Hands-on Activity Blood Bank (Part 1) Objective: At the end of the activity, the student should be able to: Create and overload constructors. Procedure:
Hands-on Activity Blood Bank (Part 1) Objective: At the end of the activity, the student should be able to: Create and overload constructors. Procedure:
Chapter10: Introduction To Inheritance
Section: Chapter Questions
Problem 1GZ
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Question
Hands-on Activity
Blood Bank (Part 1)
Objective:
At the end of the activity, the student should be able to:
- Create and overload constructors.
Procedure:
- Develop a simple program that stores a patient's blood Create two (2) classes named BloodData (no class modifier) and RunBloodData (public).
- For the BloodData class: declare two (2) static String fields named bloodType for accepting (O, A, B, and AB) and rhFactor (stands for Rhesus factor, an inherited protein found on the surface of red blood cells) for accepting + and -.
- For the default constructor (public) of the BloodData class, set bloodType to "O" and rhFactor to '+'.
- Create an overloaded constructor (public) with two (2) String parameters: bt and rh. In this constructor, bloodType should store bt while rhFactor should store rh.
- Create a public method named display. This method will be used to display the values of bloodType and rhFactor.
- In the RunBloodData class, import the Scanner class for the user input.
- In the main method, add statements to ask the user to input the blood type and the Rhesus factor (+ or -). Instantiate a BloodData object name with arguments based on the user For example, BloodData bd = new BloodData(input1, input2); where input1 and input2 are String variables that stored what the user entered. If the user does not input anything, instantiate a BloodData object without an argument.
- Print the confirmation message by invoking the display method through the object you For example, bd.display();
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