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Java follows the Write Once Run Anywhere (WORA) principle. This means that a program written
                  in Java can run on any Java-enabled machine without making any changes. Java programs do not
                  depend on the hardware of the computer. Hence, Java is a platform-independent language.

                  Java is simpler and easier to use compared to other object-oriented programming languages.
                  When developing Java, its creators incorporated the best features of existing object-oriented
                  programming languages, such as C++, Ada, and Smalltalk.
                      FEATURES OF JAVA


                  Java has various advanced features, which are as follows:
                      Simple: Java has a relatively simple structure and clearly defined syntax.
                      Case Sensitive: Java is a case-sensitive language. In Java, ‘pay’ and ‘PAY’ are not the same.

                     They are interpreted differently.
                      Object-Oriented: Java supports object-oriented  programming concepts like  classes  and
                     objects. The programs are built around objects that combine both data and functionality.

                      Platform  Independent:  A  Java  program  can  run  on  any  platform  without  modifications
                     meaning the same program will run on Windows, Linux, Macintosh, etc.
                      Secure: Java is a secure programming language that enables the development of virus-free
                     programs. It also provides various authentication techniques based on public-key encryption.
                      Robust: Java  aims to eliminate error-prone  situations by  focussing on  compile-time and

                     runtime checking.

                      WHAT IS OBJECT AND CLASS?

                  As we have discussed above, an object-oriented programming language uses objects and classes.
                  Let us discuss them in detail.
                  Object

                  An object can be defined as a real-world entity such as a telephone, mouse, or bag. All real-
                  world entities have properties and behaviours. Properties represent the physical appearance and

                  qualities of an object. On the other hand, behaviour represents the functions that an object can
                  perform. For example, a computer has a brand name, type, and price as its properties. It also has
                  "calculation" as one of its behaviours.
                  Class

                  A class can be defined as a user-defined blueprint or prototype used to create objects. It contains
                  objects that have similar properties and behaviour. For example, an animal class has different
                  types of animals.


                                                                Animal




                                          Cat                     Tiger                   Dog



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