Question 1) – Prepare an abstract class called Shape for representing a general
ID: 3755118 • Letter: Q
Question
Question 1) –
Prepare an abstract class called Shape for representing a general shape that can be drawn on the screen, using the following UML diagram as a guide. It should have a default constructor as well as a constructor that specifies a starting point for the shape, accessor and mutator methods for the colour of the shape, a mutator method for specifying a control point which determines the size of the shape, and an abstract draw method for drawing the shape based on the starting and control points
Explanation / Answer
Please find the Shape.java class below:-
1. Shape.java
public abstract class Shape {
// Default Constructor
public Shape(){
}
// a constructor that specifies a starting point for the shape
public Shape(int xCoord, int yCoord){
}
// colour of the shape
protected String shapeColor;
protected int controlXCoord;
protected int controlYCoord;
// an abstract draw method for drawing the shape based on the starting and control points
public abstract void draw();
public void setControlXCoord(int controlXCoord) {
this.controlXCoord = controlXCoord;
}
public void setControlYCoord(int controlYCoord) {
this.controlYCoord = controlYCoord;
}
public String getShapeColor() {
return shapeColor;
}
public void setShapeColor(String shapeColor) {
this.shapeColor = shapeColor;
}
}
Please let me know in case of any clarifications required. Thanks!
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