A class is a blueprint for an object

computer science


Part 1: A class is a blueprint for an object. A class may have a default constructor, a constructor with arguments, accessor methods, mutator methods, public fields, and private fields. Choose a category (such as animal, vehicle, and so on) and describe how you would design a class for it. Most importantly, include methods relevant to the class. Provide a Java class definition for your selected category. That is, if you selected animal, then provide the Java class definition of a class called Animal. Part 2: With the class designed in the other supporting activity, modify it so that it has data encapsulation.​

Instruction Files

Related Questions in computer science category

The ready solutions purchased from Library are already used solutions. Please do not submit them directly as it may lead to plagiarism. Once paid, the solution file download link will be sent to your provided email. Please either use them for learning purpose or re-write them in your own language. In case if you haven't get the email, do let us know via chat support.