Java Programming for Complete Beginners - Java 16 - Step 03 - OOPS Example - Fan Class - Deciding Behavior with Methods

Java Programming for Complete Beginners - Java 16 - Step 03 - OOPS Example - Fan Class - Deciding Behavior with Methods

Assessment

Interactive Video

Information Technology (IT), Architecture, Physics, Science

University

Hard

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The video tutorial discusses designing a fan class in object-oriented programming. It covers creating methods to control the fan's state and speed, emphasizing the importance of thinking from the consumer's perspective. The tutorial explains how to implement methods like 'switch on', 'switch off', and 'set speed', and highlights the significance of designing user-friendly APIs. The video concludes with an exercise to apply these concepts to a rectangle class.

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7 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What are the two main attributes of a fan object that can change after its creation?

Brand and model

Material and size

On/off state and speed

Color and radius

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Why is it better to use methods like 'switch on' and 'switch off' instead of simple boolean setters?

They require less code

They provide a more user-friendly API

They are faster to execute

They are more complex to implement

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What happens to the fan's speed when it is switched off?

It doubles

It is set to zero

It increases by one

It remains the same

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the default speed set when the fan is switched on?

Five

Three

Zero

Ten

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the main focus when designing methods for a class?

The complexity of the code

The speed of execution

The ease of use for the consumer

The number of methods

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What should be considered when creating a class like a rectangle?

The weight and material

The brand and model

The constructors and operations allowed

The color and texture

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a poor practice when designing object methods?

Using descriptive method names

Considering user interaction

Implementing complex logic

Using only getters and setters