package comp1110.ass1; import java.util.Objects; /** * This class encodes a certain cartesian coordinate system (row, column). We call this row-major order. * For example, in the grid below the letter 'd' is at (1,0) Row 1, column 0. Row and Column values may be any * positive or negative integer. * * 0 1 2 * 0 a b c * 1 d e f * 2 g h i */ public class Location implements Comparable { /** * The Location's row-coordinate */ private int row; /** * The Location's column-coordinate */ private int column; /** * A default "out-of-bounds" coordinate */ static final int OUT = -1; /** * Create a Location that is not on the board */ public Location() { this.row = OUT; this.column = OUT; } /** * Create a new location, given an x- and y-coordinate. * * Note that we can access the fields of the object under construction * using the `this` keyword. * This constructor needs to be able to handle any integer input. * * @param row the x-coordinate * @param column the y-coordinate */ public Location(int row, int column) { // FIXME: Task 1 } /** * Given a two-character string representing a pair of (row, column) coordinates on the board, * construct the corresponding Location. Recall that the two character represent the row and column * coordinates of the Location respectively, so the string "01" corresponds to the location * (0,1). * This string representation will only contain coordinates on the game board, between values 0 to 2 inclusive. * * @param coordinates a String representing a pair of (row,column) coordinates. */ public Location(String coordinates) { // FIXME: Task 1 } public int getRow() { return this.row; } public int getColumn() { return column; } public void setRow(int row) { this.row = row; } public void setColumn(int column) { this.column = column; } /** * Returns whether this Location is on the Colour Catch board or not. * * Remember that you can access the x and y coordinates of this instance of Location using * the `this` keyword. (Check out the getter and setter methods above) * * @return True if this Location is on the board, False otherwise. */ public boolean isOnBoard() { return this.row >= 0 && this.row = 0 && this.column
Источник: [url]https://stackoverflow.com/questions/78131916/complete-the-location-constructors-labelled-fixme-in-the-location-class[/url]
Complete the Location constructors labelled FIXME in the Location class.
[code]package comp1110.ass1; import java.util.Objects; /** * This class encodes a certain cartesian coordinate system (row, column). We call this row-major order. * For example, in the grid below the letter 'd' is at (1,0) Row 1, column 0. Row and Column values may be any * positive or negative integer. * * 0 1 2 * 0 a b c * 1 d e f * 2 g h i */ public class Location implements Comparable { /** * The Location's row-coordinate */ private int row; /** * The Location's column-coordinate */ private int column; /** * A default "out-of-bounds" coordinate */ static final int OUT = -1; /** * Create a Location that is not on the board */ public Location() { this.row = OUT; this.column = OUT; } /** * Create a new location, given an x- and y-coordinate. * * Note that we can access the fields of the object under construction * using the `this` keyword. * This constructor needs to be able to handle any integer input. * * @param row the x-coordinate * @param column the y-coordinate */ public Location(int row, int column) { // FIXME: Task 1 } /** * Given a two-character string representing a pair of (row, column) coordinates on the board, * construct the corresponding Location. Recall that the two character represent the row and column * coordinates of the Location respectively, so the string "01" corresponds to the location * (0,1). * This string representation will only contain coordinates on the game board, between values 0 to 2 inclusive. * * @param coordinates a String representing a pair of (row,column) coordinates. */ public Location(String coordinates) { // FIXME: Task 1 } public int getRow() { return this.row; } public int getColumn() { return column; } public void setRow(int row) { this.row = row; } public void setColumn(int column) { this.column = column; } /** * Returns whether this Location is on the Colour Catch board or not. * * Remember that you can access the x and y coordinates of this instance of Location using * the `this` keyword. (Check out the getter and setter methods above) * * @return True if this Location is on the board, False otherwise. */ public boolean isOnBoard() { return this.row >= 0 && this.row = 0 && this.column
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