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1. What are some of the benefits of modularity? 2. What is functional abstractio

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Question

1.   What are some of the benefits of modularity?

2.   What is functional abstraction?

3.   What is information hiding?

4.   What are the three types of operations on a data collection?

5.   What is data abstraction?

6.   What is an abstract data type (ADT)?

7.   What is a data structure?

8.   What is an axiom?

9.   What is a constructor?

10. When and how are initializers used?

11. Under what circumstance is a compiler-generated default constructor created?

12. Define the client of a class?

13. What is a superclass?

14. What is the purpose of an exception?

15. What is the difference between the physical size of an array and its logical size?

Explanation / Answer


Answers of your questions are below :


1. The advantages of using modularity:


2.Abstraction can be accomplished on functions, data, and processes. In functional abstraction, details of the algorithms to accomplish the function are not visible to the consumer of the function. The consumer of the function need to only know the correct calling convention and have trust in the accuracy of the functional results.



3.In computer science, information hiding is the principle of segregation of the design decisions in a computer program that are most likely to change, thus protecting other parts of the program from extensive modification if the design decision is changed. The protection involves providing a stable interface which protects the remainder of the program from the implementation (the details that are most likely to change).


4. censuses, sample surveys, and administrative data


5. Data abstraction is a methodology that enables us to isolate how a compound data object is used from the details of how it is constructed from more primitive data objects.

The basic idea of data abstraction is to structure the programs that are to use compound data objects so that they operate on ``abstract data.'' That is, our programs should use data in such a way as to make no assumptions about the data that are not strictly necessary for performing the task at hand.


6. In computer science, an abstract data type (ADT) is a mathematical model for a certain class of data structures that have similar behavior; or for certain data types of one or more programming languages that have similar semantics. An abstract data type is defined indirectly, only by the operations that may be performed on it and by mathematical constraints on the effects (and possibly cost) of those operations.


7. In programming, the term data structure refers to a scheme for organizing related pieces of information. The basic types of data structures include: files, lists, arrays, records, trees, tables.

Each of these basic structures has many variations and allows different operations to be performed on the data.


8. Axiom is a free, general-purpose computer algebra system. It consists of an interpreter environment, a compiler and a library, which defines a strongly typed, mathematically (mostly) correct type hierarchy.

In Axiom, all objects have a type. Examples of types are mathematical structures (such as rings, fields, polynomials) as well as data structures from computer science (e.g., lists, trees, hash tables).


9. a constructor is a special member function whose task is to intialize the object of its class.It has same name as that of class.It is invoked automatically when the object of that class is created.It is called constructor because it construct the values of data member of the class NOTE it is the only function which doesnot have any return type.They should be declared in the public member of the class/


10.Initializers are executed whenever an instance of a class is created, regardless of which constructor is used to create the instance.

Initializers are executed before any class constructors.


class PrimeClass

{

private Scanner sc = new Scanner(System.in);

public int x;

{

System.out.print(

"Enter the starting value for x: ");

x = sc.nextInt();

}

}


11. when user does not define any explicit constructor


12.A client is a computer program that, as part of its operation, relies on sending a request to another computer program (which may or may not be located on another computer). For example, web browsers are clients that connect to web servers and retrieve web pages for display. Email clients retrieve email from mail servers. Online chat uses a variety of clients, which vary depending on the chat protocol being used. Multiplayer video games or online video games may run as a client on each computer. The term "client" may also be applied to computers or devices that run the client software or users that use the client software.

A client is part of a client