M5 OOP ITO Flashcards

1
Q

is a technique of solving a problem and breaking it down into smaller parts and solving
each of the smaller problems.

A

Procedural Programming

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2
Q

This model of software development is process-centric or procedural since it concentrates on
the procedures in a system.

A

Procedural Programming

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3
Q

It describes the task to be performed on objects. These objects that have to be created
and stored in the computer memory, contain data and instructions to perform tasks specific to
that object.

A

Object-Oriented Programming

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4
Q

The focus of X is to break down a programming task into a

collection of variables, data structures, and subroutines

A

procedural programming

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5
Q

the focus of X is to break down a programming task into
objects that expose behavior (methods) and data (members or attributes) using
interfaces.

A

object-oriented programming,

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6
Q

It uses a collection of objects interacting with each other.

A

object-oriented programming,

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7
Q

the process of picking out the common features of objects and
procedures. This process focuses on the essential characteristics of an object.

A

Abstraction –

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8
Q

the process of hiding the implementation details of an object.

A

Encapsulation –

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9
Q

allows an object to extend its characteristics to another object

A

Inheritance –

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10
Q

Resilience to change with the use of X

A

polymorphism.

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11
Q

ability to process objects differently depending on their data type or class.

A

Polymorphism –

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12
Q

is a template or blueprint that defines an object’s attributes and operations
and that is created at design time

A

A class

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13
Q
is a running instance of a class that consumes memory and has a finite 
lifespan
A

An object

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14
Q

exists when an object contains a reference to another object. Referred to as the
“has a” relationship

A

Association –

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15
Q
the parent class from which  properties are inherited by 
another class
A

superclass (base class) –

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16
Q

a new class with properties taken from a parent clas

A

subclass (derived class) –

17
Q
a well-encapsulated conceptual  class. The objects of this class do not 
exist in real world
A

abstract class –

18
Q
is a general-purpose notational language used for specifying and visualizing 
complex software, usually large object-oriented project.  t uses several types of diagrams such 
as the case diagram, class diagram, and state chart diagram.
A

Unified Modeling Language (UML)

19
Q

is used to describe the attributes and behaviours of objects in the
system.

A

A class diagram

20
Q

are the data contained in a class

A

Attributes

21
Q

are the actions performed on that data

A

Operations

22
Q
declared either at the start or end of a class definition. These variables 
identify the  data stored in the object.
A

Attributes –

23
Q

a method that is automatically executed when an object is created. This
method is used to initialize the attributes.

A

Constructor –

24
Q

used to change or access the private data in an object.

A

Standard Methods –

25
Q

Standard Methods –

A

Mutator (Setter)

Accessor (Getter)

26
Q

a method that is used to change the data.

A

Mutator (Setter) –

27
Q

a method that is used to access or retrieve data.

A

Accessor (Getter) –

28
Q

implement the business rules for which the application is being
developed.

A

Custom Methods –

29
Q

teps in Declaring Classes:

A
  1. Define the class name
  2. Declare the attributes
  3. Create constructor
  4. Create standard methods
  5. Create custom methods
30
Q

variables stored in each object of a class,

usually referred to as the non-static member fields of a class.

A

Instance Variables (non-static fields) –

31
Q
variables stored in the class and are available to all 
objects of a class or objects of other classes if access is permitted, usually referred to as the 
static members of the class.
A

Class Variables (static fields) –

32
Q

data used in a method. This data is

temporary and does not exist once the method has completed execution.

A

Local Variables (method variables or local data) –