5 【判断题】The main aim of OOP is to bind together the data and the functions that operate on them so that no other part of the code can access this data except that function.

时间: 2024-04-05 08:29:33 浏览: 10
False。OOP的主要目的是将数据和操作数据的函数绑定在一起,以便可以更好地组织和管理代码。但是,OOP并不是为了防止其他部分的代码访问数据而存在的。实际上,OOP提供了多种访问控制方法(如public、protected、private),允许程序员控制数据的访问权限,而不是完全防止其他部分的代码访问数据。
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Write comprehensive program in Java which include all the common features of OOP with displaying results of variables using the methods

Certainly! I can help you write a comprehensive Java program that includes all the common features of Object-Oriented Programming (OOP) and displays the results of variables using methods. Here's an example program: ```java public class OOPExample { // Define a class public static class Person { // Define instance variables private String name; private int age; // Define constructor public Person(String name, int age) { this.name = name; this.age = age; } // Define instance methods public void sayHello() { System.out.println("Hello, my name is " + name); } public void displayAge() { System.out.println("I am " + age + " years old"); } } // Define another class that inherits from Person public static class Student extends Person { private String major; public Student(String name, int age, String major) { super(name, age); this.major = major; } public void displayMajor() { System.out.println("I am majoring in " + major); } } // Main method public static void main(String[] args) { // Create an instance of Person and call methods Person person = new Person("John", 25); person.sayHello(); person.displayAge(); // Create an instance of Student and call methods Student student = new Student("Alice", 20, "Computer Science"); student.sayHello(); student.displayAge(); student.displayMajor(); } } ``` In this program, we define a `Person` class with instance variables `name` and `age`, as well as instance methods `sayHello()` and `displayAge()`. We also define a `Student` class that inherits from `Person` and adds an additional instance variable `major` and a method `displayMajor()`. In the `main` method, we create an instance of `Person` and call its methods to display the name and age. Then, we create an instance of `Student` and call its methods to display the name, age, and major. When you run this program, it will output the following: ``` Hello, my name is John I am 25 years old Hello, my name is Alice I am 20 years old I am majoring in Computer Science ``` This example program demonstrates the common features of OOP in Java, including classes, objects, instance variables, constructors, and instance methods. It also shows how to use methods to display the results of variables.

Create a progress meter a) Many GUI applications have metres that indicate the progress made so far towards completing an activity as a percentage of the anticipated total activity. Write a program to display a progress metre as follows. The metre consists of a window with a column of 11 labels. The first 10 labels indicate progress steps of 10% and are initially red. The bottom label shows the amount of activity remaining as a textual percentage, and is initially set to “0%”. (Correct layout: 0.25P, Class extends JFrame: 0.25P, Class follows OOP principles: 0.25P, Global set-up in main method: 0.25P)2 b) Create functionality to simulate steps of 10% progress. For this the user repeatedly presses return on the console inside Eclipse (use a Scanner object for this). Every time, the top-most red label is changed to green and the progress label value is incremented by 10 until that value is 100%. Make sure that no errors occur if the user tries to go past 100%.

Sure, I can help you with that! Here's an example code in Java that creates a progress meter: ```java import javax.swing.*; import java.awt.*; public class ProgressMeter extends JFrame { private JLabel[] steps = new JLabel[11]; private JLabel progressLabel; private int progress = 0; public ProgressMeter() { setTitle("Progress Meter"); setSize(200, 300); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // Create step labels for (int i = 0; i < steps.length - 1; i++) { steps[i] = new JLabel((i + 1) * 10 + "%"); steps[i].setForeground(Color.RED); steps[i].setFont(new Font("Arial", Font.PLAIN, 12)); steps[i].setHorizontalAlignment(SwingConstants.CENTER); add(steps[i]); } // Create progress label progressLabel = new JLabel("0%"); progressLabel.setForeground(Color.BLACK); progressLabel.setFont(new Font("Arial", Font.PLAIN, 14)); progressLabel.setHorizontalAlignment(SwingConstants.CENTER); add(progressLabel); // Set layout setLayout(new GridLayout(11, 1)); setVisible(true); } public void updateProgress() { if (progress < 100) { steps[progress / 10].setForeground(Color.GREEN); progress += 10; progressLabel.setText(progress + "%"); } } public static void main(String[] args) { ProgressMeter meter = new ProgressMeter(); // Set up scanner for user input Scanner scanner = new Scanner(System.in); // Listen for user input while (true) { System.out.print("Press ENTER to simulate progress: "); scanner.nextLine(); meter.updateProgress(); } } } ``` In this code, the `ProgressMeter` class extends `JFrame` and creates a window with 11 labels - 10 for progress steps and 1 for the progress label. The progress steps are initially red, and the progress label is initially set to "0%". The `updateProgress()` method is responsible for simulating the progress. It checks if the progress is less than 100, and if so, changes the top-most red label to green, increments the progress by 10, and updates the progress label accordingly. If the progress is already at 100, nothing happens. The `main()` method sets up a `ProgressMeter` object and listens for user input using a `Scanner` object. Every time the user presses ENTER, the `updateProgress()` method is called to simulate progress. I hope this helps! Let me know if you have any questions.

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The programme should have the following features: ● A menu including Open and Exit where Open starts a JFileChooser to select the file with the questions inside and Exit ends the programme. ● Once a file is loaded, the GUI should display one question and its answers at a time. ● The user should be able to select an answer and they should be informed if they were correct or not. ● The user should be made aware of the number of correctly answered and the total number of questions answered. ● The user should only be able to proceed to the next question once they answered the current one. ● Once all questions have been answered, the user should be informed of their overall score and that the game has finished. The Open menu item should now be enabled to start a new quiz. Optionally, you can add a restart menu item to redo the current quiz. Concrete sub-tasks: a) define a class called Question to hold a single question, i.e. the text, the possible answers, and the correct answer index; (0.25P) b) write a method to select a file via a JFileChooser and to read all the questions from that file into an array/list of Question objects (assume that file has the structure mentioned above); (0.25P) c) design and implement a GUI with the components mentioned above: A menu, ability to display the question and answers, ability to select an answer, show the outcome and score, and proceed to the next question. (Appropriate layout: 1P, Class extends JFrame: 0.25P, Class follows OOP principles: 0.25P, Global set-up in main method: 0.25P)1 d) write a method to display a question on the GUI you designed; (0.25P) e) implement an actionPerformed method to respond to user interactions with the GUI. Make sure to enable and disable interactive components as required, e.g. the user should not be able to skip to the next question without selecting an answer first and they should not be able to load a new quiz before finishing the current one;

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