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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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