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Implement Inheritance Heirarchy
Implement a Shape abstract class which will form the base of an inheritance hierarchy that models 2D geometric shapes. It will have:
* A non-mutable
* A
* A
* A non-mutable
'name' property or data member set by derived or descendant classes at construction time
* A
'area' method intended to be overridden by derived or descendant classes ( double precision floating point return value)
* A
'print' method (also for overriding) will display the shape's name, area, and all shape-specific values
Two derived or descendant classes will be created:
* Circle -> Constructor requires a 'radius' argument, and a 'circumference' method to be implemented
* Rectangle -> Constructor requires 'length' and 'breadth' arguments, and a 'perimeter' method to be implemented
Instantiate an object of each class, and invoke each objects 'print' method to show relevant details.
csharp
// While abstract classes do exist in C#, it is most common to use
// an interface in this type of situation.
// It is a common idiom to prefix interface names with an I
public interface IShape {
string Name { get; }
double Area { get; }
void Print();
}
public class Circle : IShape {
private double Radius { get; set; }
public Circle(double radius) {
Name = "Circle";
Radius = radius;
}
public string Name { get; private set; }
public double Area {
get {
return Math.PI * Radius * Radius;
}
}
public double Circumference {
get {
return Math.PI * (Radius + Radius);
}
}
public void Print() {
Console.WriteLine( " Name: {0}\n Area: {1}\n Circumference: {2}\n Radius: {3}",
this.Name,
this.Area,
this.Circumference,
this.Radius
);
}
}
public class Rectangle : IShape {
private double Length { get; set; }
private double Breadth { get; set; }
public Rectangle(double length, double breadth) {
Name = "Rectangle";
Length = length;
Breadth = breadth;
}
public string Name { get; private set; }
public double Area {
get {
return Length * Breadth;
}
}
public double Perimeter {
get {
return (Length * 2) + (Breadth * 2 );
}
}
public void Print() {
Console.WriteLine( " Name: {0}\n Area: {1}\n Perimeter: {2}\n Length: {3}\n Breadth: {4}",
this.Name,
this.Area,
this.Perimeter,
this.Length,
this.Breadth
);
}
}
// Driver
public class InheritanceHeirarchy {
public static void _Main() {
var c = new Circle(2.1);
c.Print();
Console.WriteLine();
var r = new Rectangle(2.2, 3.3);
r.Print();
}
}
// an interface in this type of situation.
// It is a common idiom to prefix interface names with an I
public interface IShape {
string Name { get; }
double Area { get; }
void Print();
}
public class Circle : IShape {
private double Radius { get; set; }
public Circle(double radius) {
Name = "Circle";
Radius = radius;
}
public string Name { get; private set; }
public double Area {
get {
return Math.PI * Radius * Radius;
}
}
public double Circumference {
get {
return Math.PI * (Radius + Radius);
}
}
public void Print() {
Console.WriteLine( " Name: {0}\n Area: {1}\n Circumference: {2}\n Radius: {3}",
this.Name,
this.Area,
this.Circumference,
this.Radius
);
}
}
public class Rectangle : IShape {
private double Length { get; set; }
private double Breadth { get; set; }
public Rectangle(double length, double breadth) {
Name = "Rectangle";
Length = length;
Breadth = breadth;
}
public string Name { get; private set; }
public double Area {
get {
return Length * Breadth;
}
}
public double Perimeter {
get {
return (Length * 2) + (Breadth * 2 );
}
}
public void Print() {
Console.WriteLine( " Name: {0}\n Area: {1}\n Perimeter: {2}\n Length: {3}\n Breadth: {4}",
this.Name,
this.Area,
this.Perimeter,
this.Length,
this.Breadth
);
}
}
// Driver
public class InheritanceHeirarchy {
public static void _Main() {
var c = new Circle(2.1);
c.Print();
Console.WriteLine();
var r = new Rectangle(2.2, 3.3);
r.Print();
}
}
Implement and use an Interface
Create a Serializable interface consisting of
* Accept a stream or handle or descriptor argument for the source or destination
* Save to destination or restore from source the properties or data members of the implementing class (restrict yourself to the primitive types
Next, create a Person class which has
'save' and 'restore' methods, each of which:
* Accept a stream or handle or descriptor argument for the source or destination
* Save to destination or restore from source the properties or data members of the implementing class (restrict yourself to the primitive types
'int' and 'string')
Next, create a Person class which has
'name' and 'age' properties or data members and implements this interface. Instantiate a Person object, save it to a serial stream, and instantiate a new Person object by restoring it from the serial stream.
