Java question. Could anyone please help me? Thank you so much. Prepare an abstra
ID: 3755276 • Letter: J
Question
Java question.
Could anyone please help me?
Thank you so much.
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 #startPoint : Point #contro!Point : Point -colourColor +Shape C) Shape (startPoint Point) getColourO Color +setColour (colour Color)void +setControlPoint(controlPoint Point) void +drau(g: Graphics)void toString StringExplanation / Answer
import java.awt.*; import java.awt.Point; abstract class Shape { protected Point startPoint; protected Point controlPoint; private Color color; public Shape() { } public Shape(Point startPoint) { this.startPoint = startPoint; } public Color getColor() { return color; } public void setColor(Color color) { this.color = color; } public void setControlPoint(Point controlPoint) { this.controlPoint = controlPoint; } public abstract void draw(Graphics g); @Override public String toString() { return "Shape{" + "startPoint=" + startPoint + ", controlPoint=" + controlPoint + ", color=" + color + '}'; } }
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