Creating an instance of a class is done by calling its constructor through the new
operator.
A constructor is a special type of method whose goal is to initialize a newly created instance.
Constructors look like regular methods, but without a return type and with a name that matches the class's name.
class Library {
private int books;
public Library() {
// Initialize the books field
this.books = 10;
}
}
// This will call the constructor
var library = new Library();
Like regular methods, constructors can have parameters. Constructor parameters are usually stored as (private) fields to be accessed later, or else used in some one-off calculation. Arguments can be passed to constructors just like passing arguments to regular methods.
class Building {
private int numberOfStories;
private int totalHeight;
public Building(int numberOfStories, double storyHeight) {
this.numberOfStories = numberOfStories;
this.totalHeight = numberOfStories * storyHeight;
}
}
// Call a constructor with two arguments
var largeBuilding = new Building(55, 6.2);
In this exercise, you'll be organizing races between various types of remote controlled cars. Each car has its own speed and battery drain characteristics.
Cars start with full (100%) batteries. Each time you drive the car using the remote control, it covers the car's speed in meters and decreases the remaining battery percentage by its battery drain.
If a car's battery is below its battery drain percentage, you can't drive the car anymore.
Each race track has its own distance. Cars are tested by checking if they can finish the track without running out of battery.
You have six tasks, each of which will work with remote controlled car instances.
Allow creating a remote controlled car by defining a constructor for the NeedForSpeed
class that takes the speed of the car in meters and the battery drain percentage as its two parameters (both of type int
):
int speed = 5;
int batteryDrain = 2;
var car = new NeedForSpeed(speed, batteryDrain);
Allow creating a race track by defining a constructor for the RaceTrack
class that takes the track's distance in meters as its sole parameter (which is of type int
):
int distance = 800;
var raceTrack = new RaceTrack(distance);
Implement the NeedForSpeed.drive()
method that updates the number of meters driven based on the car's speed. Also, implement the NeedForSpeed.distanceDriven()
method to return the number of meters driven by the car:
int speed = 5;
int batteryDrain = 2;
var car = new NeedForSpeed(speed, batteryDrain);
car.drive();
car.distanceDriven();
// => 5
Update the NeedForSpeed.drive()
method to drain the battery based on the car's battery drain. Also, implement the NeedForSpeed.batteryDrained()
method that indicates if the battery is drained:
int speed = 5;
int batteryDrain = 2;
var car = new NeedForSpeed(speed, batteryDrain);
car.drive();
car.batteryDrained();
// => false
The best-selling remote control car is the Nitro, which has a stunning top speed of 50 meters with a battery drain of 4%. Implement the (static) NeedForSpeed.nitro()
method to return this type of car:
var car = NeedForSpeed.nitro();
car.drive();
car.distanceDriven();
// => 50
To finish a race, a car has to be able to drive the race's distance. This means not draining its battery before having crossed the finish line. Implement the RaceTrack.canFinishRace()
method that takes a NeedForSpeed
instance as its parameter and returns true
if the car can finish the race; otherwise, return false
:
int speed = 5;
int batteryDrain = 2;
var car = new NeedForSpeed(speed, batteryDrain);
int distance1 = 100;
var race1 = new RaceTrack(distance1);
int distance2 = 300;
var race2 = new RaceTrack(distance2);
race1.canFinishRace(car);
// => true
race2.canFinishRace(car);
// => false
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