Pet Class Design: A Class Named Pet With The Following

Pet Classdesign A Class Named Pet Which Should Have The Following Fie

Pet Class design a class named Pet, which should have the following fields: Name – The name field holds the name of a pet. Type – The type field holds the type of animal that is the pet. Example values are “Dog”, “Cat”, and “Bird”. Age – The age field holds the pet’s age. The Pet class should also have the following methods: setName – The setName method stores a value in the name field. setType – The setType method stores a value in the type field. setAge – The setAge method stores a value in the age field. getName – The getName method returns the value of the name field. getType – The getType method returns the value of the type field. getAge – The getAge method returns the value of the age field.

Once you have designed the class, design a program that creates an object of the class and prompts the user to enter the name, type, and age of his pet. This data should be stored in the object. Use the object’s accessor methods to retrieve the pet’s name, type, and age and display this data on the screen. You are to submit the following for the assignment: Submit your JAVA source code that you generated from RAPTOR with comments added to each line or where necessary to explain program flow. Also submit the RAPTOR file (flowchart) of your working program. Make sure you run it to make sure it is error free and does what it is supposed to. You can use the generate dropdown to create example JAVA code based on your working logical flow chart to see what the code would look like. Remember to follow the guidelines of good program design. Make sure to use meaningful variable names and include comments as needed.

Paper For Above instruction

Pet Classdesign A Class Named Pet Which Should Have The Following Fie

Design a Pet Class and Program to Store Pet Data in Java

This paper presents a comprehensive Java program that defines a class named Pet, encapsulating properties such as name, type, and age of a pet. The program demonstrates how to instantiate an object of this class, prompt the user for input values, store those values using setter methods, and then retrieve and display the data using getter methods. This implementation emphasizes good object-oriented design principles, readability, and proper user interaction.

Introduction

Object-oriented programming (OOP) in Java allows developers to create classes that encapsulate data and behaviors relevant to real-world entities. In this case, designing a Pet class provides a modular, reusable way to manage pet-related information. The primary goal is to facilitate user input and display pet data, demonstrating fundamental Java concepts such as classes, objects, methods, and console I/O operations.

Design of the Pet Class

The Pet class is designed with three private fields: name, type, and age. These fields are encapsulated to adhere to good encapsulation practices. Corresponding accessor and mutator methods (getters and setters) are provided to read and modify these fields.

  • Fields
  • name: a String representing the pet's name.
  • type: a String indicating the type of animal.
  • age: an integer indicating the pet's age.
  • Methods
  • setName(String name)
  • setType(String type)
  • setAge(int age)

  • getName()
  • getType()
  • getAge()

Implementation in Java

The Pet class implementation includes private fields and public methods to access and modify the data. The main program creates an object of the Pet class, prompts the user for input, stores the data, and displays it, illustrating how to effectively utilize object-oriented features in Java.

Pet.java

// Pet class definition

public class Pet {

// Private fields to hold pet attributes

private String name;

private String type;

private int age;

// Setter method for name

public void setName(String name) {

this.name = name;

}

// Setter method for type

public void setType(String type) {

this.type = type;

}

// Setter method for age

public void setAge(int age) {

this.age = age;

}

// Getter method for name

public String getName() {

return this.name;

}

// Getter method for type

public String getType() {

return this.type;

}

// Getter method for age

public int getAge() {

return this.age;

}

}

PetTest.java

import java.util.Scanner;

// Program to create a Pet object, get user input, and display pet data

public class PetTest {

public static void main(String[] args) {

Scanner scanner = new Scanner(System.in);

Pet myPet = new Pet();

// Prompt user for pet's name

System.out.print("Enter your pet's name: ");

String nameInput = scanner.nextLine();

myPet.setName(nameInput);

// Prompt user for pet's type

System.out.print("Enter your pet's type (e.g., Dog, Cat, Bird): ");

String typeInput = scanner.nextLine();

myPet.setType(typeInput);

// Prompt user for pet's age

System.out.print("Enter your pet's age: ");

int ageInput = scanner.nextInt();

myPet.setAge(ageInput);

// Retrieve and display pet information

System.out.println("\nPet Details:");

System.out.println("Name: " + myPet.getName());

System.out.println("Type: " + myPet.getType());

System.out.println("Age: " + myPet.getAge());

scanner.close();

}

}

Conclusion

The above implementation exhibits fundamental principles of object-oriented programming in Java, such as class design, encapsulation, and data hiding. By creating a Pet class, capturing user input, and displaying the stored data, the program serves as an educational example of how to structure Java applications for data management tasks. Proper commenting and meaningful variable names further enhance code readability and maintainability.

References

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