Object Oriented Programming Flashcards

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Flashcards covering key vocabulary and concepts in object-oriented programming (OOP).

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28 Terms

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Object-Oriented Programming (OOP)

A programming paradigm that considers data first before actions are designed.

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Procedural Programming

A programming paradigm that considers actions first before the data is considered.

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Object

A software bundle of related state and behavior; a dynamic instance of a class.

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Class

A construct used to define a distinct new type, made up of attributes (properties) and methods (behavior).

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Data Encapsulation

Bundling code into individual software objects to provide modularity and prevent unintended access to data.

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Data Abstraction

Representing important details while hiding away implementation details.

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Inheritance

The process of creating a new class from an existing class, inheriting attributes and behaviors.

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Polymorphism

The ability of an object to take on many forms, processing objects differently based on their data type or class.

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Class Diagram

A diagram used to show the design of a class, including the class name, attributes, and methods.

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Constructor

A method used to create and instantiate an object of a defined class, initializing its attributes.

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Default Constructor

A constructor with no parameters, used to initialize attributes with default values (e.g., empty strings, zero for numeric values).

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Parameterized Constructor

A constructor that contains parameters used to assign values to the corresponding attributes during object instantiation.

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Encapsulation Principle

States that a class's attributes should only be read or written by methods of the class itself; also known as information hiding.

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Information Hiding

Declaring all fields and auxiliary methods as private in a class, limiting data access through accessors and mutators.

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Access Specifiers

Keywords (public, private, protected) used to identify access rights for data and member functions of a class.

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Destructor

A special method called when an object's lifecycle is over to free memory and deallocate resources (common in languages with manual memory management).

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Garbage Collector

A program that runs on the JVM and recovers memory by deleting objects that are no longer used or accessible.

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Accessor (Getter) Method

A method in a class that provides read access to a private variable, typically prefixed with 'get'.

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Mutator (Setter) Method

A method that allows an object or external class to change or set a private variable, typically prefixed with 'set'.

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Auxiliary Methods

Other methods (functions and procedures) in a class that assist with the functionality of the class, such as calculations or formatting.

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toString() Method

A method that creates a string representation of an object, returning a formatted display of its attributes.

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Method Overloading

Having two or more methods in a single class with the same name but different types, order, or number of parameters.

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Superclass (Base/Parent Class)

The class whose features are inherited by another class.

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Subclass (Derived/Extended/Child Class)

The class that inherits from another class, adding its own fields and methods.

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Method Overriding

Implementing a method in a derived class with the same signature as a method in the base class, replacing the base class's functionality.

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Compile-Time Polymorphism (Static Polymorphism)

Polymorphism achieved through method overloading, where the compiler determines which method to run.

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Runtime Polymorphism (Dynamic Polymorphism)

Polymorphism achieved by overriding a base class method, where the computer determines which method to run at runtime.

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Static

A keyword that indicates a variable, method, block of code, or nested class belongs to the class itself rather than to an instance of the class.