Accounting /OOP Concepts and C++ Classes Chapter 14

OOP Concepts and C++ Classes Chapter 14

Accounting39 CardsCreated 2 months ago

This deck covers key concepts of object-oriented programming and C++ classes, including terminology, class structure, and programming principles.

When writing a __ ___ program, the programmer concentrates on the major tasks that the program needs to perform.

procedure-oriented
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Key Terms

Term
Definition
When writing a __ ___ program, the programmer concentrates on the major tasks that the program needs to perform.
procedure-oriented
When writing a __ __ program the programmer focuses on the objects that the program can use to accomplish its goal.
object-oriented
The ability to use an an object for more than one purpose saves programming __ and ___, an advantage that contributes to the popularity of object-oriented programming.
time money
___ is an acronym for object-oriented programming and simply means that you are using an object-oriented language to create a program that contains one or more objects.
OOP
___ is an acronym for object-oriented design which is a design methodology but it used to plan object-oriented programs.OOD divides a problem into one or more objects.
OOD
An ___ is anything that can be seen, touched, or used.
object

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TermDefinition
When writing a __ ___ program, the programmer concentrates on the major tasks that the program needs to perform.
procedure-oriented
When writing a __ __ program the programmer focuses on the objects that the program can use to accomplish its goal.
object-oriented
The ability to use an an object for more than one purpose saves programming __ and ___, an advantage that contributes to the popularity of object-oriented programming.
time money
___ is an acronym for object-oriented programming and simply means that you are using an object-oriented language to create a program that contains one or more objects.
OOP
___ is an acronym for object-oriented design which is a design methodology but it used to plan object-oriented programs.OOD divides a problem into one or more objects.
OOD
An ___ is anything that can be seen, touched, or used.
object
The ___ are the characteristics that describe the object.
attributes
An object's ____ are the operations (actions) that the object is capable of performing, or to which the object can respond.
behaviors
A ___ is a pattern or blueprint used to create an object.
class
A class contains or, ____ all of the attributes and behaviors that describe the object the class creates.
encapsulates
Objects created from a class are referred to as __ of the class and are said to be instantiated from the class.
instances
___ refers to the hiding of the internal details of an object from the user.
Abstraction
Attributes and behaviors that are not hidden are said to be ___ to the user.
exposed
___ refers to the fact that you can create one class from another class.
Inheritance
With inheritance, the new class, called the ___ class inherits the attributes and behaviors of the original class, called the ___ class.
derived, base
___ is the object-oriented feature that allows the same instruction to be carried out differently depending on the object.
Polymorphism
You can use the acronym ____ to remember some of the main OOP terms.
APIE
Every object used in a program is created from a class. TRUE/FALSE
TRUE
Your classes must specify the attributes and behaviors of the objects they create. You specify the objects and behaviors using a ___ ___.
class definition
The __ __ contains the C++ class statement.
declaration section
Although it is not a requirement when defining a class, the convention is to enter the class name using ____ ___. Capitalize the first letter in the name and each subsequent word.
Pascal case.
In most cases, the attributes(called data members) are represented by __ ___ and the behaviors are represented by ___ ___.
variable declarations, method prototypes
A ___ is simply a function that is defined in a class definition.
method
You enter the method definitions in the ____ ___ of a class definition.
implementation section
In most cases, you will want to expose the data members and hide the member methods. TRUE/FALSE
FALSE
After an object has been instantiated, the program can refer to the public member of the class using the syntax:
objectName.publicMember
Most programmers enter a class definition in a seperate file called a ___ ___.
header file
The programmer uses a ____ directive to tell the compiler to include the contents of the header file in the program.
#include
A ____ is a method whose instructions the computer automatically processes each time an object is isntantiated from the class.
constructor
Every class should have at least ___ constructor.
one
The sole purpose of a constructor is to initialize the class's ___ variables.
private
Each of a class's constructors must have the same name as the class, but its formal parameters(if any) must be ___ from any other constructor in the class.
different
A constructor that has no formal paramters is called the ___ __ .
default constructor
A class can have only one ___ ___.
default constructor
A constructor does not return a value so it does not begin with a data type. TRUE/FALSE
TRUE
Cosntructors that contain parameters are called ____ ___.
parameterized constructors
The method name combined with its optional parameterList is called the method's ___.
signature
When two or more methods have the same name but different parameterLists, the methods are referred to as ___ ___.
overloaded methods
____ is useful when two or more methods require different parameters to perform essentially the same task.
overloading