Some of the characteristics of a book are the title, author(s), publisher, ISBN, price, and year of publication. Design a class bookType that defines the book as an ADT.
Each object of the class bookType can hold the following information about a book: title, up to four authors, publisher, ISBN, price, and number of copies in stock. To keep track of the number of authors, add another member variable.
Include the member functions to perform the various operations on objects of type bookType. For example, the usual operations that can be performed on the title are to show the title, set the title, and check whether a title is the same as the actual title of the book. Similarly, the typical operations that can be performed on the number of copies in stock are to show the number of copies in stock, set the number of copies in stock, update the number of copies in stock, and return the number of copies in stock. Add similar operations for the publisher, ISBN, book price, and authors. Add the appropriate constructors and a destructor (if one is needed).
Write the definitions of the member functions of the class bookType.
Write a
program that uses the class bookType and tests various operations on the objects of the class bookType. Declare an array of 100 components of type bookType. Some of the operations that you should perform are to search for a book by its title, search by ISBN, and update the number of copies of a book.
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Chapter 10 Solutions
C++ Programming: From Problem Analysis to Program Design
- Using classes, design an online address book to keep track of the names, addresses, phone numbers, and dates of birth of family members, close friends, and certain business associates. Your program should be able to handle a maximum of 500 entries. Define a class addressType that can store a street address, city, state, and ZIP code. Use the appropriate functions to print and store the address. Also, use constructors to automatically initialize the member variables. Define a class extPersonType using the class personType (as defined in Example 10-10, Chapter 10), the class dateType (as designed in this chapters Programming Exercise 2), and the class addressType. Add a member variable to this class to classify the person as a family member, friend, or business associate. Also, add a member variable to store the phone number. Add (or override) the functions to print and store the appropriate information. Use constructors to automatically initialize the member variables. Define the class addressBookType using the previously defined classes. An object of the type addressBookType should be able to process a maximum of 500 entries. The program should perform the following operations: Load the data into the address book from a disk. Sort the address book by last name. Search for a person by last name. Print the address, phone number, and date of birth (if it exists) of a given person. Print the names of the people whose birthdays are in a given month. Print the names of all the people between two last names. Depending on the users request, print the names of all family members, friends, or business associates.arrow_forwardDice Rolling Class In this problem, you will need to create a program that simulates rolling dice. To start this project, you will first need to define the properties and behaviors of a single die that can be reused multiple times in your future code. This will be done by creating a Dice class. Create a Dice class that contains the following members: Two private integer variables to store the minimum and maximum roll possible. Two constructors that initialize the data members that store the min/max possible values of rolls. a constructor with default min/max values. a constructor that takes 2 input arguments corresponding to the min and max roll values Create a roll() function that returns a random number that is uniformly distributed between the minimum and maximum possible roll values. Create a small test program that asks the user to give a minValue and maxValue for a die, construct a single object of the Dice class with the constructor that initializes the min and max…arrow_forwardDouble Bubble For this exercise you need to create a Bubble class and construct two instances of the Bubble object. You will then take the two Bubble objects and combine them to create a new, larger combined Bubble object. This will be done using functions that take in these Bubble objects as parameters. The Bubble class contains one data member, radius_, and the corresponding accessor and mutator methods for radius_, GetRadius and SetRadius. Create a member function called CalculateVolume that computes for the volume of a bubble (sphere). Use the value 3.1415 for PI. Your main function has some skeleton code that asks the user for the radius of two bubbles. You will use this to create the two Bubble objects. You will create a CombineBubbles function that receives two references (two Bubble objects) and returns a Bubble object. Combining bubbles simply means creating a new Bubble object whose radius is the sum of the two Bubble objects' radii. Take note that the CombineBubbles function…arrow_forward
- Focus on classes, objects, methods and good programming style Your task is to create a BankAccount class. Class name BankAccount Attributes _balance float _pin integer Methods init () get_pin() check pin () deposit () withdraw () get_balance () The bank account will be protected by a 4-digit pin number (i.e. between 1000 and 9999). The pin should be generated randomly when the account object is created. The initial balance should be 0. get_pin () should return the pin. check_pin (pin) should check the argument against the saved pin and return True if it matches, False if it does not. deposit (amount) should receive the amount as the argument, add the amount to the account and return the new balance. withraw (amount) should check if the amount can be withdrawn (not more than is in the account), If so, remove the argument amount from the account and return the new balance if the transaction was successful. Return False if it was not. get_balance () should return the current balance.…arrow_forwardThere are two types of data members in a class: static and non-static. Provide an example of when it might be useful to have a static data member in the actual world.arrow_forwardDesign a Ship class that has the following members: A member variable for the name of the ship (a string) A member variable for the year that the ship was built (a string) A default and parameterized constructor and appropriate getters and setters. A toString method that displays the ship’s name and the year it was built. Design a CruiseShip class that is derived from the Ship class. The CruiseShip class should have the following members: A member variable for the maximum number of passengers (an int) A default and parameterized constructor and appropriate getters and setters. A toString method that overrides the toString function in the base class. The CruiseShip class’s toString function should display only the ship’s name and the maximum number of passengers. Design a CargoShip class that is derived from the Ship class. The CargoShip class should have the following members: A member variable for the cargo capacity in tonnage (an int). A default and parameterized constructor and…arrow_forward
- Design a Ship class that has the following members: A member variable for the name of the ship (a string) A member variable for the year that the ship was built (a string) A default and parameterized constructor and appropriate getters and setters. A toString method that displays the ship’s name and the year it was built. Design a CruiseShip class that is derived from the Ship class. The CruiseShip class should have the following members: A member variable for the maximum number of passengers (an int) A default and parameterized constructor and appropriate getters and setters. A toString method that overrides the toString function in the base class. The CruiseShip class’s toString function should display only the ship’s name and the maximum number of passengers. Design a CargoShip class that is derived from the Ship class. The CargoShip class should have the following members: A member variable for the cargo capacity in tonnage (an int). A default and parameterized constructor and…arrow_forwardC# languageCreate a class for “Plane” having functionalities (methods) startengine(), fly() and land(). When ever engine starts it should reset the attribute TTK (Total travel kilometer) to zero and attribute Fuel to 100. On fly() it should add 10 kilometers if the Fuel attribute is greater than zero and decrement Fuel by 20.On land() it should print total distance covered. Write the code providing all necessary details. And then show working object of Plane in main().arrow_forwardProgramming Language= PYTHON 1. Pet Class Write a class named Pet, which should have the following data attributes: • _ _name (for the name of a pet) • _ _animal_type (for the type of animal that a pet is. Example values are ‘Dog’, ‘Cat’, and ‘Bird’) • _ _age (for the pet’s age) The Pet class should have an _ _init_ _ method that creates these attributes. It should also have the following methods: • set_name This method assigns a value to the _ _name field. • set_animal_type This method assigns a value to the _ _animal_type field. • set_age This method assigns a value to the _ _age field. • get_name This method returns the value of the _ _ name field. • get_animal_type This method returns the value of the _ _animal_type field. • get_age This method returns the value of the _ _age field. Once you have written the class, write a program that creates an object of the class and prompts the user to enter the name, type, and age of his or her pet. This data should be stored as the object’s…arrow_forward
- Programming Language= PYTHON 1. Pet Class Write a class named Pet, which should have the following data attributes: • _ _name (for the name of a pet) • _ _animal_type (for the type of animal that a pet is. Example values are ‘Dog’, ‘Cat’, and ‘Bird’) • _ _age (for the pet’s age) The Pet class should have an _ _init_ _ method that creates these attributes. It should also have the following methods: • set_name This method assigns a value to the _ _name field. • set_animal_type This method assigns a value to the _ _animal_type field. • set_age This method assigns a value to the _ _age field. • get_name This method returns the value of the _ _ name field. • get_animal_type This method returns the value of the _ _animal_type field. • get_age This method returns the value of the _ _age field. Once you have written the class, write a program that creates an object of the class and prompts the user to enter the name, type, and age of his or her pet. This data should be stored as the object’s…arrow_forwardCIST 1305 UNIT 10 DROP BOX ASSIGNMENT Create the class diagram and write the pseudocode for a class named Computer that holds the make, model, and amount of memory of a computer. Include methods to set the values for each data field, and include a method that displays all the values for each field.arrow_forwardLab 2 – Designing a class This lab requires you to think about the steps that take place in a program by writing pseudocode. Read the following program prior to completing the lab. Design a class named Computer that holds the make, model, and amount of memory of a computer. Include methods to set the values for each data field, and include a method that displays all the values for each field. For the programming problem, create the pseudocode that defines the class and enter it below. Enter pseudocode herearrow_forward
- C++ Programming: From Problem Analysis to Program...Computer ScienceISBN:9781337102087Author:D. S. MalikPublisher:Cengage LearningEBK JAVA PROGRAMMINGComputer ScienceISBN:9781337671385Author:FARRELLPublisher:CENGAGE LEARNING - CONSIGNMENTMicrosoft Visual C#Computer ScienceISBN:9781337102100Author:Joyce, Farrell.Publisher:Cengage Learning,