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Object oriented programming organizes a program around its data,i.e.,objects and a set of well defined interfaces to that data.An object-oriented program can be characterized as data controlling access to code
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: a) In procedural program, programming logic follows certain procedures and the instructions are executed one after another. In OOPs program, unit of program is object, which is nothing but combination of data and code.
b) In procedural program,data is exposed to the whole program whereas in OOPs program,it is accessible with in the object and which in turn assures the security of the code.
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Encapsulation is the mechanism that binds together code and data it manipulates and keeps both safe from outside interference and misuse.
Inheritance is the process by which one object acquires the properties of another object.
Polymorphism is the feature that allows one interface to be used for general class actions.
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Assignment can be done as many times as desired whereas initialization can be done only once.
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Class is a template for multiple objects with similar features and it is a blue print for objects. It defines a type of object according to the data the object can hold and the operations the object can perform. Constructor is a special kind of method that determines how an object is initialized when created. Primitive data types are 8 types and they are: byte, short, int, long float, double boolean char
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Object is an instance of a class and it is a software unit that combines a structured set of data with a set of operations for inspecting and manipulating that data. When an object is created using new operator, memory is allocated to it.
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Constructor will be automatically invoked when an object is created whereas method has to be called explicitly.
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Bin contains all tools such as javac, appletviewer, awt tool, etc., whereas lib contains API and all packages.
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Casting is used to convert the value of one type to another
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An argument can be passed in two ways. They are passing by value and passing by reference. Passing by value: This method copies the value of an argument into the formal parameter of the subroutine. Passing by reference: In this method, a reference to an argument (not the value of the argument)is passed to the parameter.
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While defining method, variables passed in the method are called parameters. While using those methods, values passed to those variables are called arguments.
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Unicode is used for internal representation of characters and strings and it uses 16 bits to represent each other.
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When an object is no longer referred to by any variable, java automatically reclaims memory used by that object. This is known as garbage collection. System.gc() method may be used to call it explicitly.
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finalize () method is used just before an object is destroyed and can be called just prior to garbage collection.
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: Method overloading: When a method in a class having the same method name with different arguments is said to be method overloading. Method overriding : When a method in a class having the same method name with same arguments is said to be method overriding.
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: a) In overloading, there is a relationship between methods available in the same class whereas in overriding, there is relationship between a superclass method and subclass method. b) Overloading does not block inheritance from the superclass whereas overriding blocks inheritance from the superclass. c) In overloading, separate methods share the same name whereas in overriding,subclass method replaces the superclass. d) Overloading must have different method signatures whereas overriding must have same signature.
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: Inheritance is the process of inheriting all the features from a class. The advantages of inheritance are reusability of code and accessibility of variables and methods of the super class by subclasses.
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: this() can be used to invoke a constructor of the same class whereas super() can be used to invoke a super class constructor.
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A super class is a class that is inherited whereas sub class is a class that does the inheriting.
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public, abstract and final can be used for top-level class.
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: Inner class : classes defined in other classes, including those defined in methods are called inner classes.An inner class can have any accessibility including private. Anonymous class : Anonymous class is a class defined inside a method without a name and is instantiated and declared in the same place and cannot have explicit constructors.
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A package is a collection of classes and interfaces that provides a high-level layer of access protection and name space management.
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java.lang.reflect package has the ability to analyze itself in runtime.
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An abstract class is a class designed with implementation gaps for subclasses to fill in and is deliberately incomplete.
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a) Integer is a class defined in the java.lang package, whereas int is a primitive data type defined in the Java language itself. Java does not automatically convert from one to the other. b) Integer can be used as an argument for a method that requires an object, whereas int can be used for calculations.
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It is not having any method because it is a TAGGED or MARKER interface.
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It is not having any method because it is a TAGGED or MARKER interface.
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Yes, we can have an inner class inside a method and final variables can be accessed.
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a) String objects are constants and immutable whereas StringBuffer objects are not. b) String class supports constant strings whereas StringBuffer class supports growable and modifiable strings.
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Array is a set of related data type and static whereas vector is a growable array of objects and dynamic.
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The exception class defines mild error conditions that your program encounters. Ex: Arithmetic Exception, FilenotFound exception Exceptions can occur when -- try to open the file, which does not exist -- the network connection is disrupted -- operands being manipulated are out of prescribed ranges -- the class file you are interested in loading is missing The error class defines serious error conditions that you should not attempt to recover from. In most cases it is advisable to let the program terminate when such an error is encountered. Ex: Running out of memory error, Stack overflow error.
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Process is a program in execution whereas thread is a separate path of execution in a program.
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Multithreading is the mechanism in which more than one thread run independent of each other within the process. wait (), notify () and notifyAll() methods can be used for inter-thread communication and these methods are in Object class. wait( ) : When a thread executes a call to wait( ) method, it surrenders the object lock and enters into a waiting state. notify( ) or notifyAll( ) : To remove a thread from the waiting state, some other thread must make a call to notify( ) or notifyAll( ) method on the same object.
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Thread class and Runnable interface can be used to create threads and using Runnable interface is the most advantageous method to create threads because we need not extend thread class here.
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Thread contains ready, running, waiting and dead states.
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Synchronization is the mechanism that ensures that only one thread is accessed the resources at a time.
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When you expect your code will be accessed by different threads and these threads may change a particular data causing data corruption.
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Daemon thread is a low priority thread which runs intermittently in the back ground doing the garbage collection operation for the java runtime system. setDaemon method is used to create a daemon thread.
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No, it is not the main method in which you define variables. Global variables is not possible because concept of encapsulation is eliminated here.
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Applet is a dynamic and interactive program that runs inside a web page displayed by a java capable browser.
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a)Application must be run on local machine whereas applet needs no explicit installation on local machine. b)Application must be run explicitly within a java-compatible virtual machine whereas applet loads and runs itself automatically in a java-enabled browser. d)Application starts execution with its main method whereas applet starts execution with its init method. e)Application can run with or without graphical user interface whereas applet must run within a graphical user interface.
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• init( ) - Can be called when an applet is first loaded
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An event is an event object that describes a state of change in a source. In other words, event occurs when an action is generated, like pressing button, clicking mouse, selecting a list, etc. There are two types of models for handling events and they are: a) event-inheritance model and b) event-delegation model
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source : A source is an object that generates an event. This occurs when the internal state of that object changes in some way. listener : A listener is an object that is notified when an event occurs. It has two major requirements. First,it must have been registered with one or more sources to receive notifications about specific types of events. Second, it must implement methods to receive and process these notifications.
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An adapter class provides an empty implementation of all methods in an event listener interface. Adapter classes are useful when you want to receive and process only some of the events that are handled by a particular event listener interface. You can define a new class to act listener by extending one of the adapter classes and implementing only those events in which you are interested. For example,the MouseMotionAdapter class has two methods,mouseDragged()and mouseMoved(). The signatures of these empty are exactly as defined in the MouseMotionListener interface. If you are interested in only mouse drag events, then you could simply extend MouseMotionAdapter and implement mouseDragged( ).
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Controls are components that allow a user to interact with your application and the AWT supports the following types of controls: Labels, Push Buttons, Check Boxes, Choice Lists, Lists, Scrollbars, Text Components. These controls are subclasses of Component.
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A Choice is displayed in a compact form that requires you to pull it down to see the list of available choices and only one item may be selected from a choice. A List may be displayed in such a way that several list items are visible and it supports the selection of one or more list items.
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A layout manager is an object that is used to organize components in a container. The different layouts are available are FlowLayout, BorderLayout, CardLayout, GridLayout and GridBagLayout.
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Set stores elements in an unordered way but does not contain duplicate elements, whereas list stores elements in an ordered way but may contain duplicate elements.
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A Stream is an abstraction that either produces or consumes information. There are two types of Streams Byte Streams: Provide a convenient means for handling input and output of bytes. Character Streams: Provide a convenient means for handling input & output of characters. Byte Streams classes: Are defined by using two abstract classes, namely InputStream and OutputStream. Character Streams classes: Are defined by using two abstract classes, namely Reader and Writer.
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An I/O filter is an object that reads from one stream and writes to another, usually altering the data in some way as it is passed from one stream to another.
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Serialization is the process of writing the state of an object to a byte stream. Deserialization is the process of restoring these objects.