//Step 2: Copy Constructor public EngineClass(EngineClass right) { this.CNoofcylanders = right.GetNoofcylanders(); this.CVolumeCC = right.GetVolumeCC(); this.CEnginetype = right.GetEnginetype(); this.CTorque = right.GetTorque(); this.CHorsepower = right.GetHorsepower(); }
//Step 2: Copy Constructor public CarClass(CarClass right) { this.CVIN = right.GetVIN(); this.CMake = right.GetMake(); this.CModel = right.GetModel(); this.CColor = right.GetColor(); this.CYearbuilt = right.GetYearbuilt(); this.CCarEngine = right.GetCarEngine(); }
//Step 2: Implementing overloaded constructors //OPTIONAL public CarClass(int VVIN, String VMake, string VModel, string VColor, int VYearbuilt, EngineClass VCarEngine) { CVIN = VVIN; CMake = VMake; CModel = VModel; CColor = VColor; CYearbuilt = VYearbuilt; CCarEngine = VCarEngine; }
private void button1_Click(object sender, EventArgs e) { TempObject = new EngineClass(); TempObject.SetNoofcylanders(Convert.ToInt16(textBox1.Text)); TempObject.SetVolumeCC(Convert.ToInt16(textBox2.Text)); //TempObject.SetEnginetype(Convert.ToBoolean(radioButton1.Text)); TempObject.SetTorque(Convert.ToInt16(textBox3.Text)); TempObject.SetHorsepower(Convert.ToInt16(textBox4.Text)); MessageBox.Show("Values are set in object"); }
private void Form1_Load(object sender, EventArgs e) { //int x; The compiler allocates memory for the variable in stack EngineClass EnginObject; // it is only a declaration CarObject = new CarClass(); EnginObject = new EngineClass(); // the compiler allocates memory for variable in heap // and it is completely reclaimable // as a side effect of creating this object, constructor will run EnginObject.SetNoofcylanders(2); EnginObject.SetVolumeCC(5); //EnginObject.SetEnginetype(false); EnginObject.SetTorque(5); EnginObject.SetHorsepower(2200); MessageBox.Show(EnginObject.MakeString()); }
public void SetCarEngine(EngineClass VCarEngine) { CCarEngine = VCarEngine; }