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Chapter 7: How to define and use classes 1. An object’s ____________ is the uniq

ID: 3923603 • Letter: C

Question

Chapter 7: How to define and use classes
1.   An object’s ____________ is the unique address that it’s given when it’s instantiated.
2.   When you develop an application using a three-tiered architecture, the layer that provides the user interface is called the ________________ layer.
3.   When you develop an application using a three-tiered architecture, the classes in the middle layer are typically called ________________ classes.
4.   The object-oriented programming concept that controls which fields and methods can be accessed by other classes is called ________________.
5.   The data of a class is stored in the class’s ____________.
6.   The values that an object holds at a given instant can be referred to as its ____________.
7.   Within a class, you can define a ________________ to create an instance of the class and initialize its instance variables.
8.   A ________ method is used to return the value that’s stored in a field.
9.   A ________ method is used to assign a value to a field.
10.   If you don’t code a constructor for a class, Java will create a ____________________ that initializes the fields of the class.
11.   When you create a method with the same name as another method but with a different parameter list, you are ____________ the method.
12.   A primitive type is passed to a method ____________.
13.   An object is passed to a method ____________.
14.   When you code a static method in a class, that method can’t refer to ____________ variables.
15.   If a static field can’t be initialized in a single statement, you can initialize it in a ________________________.

Choose any two below:
Class diagram 6-1

Account -numbet: int -custamer: Customet -type String balance: double +3etNumber (int) +getNumber int +setCustozee(customer) getCustomer (int): Custoner +setType (Strirg) +getType): String +etBalance (double) getBalance) doubl

Explanation / Answer

1.heap

2.presentation layer

3.Abstract classes

4.friend class and friend methods

5.method area

6.instance variables

7.object

8.get()

9.set()

10.default constructor

11.o overloading

13.

14.instance variables

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