Java Programming Assignment Overview

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Questions and Answers

What is the purpose of the program described in question 1?

To find the sum and average of elements in an array, as well as the maximum and minimum values within that array.

What is the goal of the program mentioned in question 2?

To generate the Fibonacci sequence up to a specified number.

What does the program in question 3 aim to achieve?

To reverse a string without using any built-in functions.

What is the objective of the program described in question 4?

<p>To count the number of occurrences of a specific character within a string that is entered by the user.</p> Signup and view all the answers

Explain the purpose of the program detailed in question 5.

<p>To simulate a simple bank account system with functionalities like deposit, withdrawal, checking balance, and viewing transaction history.</p> Signup and view all the answers

What is the primary function of the program described in question 6?

<p>To create a class hierarchy demonstrating polymorphism by implementing sound() methods in each subclass.</p> Signup and view all the answers

Flashcards

String

A sequence of characters, often used to represent text.

Array

A collection of data elements of the same type, stored in contiguous memory locations and accessed using an index.

Average of an array

The sum of all elements in an array, divided by the number of elements.

Maximum value in an array

The largest value within an array.

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Minimum value in an array

The smallest value within an array.

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Fibonacci sequence

A sequence of numbers where each number is the sum of the two preceding numbers. It starts with 0 and 1.

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Reverse a string

To reverse the order of characters in a string.

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Count character occurrences

To count the occurrences of a specific character in a string.

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Simple bank account system

A software system that simulates a bank account, allowing users to deposit, withdraw, check their balance, and view transaction history.

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Class

A general concept or blueprint for creating objects.

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Polymorphism

The ability of objects of different classes to respond differently to the same method call.

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Exception

A potential error or interruption in the normal flow of a program.

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Exception Handling

A mechanism in programming languages to handle exceptions and prevent program crashes.

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Exception Throwing

An action or event that causes an exception, typically due to an unexpected condition.

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Interface

A blueprint for defining a specific set of methods and properties, but not the actual implementation.

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Abstract Class

A class that cannot be instantiated, but provides a base class for other classes to inherit from.

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Static

A keyword in programming that indicates a variable or method is associated with a class rather than specific instances of that class.

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Constructor

A special method that is called automatically when an object of a class is created.

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Constructor Overloading

Having multiple constructors with different parameters.

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Method Overloading

Having multiple methods with the same name but different parameters.

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Package

A collection of related classes and interfaces, organized into a logical unit.

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Abstract Method

A special type of method within an abstract class, which must be implemented by its subclasses.

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Catch Block

A block of code that is executed only when a specific exception occurs.

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Multiple catch blocks

The ability to handle different exceptions in a program.

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Object

A software component capable of representing and manipulating data.

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Object Creation

The process of creating an object from a class blueprint.

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Object Interaction

The process of accessing and modifying data and functionality associated with an object.

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Object Property

A special type of variable associated with an object, containing data related to that specific object.

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Object Method

A specific action or behavior that an object can perform.

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Object-Oriented Programming (OOP)

A programming paradigm that emphasizes the use of objects to model real-world entities and their interactions.

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Study Notes

Java Programming Assignment

  • Program 1: Calculate the sum, average, maximum, and minimum values of elements in an array.

  • Program 2: Generate a Fibonacci sequence up to a given number.

  • Program 3: Reverse a string without using built-in reverse functions.

  • Program 4: Count specific character occurrences in a string.

  • Program 5: Create a basic banking system (deposit, withdrawal, balance check, transaction history). Use classes to represent a bank account.

  • Program 6: Develop a class hierarchy (Animal, Dog, Cat). Override the sound() method to demonstrate polymorphism.

  • Program 7: Implement exception handling (division by zero) in a Java program. Prompt the user for input until a valid number is entered.

  • Program 8: Create an interface Shape with area() and perimeter() methods. Implement Shape using Circle and Rectangle classes. Use an abstract Vehicle class and implement concrete classes like Car and Bike.

  • Program 9: Design interfaces for date (day, month, year, display()) and time (hour, minute, second, display()). Create a TimeDate class that inherits from both.

  • Program 10: Create a Counter class that uses static variables to track object creation.

  • Program 11: Create a Student class with overloaded constructors.

  • Program 12: Demonstrate method overloading.

  • Program 13: Create a package named employee and import it.

  • Program 14: Use abstract methods and classes to create a Shape class.

  • Program 15: Handle multiple exceptions (e.g., ArithmeticException, NullPointerException). Use multiple catch blocks.

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