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

Practice Problem

Hard

Created by

Wayground Content

FREE Resource

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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3 questions

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1.

OPEN ENDED QUESTION

3 mins • 1 pt

Describe how the fan class allows for changing the speed of the fan.

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2.

OPEN ENDED QUESTION

3 mins • 1 pt

What are the potential behaviors that can be implemented in a fan class?

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3.

OPEN ENDED QUESTION

3 mins • 1 pt

How can the design of a rectangle class be compared to the fan class discussed?

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