Assignment 11 part 1 Part 1 In this program you will be writing a class to simulate a "gumball machine" that you would see at a store. Your class should work as follows: • Constructor ◦ The...

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Assignment 11 part 1 Part 1 In this program you will be writing a class to simulate a "gumball machine" that you would see at a store. Your class should work as follows: • Constructor ◦ The constructor should accept a capacity for the gumball machine (how many gumballs it is filled with - an integer). The gumball machine should store this capacity as an instance variable. No data validation is required. ◦ The constructor should also store an instance variable to keep track of how much money is in the machine. All machines are constructed to be empty and have no money in them. ◦ The constructor should also create a new instance variable (a list) to hold that many gumballs. Fill this list with a random set of gumballs - each gumball can be either red, green or blue. For example, if you create a gumball machine with a capacity of 4 the machine could create a list that looks like the following: ['red', 'green', 'green', 'blue'] ◦ The constructor should 'announce' that it was constructed with the desired capacity • Methods ◦ report: this method should accept no arguments and simply report out the current status of the gumball machine. For example: Gumball Machine Report: ◦ * Gumballs in machine: 5 ◦ * Money in machine: $0.00 ◦ dispense: this method should accept an argument - a coin value - and determine if that coin value is a quarter (i.e. 0.25). If so, a gumball should be removed from the the list and reported to the user. The machine should also accept the coin and increase its internal count of how much money is in the machine. Note that if the gumball machine is empty a new gumball will not be dispensed, and the coin should be rejected. ◦ count_gumballs_by_type: this method should accept a single argument - a string representing the type of gumball - and print out how many types of that gumball are left in the machine. Here is some sample code you can run to test your program, along with a possible set of output (which will be different since your gumball machine will contain a random assortment of gumballs): # EXPECTED OUTPUT Gumball Machine created with 5 random gumballs Gumball Machine Report: * Gumballs in machine: 5 * Money in machine: $0.00 There are 1 gumballs of type red in the machine There are 1 gumballs of type green in the machine There are 3 gumballs of type blue in the machine Invalid coin, no gumball will be dispensed Invalid coin, no gumball will be dispensed Invalid coin, no gumball will be dispensed Gumball Machine Report: * Gumballs in machine: 5 * Money in machine: $0.00 There are 1 gumballs of type red in the machine There are 1 gumballs of type green in the machine There are 3 gumballs of type blue in the machine Accepting 0.25; Dispensing a red gumball Accepting 0.25; Dispensing a blue gumball Accepting 0.25; Dispensing a blue gumball Gumball Machine Report: * Gumballs in machine: 2 * Money in machine: $0.75 There are 0 gumballs of type red in the machine There are 1 gumballs of type green in the machine There are 1 gumballs of type blue in the machine Accepting 0.25; Dispensing a green gumball Accepting 0.25; Dispensing a blue gumball Machine is empty, no gumball will be dispensed Gumball Machine Report: * Gumballs in machine: 0 * Money in machine: $1.25 There are 0 gumballs of type red in the machine There are 0 gumballs of type green in the machine There are 0 gumballs of type blue in the machine # TESTER CODE machine = Gumball_Machine(5) machine.report() machine.count_gumballs_by_type("red") machine.count_gumballs_by_type("green") machine.count_gumballs_by_type("blue") machine.dispense(0.10) machine.dispense(0.50) machine.dispense(0.01) machine.report() machine.count_gumballs_by_type("red") machine.count_gumballs_by_type("green") machine.count_gumballs_by_type("blue") machine.dispense(0.25) machine.dispense(0.25) machine.dispense(0.25) machine.report() machine.count_gumballs_by_type("red") machine.count_gumballs_by_type("green") machine.count_gumballs_by_type("blue") machine.dispense(0.25) machine.dispense(0.25) machine.dispense(0.25) machine.report() machine.count_gumballs_by_type("red") machine.count_gumballs_by_type("green") machine.count_gumballs_by_type("blue") This program should be named as follows:"GautamDhwani_assign11_part1.py") Assignment 11 part 2 Part 2 You've been hired by a large telecommunications company to write a program to help people add and remove apps from their smartphone. To do this you should write a CLASS that models a smartphone. Your class should do the following: class Smartphone: # construct a new Smartphone # smartphones need to keep track of how much space they have left (integer) # they also need to keep track of their name (string) # smartphones will need some kind of internal system to keep track of all of # the apps that are installed, along with their size. a list or a dictionary # would be useful here. # when a phone is constructed the 'report' method should be called (see below) # this method returns nothing and simply prints the desired output to the user def __init__(self, capacity, name): # add a new app to the smartphone given an appname (string) and an appsize (integer) # if the app is already installed, reject it. if the phone cannot hold any additional # apps because the capacity has been reached, reject it. # this method returns nothing and simply prints the desired output to the user def add_app(self, appname, appsize): # removes an app from the phone based on appname (string) # if the app is not installed, reject it # this method returns nothing and simply prints the desired output to the user def remove_app(self, appname): # resets the phone (removes all apps, gives the phone a name of "Untitled") def reset(self): # renames the phone def rename(self, new_name): # checks to see if an app is installed based on appname (string) # returns True if the app is installed, False if it is not def has_app(self, appname): # returns the current space available on the phone (integer) def get_available_space(self): # prints a detailed report that describes the following: # Name of phone # Capacity of phone # Available space # # of apps installed # a listing of all apps installed, in alphabetical order, with their sizes # this method returns nothing and simply prints the desired output to the user def report(self): Test your class and make sure it works as you expect (you will need to write your own tester program for this). Next, write a program that asks the user to create a new phone and then allows them to use all of the features in your class. A sample running of this program is below: Size of your new smartphone (32, 64 or 128 GB): 64 Smartphone name: Craig's iPhone Smartphone created! Name: Craig's iPhone Capacity: 0 out of 64 GB Available space: 64 Apps installed: 0 (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: a App name to add: Angry Birds App size in GB: 10 (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: r Name: Craig's iPhone Capacity: 10 out of 64 GB Available space: 54 Apps installed: 1 * Angry Birds is using 10 GB (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: a App name to add: Candy Crush App size in GB: 15 (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: a App name to add: Facebook App size in GB: 10 (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: r Name: Craig's iPhone Capacity: 35 out of 64 GB Available space: 29 Apps installed: 3 * Angry Birds is using 10 GB * Candy Crush is using 15 GB * Facebook is using 10 GB (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: a App name to add: Instagram App size in GB: 15 (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: a App name to add: TikTok App size in GB: 15 Cannot install app, no available space (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: r Name: Craig's iPhone Capacity: 50 out of 64 GB Available space: 14 Apps installed: 4 * Angry Birds is using 10 GB * Candy Crush is using 15 GB * Facebook is using 10 GB * Instagram is using 15 GB (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: e App name to remove: Facebook App removed: Facebook (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: a App name to add: TikTok App size in GB: 15 (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: r Name: Craig's iPhone Capacity: 55 out of 64 GB Available space: 9 Apps installed: 4 * Angry Birds is using 10 GB * Candy Crush is using 15 GB * Instagram is using 15 GB * TikTok is using 15 GB (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: n Enter a new name for the phone: Pikachu's iPhone Smartphone has been renamed (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: r Name: Pikachu's iPhone Capacity: 55 out of 64 GB Available space: 9 Apps installed: 4 * Angry Birds is using 10 GB * Candy Crush is using 15 GB * Instagram is using 15 GB * TikTok is using 15 GB (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: s Reset phone? Are you sure? (yes/no): yes Smartphone has been reset. (r)eport, (a)dd app, r(e)move app, re(s)et, re(n)ame or (q)uit: r Name: Untitled Capacity: 0 out of 64 GB Available space:
Answered 1 days AfterDec 11, 2021

Answer To: Assignment 11 part 1 Part 1 In this program you will be writing a class to simulate a "gumball...

Neha answered on Dec 11 2021
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