Learn Java from Scratch - A Beginner's Guide - Step 03 - OOP Example - Fan Class - Deciding Behavior with Methods

Learn Java from Scratch - A Beginner's Guide - Step 03 - OOP Example - Fan Class - Deciding Behavior with Methods

Assessment

Interactive Video

Information Technology (IT), Architecture

University

Hard

Created by

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The video tutorial discusses designing a fan object in programming, focusing on its behavior and state management. It explains how to implement methods for switching the fan on and off, and controlling its speed. The tutorial emphasizes thinking from the consumer's perspective when designing APIs, and highlights the importance of creating user-friendly methods beyond simple getters and setters. The video concludes with an exercise on designing a rectangle class, encouraging viewers to apply the learned concepts.

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7 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What are the two properties of a fan that are typically mutable?

Material and design

Speed and 'is on' state

Brand and model

Color and radius

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Why is it beneficial to design methods like 'switch on' and 'switch off' instead of directly setting 'is on' to true or false?

It improves the performance of the application.

It allows for more complex logic to be added later.

It makes the API more intuitive for the consumer.

It reduces the number of methods in the class.

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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

5

3

0

10

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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

It is set to 0.

It increases by 1.

It remains the same.

It is set to a default value.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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

Reducing the number of lines of code

Making the class easy to use for the consumer

Ensuring all properties are mutable

Maximizing the number of methods

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a poor practice when designing object methods, as mentioned in the video?

Using descriptive method names

Relying solely on getters and setters

Using too many private methods

Implementing complex algorithms

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What exercise is suggested at the end of the video?

Building a car class

Creating a rectangle class

Designing a fan class

Developing a light bulb class