1A)

void Station::ResetAll() {
    for (int a = 0; a < myPumps.length(); a++)
        myPumps[a].ResetGallonsSold();
}

1B)

double Station::TotalSales() const {
    double total = 0.0;
    for (int a = 0; a < myPumps.length(); a++) {
        if (a < 2)
            total += myPumps[a].GallonsSold() * (myBasePrice + .25);
        else
            total += myPumps[a].GallonsSold() * myBasePrice;
    }
    return total;
}

1C)

void Station::CloseStation(ostream &logFile) {
    logFile << TotalSales();
    ResetAll();
}

2A)

bool LessThan(const Book & lhs, const Book & rhs) {
    return ((lhs.lowAge < rhs.lowAge) || ((lhs.lowAge == rhs.lowAge) &&
        (lhs.highAge < rhs.highAge)));
}

2B)

BookList::InsertOne(const book & bk) {
    // first we need to figure out where bk needs to be inserted, and that will
    // be after the last item that is smaller than our book
    int a = 0;
    while (!LessThan(bk, myList[a])
        a++;
    // ok, now we have the position... now we gotta insert
    // stage 1 is we need to move every item one over to make room
    // start at the end, and move it one over to an empty spot
    for (int b = myCount; b < a; b--)
        myList[b] = myList[b-1];
    // now we have the room
    myList[b] = bk;
    myCount++; // and we need to increment here
}

2C)
BookList::InsertMany(const apvector<Book> & second) {
    for (int a = 0; a < second.length(); a++)
        InsertOne(second[a]);
}

3A)

void Environment::RemoveFish(const Position & pos) {
    if (isEmpty(pos)) {
       cerr << "error - precondition not met at: " << pos << endl;
       return;
    }
    Fish newFish;
  myWorld[pos.row()][pos.col()] = newFish; // overwrite the existing fish with a new one that will be undefined
    // this way isEmpty() will return true
}

3B)
void Fish::Breed(Environment &env) {
    // check the preconditions
    if (env.isEmpty(myPos)) || (myAge > 0)) // they don't say how old the fish needs to be?!?!
       return;
    if (env.IsEmpty(myPos.North()) env.AddFish(myPos.North(), 0, myProbDie);
    if (env.IsEmpty(myPos.South()) env.AddFish(myPos.South(), 0, myProbDie);
    if (env.IsEmpty(myPos.West()) env.AddFish(myPos.West(), 0, myProbDie);
    if (env.IsEmpty(myPos.East()) env.AddFish(myPos.East(), 0,myProbDie);
    // given there's no built in functions for diagonals, let's assume they don't care
}

3C)
void Fish::Act(Environment &env) {
    Randgen r;
    if (env.isEmpty(myPos)) return; // check the precondition
    if (r.RandReal() < myProbDie) {// am I dead yet?
       env.RemoveFish(myPos);
       return;
       }
    myAge++;
    if (myAge == 3) Breed(env);
       else
       Move(env);
    }

4A)

bool Window::IsInBounds(int row, int col) {
    return ((row < myNumRows && col < myNumCols) && (row >= 0 && col >= 0));
}

4B)
void Window::ColorSquare(int ULrow, int ULcol, int N, int val) {
    for (int x = ULrow, x < ULrow + N)
       for (int y = ULcol; y < ULcol + N)
          if (IsInBounds(x,y)) myMat[x][y] = val;
}

4C)

void Enlarge(Window &W, const Rectangle &rect, int factor) {
  // it's important to enlarge the furthest away elements first... so reverse the order of the last method
    if (factor <= 0) return;
     for (int x = rec.numRows-1; x >= 0; x--)
       for (int y = rec.numCols-1; y >=0; y--)
            W.ColorSquare(rec.ULrow + x * factor, rec.ULcol + y * factor, factor, ValAt(rec.ULrow+x, rec.ULcol+y));
}