Write the statement(s) necessary to increase the customer’s number of orders by 1 using “getter” and “setter” methods, named getNumberOfOrders and setNumberofOrders, as conventional in Java.
时间: 2024-01-04 16:02:26 浏览: 20
Assuming that the `Customer` class has getter and setter methods for the `numberOfOrders` field, named `getNumberOfOrders()` and `setNumberOfOrders()`, respectively, you can increase the number of orders by 1 using the following statement in Java:
```
customer.setNumberOfOrders(customer.getNumberOfOrders() + 1);
```
This code will call the `getNumberOfOrders()` method to retrieve the current number of orders, increment it by 1, and then call the `setNumberOfOrders()` method with the new value to update the `numberOfOrders` field.
相关问题
Write comprehensive program in Java which include all the common features of OOP with displaying results of variables using the methods
Certainly! Here's an example of a comprehensive Java program that includes common features of object-oriented programming (OOP) and displays the results of variables using methods:
```java
// Define a superclass called Shape
class Shape {
// Instance variables
protected String color;
// Constructor
public Shape(String color) {
this.color = color;
}
// Getter and setter methods
public String getColor() {
return color;
}
public void setColor(String color) {
this.color = color;
}
// Method to calculate area (to be overridden by subclasses)
public double calculateArea() {
return 0.0;
}
// Display method
public void displayInfo() {
System.out.println("Color: " + color);
System.out.println("Area: " + calculateArea());
}
}
// Define a subclass called Circle
class Circle extends Shape {
// Instance variable
private double radius;
// Constructor
public Circle(String color, double radius) {
super(color);
this.radius = radius;
}
// Getter and setter methods
public double getRadius() {
return radius;
}
public void setRadius(double radius) {
this.radius = radius;
}
// Override calculateArea() method from Shape class
@Override
public double calculateArea() {
return Math.PI * radius * radius;
}
}
// Define a subclass called Rectangle
class Rectangle extends Shape {
// Instance variables
private double length;
private double width;
// Constructor
public Rectangle(String color, double length, double width) {
super(color);
this.length = length;
this.width = width;
}
// Getter and setter methods
public double getLength() {
return length;
}
public void setLength(double length) {
this.length = length;
}
public double getWidth() {
return width;
}
public void setWidth(double width) {
this.width = width;
}
// Override calculateArea() method from Shape class
@Override
public double calculateArea() {
return length * width;
}
}
// Main class
public class Main {
public static void main(String[] args) {
// Create instances of Circle and Rectangle
Circle circle = new Circle("Red", 5.0);
Rectangle rectangle = new Rectangle("Blue", 4.0, 6.0);
// Display shape information
System.out.println("Circle:");
circle.displayInfo();
System.out.println("\nRectangle:");
rectangle.displayInfo();
}
}
```
In this example, we have a superclass called `Shape` with an instance variable `color` and methods for getting and setting the color, calculating the area (to be overridden by subclasses), and displaying the shape information.
We also have two subclasses, `Circle` and `Rectangle`, that inherit from the `Shape` superclass. These subclasses have their own unique instance variables (`radius` for `Circle` and `length` and `width` for `Rectangle`), as well as methods for getting and setting these variables. The subclasses override the `calculateArea()` method to provide their specific area calculation formulas.
In the `Main` class, we create instances of `Circle` and `Rectangle`, passing in the color and dimensions as arguments. We then call the `displayInfo()` method on each instance to display the shape's color and calculated area.
This program demonstrates inheritance, polymorphism (through method overriding), encapsulation, and the concept of objects and classes in OOP.
Constructor Getter Setter Getter and Setter equalso and hashCode0 toString0 Override Methods... Test.. Copyright
这是一些编程中常用的概念和关键字,我可以为您简单地解释一下它们的含义。
1. Constructor: 构造函数,用于在对象创建时初始化对象的属性。
2. Getter: 获取器,用于获取对象的属性值。
3. Setter: 设置器,用于设置对象的属性值。
4. Equals and HashCode: 用于比较对象是否相等的方法,在Java中通常需要同时重写equals和hashCode方法。
5. ToString: 用于将对象转换为字符串的方法,通常用于调试和日志记录。
6. Override Methods: 重写方法,用于覆盖父类中的方法。
7. Test: 测试,用于测试代码的正确性和性能。
8. Copyright: 版权,用于声明代码的版权归属和使用权限。
这些概念和关键字在编程中非常重要,能够帮助我们更好地设计和组织代码,提高代码的可读性、可维护性和可扩展性。