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DEVRY COMP 220 iLab 7 Polymorphism Lab Report and Source Code
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Assignment: Lab 7 Polymorphism
Description: This lab introduces students to the concepts of polymorphism, early binding, late binding, abstract classes, and virtual class functions. This will be done in the context of performing calculations on basic geometrical shapes. Polymorphism is a very powerful extension of inheritance, and by using pointers to the base class, it allows access to derived class objects and their functions based on the context that they are called in.
The lab will require the creation of a base geometric class, called Shape, and two sub classes, Circle and Rectangle, that are derived public from the class Shape. From there, objects of both the Circle and the Rectangle classes will be created, as will an array of pointers to the base class Shape. By using the instantiated objects and the object pointers, both static and dynamic binding will be demonstrated.
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DEVRY COMP 220 iLab 6 Overloaded Operators Lab Report and Source Code
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Assignment: Lab 6 Overloaded Operators
Description: This lab is to introduce students to the concept of operator overloading as member functions of a class. This will be done in the context of creating a class that will perform four basic mathematical operations on complex numbers.
The C++ compiler has defined operators for all the arithmetic and assignment operations for its native data types, such as integer, float, double, and so forth. However, for user-defined data types, such as classes and structures, these operations are undefined.
C++ allows the programmer to create new definitions for these operators so that they can operate specifically on these user-defined data types. Which set of operators is actually called and implemented is decided during the compilation, and it is based on the data types of the operands involved in the operation. The ability to define a new set of data-type, dependent operations on existing operators, or functions, is called operator overloading.
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DEVRY COMP 220 iLab 5 Lab Report and Source Code
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Assignment: Lab 5 Pointers and Pointer Operators
Description: This lab will explore the use of pointers in several ways. Pointers will be used to dynamically allocate memory for new class objects on demand from the user, and they will be used to access class-member functions. Pointer arithmetic will be used to access and sort class objects according to criteria explained in the lab.
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DEVRY COMP 220 iLab 4 Composition Lab Report and Source Code
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This lab requires you to use C++ class composition to implement a single pole-filter design program. The program will allow the user to specify resistor and capacitor values and filter type.
Once all the user parameters are specified, the program will return the cutoff frequency values for the filter. Composition may be thought of as a has-a relationship for objects, as compared to inheritance, which may be described
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DEVRY COMP 220 iLab 3 Bank Account Lab Report and Source Code
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This lab introduces you to writing a C++ program to implement the concept of class inheritance using different types of bank accounts as a model. In this lab, you will create a base class, called CBankAccount, and two additional classes (each derived from CBankAccount), called CSavingsAccount and CCheckingAccount. You will then test the operations of each class in function main() to simulate the transactions of both a checking account and a savings account.
Deliverables.
Submit a single Notepad file containing the source code for all the files of the lab to the Dropbox for Week 3. Your source code should use proper indentation and be error free.
Be sure that your last name and the lab number are part of the file name: for example, YourLastName_Lab3.txt.
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DEVRY COMP 220 iLab 2 Resistor Lab Report and Source Code
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Scenario and Summary
This lab requires you to create a multifile C++ project in order to design and implement an object-oriented program using a class to model the characteristics and function of a resistor.
Deliverables
Submit a single Notepad file containing the source code for Exercise 1 to the Dropbox for Week 2. Your source code should use proper indentation and be error free. Be sure that your last name and the lab number are part of the file name; see the following example: YourLastName_Lab1.txt.
Each program should include a comment section that includes (at a minimum) your name, the lab and exercise number, and a description of what the program accomplishes. Submit a lab report (a Word document) containing the following information to the Dropbox for Week 2. Include your name and the exercise number. Specification: Include a brief description of what the program accomplishes, including its input, key processes, and output. Test Plan: Include a brief description
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DEVRY COMP 220 iLab 1 Two Dimensional Arrays Lab Report and Source Code
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BlackJack Table
Specification: Include a brief description of what the program accomplishes, including its input, key processes, and output.
There is always a dealer in the game. At the start of the game, the dealer’s first card will not be shown or displayed. The second card will be displayed. The dealer may
draw additional cards. The dealer must use a random-number generator to determine the maximum number of cards the dealer will draw--a value between 0 and 3.
In other words, the dealer is a computer player. The dealer does not show all the cards or the total until all the players have either gone bust (over 21) or hold (no more
cards drawn). There must be at least one other player (you) and up to a maximum of four other players (all played by you).
. On a player’s turn, that player may either draw a card or hold. Once a player holds, he or she should not be asked to draw another card during this game.
All the cards for each player, including the first card dealt, are displayed, along with the suit symbol: spades ♠, clubs ♣, hearts ♥, or diamonds ♦. Each game will start
with a new, 52-card deck, which is modeled on a real deck of cards.
. The card deck has 52 cards with no jokers.
The card deck is represented by a two-dimensional array of data-type character, where the first dimension represents the suit and the second dimension represents
the card in the suit, such as the following. i. char CardDeck[4][13]; At the start of each game, each element of the two-dimensional array is initialized to a value of " ", or
the "space" character. The deck has four suits, represented by the following dimension indices.
.
i. ii. iii. Each suit has 13 cards: 2, 3, 4, 5, 6, 7, 8,9 ,10, jack, queen, king, and ace. Each card in a suit is represented by the following dimension indices.
. 2 card
i. 3 card ii. 4 card iii. 5 card iv. 6 card v. 7 card vi. 8 card vii. 9 card viii. 10 card ix. jack x. queen xi. king xii. ace All the number cards are worth their face value (i.e., a 3
of diamonds is worth 3). All face cards are worth 10. An ace is worth either 1 or 11. Your final-score calculation must be able to handle this correctly for both the dealer
and each player. A random-number generator must be used to select the suit and the card in the suit.
. Once a card and suit are selected, the program should check if the value of that array element is a "space."
If the array set the element equal to an integer, identifying the dealer or the player. 1 2 3 4 If the array element ! = "space," then the random-number and card-checking process should repeat until a "card" or an array element is selected that Once a card is drawn during a game, it cannot be drawn again. When the program first starts, it should prompt
the user, asking if he or she wants to play a game of Blackjack or exit the program. If the user inputs to play the game, the next decision should be 1, 2, 3, or 4 players. At the
start of the game, the dealer and each player should be dealt two cards. One of the dealer’s card's value and suit should not be displayed. The number of cards that the
dealer will draw during a game should be determined by a random-number generator that will return a value of 0, 1, 2, or 3 cards to be drawn. Each player may then draw
a card or hold. If, after drawing a card, any player or the dealer goes over a score of 21, he or she is not allowed to draw any more cards during the game. Once a player
holds, he or she should not be asked to draw a card again during the game. The game continues until one of the following conditions occur:
. all players have declared hold;
all players and the dealer have gone over 21; a maximum of five cards total are held by any player at the end of a round of card draws; or any combination of the above.
The display should show each player’s (and the dealer’s) hand and update the display after each round of card draws.
spades ♠, clubs ♣, hearts ♥, and diamonds ♦
Example
Card 1
Card 2
Card 3
Card 4 Card 5
Dealer:
?
10♦
Player 1:
A♣
2♠
Player 2:
J♣
Q♥
Player 3:
3♦
8♣
At the end of a game, the display should be repeated, with the addition of win or lose and an updated balance.
Example
Card 1
Card 2
Card 3
Card 4
Card 5
Total
Stats
Dealer:
J♦
10♦
20
Lose
Player 1:
K♣
2♠
5♥
1♦
5♦
23
Lose
Player 2:
J♣
Q♥
20
Lose
Player 3:
3♦
8♣
K♦
21
Win!
The program should then ask each player if he or she wants to play again or leave the game. The game continues with a new round, as long as there is one player remaining. If there are no remaining players, the program should exit.
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DEVRY COMP 220 Entire Course
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COMP 220 iLab 1 Two-Dimensional Arrays Lab Report and Source Code
COMP 220 iLab 2 Resistor Lab Report and Source Code
COMP 220 iLab 3 Bank Account Lab Report and Source Code
COMP 220 iLab 4 Composition Lab Report and Source Code
COMP 220 iLab 5 Lab Report and Source Code
COMP 220 iLab 6 Overloaded Operators Lab Report and Source Code
COMP 220 iLab 7 Polymorphism Lab Report and Source Code
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