In: Computer Science
Convert the following UML diagram into the Java code. Write constructor, mutator and accessor methods for the given class. Create an instance of the class in a main method using a Practice class.
Note: The structure of the class can be compiled and tested without having bodies for the methods. Just be sure to put in dummy return values for methods that have a return type other than void.
public class Player { private String name; private int level; private float Ext; private float money; public Player() { } public Player(String name, int level, float ext, float money) { this.name = name; this.level = level; Ext = ext; this.money = money; } public String getName() { return name; } public void setName(String name) { this.name = name; } public int getLevel() { return level; } public void setLevel(int level) { this.level = level; } public float getExt() { return Ext; } public void setExt(float ext) { Ext = ext; } public float getMoney() { return money; } public void setMoney(float money) { this.money = money; } public static void main(String[] args) { Player player = new Player(); player.setLevel(7); player.setName("Ronaldo"); player.setExt(23.0f); player.setMoney(220000.0f); System.out.println("Name: " + player.getName()); System.out.println("Level: " + player.getLevel()); System.out.println("Money: " + player.getMoney()); System.out.println("Ext: " + player.getExt()); } }