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JAVA PROGRAMMING LANGUAGE!!!! Please make the UML design diagram do not submit it without the UML diagram. DO NOT DO THE CODING JUST THE UML

JAVA PROGRAMMING LANGUAGE!!!!

image text in transcribed

Please make the UML design diagram do not submit it without the UML diagram. DO NOT DO THE CODING JUST THE UML DESIGN DIAGRAM!!!!

Please make the UML design diagram do not submit it without the UML diagram. DO NOT DO THE CODING JUST THE UML DESIGN DIAGRAM!!!!

Please make the UML design diagram do not submit it without the UML diagram. DO NOT DO THE CODING JUST THE UML DESIGN DIAGRAM!!!!

Please make the UML design diagram do not submit it without the UML diagram. DO NOT DO THE CODING JUST THE UML DESIGN DIAGRAM!!!!

Please make the UML design diagram do not submit it without the UML diagram. DO NOT DO THE CODING JUST THE UML DESIGN DIAGRAM!!!!

Please include a UML. if you write it please do not write in cursive.

Please include a UML. if you write it please do not write in cursive.

Please include a UML. if you write it please do not write in cursive.

Please include a UML. if you write it please do not write in cursive.

Please include a UML. if you write it please do not write in cursive.

Person and Customer Classes

Design a class named Person with fields for holding a person's name, address, and telephone number. Write one or more constructors and the appropriate mutator and accessor methods for the class's fields.

Next, design a class named Customer, which extends the Person class. The Customer class should have a field for a customer number and a boolean field indicating whether the customer wishes to be on a mailing list. Write one or more constructors and the appropriate mutator and accessor methods for the class's fields. Demonstrate an object of the Customer class in a simple program.

PreferredCustomer Class

A retail store has a preferred customer plan where customers can earn discounts on all their purchases. The amount of a customer's discount is determined by the amount of the customer's cumulative purchases in the store as follows:

When a preferred customer spends $500, he or she gets a 5 percent discount on all future purchases.

When a preferred customer spends $1,000, he or she gets a 6 percent discount on all future purchases.

When a preferred customer spends $1,500, he or she gets a 7 percent discount on all future purchases.

When a preferred customer spends $2,000 or more, he or she gets a 10 percent dis

count on all future purchases. Design a class named Preferred Customer, which extends the Customer class you created in Programming Challenge 7. The PreferredCustomer class should have fields for the amount of the customer's purchases and the customer's discount level. Write one or more constructors and the appropriate mutator and accessor methods for the class's fields. Demonstrate the class in a simple program.

Make sure to have these 4 classes

a6main.java Customer.java Person.java PreferredCustomer.java

Please make the UML design diagram do not submit it without the UML diagram. DO NOT DO THE CODING JUST THE UML DESIGN DIAGRAM!!!!

Please make the UML design diagram do not submit it without the UML diagram. DO NOT DO THE CODING JUST THE UML DESIGN DIAGRAM!!!!

Please make the UML design diagram do not submit it without the UML diagram. DO NOT DO THE CODING JUST THE UML DESIGN DIAGRAM!!!!

Please make the UML design diagram do not submit it without the UML diagram. DO NOT DO THE CODING JUST THE UML DESIGN DIAGRAM!!!!

Please include a UML. if you write it please do not write in cursive.

Please include a UML. if you write it please do not write in cursive.

Please include a UML. if you write it please do not write in cursive.

Please include a UML. if you write it please do not write in cursive.

Please include a UML. if you write it please do not write in cursive.

Please include a UML. if you write it please do not write in cursive.

image text in transcribed

While planning a program, the programmer uses one or more design tools to create a model of the program. Three common design tools are hierarchy charts, flowcharts, and pseudocode. A hierarchy chart is a diagram that graphically depicts the structure of a pro- gram. It has boxes that represent each step in the program. The boxes are connected in a way that illustrates their relationship to one another. Figure 1-10 shows a hierarchy chart| for the pay-calculating program. Calculate Gross Pay Get Payroll Data from User Multiply Hours Worked by Pay Rate Display Gross Pay Read Number of Hours Worked Read Hourly Pay Rate A hierarchy chart begins with the overall task, and then refines it into smaller subtasks. Each of the subtasks is then refined into even smaller sets of subtasks, until each is small While planning a program, the programmer uses one or more design tools to create a model of the program. Three common design tools are hierarchy charts, flowcharts, and pseudocode. A hierarchy chart is a diagram that graphically depicts the structure of a pro- gram. It has boxes that represent each step in the program. The boxes are connected in a way that illustrates their relationship to one another. Figure 1-10 shows a hierarchy chart| for the pay-calculating program. Calculate Gross Pay Get Payroll Data from User Multiply Hours Worked by Pay Rate Display Gross Pay Read Number of Hours Worked Read Hourly Pay Rate A hierarchy chart begins with the overall task, and then refines it into smaller subtasks. Each of the subtasks is then refined into even smaller sets of subtasks, until each is small

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