I need help with the questions so i can properly study the proper information FUNDAMENTALS OF OOP: - how to get polymorphic behavior from objects
I need help with the questions so i can properly study the proper information
FUNDAMENTALS OF OOP:
- how to get polymorphic behavior from objects that have a common superclass.
- how to extend a class from a parent class or super class.
- why we make calls to a super class constructor when instantiating a sub class object
- how to properly call super class constructor methods from inside a sub class constructor method.
-what an abstract method is and why it would be placed in a super class
-the difference between Java's single inheritance model and C++'s multiple inheritance model.
-what an interface is and the two things that are held in an interface.
- the two main purposes that a coder would use an interface in their app.
- how to utilize an interface by using the implements keyword
- the coder's obligations when he\she implements an interface
-give some examples of code where we have implemented one or more interfaces
-that you can extend a "base" or " super" interface to a "sub-interface" using the extends keyword.
-that a class can implement more than one interface at a time, and how to do this in code.
- how a variable of an interface type can be used.
- what modifications were made to interfaces in JDK 1.8 in terms of the types of methods they could contain
Exceptions and Exception Handling
-what exactly an exception is and how it originates.
-the benefit of having a problem signaled by exception
-the type of information stored in an exception object
-the class hierarchy for exceptions in Java- super class is Throwable, which has two main sub-classes, Error and Exception. The Runtime class is a sub-class of Exception.
-exceptions of the Error class and its subclasses usually signal a catastrophic situation that we cannot do anything about, such as VirtualMarhineError or LinkageError
-which kinds of exceptions we should consider trying to deal with and which kinds of exceptions we should ignore.
-the difference between a checked exception and an unchecked exception in Java and be able to give one example of each type.
-the two options that Java gives you for dealing with checked exceptions
-where in a program you would place a throws clause.
-how to use a try catch block to handle exceptions
-how to set up the order of the exceptions being handled in multiple try blocks if the exceptions are related by inheritance.
-the purpose of a finally block, and the significance of the code that is placed there.
Unit 2 on GUI PROGRAMMING
-the difference between procedural programming and event-driven programming
-the difference between "heavyweight" components of the JDK1.0 and 1.1 versions and the "lightweight" Swing components of Java 1.2
-the concept of a "container" object and what it is used for, and be able to give examples of two different container objects in the Swing library.
-the concept of a component object, what they are used for, and be able to give examples of three different component objects we have used.
-the basic anatomy of the Swing JFrame object; especially the significance of the content pane.
-how to create a JFrame object of a given size and set its title bar text
-the difference between a container such as a JFrame and a JPanel, and give examples where we might use each.
-how to add component objects such as JButtons to a JFrame or JPanel
-what an anonymous component object is and how we would add one to a container.
-how to size and centre a JFrame in the middle of the monitor screen
-how the screen co-ordinate system works, and how it is used to position objects on the monitor screen.
- how the RGB 24 bit color model works to create different colors on the screen.
- how to ensure that when you close a JFrame that it does not stay in memory.
-what a layout manager is and what it is used for
-the benefits of using a layout manager to position components within a container
-how to create a layout manager object and assign it to a container object
-three examples of layout managers we have used in our code examples and be able to describe how each one arranges components in a container.
-how the Event Delegation Model works with components in the Swing classes of Java
-the difference between a source object and an event handler
-what exactly an "event" is in Java and how it originates
-what a listener is and what it does
-different types of event objects, such as ActionEvent, MouseEvent, ChangeEvent, KeyEvent,
-how to register a listener for a component such as a JButton , JTextField, JSlider, JMenu, or JPanel or JFrame
-how to code a method to respond to any of the types of event objects that we have covered in class, such as ActionEvent, ChangeEvent, ItemEvent, MouseEvent, or MouseMotionEvent.
- what an adapter class is, and how it is useful to the coder.
-what an inner class is used for, and how to avoid scope problems when using inner classes as event handlers.
-the four coding options for handling events: using the host class, writing an inner class, using an anonymous inner class, or using a lambda function
- the difference in how JRadioButtons work as compared to JCheckBoxes
- what a logical grouping of JRadioButtons is and what it is used for.
-how to create a JMenuBar and add JMenu and JMenuItems to it.
-how to create and populate a JList object and a JComboBox object
JFX GUI's -the "Stage and Scene" analogy used for developing JavaFX apps.
- how the Application, Stage, and Scene classes relate to each other.
- the three life cycle methods of a JavaFX app and what each one is used for.
- how to launch a JavaFX application
- how layouts of components are handled in JavaFX as compared to Java Swing.
- the names of five common layout panes used in JavaFX apps
- what parent and child nodes are, and how they are related.
- what a scene graph refers to.
- how events are handled in JavaFX
- what a cascading style sheet is and what it can be used for
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