CIS 247 CIS247 CIS/247 ENTIRE COURSE HELP – DEVRY UNIVERSITY
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CIS 247 CIS247 CIS/247 ENTIRE COURSE HELP – DEVRY UNIVERSITY
CIS247A Week 7 iLab Putting It All Together
Scenario and Summary
This week, you will be implementing inheritance by creating a generic Racer base class along
with two derived classes called StreetTuner and HotRod. You will make the Racer class abstract
and include the abstract method IsDead() in the Racer class.
iLAB STEPS
STEP 1: Understand the UML Diagram
Description
CIS 247 CIS247 CIS/247 ENTIRE COURSE HELP – DEVRY UNIVERSITY
CIS247A Week 7 iLab Putting It All Together
Scenario and Summary
This week, you will be implementing inheritance by creating a generic Racer base class along
with two derived classes called StreetTuner and HotRod. You will make the Racer class abstract
and include the abstract method IsDead() in the Racer class.
iLAB STEPS
STEP 1: Understand the UML Diagram
The UML diagram four classes defined (1) Racer, (2) Engine, (3) Hot Rod, and (4) StreetTuner classes.
The Racer class is the base parent abstract class of the Hot Rod and Street Tuner classes, which is represented by a directed line from the Hot Rod and Street Tuner classes to the Racer class and the end of the line touching the Racer class is a broad, unfilled arrow head. The racer class contains a engine object, which is represented by a directed line from the engine class to the Racer class, with a filled diamond touching the racer class, this line is labeled as a 1 to 1 relationship meaning that each racer object will contain one engine object and each engine is related to a single racer object.
The class’s attributes and methods are defined in separate class diagrams, and each class diagram is represented by a rectangular box subdivided into three vertically separated rectangular sub-sections. The top section contains the class name, the middle section contains the class attributes, and the bottom section contains the class methods.
STEP 2: Build the Inheritance Hierarchy
- Create a project called “CIS247_WK7_Lab_LASTNAME”.
- Build the class structure shown in the UML diagram. Remember to include properties for each
class attribute.
STEP 3: Implement the Logic for the HotRod Class
- Provide suitable logic for the ToString method. As always, the ToString method should reveal
the state of an object. - For the IsDead() method in HotRod, use the logic to implement the base class abstract IsDead
method.
Hint: To generate a random number, use the following code, which returns a random number
from 0 to 1:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | Random rnd = new Random(); rnd.NextDouble(); Pseudocode for the IsDead method of HotRod Random rnd = new Random(); boolean dead if (speed > 50 && rnd.NextDouble() > 0.6) if (engineHorsePower < 300 && blower=true) dead = false else dead = true end if else if (speed > 100 && rnd.NextDouble() > 0.4) if (engineHorsePower >= 300 && blower = true) dead = true else dead = false end if else dead = false end if |
STEP 4: Implement the logic for the StreetTurner class
- Provide suitable logic for the ToString method. As always, the ToString method should reveal
the state of an object. - For the IsDead method in StreetTurner, use the logic below to implement the inherited abstract
base class method called IsDead.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | Pseudocode for the IsDead method of StreetTuner Random rnd = new Random(); boolean dead if (speed > 50 && rnd.NextDouble() > 0.6) if (engineHorsePower < 300 && nitrous=true) dead = false else dead = true end if else if (speed > 100 && rnd.NextDouble() > 0.4) if (engineHorsePower >= 300 && nitrous = true) dead = true else dead = false end if else dead = false end if |
STEP 5: Construct the Main Program
- Create an array of Racer objects that will hold two Racer objects.
- Write a method called CollectRacerInformation that accepts as an argument a Racer object,
and then prompts the user to provide the following information for each racer:- Racer name;
- Racer Speed;
- Number of cylinders in the racer’s engine;
- Horsepower of the racer’s engine; and
- Nitrus or blower option, depending on the type of Racer object.
[Hint: In order to be able to collect all information for the derived classes as well, consider
creating a base class method called ReadRacerData in the Racer class, which you will then
override in the derived classes to capture the required info per class. Call the ReadRacerData
method within the CollectRacerInformation method.] - Write a method called “DisplayRacerInformation” that accepts as an argument a Racer object,
and then displays all of the information for the specific racer type. - Create a racer object of each type, and invoke the CollectRacerInformation passing in the
Racer object. Then, store each object in the array. - Iterate through the Racer array list and, for each Racer, display all of the Racer’s attribute
information (call the DisplayRacerInformation method for each object). Don’t forget to indicate
whether or not the Racer is dead!
STEP 6: Compile and Test
When done, compile and run your program.
Then, debug any errors until your code is error-free.
Check your output to ensure that you have the desired output and modify your code as necessary
and rebuild.
STEP 7: Submit Deliverables
Before you post your lab in the dropbox, copy your entire program into a Notepad file and post
that. I do not need you to zip the project or give me screen shots of the output.
Submit your lab to the Dropbox located on the silver tab at the top of this page. For instructions
on how to use the Dropbox, read these Step-by-Step Instructions or watch this Dropbox Tutorial.
CIS 247 CIS247 CIS/247 ENTIRE COURSE HELP – DEVRY UNIVERSITY
CIS247A Week 6 iLab Abstract Classes
Scenario and Summary
The objective of the lab is to take the UML Class diagram and enhance last week’s Employee class by making the following changes:
- Convert the Employee class to an abstract class
- Add an abstract method called CalculateNetPay to the Employee class
- In both the Salaried and Hourly classes implement the CalculateNetPay method
STEP 1: Understand the UML Diagram
Analyse and understand the object UML diagram, which models the structure of the program.
- The Employee class has been specified as abstract, which is denoted by the name of the class being initialized Employee
- The Employee class as a new method CalculateNetPay which is an abstract method, denoted by the italized name of the method. Since this method is an abstract method the CalculateNetPay method WILL NOT have an implementation in the Employee class.
- The Salaried and Hourly classes both have a new method CalculateNetPay that is inherited from the abstract Employee class and the Salaried and Hourly class both MUST implement the CalculateNetPay method.
STEP 2: Create the Project
You will want to use the Week 5 project as the starting point for the lab. Use the directions from the previous weeks labs to create the project and the folders.
- Create a new project named “CIS247_WK6_Lab_LASTNAME”. An empty project will then be created.
- Delete the default Program.cs file that is created.
- Add the Logic Tier, Presentation Tier, and Utilities folders to your project
- Add the Week 5 project files to the appropriates folders.
- Update the program information in the ApplicationUtilities.DisplayApplicationInformation method to reflect your name, current lab, and program description.
Note: as an alternative you can open up the Week 5 project and make modifications to the existing project. Remember, there is a copy of your project in the zip file you submitted for grading.
Before attempting this week’s steps ensure that the Week 5 project is error free.
STEP 3: Modify the Employee Class
- Modify the class declaration of the Employee class to specify that the Employee class is an abstract class
- Declare an abstract method called CalculateNetPay that returns a double value.
- Modify the ToString Method to include the weekly net pay in currency format.
STEP 4: Modify the Salaried Class
- Add a double constant called TAX_RATE and set the value to .73
- Implement the CalculateNetPay method by multiplying the weekly pay by the tax rate.
STEP 5: Modify the Hourly Class
- Add a double constant called TAX_RATE and set the value to .82
- Implement the CalculateNetPay method by multiplying the weekly pay by the tax rate.
STEP 6: Create the Main Program
- Change the employeeList array to only hold two objects.
- Create one Hourly employee object and store it in the array.
- Create one Salaried employee object and store it in the array.
- As you did in the Week 5 lab, prompt for and collect the information for each of the objects.
Note: iterating through the array should not require any changes from the previous iteration of the project–but make sure that the loop stays within the bounds of the array.
STEP 7: Compile and Test
When done, compile and run your program.
Then debug any errors until your code is error-free.
Check your output to ensure that you have the desired output and modify your code as necessary and rebuild.
CIS 247 CIS247 CIS/247 ENTIRE COURSE HELP – DEVRY UNIVERSITY
CIS247A Week 5 iLab Composition Inheritance and Polymorphism
Scenario and Summary
The objective of the lab is to take the UML Class diagram and enhance last week’s Employee class by making the following changes:
- Create a derived class called Salaried that is derived from Employee.
- Create a derived class called Hourly that is derived from Employee.
- Create generalized input methods that accept any type of Employee or derived Employee object
- Create generalized output methods that accept any type of Employee or derived Employee object
- Override the base class CalculatePay method
- Override one of the base class CalculateWeeklyPay methods
Deliverables
Due this week:
Before you post your lab in the dropbox, copy your entire program into a Notepad file and post that. I do not need you to zip the project or give me screen shots of the output.
iLAB STEPS
STEP 1: Understand the UML Diagram
Analyze and understand the object UML diagram, which models the structure of the program:
- There are two new Employee derived classes (1) Salaried and (2) Hourly that are derived from the Employee class.
- The Employee class contains a new attribute employeeType and a new constructor that accepts as an argument the assigned employee type.
- Both the Salaried and the Hourly classes override only the CalculateWeeklyPay method of the Employee class (note, this is the method without any parameters.)
- The Salaried class has one attribute “managementLevel” that has possible values from MIN_MANAGEMENT_LEVEL to MAX_MANAGEMENT_LEVEL and a BONUS_PERCENT.
- The Salaried class has a default constructor and parameterized constructor that accepts all the general employee information plus the management level.
- The Hourly has a wage attribute, which respresents the hourly wage that ranges from MIN_WAGE to MAX_WAGE, a hours attributes, which represents the number of hours worked in a week that ranges from MIN_HOURS to MAX_Hours, and a category attributes that accepts string values.
- The Hourly class has a default constructor and parameterized constructor that accepts all the general employee information plus the hours and wage value.
- The Presentation Tier contains two new classes (1) The EmployeeInput class and the EmployeeOutput class
- The EmployeeInput class contains three static methods:
- CollectEmployeeInformation, which accepts any type of Employee object as a argument.
- CollectHourlyInformation, which accepts only Hourly objects as an argument.
- CollectSalariedInformation, which accepts only Salaried objects as an argument.
- The EmployeeOutput class contains two methods
- DisplayEmployeeInformation, which accepts any Employee type as an argument.
- DisplayNumberObjects method.
- All the access specifers for the Employee attributes are changed to protected and are depicted with the “#” symbol.
STEP 2: Create the Project
You will want to use the Week 4 project as the starting point for the lab. Use the directions from the previous weeks labs to create the project and the folders.
- Create a new project named “CIS247_WK5_Lab_LASTNAME”. An empty project will then be created.
- Delete the default Program.cs file that is created.
- Add the Logic Tier, Presentation Tier, and Utilities folders to your proejct
- Add the Week 4 project files to the appropraties folders.
- Update the program information in the ApplicationUtilities.DisplayApplicationInformation method to reflect your name, current lab, and program description
Note: as an alternative you can open up the Week 4 project and make modifications to the existing project. Remember, there is a copy of your project in the zip file you submitted for grading.
Before attempting this week’s steps ensure that the Week 4 project is error free.
STEP 3: Modify the Employee Class
- Change the access specifier for all the private attributes to protected.
- Add the new attribute employeeType, along with a “read only” property (that is only a “get” method) to access the employee type value.
- Add a new constructor that only accepts the type attribute, which is then used to set the employeeType value. Also, this constructor should initialize all the default values. You can call the default constructor using the syntax:1
public
Employee(string employeeType) : this() { }
- Modify the parameterized constructor that accepts the employee information to accept the employee type, and then set the employeeType with this value.
- Modify the ToString Method to include the employee type.
STEP 4: Create the Salaried Class
- Using the UML Diagrams, create the Salaried class, ensuring to specify that the Salary class inherits from the Employee class.
- For each of the constructors listed in the Salaried class ensure to invoke the appropriate super class constructor and pass the correct arguments to the super class constructor.
- Override the CalculateWeeklyPay method to add a 10 percent bonus to the annualSalary depending on the management level. The bonus percent is a fixed 10 percent, and should be implemented as a constant. However, depending on the management level the actual bonus percentage fluctuates1
(i.e., actualBonusPercentage = managementLevel * BONUS_PERCENT).
- Override the ToString method to add the management level to the employee information.
STEP 5: Create the Hourly Class
- Using the UML Diagrams, create the Hourly classes, ensuring to specify that the Hourly class inherits from the Employee class.
- For each of the constructors listed in the Hourly class ensure to invoke the appropriate super class constructor and pass the correct arguments to the super class constructor. Notice, that the Hourly employee DOES NOT have an annual salary, which we will then have to calculate (see below).
- Create a Category property (get/set) and the valid category types are “temporary”, “part time”, “full time”.
- Create a Hours property (get/set) for the hours attributes and validate the input using the constants shown in the UML diagram, but since an Hourly employee does not have a formal annual salary we will need to calculate this each time the hour (and wage) properties are set. Add the following code after the validation code in the hours property:1
base.AnnualSalary = CalculateWeeklyPay() * 48; (assumes working 48 weeks a year).
- Create an Wage property (get/set) for the wage attributes and validate the input using the constants shown in the UML diagram. Add the following code after the validation code in the wage property:1
base.AnnualSalary = CalculateWeeklyPay() * 48; (assumes working 48 weeks a year)
- Override the CalculateWeeklyPay method by multiplying the wages by the number of hours. 7. Update the ToString method to add the category, hours, and wages to the hourly employee information.
STEP 6: Create the EmployeeInput Class
- Create a new class in the Presentation Tier folder called “EmployeeInput”
- Create a static void method called CollectEmployeeInformation that has a single Employee parameter. The declaration should look something like the following:1
public
static
void CollectEmployeeInformation(Employee theEmployee)
- Write code statements similiar to what you created in the Week 4 project to collect the generic employee information from the user, except instead of using specific employee objects use the “theEmployee” parameters. For example:
In Week 4, you had something like:1employee1.FirstName = InputUtilities.GetStringInputValue(“First name”);
In the CollectionEmployeeInformation method this can be translated to the following;
1theEmployee.FirstName = InputUtilities.GetStringInputValue(“First name”);
- Write statements to collect all the generic employee information, including the Benefits information, as you did in the Week 4 project. However, since not all derived types have a AnnualSalary value, DO NOT collect the annual salary data.
- Create a new static void method called CollectEmployeeInformation that accepts an Hourly employee object. Using the InputUtilities methods write statements to collect the wage and hours from the user.
- Create a new static void method called CollectSalariedInformation that accepts a Salaried employee object. Using the InputUtilties methods write statements to collect the management level and the annual salary.
STEP 7: Create the Main Program
- Create an array of type Employee that will hold three employee objects. Create three new objects, one Employee, one Hourly and one Salaried in positions 0, 1 and 2 of the array respectively. Make sure to use the constructors the accept the employee type and provide appropriate values for the employee type (e.g. “Generic”, “Hourly”, “Salaried”).
- Using a FOR loop iterate through the array and collect all the generic employee information, using the EmployeeInput.CollectEmployeeInformation method.
- If the current item in the array is an Hourly object, then use the EmployeeInput.CollectHourlyInformation method to collect the hourly information.
- If the current item in the array is a Salaried object, then use the EmployeeInput.CollectSalariedInformation method to collect the salaried information. Use the following if statement to determine the specific type of object:1234
if
(employeeList[i] is Hourly)
EmployeeInput.CollectHourlyInformation((Hourly)employeeList[i]);
else
if
(employeeList[i] is Salaried)
EmployeeInput.CollectSalariedInformation((Salaried)employeeList[i]);
- After the information has been collected display the employee information using the EmployeeOutput.DisplayEmployeeInformation method.
- Before terminating the program display the number of employee objects that have been created.
STEP 8: Compile and Test
- When done, compile and run your program.
- Then debug any errors until your code is error-free.
- Check your output to ensure that you have the desired output and modify your code as necessary and rebuild.
CIS 247 CIS247 CIS/247 ENTIRE COURSE HELP – DEVRY UNIVERSITY
CIS247A Week 4 iLab Composition and Class Interfaces
Scenario and Summary
The objective of the lab is to modify the Employee class to demonstrate composition where a containing class (Employee) contains another class (Benefit). An employee typically has benefits, so we will make the following changes:
- Create a Benefit class.
- Integrate the Benefit class into the Employee class.
- Separate the files in the project into Presentation and Logic tier folders Deliverables
Before you post your lab in the dropbox, copy your entire program into a Notepad file and post that. I do not need you to zip the project or give me screen shots of the output.
iLAB STEPS
STEP 1: Understand the UML Diagram
- Analyze and understand the object UML diagram, which models the structure of the program. • There are no design changes to the Presentation Tier from the previous project and InputUtilities and ApplicationsUtilities classes are used without modification (except for changing the Application Information).
- A new class called Benefits that holds the health insurance company, life insurance amount, and vacation days. There are constant attributes defined for each of the default values and the minimum and maximum values. This composition relationhip is specified in the UML class diagram as a solid diamond connecting to the Emploee class.
- The Benefits class shall contain properties that contain get and set methods for each of the attributes in the Benefits class, and each attribute value shall be properly validated in the properties.
- The Employee class contains a new attribute called benefit that is of type Benefits. There will be a property in the Employee class that can set and get the benefit attribute.
- Each constructor of Employee class will need to instansiate the benefit attribute.
STEP 2: Create the Project
You will want to use the Week 3 project as the starting point for the lab. To do this, you will want to create a new project by following these steps:
- Create a new project named “CIS247_WK4_Lab_LASTNAME”. An empty project will then be created.
- Delete the default Program.cs file that is created.
- Now that we are beginning to add more classes to our projects the Solution Explorer can become difficult to organize so you will create folders to hold the Presentation Tier and Logic Tier Files in order to organize the project. One thing to remember, even though we only have a few files in our project, a professional program will have 100′s if not 1000′s of files in a project, so you will want to get practice in organizing your project files in a logical folder heirarchy and we will use the Tiered Architecture structure shown in the UML Class diagram for the folder structure.
You will find that creating folders within MS Visual Studio is very similiar to creating folders in Windows Explorer. Follow these directions to create the folders:
- Select the project and then right click
- Select Add
- Select New Folder
- Enter the name of the folder
- Add the following three folders to your project (1) Presentation Tier, (2) Logic Tier, and (3) Utilities.
- You are going to add the files from the previous week lab to the project just as you did before, but now you add the existing files to the corresponding folder
- Select the Logic Tier folder, right click and select Add then Existing Item, navigate to your previous week‟s project and select the InputUtitilies.cs and Program.cs files and click add. These two files will then be added to the Presentation. [Hint: you can also drag and drop the files directly from Windows Explorer directly into the corresponding folder in your project!]
- Add the previous week‟s Employee.cs file to the Logic Tier folder.
- Add the ApplicationUtilities.cs file to the Utilities folder.
- Your solution explorer should look similiar to the following (note: you can rename any folder by selecting the folder, right click, and then Rename just like you do in Windows).
- The namespaces for the classes should all be “Employee”, but you should verify that the namespaces for all the classes are the same.
- Update the program information in the ApplicationUtilities.DisplayApplicationInformation method to reflect your name, current lab, and program description.
- Build and execute the project.
STEP 3: Create the Benefits Class
Using the Benefit class diagram as a guide, build the Benefit class.
- Create a property for each of the listed private attributes and validate the provided value using the following rules:
- If the insurance company provided is empty or null then set the healthInsuranceCompany to DEFAULT_HEALTH_INSURANCE
- If the provided life insurance value is between the MIN_LIFE_INSURANCE and MAX_LIFE_INSURANCE (inclusive) then set lifeInsuranceAmount to the provided value; if the provided value is less than MIN_LIFE_INSURANCE set the lifeInsuranceAmount to MIN_LIFE_INSURANCE; else if provided value is greater than MAX_LIFE_INSURANCE; set thelifeInsuranceAmount to MAX_LIFE_INSURANCE.
- If the provided vacation days value is between the MIN_VACATION and MAX_VACATION (inclusive) the set the vacationDays to the provided value; if the provided value is less than MIN_VACATION set the vacationDays to MIN_VACATION; else if provided value is greater than MAX_VACATION set the vacationDays value to MAX_VACATION.
- In the parameterized constructor, set the attributes so that the properties are used, which ensures that attributes are validated prior to be set.
- Create an overridden ToString method that collects and formats the attribute information for
the benefit object. Ensure to display life insurance amount in currency format.
STEP 4: Modify the Employee Class
Using the Employee class diagram as a guide, modify the Employee class
- Add a private attribute called “benefit” to the employee class of type Benefits
- Create a public Benefit property that returns the benefit attribute. In the set method of the property, if the provided value is null then re-instantiate the benefit variable; otherwise, set the provided value to the benefit variable. [Hint: to check if a object is null use the syntax “if (object != null)”]
- In the default constructor, instantiate the benefit variable using the Benefits default constructor
- In the parameterized constructor, add a benefit argument of type Benefits, and then set the value of this parameter to the Benefit property (using the property will ensure that any null benefit object is correctly instansiated.)
- Modify the ToString method to the Employee class, by adding a call to the Benefits ToString methods at the end of the Employee ToString method.
STEP 5: Modify the Main Method
In the previous labs you learned how to access an object/class methods and properties using the DOT notation. For example, to access the calculatePay method of an employee object you used a statement similiar to:
1 2 3 4 5 6 7 8 | employee1.CalculateWeeklyPay(modifiedSalary) Notice that the Employee class now has a public Benefit object inside it. This means that you can access the set methods of the Benefit object using the transitive notation: containingObject.containedObject.methodName() or containingObject.containedObject.PropertyName That is to access the members of contained object, you start at the containing object, then “transit” to the contained object, then to the contained objects members. As an example, to set the life insurance amount of an employee object, the statement would look something like: employee1.Benefit.LifeInsuranceAmount = 100000; Notice, the containing object is “employee1′′, the contained object is “Benefit”, and the property of Benefit we are accessing is LifeInsuranceAmount. |
The code in the previous week‟s project performed the following operations
- Display the program information.
- Create an Employee object using the default constructor.
- Prompt for and then set the first name, last name, gender, dependents, and annual salary. Remember to use the appropriate methods in the InputUtilties class to prompt for and retreive the values.
- Display the employee information.
- After the first employee information is provided, display the number of employees created.
- Prompt the user to provide an updated annual salary for employee1, retrieve the value and invoke the overloaded CalculateWeeklyPay, and then display only the updated weekly pay.
- Create a second Employee object using the multi-argument constructor using data of your choosing that is of the correct type for each input.
- Display the Employee information for the second employee object.
- Create a third Employee object using the parameterized constructor setting each of the attributes with the following values: “Sue”, “Smith”, „F‟, 15, 500000.0
- Display the employee information for the third Employee object and verify that the dependents and annual salary values have been set to the maximum values by the properties. If not, make sure you change the parameterized constructor to use the properties to set the attributes.
- Display the number of employees created.
- Terminate the application
Once your code is working and implements the previous week‟s operations, modify the code to implement the following new requirements (updated code should implement all previous requirements except as noted below).
- After you collect the information for the first employee object, prompt for and collect the Health Insurance Company, the LifeInsuranceAmount, and the number of vacation days.
- Display the updated employee 1 information
- Display the number of employees created.
- Create a new, standalone benefits object using the multi-argument constructor using data of your choosing that is of the correct type for each input.
- Modify the second employee object instantiation and add the newly created benefit object to the constructor call.
- Display the updated employee 2 information
- Display the number of employees created.
- Create a new, standalone benefits object using the multi-argument constructor using the following invalid data “” (empty string), 10000000, -10
- Modify the third employee object instantiation and add the newly created benefit object to the constructor call.
- Display the updated employee 3 information and verify that the default values for the benefit object have been correctly set.
- Display the number of employees created.
STEP 6: Compile and Test
When done, compile and execute your code. Debug errors until your code is error-free. Check your output to ensure that you have the desired output, modify your code as necessary, and rebuild. The following shows some sample output, but your output may look different.
CIS 247 CIS247 CIS/247 ENTIRE COURSE HELP – DEVRY UNIVERSITY
CIS247A Week 3 iLab Overloaded Methods and Static Methods Variables
Scenario and Summary
The objective of the lab is to take the UML Class diagram and enhance last week‟s Employee class by making the following changes:
- Create a static variable called numEmployees that holds an int and initialize it to zero. This will allow us to count all the Employee objects created in the main class.
- Increment numEmployees in all of the constructors.
- Add an overloaded method of CalculatePay that will accept a new, or modifed, annual salary
value. We will then have two versions of the CalculatePay method (1) that uses the current value of the annual salary for the calculation and (2) one that updates the annual salary with a new value before the calculation. - Using properties add accessor (get) and mutator (set) methods to access each of the private attributes and to validate the attribute values before they are set.
iLAB STEPS
STEP 1: Understand the UML Diagram
- Analyze and understand the object UML diagram, which models the structure of the program.
- There are no design changes to the Presentation Tier from the previous project and InputUtilities and ApplicationsUtilities classes are used without modification (except for changing the Application Information).
- The default values for each of the attributres have been declared as a constants, which is indicated by the ALL_CAPS in the name, and the attributes are then set using the default values
- Each of the attributes have been specified as private.
- The accessors (get) and mutators (set) are not shown on the class diagram, but it is ASSUMED that each private attribute has a corresponding property that contains the get and set methods.
- The “static” modifier for the numEmployees attribute means that there is only one copy of the variable that is then shared by all the objects of the class.
- There is a second CalculatePay method that overloads the existing CalculatePay method
- While not shown on the class diagram, the property for numEmployees will only have a get method, which means it will be a “read only” method. (A property with only and set method is a “wrute-only” property).
STEP 2: Create the Project
You will want to use the Week 2 project as the starting point for the lab. To do this, you will want to create a new project by following these steps:
- Create a new project named “CIS247_WK3_Lab_LASTNAME”. An empty project will then be created.
- Delete the default Program.cs file that is created.
- Click on Project->Add Existing Item…. Select the .cs files containing the InputUtilities,
ApplicationUtilities, Employee, and Program classes from your project folder from last week‟s lab. - The namespaces for the classes should all be “Employee”, but you should verify that the namespaces for all the classes are the same.
- Update the program information in the ApplicationUtilities.DisplayApplicationInformation method to reflect your name, current lab, and program description.
- Build and execute the project.
For each week‟s assignments you will follow these steps create a new project that reuses the program from the previous week.
STEP 3: Modify the Employee
Be sure you follow proper commenting and programming styles (header, indentation, line spacing, etc.) that are specified in the Programming Conventions and Standards guide. Using the Employee class diagram as a guide modify the Employee class:
- Add the constants to the class using the following as an example:
public const double MIN_SALARY = 20000; - In the default constructor, update assignment statements to use the defined constants
- Change all the employee class attributes to private.
- Create a private static numEmployees variable and initialize it to zero
- Increment numEmployees by 1 in each of the constructors
- For each private attribute, create a well-named property that contains the get and set
methods. The get method of the property only needs to return the value of the attribute; but the set method of each property needs to validate the provided value using the following validation rules:
a. If the provided first or last values are empty, or a null value, then set the name to DEFAULT_NAME.
b. If the provided gender value is „F‟, „f‟, „M‟, or „m‟ set the value; otherwise set the value to DEFAULT_GENDER.
c. If the provided dependent value is between the MIN_DEPENDENTS and MAX_DEPENDENTS (inclusive) then set dependent to the provided value; if the provided value is less than MIN_DEPENDENTS set the dependents to MIN_DEPENDENTS; else if provided value is greater than MAX_DEPENDENTS set the dependents to MAX_DEPENDENTS.
d. If the provided salary value is between the MIN_SALARY and MAX_SALARY (inclusive) the set the annualSalary to the provided value; if the provided value is less than MIN_SALARY set the annualSalary to MIN_SALARY; else if provided value is greater than MAX_SALARY set the annualSalary to MAX_SALARY.
e. For the numEmployee attribute create a property called NumberEmployees that only contains a “get” method, external objects should NOT be allowed modify the numEmployee value. Since numEmployees is a static method, the property must be declared as static. - In the parameterized constructor, change statements that set the attributes so that the properties are used, which ensures that attributes are validated prior to be set.
- Create the overloaded CalculateWeeklyPay method that accepts a double “modifiedSalary” argument. The method shall update the annualSalary attribute (use the AnnualSalary property to ensure the value is valid), and then return the updated weekly pay based on the new annual salary value.
STEP 4: Modify the Main Method
In the Main class, create code statements that perform the following operations. Be sure you follow proper commenting and programming styles (header, indentation, line spacing, etc.) and use the ApplicationUtiltities methods to logically separate the operations in the output.
To access a property of an object/class, you continue to use the DOT notation; however, a property DOES NOT require the parenthesis and you just use the assignment operator (=) to set or get the value, which makes using propertys very easy. For example to set the first name, the statement would look something like:
1 | employee1.FirstName = “John” |
To get the full name, the statement would look look something like:
1 | theName = employee1.FirstName + ” ” + employee1.LastName |
Notice, there is no use of parenethese, only the assignment operator, when using properties.
The Main method code from the previous week‟s lab performed the following operations, ensure that your project correctly implements these operations before moving on the new operations for this week.
- Display the program information.
- Create an Employee object using the default constructor.
- Prompt for and then set the first name, last name, gender, dependents, and annual salary.
Remember to use the appropriate methods in the InputUtilties class to prompt for and retreive the values. - Display the employee information.
- Create a second Employee object using the multi-argument constructor using data of your
choosing that is the correct type and within the valid ranges for each of the attributes. - Display the Employee information for the second employee object.
- Terminate the application
Once your code is working and implements the previous week‟s operations, modify the code to implement the following new requirements (updated code should implement all previous requirements except as noted below).
- After the first employee information is provided, display the number of employees created.
- Prompt the user to provide an updated annual salary for employee1, retrieve the value and
invoke the overloaded CalculateWeeklyPay, and then display only the updated weekly pay. - Create a third Employee object using the parameterized constructor setting each of the attributes with the following values: “Sue”, “Smith”, „F‟, 15, 500000.0
- Display the employee information for the third Employee object and verify that the dependents and annual salary values have been set to the maximum values by the properties. If not, make sure you change the parameterized constructor to use the properties to set the attributes.
- Display the number of employees created.
STEP 5: Compile and Test
When done, compile and execute your code. Debug errors until your code is error-free. Check your output to ensure that you have the desired output, modify your code as necessary, and rebuild. The following shows some sample output, but your output may look different.
STEP 6: Submit Deliverables
Before you post your lab in the dropbox, copy your entire program into a Notepad file and post that. I do not need you to zip the project or give me screen shots of the output.
Submit your lab to the Dropbox located on the silver tab at the top of this page. For instructions on how to use the Dropbox, read these Step-by-Step Instructions or watch this Dropbox Tutorial.
CIS 247 CIS247 CIS/247 ENTIRE COURSE HELP – DEVRY UNIVERSITY
CIS247A Week 2 iLab Object Construction and Data Abstraction
Scenario and Summary
We begin our investigation of object-oriented programming by creating an object-oriented program with a class called Employee. You will create two objects based on the Employee class, along with a class that contains the main method. The attributes, constructors, and methods for this class must satisfy the requirements in Steps 1 through 3. After you create the objects, you will prompt the user for information and then display it. We will want to ensure that this first class is well-constructed and tested since we will extend this class in Labs 3 through 6.
Deliverables
iLAB STEPS
STEP 1: Understand the UML Class Diagram
Analyze and understand the object UML diagram, which models the structure of the program. The first section specifies the attributes. The second section specifies the operations, and the first character specifies the access modifier value, where:
- “-” means that the class member is private
- “+” means that the class member is public.
- Each attribute has a default value assigned, and you will create private class constants to hold these values and initialize the values in the default constructor.
- The InputUtitlities and ApplicationUtilities classes are provided for you (see below) and are used by the Main method to display the standard application information and there are methods that will prompt, retrieve, and convert each of the different input data types. You will use these classes for each of the following weeks assignments. Directions on how to include these in your project are provided below.
- One final note, for this lab ONLY will the attributes be made public. When we discuss accessors and mutators (get and set) methods in Week 3 we will modify these attributes to be “private” and all access to these attributes will be done with the get and set methods, or properties.
Layer/Tiered Program Architecture
In your following courses you will learn about a design principle called Tiered or Layered Architecture. This is a design technique that professional program desigers use to manage the complexity of real world applications. We do not want to go into the details of a tiered design in this course, but we do want tolearn to program using the underling principles since using the tiered approach is a practical way to simpify the coding process that professional programmers use and you will discover the tiered approach enables us to make changes to an existing program much easier. The programming labs in this course will lead you through this process but let’s define the two standard tiers that we will use in this course.
- Presentaiton tier contains all the classes that will provide input/output operations and the main program. There should NOT be any actual data processing in the presentation tier and the presenation tier should only provide input/ouput operations and execution control. Once data is collected in the presentation tier it is passed into the logic tier for processing. Once the logic tier processes the data the logic tier passes the information back to the presentation tier for output.
- Logic tier contains all the classes that represent the business objects that are necessary to hold and process the application data. There should not be any user input/output operations in the Logic Tier and the Logic Tier should only process the data collected by operations in the presentation tier and then send the back the information operations in the presentation tier for display.
One last note. A tiered design is a “logical” design concept, which means that the physical files that hold the classes can exist in any location within your project. However, MS Visual Studio Solution Explorer provides tools to create folders and subfolders within your project that will allow us to store the classes for each teir into separate folders. However, will will NOT create these folders until Week 4 when we start adding more classes to the application. So, for now we just want to put the various files under the root project folder.
STEP 2: Create a New Project and Add Existing Classes
In the Week 1 lab you created a set of re-useable classes and methods and in order to demonstrate the power of re-usablity and to provide a common interface in all our programs, you will create a project and add some existing classes that contain re-useable methods that we will use throughout the rest of labs. In order to re-use the existing classes follow these steps:
- Go to the Doc Sharing area and download the Week 2 Utilities Class file, which is a zip file that contains two classes (1) ApplicationUtilities.cs and (2) InputUtilities.cs. Unzip the two files and place the files in a known location.
- Create a new project called “CIS247_WK2_Lab_LASTNAME”. An empty project will then be created.
- Right click the project name in the Solution Explorer, or select the Project Menu, and select “Add Existing Item”
- Navigate to the folder where you saved the (1) ApplicationUtilities.cs and (2) InputUtilities.cs class files, select the files, and then click add.
- The files will be added to your project.
- The final step is to change the name of the Namespace so all the classes in the project can
recognize each other (there are advanced ways around this, but for this course may be easiest to change the namespace. In order to make it easier for the follow on weeks, change the namespace to all the classes to “Employee”. The file list in the Solution Explorer will then look something like:
Since all the lab assignments through the rest of the course will re-use classes from the previous week’s assignments, make sure you become proficient in adding existing items–it will reduce the
amount of “busy work” you have to do each week.
STEP 3: Code the Employee class
Be sure you follow proper commenting and programming styles (header, indentation, line spacing, etc.) that are specified in the Programming Conventions and Standards guide.
Using the provided Class Diagram as a guide code the Employee class in the new project (i.e., “Realize the UML Class diagram”).
- Add a new class called “Employee” to the project
- For each of the private attributes
- Create constants in the Employee class for the default values, and the default constuctor
shall set these default values to the appropriate attribute. - The multi-argument constructor (parameterized constructor) should initialize all of the attributes using values passed in through the parameter list.
- As mentioned above, for this lab ONLY will the attributes be made “public” and we will access the attributes directly. Begininning in Week 3 ALL variable attributes of every class will be private and access will be done through the get and set methods.
- The CalculateWeeklyPay( ) method of the Employee class should return the value of annual salary divided by 52 (return annualSalary / 52;).
- Most classes will have a ToString method that collects the key class attributes into a single well formated string. The method will always be declared using the “override” keyword (this will be explained in Week 5) and the declaration of the ToString method for every class will look like the following:
public override string ToString() - The ToString method will always return a string value that collects the key attributes, the following shows one technique that you can use to collect the information and return the formatted string:
public
override string ToString()
{
string output;
output = “============ Employee Information ============”;
output += “Name: ” + firstName + ” ” + lastName;
//rest of method omitted
return
output;
}
- In order to print out currency values in currency format (dollars and cents) you can use the ToString method that each numeric variable has predefined. For example, to output the annualSalary in currency you would use the following:
output += “Annual Salary: ” + AnnualSalary.ToString(“C2′′);
STEP 4: Code the Main Program
In the Main class, create code statements that perform the following operations.
Remember, to access a public method (method or property) of an object, or class, use the DOT notation:
objectName.MethodName()
For example, to access the DisplayApplicationInformation of the ApplicationUtilities class, the
statement would look something like: ApplicationUtilities.DisplayApplicationInformation();
- Display the program information.
- Create an Employee object using the default constructor.
- Prompt for and then set the first name, last name, gender, dependents, and annual salary.
Remember to use the appropriate methods in the InputUtilties class to prompt for and retreive the values. - Display the employee information.
- Create a second Employee object using the multi-argument constructor using data of your
choosing that is the correct type and within the valid ranges for each of the attributes. - Display the Employee information for the second employee object.
- Terminate the application
STEP 5: Compile and Test
When done, compile and execute your code. Debug errors until your code is error-free. Check your output to ensure that you have the desired output, modify your code as necessary, and rebuild. The following shows some sample output, but your output may look different.
STEP 6: Submit Deliverables
Before you post your lab in the dropbox, copy your entire program into a Notepad file and post that. I do not need you to zip the project or give me screen shots of the output.
Submit your lab to the Dropbox located on the silver tab at the top of this page. For instructions on how to use the Dropbox, read these Step-by-Step Instructions or watch this Dropbox Tutorial. See Syllabus “Due Dates for Assignments & Exams” for due date information.
CIS 247 CIS247 CIS/247 ENTIRE COURSE HELP – DEVRY UNIVERSITY
CIS247A Week 1 iLab Creating a User Interface
Scenario and Summary
This program creates the basic user interface code that can be used, in the following week’s iLab assignments. The assignment will help you get started using the programming environment and some practice with coding. You will also be able to re-use much, if not all, of the code in later assignments.
In this program, you will create the following methods:
- DisplayApplicationInformation, which will provide the program user some basic information about the program.
- DisplayDivider, which will provide a meaningful output separator between different sections of the program output.
- GetInput, which is a generalized function that will prompt the user for a specific type of information, then return the string representation of the user input.
- TerminateApplication, which provides a program termination message.
Using these methods, you will construct a program that prompts the user for the following:
- Their name, which will be a string data type
- Their age, which will be an integer data type
- The gas mileage for their car, which will be a double data type
- Display of the collected information
Also, note that the program should contain a well document program header. Deliverables
Before you post your lab in the dropbox, copy your entire program into a Notepad file and post that. I do not need you to zip the project or give me screen shots of the output.
Preparation:
- If you are using the Citrix remote lab, follow the login instructions located in the iLab tab in Course Home.
- Locate the Visual Studio 2010 icon and launch the program.
iLAB STEPS
STEP 1: Review the Design
Download the program description and pseudocode. Make sure you fully understand the program design and ask any questions that you may have BEFORE you start programming.
STEP 2: Construct the Program
- Start Visual Studio and create a new project titled “CIS247_WK1_Lab_LASTNAME”
- Using the Week 1 Lab Design construct the methods
- Once the methods are constructed, use the Week 1 Lab Design document to create the Main
method.
STEP 3: Compile and Test
- When done, compile your code by clicking on Build->Build Solution. Then debug any errors until your code is error-free. If you click on the error in the Error Window, it takes you to the statement in your code, which produced the error. You can then click on F1, which launches the Microsoft Help Library, to see additional information and possible suggestions on how to fix your error.
- To execute your code, click Start and then Start Debugging. Check your output to ensure that you have the desired output. If you need to fix anything, close your execution window, modify your code as necessary, and rebuild.
- Create a test plan in order to make sure your application runs properly. A test plan is a series of tests you choose to perform, where you predefine the input values and write down the expected output. When you execute your code given the input values, your program should display the expected output. If it does not, this means you need to review your code and correct any mistakes. Creating several scenarios, based on the program complexity, ensures that your code runs properly.
- Execute your code and check your output to ensure that you have the desired output. If you need to fix anything, close your execution window, modify your code as necessary, and rebuild.
STEP 4: Screen Prints
The output of your program should resemble the following: Image Description
STEP 5: Submit Deliverables
- Before you post your lab in the dropbox, copy your entire program into a Notepad file and post that. I do not need you to zip the project or give me screen shots of the output.
- Submit your lab to the Dropbox located on the silver tab at the top of this page. For instructions on how to use the Dropbox, read these Step-by-Step Instructions or watch this Dropbox Tutorial. See Syllabus “Due Dates for Assignments & Exams” for due date information.