Python Program: Auction House
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Python Program: Auction House
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- Ro-Sham-Bo. Believe it or not, the classic game of Rock-PaperScissors has many other names. One of them is Ro-Sham-Bo. For this assignment, “Ro” will represent “Rock”, “Sham” will represent Paper, and “Bo” will represent Scissors. You will create a RoshamboPlayer class in C++. It will have three attributes: PlayerName: String RoLimit: int ShamBoLimit: int It will also have an overloaded constructor that sets those three values. It will have two functions: playRound that takes in a string and returns a boolean value, and getName that takes in nothing and returns the PlayerName string. In your driver class for this assignment, you will create two RoshamboPlayer objects with the following values: p1: RoLimit == 30, ShamBoLimit == 60 p2: RoLimit = 40, ShamBoLimit = 85 You may name them whatever you like. You will prompt the user to choose one of these two to play against. Then you will create a loop that prompt the user to either play a round of Roshambo, or quit the game. If the user…Following the instructions presented in the Lecture 4.5 and 4.6, complete the class Bag we discussed in the lectures. It should include all the data members, constructors, as well as all the member functions we have discussed. To be more specific, the class should have an interface shown as following: class Bag { private: int items[100]; int itemCount; public: Bag(); int getItemCount(); bool add(int newItem); void display(); bool contains(); bool remove(int a); int getSum(); }; Please complete all the member functions listed above including the default constructor. Then add following member function to the class: getMax() This function returns the largest integer stored in the Bag without changing the position of each integer stored in the Bag. Write a C++ program in a .cpp file (source file) that include above class Bag and perform following tasks: Use function rand() to randomly generate 80 integers between 0 and 99 and put them into an object of the class Bag. Use…Person and Customer Classes Write a class named (Person) with data attributes for a person’s name, address, and telephone number. Provide accessors/getters and mutators/setters for each attribute. Write a displayPerson() to print out the attributes of the Person. Next, write a class named (Customer) that is a subclass of the (Person) class. The (Customer) class should have a data attribute for a customer number, and a Boolean data attribute indicating whether the customer wishes to be on a mailing list. Provide accessors/getters and mutators/setters for each attribute. Write a display customer() to print out the attributes of the Customer. Demonstrate an instance of the (Customer) class in a simple program.
- 3. Person and Customer Classes The Person and Customer Classes Write a class named Person with data attributes for a person’s name, address, and telephone number. Next, write a class named Customer that is a subclass of the Person class. The Customer class should have a data attribute for a customer number, and a Boolean data attribute indicating whether the customer wishes to be on a mailing list. Demonstrate an instance of the Customer class in a simple program.Every employee in a firm XYZ has attributes employeeid, name and salary. However the sales employees in firm XYZ has all the attributes of employees and also has an additional attribute named bonus. You are a software developer who has to the implement the relation between employee and sales employee. Write the code for classes employee and employee_sales. Write the constructors for both classes that set the attributes of both classes.Use the parent classes to the left to help you solve this problem. The first parent is the Person class with some very generic information. The second class, CardHolder, is the class for a credit card holder. Create the child class PlantinumClient. This class inherits all of the attributes of both parent classes. In addition, the child class has the attributes cash_back and rewards. cash_back should be set to 0.02 and rewards should be set to 0. Override the process_sale method so that 2% of each sale is added to rewards. Expected Output Declare an instance of the PlatinumClient class as shown below. platinum = PlatinumClient("Sarah", "101 Main Street", 123364) Your class should be able to execute the code below in the stated order and produce the given return values. Order Code Return Value 1 platinum.process_sale(100) N/A 2 print(platinum.rewards) 2 3 print(platinum.balance) 100 4 platinum.make_payment(50) N/A 5 print(platinum.balance)…
- Answer the given question with a proper explanation and step-by-step solution. The base class Pet has protected fields petName, and petAge. The derived class Cat extends the Pet class and includes a private field for catBreed. Complete main() to: create a generic pet and print information using printInfo(). create a Cat pet, use printInfo() to print information, and add a statement to print the cat's breed using the getBreed() method.CPSC 131: Introduction to Computer Programming IIProgram 3: Inheritance and Interface1 Description of the ProgramIn this assignment, you will make two classes, Student and Instructor, that inherit from asuperclass Person. The implementation of class Person is given. You will also need to writea test program to test the methods you write for these two classes. The implementationdetails are described as follows.Stage 1: In the first file Student.java, you should include the following additional instancevariables and methods (other than all instance variables and methods inherited from classPerson):• Private instance variables studentID, and major;• A constructor takes four inputs (name, age, studentID and major);• Two additional getter methods to return each of instance variables (accessor);• Two setter methods to change each of instance variables (mutator);• A method toString that converts a student’s information into string form. Thestring should have the format as shown in Figure 1.…CPSC 131: Introduction to Computer Programming IIProgram 3: Inheritance and Interface1 Description of the ProgramIn this assignment, you will make two classes, Student and Instructor, that inherit from asuperclass Person. The implementation of class Person is given. You will also need to writea test program to test the methods you write for these two classes. The implementationdetails are described as follows.Stage 1: In the first file Student.java, you should include the following additional instancevariables and methods (other than all instance variables and methods inherited from classPerson):• Private instance variables studentID, and major;• A constructor takes four inputs (name, age, studentID and major);• Two additional getter methods to return each of instance variables (accessor);• Two setter methods to change each of instance variables (mutator);• A method toString that converts a student’s information into string form. Thestring should have the format as shown in Figure 1.…
- Java- Suppose you write a new constructor for an extended class. Describe two different ways that the superclass's instance variables could be initialized within the constructor for the extended class.C++ Language Please Write a program that implements four classes: NPC, Flying, Walking, and Generic for a fantasy roleplaying game. Each class should have the following attributes and methods: NPC -a parent class that defines methods and an attribute common to all non-player characters (npc) in the game. a private string variable named name, for storing the name of the npc. a default constructor for setting name to "placeholder". an overloaded constructor that sets name to a string argument passed to it. setName - a mutator for updating the name attribute getName - an accessor for returning the npc name printStats - a pure virtual function that will be overridden by each NPC subclass. Flying - a subclass of NPC that defines a flying npc in the game a private int variable named flightSpeed for tracking the speed of the npc. a default constructor for setting flightSpeed to 0 and name to "Flying" using setName. setFlightSpeed - a mutator that accepts an integer as it's only argument…please do both parts part 1) Implement the Solvable inheritance structure strictly according to its UML diagram.Add comments stating where data fields, constructors, toString(), and other methods are (ifany). Neither method should have an empty body unless abstract methods.Note: You should implement the Solvable interface, abstract class Problem, regular classCodingProblem, and regular class MathProblem. part 2) Write a main() method inside of the CodingProblem class, having the following:1. Generate a random integer from 0 to 100.Hint: int num = (int)(Math.random()*100);2. Create a new instance of the CodingProblem class with random input, a String “Yourlucky number is: yourInputvalue” as output, algorithm, and programmingLanguage.Apply the concept of Polymorphism (means creating the object using the Problemclass name but CodingProbem’s constructer).3. Create a new instance of the MathProblem class with random input, its square(power of 2) as an output, your algorithm, and…