The Second test for this course takes place in class on Wednesday, April 9. It will cover material that we have seen since the first test, but you will still need to know earlier material about variables, control structures, and so on. The format will be similar to the first test, but might have a higher proportion of programming problems
From the textbook, the test covers all of Chapter 4; Chapter 5, Sections 1 through 4; and Sections 7.1, 7.5.1, and 7.5.2 from Chapter 7. This includes subroutines, objects, and the basics of one-dimensional and two-dimensional arrays. You will certainly be asked to write subroutines. You will not be asked to write a complete class from scratch on this test, but you should know how to use classes and objects. You are also responsible for material from Labs 5 through 8, except that there will be no questions about Eclipse.
Here is a list of some of the things that you should know about:
black box implementation of a black box interface of a black box how black boxes help to manage complexity subroutines as black boxes subroutines (also known as "methods") the syntax for subroutine definitions access modifiers, public and private return type of a subroutine void parameter list of a subroutine subroutine call statements dummy parameters (also called formal parameters) actual parameters (also called arguments) how actual parameters are passed into a subroutine type rules for passing parameters and returning values (same as for assignment) local variables in subroutines global variables functions returning a value from a function using function calls in an expression the return statement in a function: return <value>; using a return statement in a void subroutine throwing exceptions in subroutines IllegalArgumentException top-down design bottom-up design how subroutines are used in top-down and in bottom-up design software toolboxes and APIs Javadoc Javadoc comments and why they are used packages; what it means for a class to be in a package importing classes from a package combining declaration with initialization; for example: int x = 17; final variables; named constants and why they are used scope of a variable default initial values for global variables the relationship between classes and objects creating objects from classes with "new" static versus non-static how the non-static part of a class is used when objects are created from the class instance variables (representing the "state" of an object) instance methods (representing the "behavior" of an object) how to refer to instance variables and methods in an object pointers to objects (also called references) the heap null classes are types, so can be used to declare variables, return types, and parameter types creating a variable (whose type is a class) does not create an object a variable (whose type is a class) can never hold an object, only a pointer to an object implications of pointers for assignment and comparison an assignment statement applied to objects will only copy a pointer, not an object the == and != operators applied to objects only compare pointers, not object contents controlling access to instance variables by making them private getters and setters and why they are used constructors -- how to recognize them, how to write them, how to use them the toString() method in a class garbage collection object-oriented programming; how to design a class arrays elements of an array base type of an array index of an element in an array length of an array two-dimensional arrays arrays in Java are objects ArrayIndexOutOfBoundsException array types, such as int[], String[], Color[][] declaring array variables, such as: String[] questions; creating arrays with "new"; for example: questions = new String[10]; using array elements as variables in expressions and assignments using for loops to process arrays basic array processing, such as adding up the items in an array basic ideas of GUI programs using instance variables to store the "state" of the program events and how they can change the state paintComponent displays the current state to the user repaint()