Showing posts with label Tutorials. Show all posts
Showing posts with label Tutorials. Show all posts

SAS interview question, SAS material, SAS experienced interview question

1) Explain what is SAS? What are the functions does it performs?
SAS means Statistical Analysis System, which is an integrated set of software products.
• Information retrieval and data management
• Writing reports and graphics
• Statistical analysis, econometrics and data mining
• Business planning, forecasting and decision support
• Operation research and Project management
• Quality Improvement
• Data Warehousing
• Application Development
2) Explain what is the basic structure of SAS programing?
The basic structure of SAS are
• Program Editor
• Explorer Window
• Log Window

Java Loops - for, while and do...while

There may be a situation when we need to execute a block of code several number of times, and is often referred to as a loop.
Java has very flexible three looping mechanisms. You can use one of the following three loops:
  • while Loop
  • do...while Loop
  • for Loop
As of Java 5, the enhanced for loop was introduced. This is mainly used for Arrays.

The while Loop:

A while loop is a control structure that allows you to repeat a task a certain number of times.

Syntax:

The syntax of a while loop is:
while(Boolean_expression)
{
   //Statements
}
When executing, if the boolean_expression result is true, then the actions inside the loop will be executed. This will continue as long as the expression result is true.
Here, key point of the while loop is that the loop might not ever run. When the expression is tested and the result is false, the loop body will be skipped and the first statement after the while loop will be executed.

Java - Character Class

Normally, when we work with characters, we use primitive data types char.

Example:

char ch = 'a';

// Unicode for uppercase Greek omega character
char uniChar = '\u039A'; 

// an array of chars
char[] charArray ={ 'a', 'b', 'c', 'd', 'e' }; 
However in development, we come across situations where we need to use objects instead of primitive data types. In order to achieve this, Java provides wrapper class Character for primitive data type char.
The Character class offers a number of useful class (i.e., static) methods for manipulating characters. You can create a Character object with the Character constructor:
Character ch = new Character('a');
The Java compiler will also create a Character object for you under some circumstances. For example, if you pass a primitive char into a method that expects an object, the compiler automatically converts the char to a Character for you. This feature is called autoboxing or unboxing, if the conversion goes the other way.

Example:

// Here following primitive char 'a'
// is boxed into the Character object ch
Character ch = 'a';

// Here primitive 'x' is boxed for method test,
// return is unboxed to char 'c'
char c = test('x');

Computer - Overview

Today's world is an information-rich world and it has become a necessity for everyone to know about computers. Purpose of this tutorial is to introduce you about computer systems and its fundamentals.

Functionalities of a computer

Any digital computer carries out five functions in gross terms:
  • Takes data as input.
  • Stores the data/instructions in its memory and can use them when required.
  • Processes the data and converts it into useful information.
  • Outputs the information.
  • Controls all the above four steps.
Computer

What Is a Package?

A package is a namespace that organizes a set of related classes and interfaces. Conceptually you can think of packages as being similar to different folders on your computer. You might keep HTML pages in one folder, images in another, and scripts or applications in yet another. Because software written in the Java programming language can be composed of hundreds or thousands of individual classes, it makes sense to keep things organized by placing related classes and interfaces into packages.
The Java platform provides an enormous class library (a set of packages) suitable for use in your own applications. This library is known as the "Application Programming Interface", or "API" for short. Its packages represent the tasks most commonly associated with general-purpose programming. For example, a String object contains state and behavior for character strings; a File object allows a programmer to easily create, delete, inspect, compare, or modify a file on the filesystem; a Socket object allows for the creation and use of network sockets; various GUI objects control buttons and checkboxes and anything else related to graphical user interfaces. There are literally thousands of classes to choose from. This allows you, the programmer, to focus on the design of your particular application, rather than the infrastructure required to make it work.
The Java Platform API Specification contains the complete listing for all packages, interfaces, classes, fields, and methods supplied by the Java SE platform. Load the page in your browser and bookmark it. As a programmer, it will become your single most important piece of reference documentation.
Source;http://docs.oracle.com/javase/tutorial/java/concepts/package.html

What Is an Interface?

As you've already learned, objects define their interaction with the outside world through the methods that they expose. Methods form the object's interface with the outside world; the buttons on the front of your television set, for example, are the interface between you and the electrical wiring on the other side of its plastic casing. You press the "power" button to turn the television on and off.
In its most common form, an interface is a group of related methods with empty bodies. A bicycle's behavior, if specified as an interface, might appear as follows:
interface Bicycle {

    //  wheel revolutions per minute
    void changeCadence(int newValue);

    void changeGear(int newValue);

    void speedUp(int increment);

    void applyBrakes(int decrement);
}
To implement this interface, the name of your class would change (to a particular brand of bicycle, for example, such as ACMEBicycle), and you'd use the implements keyword in the class declaration:
class ACMEBicycle implements

What Is Inheritance?

Different kinds of objects often have a certain amount in common with each other. Mountain bikes, road bikes, and tandem bikes, for example, all share the characteristics of bicycles (current speed, current pedal cadence, current gear). Yet each also defines additional features that make them different: tandem bicycles have two seats and two sets of handlebars; road bikes have drop handlebars; some mountain bikes have an additional chain ring, giving them a lower gear ratio.
Object-oriented programming allows classes to inherit commonly used state and behavior from other classes. In this example, Bicycle now becomes the superclass of MountainBike, RoadBike, and TandemBike. In the Java programming language, each class is allowed to have one direct superclass, and each superclass has the potential for an unlimited number of subclasses:
A diagram of classes in a hierarchy.
A hierarchy of bicycle classes.
The syntax for creating a subclass is simple. At the beginning of your class declaration, use the extends keyword, followed by the name of the class to inherit from:
class MountainBike extends Bicycle {

    // new fields and methods defining 
    // a mountain bike would go here

}
This gives MountainBike all the same fields and methods as Bicycle, yet allows its code to focus exclusively on the features that make it unique. This makes code for your subclasses easy to read. However, you must take care to properly document the state and behavior that each superclass defines, since that code will not appear in the source file of each subclass.
Source;http://docs.oracle.com/javase/tutorial/java/concepts/inheritance.html


What Is a Class?

In the real world, you'll often find many individual objects all of the same kind. There may be thousands of other bicycles in existence, all of the same make and model. Each bicycle was built from the same set of blueprints and therefore contains the same components. In object-oriented terms, we say that your bicycle is an instance of the class of objects known as bicycles. A class is the blueprint from which individual objects are created.
The following Bicycle class is one possible implementation of a bicycle:
class Bicycle {

    int cadence = 0;
    int speed = 0;
    int gear = 1;

    void changeCadence(int newValue) {
         cadence = newValue;
    }

    void changeGear(int newValue) {
         gear = newValue;
    }

    void speedUp(int increment) {
         speed = speed + increment;   
    }

    void applyBrakes(int decrement) {
         speed = speed - decrement;
    }

    void printStates() {
         System.out.println("cadence:" +
             cadence + " speed:" + 
             speed + " gear:" + gear);
    }
}
The syntax of the Java programming language will look new to you, but the design of this class is based on the previous discussion of bicycle objects. The fields cadence, speed, and gear represent the object's state, and the methods (changeCadence, changeGear, speedUp etc.) define its interaction with the outside world.
You may have noticed that the Bicycle class does not contain a main method. That's because it's not a complete application; it's just the blueprint for bicycles that might be used in an application. The responsibility of creating and using new Bicycle objects belongs to some other class in your application.
Here's a BicycleDemo class that creates two separate Bicycle objects and invokes their methods:

What Is an Object?

Objects are key to understanding object-oriented technology. Look around right now and you'll find many examples of real-world objects: your dog, your desk, your television set, your bicycle.
Real-world objects share two characteristics: They all have state and behavior. Dogs have state (name, color, breed, hungry) and behavior (barking, fetching, wagging tail). Bicycles also have state (current gear, current pedal cadence, current speed) and behavior (changing gear, changing pedal cadence, applying brakes). Identifying the state and behavior for real-world objects is a great way to begin thinking in terms of object-oriented programming.
Take a minute right now to observe the real-world objects that are in your immediate area. For each object that you see, ask yourself two questions: "What possible states can this object be in?" and "What possible behavior can this object perform?". Make sure to write down your observations. As you do, you'll notice that real-world objects vary in complexity; your desktop lamp may have only two possible states (on and off) and two possible behaviors (turn on, turn off), but your desktop radio might have additional states (on, off, current volume, current station) and behavior (turn on, turn off, increase volume, decrease volume, seek, scan, and tune). You may also notice that some objects, in turn, will also contain other objects. These real-world observations all translate into the world of object-oriented programming.
A circle with an inner circle filled with items, surrounded by gray wedges representing methods that allow access to the inner circle.
A software object.

Software objects are conceptually similar to real-world objects: they too consist of state and related behavior. An object stores its state in fields (variables in some programming languages) and exposes its behavior through methods (functions in some programming languages). Methods operate on an object's internal state and serve as the primary mechanism for object-to-object communication. Hiding internal state and requiring all interaction to be performed through an object's methods is known as data encapsulation — a fundamental principle of object-oriented programming.
Consider a bicycle, for example:
A picture of an object, with bibycle methods and instance variables.
A bicycle modeled as a software object.

By attributing state (current speed, current pedal cadence, and current gear) and providing methods for changing that state, the object remains in control of how the outside world is allowed to use it. For example, if the bicycle only has 6 gears, a method to change gears could reject any value that is less than 1 or greater than 6.

Lesson: Object-Oriented Programming Concepts

If you've never used an object-oriented programming language before, you'll need to learn a few basic concepts before you can begin writing any code. This lesson will introduce you to objects, classes, inheritance, interfaces, and packages. Each discussion focuses on how these concepts relate to the real world, while simultaneously providing an introduction to the syntax of the Java programming language.

What Is an Object?

An object is a software bundle of related state and behavior. Software objects are often used to model the real-world objects that you find in everyday life. This lesson explains how state and behavior are represented within an object, introduces the concept of data encapsulation, and explains the benefits of designing your software in this manner.

What Is a Class?

A class is a blueprint or prototype from which objects are created. This section defines a class that models the state and behavior of a real-world object. It intentionally focuses on the basics, showing how even a simple class can cleanly model state and behavior.

What Is Inheritance?

Inheritance provides a powerful and natural mechanism for organizing and structuring your software. This section explains how classes inherit state and behavior from their superclasses, and explains how to derive one class from another using the simple syntax provided by the Java programming language.

Trail: Learning the Java Language

This trail covers the fundamentals of programming in the Java programming language.
Object-Oriented Programming Concepts teaches you the core concepts behind object-oriented programming: objects, messages, classes, and inheritance. This lesson ends by showing you how these concepts translate into code. Feel free to skip this lesson if you are already familiar with object-oriented programming.
Language Basics describes the traditional features of the language, including variables, arrays, data types, operators, and control flow.
Classes and Objects describes how to write the classes from which objects are created, and how to create and use the objects.
Annotations are a form of metadata and provide information for the compiler. This lesson describes where and how to use annotations in a program effectively.
Interfaces and Inheritance describes interfaces—what they are, why you would want to write one, and how to write one. This section also describes the way in which you can derive one class from another. That is, how a subclass can inherit fields and methods from a superclass. You will learn that all classes are derived from the Object class, and how to modify the methods that a subclass inherits from superclasses.

Java Interview Questions

Dear readers, these Java Interview Questions have been designed especially to get you acquainted with the nature of questions you may encounter during your interview for the subject of Java Programming Language. As per my experience, good interviewers hardly planned to ask any particular question during your interview, normally questions start with some basic concept of the subject and later they continue based on further discussion and what you answer:
Q: What do you know about Java?
A: Java is a high-level programming language originally developed by Sun Microsystems and released in 1995. Java runs on a variety of platforms, such as Windows, Mac OS, and the various versions of UNIX.
Q: What are the supported platforms by Java Programming Language?
A: Java runs on a variety of platforms, such as Windows, Mac OS, and the various versions of UNIX/Linux like HP-Unix, Sun Solaris, Redhat Linux, Ubuntu, CentOS, etc.
Q: List any five features of Java?
A: Some features include Object Oriented, Platform Independent, Robust, Interpreted, Multi-threaded
Q: Why is Java Architectural Neutral?
A: It’s compiler generates an architecture-neutral object file format, which makes the compiled code to be executable on many processors, with the presence of Java runtime system.
Q: How Java enabled High Performance?
A: Java uses Just-In-Time compiler to enable high performance. Just-In-Time compiler is a program that turns Java bytecode, which is a program that contains instructions that must be interpreted into instructions that can be sent directly to the processor.
Q: Why Java is considered dynamic?
A: It is designed to adapt to an evolving environment. Java programs can carry extensive amount of run-time information that can be used to verify and resolve accesses to objects on run-time.
Q: What is Java Virtual Machine and how it is considered in context of Java’s platform independent feature?
A: When Java is compiled, it is not compiled into platform specific machine, rather into platform independent byte code. This byte code is distributed over the web and interpreted by virtual Machine (JVM) on whichever platform it is being run.
Q: List two Java IDE’s?
A: Netbeans, Eclipse, etc.
Q: List some Java keywords(unlike C, C++ keywords)?
A: Some Java keywords are import, super, finally, etc.
Q: What do you mean by Object?
A: Object is a runtime entity and it’s state is stored in fields and behavior is shown via methods. Methods operate on an object's internal state and serve as the primary mechanism for object-to-object communication.
Q: Define class?
A: A class is a blue print from which individual objects are created. A class can contain fields and methods to describe the behavior of an object.

Introduction to SQL



SQL is a standard language for accessing and manipulating databases.

What is SQL?

  • SQL stands for Structured Query Language
  • SQL lets you access and manipulate databases
  • SQL is an ANSI (American National Standards Institute) standard

What Can SQL do?

  • SQL can execute queries against a database
  • SQL can retrieve data from a database
  • SQL can insert records in a database
  • SQL can update records in a database
  • SQL can delete records from a database
  • SQL can create new databases
  • SQL can create new tables in a database
  • SQL can create stored procedures in a database
  • SQL can create views in a database
  • SQL can set permissions on tables, procedures, and views

SQL is a Standard - BUT....

Although SQL is an ANSI (American National Standards Institute) standard, there are different versions of the SQL language.
However, to be compliant with the ANSI standard, they all support at least the major commands (such as SELECT, UPDATE, DELETE, INSERT, WHERE) in a similar manner.
Note Note: Most of the SQL database programs also have their own proprietary extensions in addition to the SQL standard!


Using SQL in Your Web Site

To build a web site that shows data from a database, you will need:
  • An RDBMS database program (i.e. MS Access, SQL Server, MySQL)
  • To use a server-side scripting language, like PHP or ASP
  • To use SQL to get the data you want
  • To use HTML / CSS

RDBMS

RDBMS stands for Relational Database Management System.
RDBMS is the basis for SQL, and for all modern database systems such as MS SQL Server, IBM DB2, Oracle, MySQL, and Microsoft Access.
The data in RDBMS is stored in database objects called tables.
A table is a collection of related data entries and it consists of columns and rows.

Write HTML Using Notepad or TextEdit

HTML can be edited by using a professional HTML editor like:
  • Adobe Dreamweaver
  • Microsoft Expression Web
  • CoffeeCup HTML Editor
However, for learning HTML we recommend a text editor like Notepad (PC) or TextEdit (Mac).
We believe using a simple text editor is a good way to learn HTML.
Follow the 4 steps below to create your first web page with Notepad.

Step 1: Open Notepad

To open Notepad in Windows 7 or earlier:
Click Start (bottom left on your screen). Click All Programs. Click Accessories. Click Notepad.
To open Notepad in Windows 8 or later:
Open the Start Screen (the window symbol at the bottom left on your screen). Type Notepad.

Step 2: Write Some HTML

Write or copy some HTML into Notepad.

Example





My First Heading



My first paragraph.


Notepad

Creating a Project

The easiest way to learn about JavaBeans is to start using them. To begin, download and install the latest version of NetBeans. This tutorial describes how to use NetBeans version 7.0.
NetBeans is a bean builder tool, which means it recognizes JavaBeans components (beans) and enables you to snap components together into an application with ease.

A Button is a Bean

Start NetBeans. Choose File > New Project... from the menu.
Choose Java and Java Application
Click for full image
Select Java from the Categories list and select Java Application from the Projects list. Click Next

Software Requirements

The software requirements are description of features and functionalities of the target system. Requirements convey the expectations of users from the software product. The requirements can be obvious or hidden, known or unknown, expected or unexpected from client’s point of view.

Requirement Engineering

The process to gather the software requirements from client, analyze and document them is known as requirement engineering.
The goal of requirement engineering is to develop and maintain sophisticated and descriptive ‘System Requirements Specification’ document.

Requirement Engineering Process

It is a four step process, which includes –
  • Feasibility Study
  • Requirement Gathering
  • Software Requirement Specification
  • Software Requirement Validation
Let us see the process briefly -

Feasibility study

When the client approaches the organization for getting the desired product developed, it comes up with rough idea about what all functions the software must perform and which all features are expected from the software.
Referencing to this information, the analysts does a detailed study about whether the desired system and its functionality are feasible to develop.
This feasibility study is focused towards goal of the organization. This study analyzes whether the software product can be practically materialized in terms of implementation, contribution of project to organization, cost constraints and as per values and objectives of the organization. It explores technical aspects of the project and product such as usability, maintainability, productivity and integration ability.
The output of this phase should be a feasibility study report that should contain adequate comments and recommendations for management about whether or not the project should be undertaken.

Requirement Gathering

If the feasibility report is positive towards undertaking the project, next phase starts with gathering requirements from the user. Analysts and engineers communicate with the client and end-users to know their ideas on what the software should provide and which features they want the software to include.

Software Requirement Specification

SRS is a document created by system analyst after the requirements are collected from various stakeholders.
SRS defines how the intended software will interact with hardware, external interfaces, speed of operation, response time of system, portability of software across various platforms, maintainability, speed of recovery after crashing, Security, Quality, Limitations etc.
The requirements received from client are written in natural language. It is the responsibility of system analyst to document the requirements in technical language so that they can be comprehended and useful by the software development team.
SRS should come up with following features:
  • User Requirements are expressed in natural language.
  • Technical requirements are expressed in structured language, which is used inside the organization.
  • Design description should be written in Pseudo code.
  • Format of Forms and GUI screen prints.
  • Conditional and mathematical notations for DFDs etc.

Software Requirement Validation

After requirement specifications are developed, the requirements mentioned in this document are validated. User might ask for illegal, impractical solution or experts may interpret the requirements incorrectly. This results in huge increase in cost if not nipped in the bud. Requirements can be checked against following conditions -
  • If they can be practically implemented
  • If they are valid and as per functionality and domain of software
  • If there are any ambiguities
  • If they are complete
  • If they can be demonstrated

Requirement Elicitation Process

Requirement elicitation process can be depicted using the folloiwng diagram:
Requirement elicitation process

Software Project Management

The job pattern of an IT company engaged in software development can be seen split in two parts:
  • Software Creation
  • Software Project Management
A project is well-defined task, which is a collection of several operations done in order to achieve a goal (for example, software development and delivery). A Project can be characterized as:
  • Every project may has a unique and distinct goal.
  • Project is not routine activity or day-to-day operations.
  • Project comes with a start time and end time.
  • Project ends when its goal is achieved hence it is a temporary phase in the lifetime of an organization.
  • Project needs adequate resources in terms of time, manpower, finance, material and knowledge-bank.

Software Project

A Software Project is the complete procedure of software development from requirement gathering to testing and maintenance, carried out according to the execution methodologies, in a specified period of time to achieve intended software product.

Need of software project management

Software is said to be an intangible product. Software development is a kind of all new stream in world business and there’s very little experience in building software products. Most software products are tailor made to fit client’s requirements. The most important is that the underlying technology changes and advances so frequently and rapidly that experience of one product may not be applied to the other one. All such business and environmental constraints bring risk in software development hence it is essential to manage software projects efficiently.
Time_Cost_Quality
The image above shows triple constraints for software projects. It is an essential part of software organization to deliver quality product, keeping the cost within client’s budget constrain and deliver the project as per scheduled. There are several factors, both internal and external, which may impact this triple constrain triangle. Any of three factor can severely impact the other two.
Therefore, software project management is essential to incorporate user requirements along with budget and time constraints.

Software Development Paradigm

The software development paradigm helps developer to select a strategy to develop the software. A software development paradigm has its own set of tools, methods and procedures, which are expressed clearly and defines software development life cycle. A few of software development paradigms or process models are defined as follows:

Waterfall Model

Waterfall model is the simplest model of software development paradigm. It says the all the phases of SDLC will function one after another in linear manner. That is, when the first phase is finished then only the second phase will start and so on.
This model assumes that everything is carried out and taken place perfectly as planned in the previous stage and there is no need to think about the past issues that may arise in the next phase. This model does not work smoothly if there are some issues left at the previous step. The sequential nature of model does not allow us go back and undo or redo our actions.
This model is best suited when developers already have designed and developed similar software in the past and are aware of all its domains.

Iterative Model

This model leads the software development process in iterations. It projects the process of development in cyclic manner repeating every step after every cycle of SDLC process.
Iterative Model The software is first developed on very small scale and all the steps are followed which are taken into consideration. Then, on every next iteration, more features and modules are designed, coded, tested and added to the software. Every cycle produces a software, which is complete in itself and has more features and capabilities than that of the previous one.
After each iteration, the management team can do work on risk management and prepare for the next iteration. Because a cycle includes small portion of whole software process, it is easier to manage the development process but it consumes more resources.

Spiral Model

Spiral model is a combination of both, iterative model and one of the SDLC model. It can be seen as if you choose one SDLC model and combine it with cyclic process (iterative model).
Spiral Model This model considers risk, which often goes un-noticed by most other models. The model starts with determining objectives and constraints of the software at the start of one iteration. Next phase is of prototyping the software. This includes risk analysis. Then one standard SDLC model is used to build the software. In the fourth phase of the plan of next iteration is prepared.

V – model

The major drawback of waterfall model is we move to the next stage only when the previous one is finished and there was no chance to go back if something is found wrong in later stages. V-Model provides means of testing of software at each stage in reverse manner.
V-Model At every stage, test plans and test cases are created to verify and validate the product according to the requirement of that stage. For example, in requirement gathering stage the test team prepares all the test cases in correspondence to the requirements. Later, when the product is developed and is ready for testing, test cases of this stage verify the software against its validity towards requirements at this stage.
This makes both verification and validation go in parallel. This model is also known as verification and validation model.

Big Bang Model

This model is the simplest model in its form. It requires little planning, lots of programming and lots of funds. This model is conceptualized around the big bang of universe. As scientists say that after big bang lots of galaxies, planets and stars evolved just as an event. Likewise, if we put together lots of programming and funds, you may achieve the best software product.
Big Bang Model For this model, very small amount of planning is required. It does not follow any process, or at times the customer is not sure about the requirements and future needs. So the input requirements are arbitrary.
This model is not suitable for large software projects but good one for learning and experimenting.

Software Development Life Cycle

Software Development Life Cycle, SDLC for short, is a well-defined, structured sequence of stages in software engineering to develop the intended software product.

SDLC Activities

SDLC provides a series of steps to be followed to design and develop a software product efficiently. SDLC framework includes the following steps:
SDLC

Communication

This is the first step where the user initiates the request for a desired software product. He contacts the service provider and tries to negotiate the terms. He submits his request to the service providing organization in writing.

Requirement Gathering

This step onwards the software development team works to carry on the project. The team holds discussions with various stakeholders from problem domain and tries to bring out as much information as possible on their requirements. The requirements are contemplated and segregated into user requirements, system requirements and functional requirements. The requirements are collected using a number of practices as given -
  • studying the existing or obsolete system and software,
  • conducting interviews of users and developers,
  • referring to the database or
  • collecting answers from the questionnaires.

What's New in JDK 8

Java Platform, Standard Edition 8 is a major feature release. This document summarizes features and enhancements in Java SE 8 and in JDK 8, Oracle's implementation of Java SE 8. Click the component name for a more detailed description of the enhancements for that component.
  • Java Programming Language
    • Lambda Expressions, a new language feature, has been introduced in this release. They enable you to treat functionality as a method argument, or code as data. Lambda expressions let you express instances of single-method interfaces (referred to as functional interfaces) more compactly.
    • Method references provide easy-to-read lambda expressions for methods that already have a name.
    • Default methods enable new functionality to be added to the interfaces of libraries and ensure binary compatibility with code written for older versions of those interfaces.
    • Repeating Annotations provide the ability to apply the same annotation type more than once to the same declaration or type use.
    • Type Annotations provide the ability to apply an annotation anywhere a type is used, not just on a declaration. Used with a pluggable type system, this feature enables improved type checking of your code.
    • Improved type inference.
    • Method parameter reflection.
  • Collections
    • Classes in the new java.util.stream package provide a Stream API to support functional-style operations on streams of elements. The Stream API is integrated into the Collections API, which enables bulk operations on collections, such as sequential or parallel map-reduce transformations.
    • Performance Improvement for HashMaps with Key Collisions
  • Compact Profiles contain predefined subsets of the Java SE platform and enable applications that do not require the entire Platform to be deployed and run on small devices.
  • Security
    • Client-side TLS 1.2 enabled by default
    • New variant of AccessController.doPrivileged that enables code to assert a subset of its privileges, without preventing the full traversal of the stack to check for other permissions
    • Stronger algorithms for password-based encryption
    • SSL/TLS Server Name Indication (SNI) Extension support in JSSE Server
    • Support for AEAD algorithms: The SunJCE provider is enhanced to support AES/GCM/NoPadding cipher implementation as well as GCM algorithm parameters. And the SunJSSE provider is enhanced to support AEAD mode based cipher suites. See Oracle Providers Documentation, JEP 115.
    • KeyStore enhancements, including the new Domain KeyStore type java.security.DomainLoadStoreParameter, and the new command option