1.
During design, this is the name given to the data that needs to be stored about the object. For example Name.
Correct Answer
B. Property
Explanation
During the design phase, a property is the name given to the data that needs to be stored about an object. It represents the characteristics or attributes of the object, such as its name. Properties allow us to define and manipulate the state of an object. In this context, variables are typically used to store temporary data or values, while classes are used to define the blueprint or template for creating objects. Therefore, the correct answer is property.
2.
What term is used to describe how two or more objects are able to respond to a message in different ways.
Correct Answer
C. PolymorpHism
Explanation
Polymorphism is the term used to describe how two or more objects are able to respond to a message in different ways. It allows objects of different classes to be treated as objects of a common superclass, enabling them to be used interchangeably. This flexibility in behavior is achieved through method overriding, where subclasses provide their own implementation of a method defined in the superclass. Polymorphism enhances code reusability, flexibility, and maintainability in object-oriented programming.
3.
During implementation, this is term for describing the actions that the class can carry out. For example DisplayDetails.
Correct Answer
A. Methods
Explanation
The term "methods" refers to the actions that a class can perform during implementation. These actions are typically named based on what they do, such as "DisplayDetails" in this example. Methods allow the class to carry out specific tasks and manipulate data. They are an essential part of object-oriented programming and help to organize and structure the functionality of a class.
4.
During implementation, this is the name given to the data that needs to be stored about the class. For example Name.
Correct Answer
D. Variables
Explanation
Variables are the names given to the data that needs to be stored about the class during implementation. They are used to hold values and can be accessed and manipulated by the methods of the class. In this context, the example given is "Name," which represents a variable that stores the name data for the class. Variables are an essential part of programming as they allow for the storage and manipulation of data within a program.
5.
Preventing one class from accessing the properies of another class unless access is given is called ?
Correct Answer
C. Encapsulation
Explanation
Encapsulation is the correct answer because it refers to the practice of preventing one class from accessing the properties of another class unless access is explicitly granted. This is typically achieved by using access modifiers such as private or protected to restrict access to certain variables or methods. Encapsulation helps to ensure data integrity and maintainability by encapsulating the implementation details of a class and providing controlled access to its properties.
6.
What name is given to a diagramatic representation of the class, and the variables and methods which belong to the object.
Correct Answer
D. Class Diagram
Explanation
A class diagram is a diagrammatic representation of a class, including its variables and methods. It is used in object-oriented programming to illustrate the structure and relationships between classes and objects. It helps visualize the different classes in a system and their attributes and behaviors. Therefore, "Class Diagram" is the correct answer to the given question.
7.
During design, this is term for describing the actions that the object can carry out. For example DisplayDetails.
Correct Answer
D. Behaviours
Explanation
In design, the term "behaviours" is used to describe the actions that an object can perform. These actions are typically defined as methods, procedures, or functions within the object's code. For example, the action "DisplayDetails" could be a behaviour of an object that displays information about itself. Therefore, "behaviours" is the correct answer as it accurately describes the actions that an object can carry out during design.
8.
During design, this is any item that we need to store data about. For example Player.
Correct Answer
A. Object
Explanation
During the design phase, an object refers to any item that we need to store data about. In this context, an object could be something like a Player. Objects are the fundamental building blocks of object-oriented programming and encapsulate both data and behavior. They are instances of a class, which defines the structure and behavior of the object. Therefore, an object is the correct answer as it represents a specific instance of a class that stores data about a particular item, such as a Player.
9.
A class takes on the properties and methods of it's parent class.
Correct Answer
B. Inheritance
Explanation
Inheritance is the correct answer because it refers to the concept in object-oriented programming where a class can inherit properties and methods from its parent class. This allows for code reuse and the ability to create specialized classes that inherit and extend the functionality of a base class.
10.
A programming methodology where the programmer needs to think about objects within the program and the properties of the objects
Correct Answer
B. Object Oriented Programming
Explanation
Object Oriented Programming (OOP) is a programming methodology that focuses on organizing code around objects and their properties. In OOP, the programmer needs to think about the objects within the program and how they interact with each other. This approach allows for the creation of reusable code and promotes modularity, making it easier to understand and maintain complex programs. OOP languages such as Java, C++, and Python provide features like encapsulation, inheritance, and polymorphism to implement this methodology effectively.
11.
During implementation, this is any item that we need to store data about. For example Player.
Correct Answer
C. Class
Explanation
A class is a blueprint or template for creating objects. It defines the properties (data) and behaviors (methods) that an object of that class will have. In this context, during implementation, a class is used to store data about items such as a Player. It provides a structure for organizing and managing the data related to the item.