that has a main method, so there is a driver program that is already written to test out your Television class. Copy
the file TelevisionDemo.java from Blackboard. Make sure it is in the same directory as Television.java.
2. Compile and run TelevisionDemo and follow the prompts. 3. If your output matches the output below, Television.java is complete and
correct. You will not need to modify it further for this lab.
OUTPUT (boldface is user input)
A 58 inch Samsung has been turned on. What channel do you want? 56
Channel: 56 Volume: 25 Too loud! Lowering the volume.
Channel: 56 Volume: 20
Task #5 Creating another instance of a Television
1. Edit the TelevisionDemo.java file. 2. Declare another Television object called office. 3. Instantiate the office object to be a Sony 43-inch television. 4. Use a call to the power method to turn the power on. 5. Use calls to the accessor methods to print what television was turned on. 6. Use calls to the mutator methods to change the channel to the user’s
preference and decrease the volume by two. 7. Use calls to the accessor methods to print the changed state of the office
television. 8. Compile and debug this class. 9. Run TelevisionDemo again. 10. The output for Task #5 will appear after the output from Task #4 above, since
we added code to the bottom of the program. Sample output for Task #5 is shown below.
OUTPUT (boldface is user input)
A 43 inch Sony has been turned on. What channel do you want? 7
Channel: 7 Volume: 23
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