Which keyword is required when initializing an object in kotlin
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- Which keyword is required when initializing an object in kotlin
- new
- no keyword is required
- obj
- newkt
Correct option: ________________________________________________
Justification: _______________________________________________________________________
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- design a Club class and use it to create an application that simulates asoccer league tournament. You are not limited to the features included in these instructionsDesign the Club class, to be used in your application, containing: A private data member code of type string that holds the three letters club’s abbreviation(ex, FCB, LIV, RAM ...) A private data member name of type string that holds the club’s name (ex, FC Barcelona,Liverpool, Real Madrid …) A private data member round of type integer that holds the number of rounds the club hasplayed so far in the current league. A private data member wins of type integer that holds the number of times the club haswon in the current league. A private data member draws of type integer that holds the number of times the club hasbeen drawn in the current league. A private data member losses of type integer that holds the number of times the club haslost in the current league. A private data member goals of type integer that holds the…__________ is the default behavior when an object is assigned the value of another object of the same class.A constant object must be__________ ; it cannot be modified after it’s created.
- Fill-in-the-Blank __________ is the default behavior when an object is assigned the value of another object of the same class.Visual C# - This must be a Universal Windows Application form Starting out a project program called Data Collector Please Define an interface Define an interface called IMeasuringDevice. Add it to your project in its own IMeasuringDevice.cs source file Add the following public method declarations to your new interface: MetricValue. This method will return a decimal that represents the metric value of the most recent measurement that was captured. ImperialValue. This method will return a decimal that represents the imperial value of the most recent measurement that was captured. StartCollecting. This method will start the device running. It will begin collecting measurements and record them. StopCollecting. This method will stop the device. It will cease collecting measurements. GetRawData. This method will retrieve a copy of all of the recent data that the measuring device has captured. The data will be returned as an array of integer values. Comment your new method…Create etBeans project with the following configuration: Project Name: Assignment_3_6_1 Package: makechange • Class Name: MakeChange Write a program that calculates the number of coins necessary to make change for any amount the user types in. The program should have variables for the amount of: • toonies • loonies quarters • dimes nickels pennies (even though they don't exist any more) Display all of the information clearly in tl.e output of the program. HINT: Use integer division (/) and modulus (8) in your calculations. Your tion could look similar to:
- Introduction In this project, you will complete a C++ class by writing a copy constructor, destructor, and assignment operator. Furthermore, you will write a tester class and a test program and use Valgrind to check that your program is free of memory leaks. Finally, you will submit your project files on GL. If you have submitted programs on GL using shared directories (instead of the submit command), then the submission steps should be familiar. In this project we develop an application which holds the information about a digital art piece. There are two classes in this project. • The Random class generates data. The implementation of this class is provided. It generates random int numbers for colors. To create an object of this class we need to specify min and max values for the constructor. The colors fall between 30 and 37 inclusively. The Art class generates random colors and stores the color values. You implement the Art class. An object of the Art class is a digital masterpiece.…This function is used to check whether an object is an instance of a specific class or a subclass of that class. a. isinstance b. isobject c. isreference d. _ _str_ _An n-sided regular polygon’s sides all have the same length and all of its angles have the same degree (i.e., the polygon is both equilateral and equiangular). Design a class named RegularPolygon thatcontains:■ A private int data field named n that defines the number of sides in the polygon.■ A private float data field named side that stores the length of the side.■ A private float data field named x that defines the x-coordinate of the center of the polygon with default value 0. ■ A private float data field named y that defines the y-coordinate of the center of the polygon with default value 0.■ A constructor that creates a regular polygon with the specified n (default 3),side (default 1), x (default 0), and y (default 0).■ The accessor and mutator methods for all data fields.■ The method getPerimeter() that returns the perimeter of the polygon.■ The method getArea() that returns the area of the polygon. The formula for computing the area of a regular polygon is Area = (n * s2) / (4 *…
- A. Car Class Create a Python Program where you write a class named Car that has the following data attributes: • _ _year_model (for the car's year model) • __make (for the make of the car) • _ _speed (for the car's current speed) The Car class should have an _init_ method that accepts the car's year model and make as arguments. These values should be assigned to the object's _year_model and make data attributes. It should also assign 0 to the __speed data attribute. The class should also have the following methods: accelerate() The accelerate method should add 5 to the speed data attribute each time it is called. brake() The brake method should subtract 5 from the speed data attribute each time it is called. • get_speed() The get_speed method should return the current speed. Next, design a program that creates a Car object then calls the accelerate method five times. After each call to the accelerate method, get the current speed of the car and display it. Then call the brake method…Static & Not Final Field: Accessed by every object, Changing Non-Static & Final Field: Accessed by object itself, Non-Changing Static & Final: Accessed by every object, Non-Changing Non-Static & Not Final Field: Accessed by object itself, ChangingRead the following situation and decide how the variables should be defined. You have a class named HeartsPlayerA round of Hearts starts with every player having 13 cardsPlayers then choose 3 cards to “trade” with a player (1st you pass left, 2nd you pass right, 3rd you pass across, 4th you keep)Players then strategically play cards in order to have the lowest scoreAt the end of the round, points are cumulatively totaled for each player.If one player’s total is greater than 100, the game ends and the player with the lowest score wins. 1. How should the following data fields be defined (with respect to final and static)?(a) playerPosition (These have values of North, South, East, or West)(b) directionOfPassing(c) totalScore…Book Donation App Create a book-app directory. The app can be used to manage book donations and track donors and books. The catalog is implemented using the following classes: 1. The app should have donors-repo.js to maintain the list of donors and allow adding, updating, and deleting donors. The donor object has donorID, firstName, lastName, and email properties. This module should implement the following functions: • getDonor(donorId): returns a donor by id. • addDonor(donor): adds a donor to the list of donors; donorID should be autoassigned a random number. • updateDonor(donor): updates the donor having the matching donorID. • deleteDonor(donorID): delete the donor with donorID from the list of donors, only if they are not associated with any books. 2. The app should have books-repo.js to maintain the list of donated books and allow adding, updating, and deleting books. The book object has bookID, title, authors, and donorID properties. • donorID references the book’s donor. This…