OOP Flashcards

1
Q

Computers became more powerful, and so programs became larger and more complex.

A

“Software Crisis” (1960’s – 1980’s)

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2
Q

creating high-quality software systems in an efficient and predictable manner

A

Software Engineering

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3
Q

was one of the prime concepts used to simplify programming problems

A

Abstraction

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4
Q
  • routines were grouped into “functions”
  • you could hide data to be accessible to only within a function (“encapsulation”)
A

Procedural Programming

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5
Q
  • further refinement of procedural programming
  • formal methods of planning data-flow and functional decomposition
  • “goto” banned
A

Structured Programming

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6
Q

Takes encapsulation even further by localizing data and associated operations into a mini-program called an “object”.

A

Object-Oriented Programming

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7
Q

Goals of OOP

A
  • Comprehensibility
  • Maintainability
  • Reusability
  • Pluggability
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8
Q

it has attributes and methods

A

Object

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9
Q

The outward appearance of an object. How other objects see the object.

A

Interface

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10
Q

the definition of an object

A

Class

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11
Q

the created object of a class

A

Instance

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12
Q

Three Core Principles of OOP

A
  • Encapsulation
  • Inheritance
  • Polymorphism
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13
Q

The grouping of data and operations into objects.

A

Encapsulation

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14
Q

Hiding of data and operations from other objects.

A

Encapsulation

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15
Q

A way to create a new class by “deriving” from another class.

A

Inheritance

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16
Q

is a way to allow objects to share code, preventing code-duplication

A

Inheritance

17
Q

When a single datatype exhibits different behaviors during execution

A

Polymorphism

18
Q

when a subclass re-implements one or more methods from the superclass

A

Method Overriding

19
Q

Unique in a subclass

A

Specialization

20
Q

cant be inherit but can be instantiated

A

Final Class

21
Q

can be inherited but cant be instantiated

A

Abstract Class