OOP Flashcards

1
Q

Define object

A
  • stores state in field

- behaviour through methods

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2
Q

Define attribute

A

defines or describes the object

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3
Q

Define class definition

A

blueprint that defines the properties of all objects of the same type

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4
Q

Define instantiation

A

process of making an object from the class definition

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5
Q

What does UML (Unified Modelling Language) look like

A

contains:

  • name
  • attribute (data type)
  • methods
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6
Q

Define method

A

operations that the class can execute

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7
Q

Define constructor

A

carries out actions that are needed when an instance of the object is created. e.g. initial values

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8
Q

Define Encapsulation

A

protects data by bundling the data and methods together within a class

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9
Q

What should attributes be declared as

A
  • Private

- hidden within the class

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10
Q

What should methods be declared as

A
  • Public

- access or modify attributes (getters and setters)

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11
Q

Describe inheritance

A

creating a new child class that inherits the attributes and methods of the parent class

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12
Q

What does an inheritance diagram look like?

A

open arrows pointing up to parent

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13
Q

Define Polymorphism

A

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

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14
Q

Define association

A

relationship between two entirely separate classes

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15
Q

Define aggregation

A
  • one-way relationship
  • “has a”
  • open diamond
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16
Q

Define composition

A
  • one way relationship
  • “is part of”
  • closed diamond
17
Q

Advantages of OOP

A
  • Highly modular classes
  • Easier to maintain
  • Protected data
18
Q

Disadvantages of OOP

A
  • Large amount of memory needed

- Objects can acquire the ability to do things that don’t make sense

19
Q

Define Concrete Class

A
  • A class we can create an instance of
  • a complete class
  • Abstract is opposite (can be subclassed)
20
Q

Define Procedure

A

-Set of instructions that are executed

21
Q

Define Function

A

-Procedure but returns a value