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the previous exercises). Include at least these methods: a method set to set the
hours, minutes, and seconds; a method click() , which increments the seconds
by 1 (and the minutes if the seconds becomes 0 , and the hours in the same man-
ner); and method toString . Method toString should give the value in the form
hours : minutes : seconds .
E12. Write a class Point , which represents an (x, y) point in the plane. Include
normal methods, like toString , as well as instance function length(Point) ,
which yields the length from the point in which the function appears to its param-
eter. Now write a subclass ThreeDPoint , which represents a three-dimension-
al point in (x, y, z) space. Override method length appropriately. Is this an
appropriate way to write class ThreeDPoint , or should it stand alone and not be
a subclass of Point ?
E13. Section 4.6.2 discussed the design of a set of classes whose instances were
shapes drawn using a Graphics g . Design, implement, and test a similar set of
classes whose superclass is Vehicle , which is some vehicle that appears at some
(x,y) position. Possibilities for vehicles are cars, trucks (with subtypes pickup,
flatbed, moving van, etc.), cycle (motorcycle, bicycle, unicycle), etc. This is a
completely open-ended problem: you choose the vehicles, what each vehicle
looks like, and the subclass hierarchy.
E14. Study the subclass hierarchy in the javax.swing and java.awt packages
that includes class JFrame . Look at the superclasses of JFrame and get a basic
idea of what each one is for and what its methods are.
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