CHALLENGE ACTIVITY 10.2.3: Access a class' attributes. Print the attributes of the InventoryTag object red_sweater. Sample output for the given program with inputs: 314 500 ID: 314 Qty: 500 Use Python, please.
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Sample output for the given program with inputs: 314 500
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- class Pt: def init_(self, x, y): self.x X P(3,4) self.y = y def _str__(self): x, y = self.x, self.y return f'P({x},{y})' True 18 # add coordinate-wise def add_(self, other): nx = 13 14 ny = 15 16 return 17 Pt(1, 1) b = Pt (2, 3) с %3D а + b d = b + Pt(5, 6) print (c) print ( isinstance (d, Pt)) print (d) %3Dclass Polynomial: class TermNode:def __init__(self, coefficient: int, exponent: int) -> None:"""Initialize this node to represent a polynomial term with thegiven coefficient and exponent. Raise ValueError if the coefficent is 0 or if the exponentis negative."""if coefficient == 0:raise ValueError("TermNode: zero coefficient")if exponent < 0:raise ValueError("TermNode: negative exponent") self.coeff = coefficientself.exp = exponentself.next = None def __init__(self, coefficient: int = None, exponent: int = 0) -> None:"""Initialize this Polynomial with a single term constructed from thecoefficient and exponent. If one argument is given, the term is a constant coefficient(the exponent is 0).If no arguments are given, the Polynomial has no terms. # Polynomial with no terms:>>> p = Polynomial()>>> print(p._head)None>>> print(p._tail)None # Polynomial with one term (a constant):>>> p = Polynomial(12)>>> p._head.coeff12>>>…class Student: def _init_(self, firstname, lastname, idnum): self.first = firstname self.last = lastname self.id = idnum self.courses = [] def add_course(self, course): ''' don't allow overloads or signing up for the same course twice if course not in self.courses and len(self.courses) = 4 What are all of the attributes of this class? last overload idnum add_course self first course firstname courses id clear_courses lastname
- In this assignment, you are implementing a class from a model shown here. PlayingCard suit char value int + PlayingCard (s:char, v:int): + getSuit(): char + getValue(): int + setSuit (s:char):void + setValue(v:int):void + toString(): String +isMatch (p:PlayingCard): boolean PlayingCard ADT 1) The constructor takes 2 char values and initializes the value and suit of the PlayingCard. 2) Accessor functions for the suit and value (getters) 3) Mutator functions for the suit and value (setters) 4) A toString method that displays the PlayingCard in the format (value, suit). For example, a 10 of hearts would display as (10,H). Face cards should display K, Q, J, or A, for the values 13, 12, 11, 14, respectively. 5) An isMatch method that takes a PlayingCard p as an argument and returns true if p's suit or value match that of the calling object After writing the class, test each function in a main method before proceeding to the next steps. Once your class is fully tested, write a driver method…Aircraft Class:• Instance Variables:o aircraftNameo regNumbero manufacturero maxRangeo crewSizeo yearPutInServiceo maxServiceWeighto numPassengerso lastMaintenanceDateo lastMaintenanceMiles• Methods:o Two constructors, the default, and one that takes all instance variableso needsMaintenance()- this method will determine if an aircraft is in need ofmaintenance. It returns a Boolean value based on the following criteria. An aircraftrequires maintenance on the following schedule: Last maintenance date is 3 months or more Last maintenance mileage is 150,000 air miles or moreo shouldRetire()- this method should return a Boolean value that determines whether anaircraft is ready to be retired from service, based on the following criteria: More than 20 years past date put into service More than 2,000,000 air mileso toString()- See sample run for toString formato Only the getters and setters that are actually used. In java I need help with the needsMaintenance() and shouldRetire() methodsHints: • For each class, it is required to implement constructors, setters, getters, toString() method, and any other necessary method • If the user tries to do an operation that could violate the state of objects, the operation should be ignored and the application should display an error message (e.g. adding a passenger to the same trip twice, etc.) Checking equality of any 2 objects should be done via the equals() method • • Testing: After implementing the required classes, design and implement a testing class to test them as follows: There is a class that will do the main job of as follows: o It has one collection to store the whole data (all trips) o It has static methods, one for each operation happens frequently o For each adding or removing operation, a message should be displayed to the user to explain the status of the operation (i.e. if it was successful or not) • Create at least 7 trips in at least 3 different dates and add them to the collection that stores the whole data…
- Implement all the classes using Java programming language from the given UML Class diagram. Note: This problem requires you to submit just two classes: Customer.java, Account.java. Do NOT include "public static void main()" method inside all of these classes. Graders will be testing your classes, using the unit-testing framework JUnit 4. Customer - ID:int -name:String -gender:char 'm' or 'f' +Customer(ID:int,name:String, discount:int) +getID():int +getName ():String +getGender ():char +toString():String "name (ID)" The Customer class models, customer design as shown in the class diagram. Write the codes for the Customer class and a test driver to test all the public methods. AccountFor the following four classes, choose the correct relationship between each pair. public class Room ( private String m type; private double m area; // "Bedroom", "Dining room", etc. // in square feet public Room (String type, double area) m type type; m area = area; public class Person { private String m name; private int m age; public Person (String name, int age) m name = name; m age = age; public class LivingSSpace ( private String m address; private Room[] m rooms; private Person[] m occupants; private int m countRooms; private int m countoccupants; public LivingSpace (String address, int numRooms, int numoccupants) m address = address; new int [numRooms]; = new int [numOceupants]; m rooms %3D D occupants m countRooms = m countOccupants = 0; public void addRoom (String type, double area)public class Point { Create two variables: 1. Generic Variable: Variable Name: data 2. Generic Point: Varibale Name: next 10 11 12 13 /* 14 Constructor that takes in two parameters (see above comment) */ 15 16 17 18 19 20 /* 21 Setters and getters 22 */ 23 24 wwwm 25 26 /* 27 tostring: output should be in the format: 28 (data)--> (next) 29 Example: 30 Point p1,p2; 31 p1.data = 4; 32 p1.next = p2; 33 p1.toString () would be: (4) -->(p2) 34 35 36
- #employee.py class Employee: def__init__(self,Emp_name,Emp_id): self.__Emp_name=Emp_name self.__Emp_id=Emp_id defset_Empname(self,Emp_name): self.__Emp_name=Emp_name defset_Empid_number(self,Emp_id): self.__Emp_id=Emp_id defget_Empname(self): returnself.__Emp_name defget_Empid_number(self): returnself.__Emp_id class ProductionWorker(Employee): def__init__(self,Emp_name,Emp_id,Emp_shift, Emp_pay_rate): Employee.__init__(self,Emp_name,Emp_id) self.__Emp_shift=Emp_shift self.__Emp_pay_rate=Emp_pay_rate defset_Empshift_number(self,Emp_shift): self.__Emp_shift=Emp_shift defset_Emppay_rate(self,Emp_pay_rate): self.__Emp_pay_rate=Emp_pay_rate defget_Empshift_number(self): returnself.__Emp_shift defget_Emppay_rate(self): returnself.__Emp_pay_rate def main(): Employee_name='' Employee_id='' Employee_shift=0 Employee_pay=0.0 Employee_name=input('Enter the employee name: ') Employee_id=input('Enter the employee ID number: ') Employee_shift=int(input('Enter the employee shift number: '))…PyCharm Programming! A Game object knows its name and the number of avators is currently has. It is initialized without Avatars objects. It has a method startGame, which initializes an internal empty list of Avator objects. It has a method to add one Avator object at a time to the Game. It also has a method to remove an Avatar object by the Avatar’s name. A Game object also has a method to animate all its current Avatar objects. Furthermore, it has a method to stopGame, which destroys all current Avator objects in its internal list. The Avatar class creates simple human-type Avatars, which have attributes such as name, hair color, height, superpower. An Avatar object can change its hair color and superpower. It also has a method that “animates” the avatar. The animate() method should simply be a print message such as “Hello! I am …! I have…. hair and my super power is….!”, using the Avatar’s object variables. In main program, create 3 different Avatar objects that resemble 3…class TicTacToePlayer: # Player for a game of Tic Tac Toe def __init__(self, symbol, name): self.symbol = symbol self.name = name def move(self, board): move = int(input(self.name + " make your move 1-9:")) move -= 1 y = move % 3 x = move // 3 board[x][y] = self.symbol def is_symbol(self, symbol): if symbol == self.symbol: return True class TicTacToe: # Game of TicTacToe in a class! def __init__( self, p1_symbol="X", p2_symbol="O", p1_name="Player1", p2_name="Player2" ): self.p1 = TicTacToePlayer(p1_symbol, p1_name) self.p2 = TicTacToePlayer(p2_symbol, p2_name) self.board = [[" " for x in range(3)] for x in range(3)] def play_game(self): turn = 0 winner_symbol = False while not winner_symbol: self._print_board() if turn % 2: self.p2.move(self.board) # replace this line with a call…