Final answer:
The subject of writing a program to shuffle and deal a deck of cards is Object-oriented programming within the Computers and Technology subject for College grade. Sampling with and without replacement are demonstrated in examples involving picking and returning cards to a deck.
Step-by-step explanation:
The task of writing a program to shuffle and deal a deck of cards falls within the realm of Object-oriented programming, which is a subset of Computers and Technology. The program's design involves creating a class Card to represent individual playing cards, a class DeckOfCards to manage a collection of cards, and an application program to implement the functionality of shuffling and dealing.
In example 3.5, the action of picking four cards without putting any back into the deck is an instance of sampling without replacement, as evidenced by the sequence QS, 1D, 1C, QD. Conversely, picking cards and returning each card before drawing the next, as in the sequence KH, 7D, 6D, KH, represents sampling with replacement. The distinction lies in whether the drawn items are returned to the pool before subsequent draws, which affects the possible outcomes and probabilities.