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Solution and Answer Guide Farrell, Java Programming 10e, [978-035-767-3423], Chapter 1: Creating Java Programs

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Solution and Answer Guide Farrell, Java Programming 10e, [978-035-767-3423], Chapter 1: Creating Java Programs Table of Contents Review Questions Answers................................................................................................... 1 Programming Exercises Solutions........................................................................................ 10 Debugging Exercises Solutions............................................................................................17 Game Zone Solutions......................................................................................................... 18 Case Problems Solutions.....................................................................................................20 Review Questions Answers 1. The most basic circuitry-level computer language is ____________. a. machine language b. Java c. high-level language d. C++ Answer: a Feedback: The most basic circuitry-level computer language is machine language. Machine language, or machine code, is the most basic set of instructions a computer can execute. Java and C++ are both high-level languages and are the opposite of circuitry-level computer language. 2. Languages that let you use an easily understood vocabulary of descriptive terms, such as read, write, or add, are known as ____________languages. a. procedural b. high-level c. machine d. object-oriented Answer: b Feedback: High-level languages use English-like terms; Java is an example of a high-level language. Procedural languages are those that run by executing a series of procedures or methods.Solution and Answer Guide: Farrell, Java Programming 10e, [978-035-767-3423], Chapter 1: Creating Java Programs © 2022 Cengage. All Rights Reserved. May not be scanned, copied or duplicated, or posted to a publicly accessible 2 website, in whole or in part. Machine-level languages do not use English-like terms; they use 1s and 0s. Object-oriented languages are run by declaring and using objects that contain data and methods. 3. The rules of a programming language constitute its ____________. a. syntax b. logic c. format d. objects Answer: a Feedback: The rules of a programming language constitute its syntax. 4. A ____________ translates high-level language statements into machine code. a. programmer b. syntax detector c. compiler d. decipherer Answer: c Feedback: A compiler translates high-level language statements into machine code. A programmer writes high-level language statements but does not translate them. “Syntax detector” and “decipherer” are not terms used in programming. 5. Named computer memory locations are called ____________. a. compilers b. variables c. addresses d. appellations Answer: b Feedback: Named computer memory locations are variables. Compilers translate programming statements into machine language; they are not memory locations. Addresses are unnamed computer memory locations. “Appellations” is not a term used in programming. 6. The individual operations used in a computer program are often grouped into logical units calledSolution and Answer Guide: Farrell, Java Programming 10e, [978-035-767-3423], Chapter 1: Creating Java Programs © 2022 Cengage. All Rights Reserved. May not be scanned, copied or duplicated, or posted to a publicly accessible 3 website, in whole or in part. ____________. a. procedures b. variables c. constants d. logistics Answer: a Feedback: The individual operations used in a computer program are often grouped into logical units called procedures. Variables are named memory locations, and constants are values that do not change; they are not groups of logical operations. “Logistics” is not a term commonly used in programming. 7. Envisioning program components as objects that are similar to concrete objects in the real world is the hallmark of ____________. a. command-line operating systems b. procedural programming c. object-oriented programming d. machine languages Answer: c Feedback: Envisioning program components as objects that are similar to concrete objects in the real world is the hallmark of object-oriented programming. 8. The values of an object’s attributes are known as its ____________. a. state b. orientation c. methods d. condition Answer: a Feedback: The values of an object’s attributes are known as its state. 9. An instance of a class is a(n) ____________.Solution and Answer Guide: Farrell, Java Programming 10e, [978-035-767-3423], Chapter 1: Creating Java Programs © 2022 Cengage. All Rights Reserved. May not be scanned, copied or duplicated, or posted to a publicly accessible 4 website, in whole or in part. a. method b. procedure c. object d. case Answer: c Feedback: An instance of a class is an object. 10. Java is architecturally ____________. a. neutral b. oriented c. specific d. abstract Answer: a


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