Accounting /OOP Concepts and C++ Classes Chapter 14
OOP Concepts and C++ Classes Chapter 14
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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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 |
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 |