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Chapter 2: Elementary Concept of Object and Classes: Fill in The Blanks

This document discusses concepts related to object-oriented programming including classes and objects. It begins by defining key terms like class, object, instantiation, and attributes. It then provides examples of classes like Employee, Bank, and School that demonstrate characteristics and methods. The document asks multiple choice and short answer questions to help explain how classes are used to define objects, how objects are instances of classes, and how classes serve as blueprints for creating objects.

Uploaded by

Gopi Selvaraj
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (4 votes)
4K views

Chapter 2: Elementary Concept of Object and Classes: Fill in The Blanks

This document discusses concepts related to object-oriented programming including classes and objects. It begins by defining key terms like class, object, instantiation, and attributes. It then provides examples of classes like Employee, Bank, and School that demonstrate characteristics and methods. The document asks multiple choice and short answer questions to help explain how classes are used to define objects, how objects are instances of classes, and how classes serve as blueprints for creating objects.

Uploaded by

Gopi Selvaraj
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Chapter 2: Elementary Concept of Object and Classes

Contents

Fill in the blanks


Answer the following questions
Video Explanations

Fill in the blanks

Question 1

A Class is also considered as an object factory.

Question 2

The Object of a class differs on various characteristics.

Question 3

The object of a class is represented through the attributes.

Question 4

The term instantiation is used for creating various objects.

Question 5

Class is a blueprint of the objects.

Question 6

new keyword indicates an operator for dynamic allocation of an object.

Question 7

Objects are also termed as class tags or entities.

Question 8

Different objects of a class have common behaviour.


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Answer the following questions

Question 1

Define Object with an example.

Answer

An object is an entity having a specific identity, specific characteristics and specific behavior.
Taking a car as an example of an object, it has characteristics like colour, model, version,
registration number, etc. It has behaviours like start the engine, stop the engine, accelerate the
car, apply the brakes, etc.

Question 2

Mention five states (characteristics) and two methods for the following Classes:

(a) Class Employee

Answer

Characteristics Methods

Name computeSalary()

Employee Number computeTax()

Pan Number  

Salary  

Income Tax  

(b) Class Bank

Answer

Characteristics Methods

Bank Name openAccount()

Bank Address depositMoney()

IFSC Code

MICR Code

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Characteristics Methods

Accounts

(c) Class School

Answer

Characteristics Methods

School Name admitStudent()

School Address conductExams()

Classes

Students

Teachers

(d) Class Book

Answer

Characteristics Methods

Book Name buyBook()

ISBN Number readBook()

Price

Author

Publisher

(e) Class Park

Answer

Characteristics Methods

Park Name openPark()

Park Address closePark()

Ticket Price

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Characteristics Methods

Opening Time

Closing Time

(f) Class Medicine

Answer

Characteristics Methods

Name buyMedicine()

Quantity sellMedicine()

Manufacturing Date

Expiry Date

Price

(g) Class Computer

Answer

Characteristics Methods

Model startComputer()

Serial Number shutdownComputer()

Processor

RAM

Hard Disk

(h) Class Camera

Answer

Characteristics Methods

Model takePicture()

Serial Number adjustZoom()

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Characteristics Methods

Colour

Price

Resolution

Question 3

What is an Object? Give five examples of real world objects.

Answer

An object is an entity having a specific identity, specific characteristics and specific behavior.
Examples — car, bottle, mobile phone, computer, student.

Question 4

How will you define a software object?

Answer

A software object replaces the characteristics and behaviours of a real world object with data
members and member methods, respectively.

Question 5

Class and Objects are inter-related. Explain.

Answer

A Class is used to create various Objects that have different characteristics and common
behaviours. Each object follows all the features defined within a class. That is why class is also
referred to as a blue print or prototype of an object. This way we can say that they are inter-
related.

Question 6

A class is also referred as 'Object Factory'. Comment.

Answer

A class has the complete description of the data elements the object will contain, the methods
the object can do, the way these data elements and methods can be accessed. A class can

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create objects of itself with different characteristics and common behaviour just like a factory
can produce similar items based on a particular design. Hence, class is also referred to as
'Object Factory'.

Question 7

What does the following statement mean?


Employee staff = new Employee ( );

Answer

This statement creates a new object of class Employee. The newly created object is assigned to
a variable named staff which is of Employee type. The object can be accessed using staff
variable.

Question 8

Why is an Object called an 'Instance' of a class? Explain.

Answer

A class can create objects of itself with different characteristics and common behaviour. So, we
can say that an Object represents a specific state of the class. For these reasons, an Object is
called an Instance of a Class.

Question 9

Why is a class known as composite data type?

Answer

A class can contain data members of various primitive and reference data types. Hence, class is
known as composite data type.

Question 10

Write a statement to create an object 'Keyboard' of the class 'Computer'.

Answer

Computer Keyboard = new Computer();

Question 11

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Consider a real world object as 'Cricket Ball'. Now, mention two behaviours and methods each by
taking the 'Cricket Ball' as a software Object.

Answer

Characteristics — Colour, Condition


Behaviours/Methods — throw(), stop()

Question 12

Refer a class structure as shown below:

  class MySchool {
     Name
     Address
     Principal's name
     AcceptData();
     PrintData();
  }

With reference to the above class declaration, indicate whether the following statements are
True/False:

1. Acceptdata( ) is the characteristic of the class.


False

2. Address is behaviour of the class.


False

3. Acceptdata( ) and PrintData( ) are the common behaviour of the objects of class 'MySchool'.
True

4. Behaviours are the medium of inter-object communication.


True

5. Creating multiple objects of class 'MySchool' is not possible.


False

Question 13

You want to create a class 'Football'. Choose the elements to be used as characteristics and
behavior from the list given below:
Ball, Goalkeeper, Making a goal, Defender, Forward player, passing ball, Referee, hitting corner,
making fault

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Answer

Characteristics Behaviours

Ball Making a goal

Goalkeeper passing ball

Defender hitting corner

Forward player making fault

Referee

Question 14

Write a program by using a class 'Picnic' without any data members but having only functions as
per the specifications given below:
class name : Picnic
void display1( ): To print venue, place and reporting time.
void display2( ): To print number of students, name of the teacher accompanying and bus number.
Write a main class to create an object of the class 'Picnic' and call the functions display1() and
display2( ).

Answer

class Picnic
{
public void display1() {
System.out.println("Venue: Botanical Garden");
System.out.println("Place: MG Road");
System.out.println("Reporting Time: 9:00 AM");
}

public void display2() {


System.out.println("Number of Students: 50");
System.out.println("Name of teacher: Mr. Nagabhushan");
System.out.println("Bus Number: KA 01 1234");
}

public static void main(String args[]) {


Picnic obj = new Picnic();
obj.display1();
obj.display2();
}
}

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