Create a UML diagram modeling any classes and relationships that you want. The classes and relationships used should make sense for a program that is modeling your chosen classes. Your model must have at least four classes and one example of abstract inheritance (abstract classes or interfaces), but there is no maximum limit to your diagram's size or complexity. Provide enough members inside of each class that it is clear what a program that uses these classes might be trying to accomplish. Think about what kinds of objects you might want to model in your code. Are you modeling real objects, or abstract ideas? Is there a type of classification you can use that would make it easy to come up with derived classes? What types of variables and methods would your classes need to be functional or work together. Your classes don't all need to be linked by inheritance - maybe you can come up with multiple different object types that work together in a larger program? An easy way to implement abstract inheritance is to make an abstract class for a category of objects, and then make the classes that derive from it the specific real examples of that category. You can also think of a type of functionality shared by many different types of things, and then turn that functionality into an interface.  Once you have posted your UML diagram, reply to someone else's diagram by implementing one (1) of the well-defined classes in their diagram. You must create the full Java code for the class, including method bodies (if it is unclear what exactly the method is going to accomplish or how it will work alongside the rest of the program, make your best guess). You cannot implement the same class as anyone else - if you see that someone has replied with a class's implementation, you must choose a different class to implement or someone else to reply to. Try to capture the spirit of what the program is trying to accomplish.

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
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Create a UML diagram modeling any classes and relationships that you want. The classes and relationships used should make sense for a program that is modeling your chosen classes. Your model must have at least four classes and one example of abstract inheritance (abstract classes or interfaces), but there is no maximum limit to your diagram's size or complexity. Provide enough members inside of each class that it is clear what a program that uses these classes might be trying to accomplish.

Think about what kinds of objects you might want to model in your code. Are you modeling real objects, or abstract ideas? Is there a type of classification you can use that would make it easy to come up with derived classes? What types of variables and methods would your classes need to be functional or work together. Your classes don't all need to be linked by inheritance - maybe you can come up with multiple different object types that work together in a larger program?

An easy way to implement abstract inheritance is to make an abstract class for a category of objects, and then make the classes that derive from it the specific real examples of that category. You can also think of a type of functionality shared by many different types of things, and then turn that functionality into an interface. 

Once you have posted your UML diagram, reply to someone else's diagram by implementing one (1) of the well-defined classes in their diagram. You must create the full Java code for the class, including method bodies (if it is unclear what exactly the method is going to accomplish or how it will work alongside the rest of the program, make your best guess). You cannot implement the same class as anyone else - if you see that someone has replied with a class's implementation, you must choose a different class to implement or someone else to reply to. Try to capture the spirit of what the program is trying to accomplish.

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