Use java programming properties to write all the necessary classes and/or interfaces for a solution to the problem. Focus on class structure and interaction. You may implement your solution however you wish, but you will be graded on the appropriateness of your solution to the requirements. Note the use of capitalization and parentheses for clarification. You may use whatever constructors or additional methods you wish. Define a structure that can represent Animals. Animals have two behaviors; they can speak() and they can move(). By default, when an animal moves, the text ”This animal moves forward” is displayed. By default, when an animal speaks, the text ”This animal speaks” is displayed. A general Animal should not be able to be instantiated. Define two classes, Goose and Lynx, that are Animals. Both Goose and Lynx behave such that where “Animals” is displayed in speak() or move(), “goose” or “lynx” is displayed by the appropriate classes. Finally, any instance of Goose can fly(), just as any Flying object can. An Airplane is also a Flying object. Define the Airplane class as Flying and make sure that any instance of Goose is also Flying. The specific behaviors when instances of either class fly() are up to you. Instances of either Goose or Airplane should be able to be stored in a variable of type Flying.

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
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Use java programming properties to write all the necessary classes and/or interfaces for a solution to the problem. Focus on class structure and interaction. You may implement your solution however you wish, but you will be graded on the appropriateness of your solution to the requirements. Note the use of capitalization and parentheses for clarification. You may use whatever constructors or additional methods you wish.

Define a structure that can represent Animals. Animals have two behaviors; they can speak() and they can move(). By default, when an animal moves, the text ”This animal moves forward” is displayed. By default, when an animal speaks, the text ”This animal speaks” is displayed. A general Animal should not be able to be instantiated. Define two classes, Goose and Lynx, that are Animals. Both Goose and Lynx behave such that where “Animals” is displayed in speak() or move(), “goose” or “lynx” is displayed by the appropriate classes. Finally, any instance of Goose can fly(), just as any Flying object can. An Airplane is also a Flying object. Define the Airplane class as Flying and make sure that any instance of Goose is also Flying. The specific behaviors when instances of either class fly() are up to you. Instances of either Goose or Airplane should be able to be stored in a variable of type Flying. 

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