M5 SEE DISC STRUCT2 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

uses
procedures to operate on data
structures

A

procedural programming

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7
Q

bundles the procedures and data structures together

A

object-oriented

programming

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8
Q

an instance of a class that operates on its own data structrue

A

object

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9
Q

It uses a collection of objects interacting

with each other.

A

object-oriented

programming

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10
Q

enables
programmers to create modules that
need not be changed when a new type
of object is added.

A

object-oriented

programming

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11
Q

reduces softeare complexities and realistic
modelling through the use of various
techniques

A

OOP

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12
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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13
Q

the process of hiding the

implementation details of an object.

A

Encapsulation –

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14
Q

allows an object to extend its characteristics to another object.

A

Inheritance –

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15
Q

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

A

Polymorphism –

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16
Q

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

A

class

17
Q

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

A

object

18
Q

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

A

Association –

19
Q

referred to as the “kind of” or “is

a” relationship

A

Inheritance –

20
Q
the parent class 
from which properties are inherited by another 
class
A

superclass (base class) –

21
Q
a new class with 
properties  taken from a parent class
A

subclass (derived class) –

22
Q

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

A

abstract class –

23
Q

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

A

Unified Modeling Language (UML)

24
Q

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

A

class diagram

25
Q

are the data contained in a class

A

Attributes

26
Q

are the actions performed on that data

A

Operations

27
Q

Public (+), Private (-), Protected (#)

A

Accessibility:

28
Q

UML Access Modifier Symbols:

  • public
  • private
  • protected
  • package
  • indicates default access
  • represents abstract class method
  • represents static method or attribute
A
  • public: +
  • private: -
  • protected: #
  • package: ~
  • indicates default access: “ “
  • represents abstract class method: italics
  • represents static method or attribute: underline