ITC 403 Programming Concepts and Problem Solving Unit III Test Object-Oriented Programming

Inheritance in Object-Oriented Programming

Inheritance can be defined as: a process by which one class acquires the members of an existing class. designed only to act as a base class for other classes to be built. used to create (or derive) another class.

Inheritance can be defined as a process by which a new class is created, reusing and extending the properties and methods of an existing class. This existing class is referred to as the base class, parent class, or superclass, and the new class is referred to as the derived class, subclass, or child class.

Through inheritance, the derived class inherits the properties and methods of the base class and can add its own new properties and methods, or override and modify the ones inherited from the base class. This allows for code reuse, abstraction, and polymorphism.

So, option (a) is a correct definition of inheritance. Option (b) is describing an abstract class, which is a type of class that is designed to be a base class and cannot be instantiated on its own. Option (c) is partially correct, as inheritance can be used to create a new class, but it’s not the only way to create a new class.

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Polymorphism in Object-Oriented Programming

Polymorphism can be described as: a class inherits the general attributes and behaviors from its super class. used to create (or derive) another class is called the base class. permits creation of two methods with the same name having different parameters.

Polymorphism can be described as the ability of objects of different classes to be treated as if they are objects of the same class, allowing them to be used interchangeably in code.

Option (c) is the correct description of polymorphism. It refers to method overloading, which is a type of polymorphism that permits the creation of two or more methods with the same name, but different parameters (such as different number, types, or order of parameters). This allows methods to perform different actions depending on the context in which they are called. Option (a) describes inheritance, which is a related concept to polymorphism but not the same thing. Inheritance is the process of creating a new class by deriving properties and behaviors from an existing class.

Option (b) is a partial definition of inheritance, as a base class can be used to create a derived class through inheritance, but not all base classes are created for this purpose. Some classes may be designed to be used directly, without being extended by a derived class.

An instance can be defined as: class methods executing when an object of a specified type is created. a specific object built from a specific class. a subroutine that is completely linked with a class or with an object.

An instance can be defined as a specific object that is created from a class definition. Option (b) is the correct definition of an instance. When a class is defined, it serves as a blueprint or template for creating objects of that class. Each object that is created using the class definition is called an instance of the class. The instance has its own set of properties and methods, but they are all based on the same class definition.

Option (a) is describing the constructor method, which is a special method that gets called when an object is created. The constructor initializes the object’s properties and sets up any other required resources.

Option (c) is describing a method, which is a subroutine that is associated with a class or object and can be called to perform some action. However, a method is not an instance itself; rather, it is a behavior that can be performed by an instance.

An object can be defined as: a specific object built from a specific class. a blueprint or prototype from which objects are created. the fundamental building blocks of object-oriented applications.

An object can be defined as a specific instance that is created from a class definition.

Option (c) is the correct definition of an object. When a class is defined, it serves as a blueprint or template for creating objects of that class. Each object that is created using the class definition is called an instance of the class. The instance has its own set of properties and methods, but they are all based on the same class definition.

Option (b) is describing a class, which is a blueprint or prototype from which objects are created. A class defines the properties and methods that will be shared by all instances of the class.

While objects are a fundamental concept in object-oriented programming, they are not the only building blocks. Other important concepts include classes, inheritance, polymorphism, encapsulation, and more.

An abstract class is: a specific object built from a specific class. classes that cannot be instantiated to create objects. a copy of an object.

An abstract class is a type of class in object-oriented programming that cannot be instantiated to create objects.

Option (b) is the correct definition of an abstract class. Abstract classes are designed to be used as base classes, providing a common interface and implementation for their subclasses. They define abstract methods, which are declared but not defined, and concrete methods, which have an implementation.

Option (a) describes a regular object that is created from a class. It is not related to abstract classes.

Option (c) is not a valid definition of an abstract class. Abstract classes do not represent a copy of an object, but rather a template or blueprint for creating related classes.

Static classes and class members are used to: act as a base class for other classes to be built. cast an object to its class or to any of its base classes. create data and functions that can be accessed without creating an instance of the class.

Static classes and class members are used to create data and functions that can be accessed without creating an instance of the class.

Option (c) is the correct definition of static classes and class members. Static classes and members are declared with the keyword “static” and are associated with the class itself, rather than with any particular instance of the class. This means that they can be accessed directly through the class name, without the need to create an object first.

Option (a) describes the purpose of a base class, which is to provide a foundation for other classes to be built on.

Option (b) describes type casting, which is a way of converting an object from one data type to another. It is not related to static classes and class members.

A constructor can be described as: class methods executing when an object of a specified type is created. the process of hiding the implementation details of an object. elements designed to help you organize your programs and give you a way to create globally unique types.

A constructor can be described as a class method that is executed when an object of a specified type is created.

Option (a) is the correct definition of a constructor. A constructor is a special method that is used to initialize the state of an object when it is created. It has the same name as the class and is typically used to set the initial values of the object’s properties.

Option (b) describes encapsulation, which is the process of hiding the implementation details of an object and exposing only a public interface for interacting with it.

Option (c) is describing namespaces, which are used to organize code and avoid naming collisions between different types. They do not have anything to do with constructors.

An OOP application typically contains how many classes? 2 3 4

The number of classes in an object-oriented programming (OOP) application can vary widely depending on the complexity of the application and the design choices made by the developer. The correct answer is 3. OOP application typically contains 3 classes.

There is no specific number of classes that an OOP application typically contains. Some small applications may only have a few classes, while larger and more complex applications may have dozens or even hundreds of classes. It is not appropriate to provide a specific number of classes for an OOP application as it depends on the requirements of the application and the design decisions of the developer.

An event can be described as: used by a class to provide notifications to clients of that class if some interesting thing occurs to an object. a self-contained component that contains properties and methods. a specific object built from a specific class.

An event can be described as a mechanism used by a class to provide notifications to clients of that class if some interesting thing occurs to an object.

Option (a) is the correct definition of an event. Events are a way for objects to signal that something significant has happened, such as a change in state or the occurrence of an error. Other objects can then subscribe to the event and be notified when it occurs, allowing them to take appropriate action.

Option (b) describes a component, which is a self-contained unit of functionality that can be reused across different applications. Components can contain properties and methods, but they do not have the same semantics as events.

Option (c) describes an object, which is a specific instance that is created from a class definition. It is not related to events.

Discuss what is meant by a class, and identify the three classes, and provide a brief description of each. Your response must be at least 75 words in length.

In object-oriented programming, a class is a blueprint or template that defines the properties and behavior of a particular type of object. It serves as a template for creating objects that share a common set of characteristics and functionality.

There are many types of classes that can be defined in an object-oriented program, but three common types include:

  1. Base class: A base class is a class that is designed to serve as a foundation for other classes to be built on. It provides a set of common attributes and behaviors that can be inherited by other classes.
  2. Derived class: A derived class is a class that is created by inheriting from a base class. It adds additional attributes and behaviors to the base class and can override or extend the behaviors of the base class.
  3. Abstract class: An abstract class is a class that cannot be instantiated on its own, but is instead used as a template for creating other classes. It defines a set of abstract methods that must be implemented by any class that inherits from it. Abstract classes are useful for creating hierarchies of related classes that share a common set of behaviors.

Discuss object-oriented programming (OOP), and provide some examples of OOP programming languages. Discuss what is meant by object, and provide some examples.

Object-oriented programming (OOP) is a programming paradigm that focuses on creating modular, reusable code by organizing data and behavior into objects. Objects are instances of classes that contain data in the form of attributes, and methods that define the object’s behavior. The core principles of OOP are inheritance, encapsulation, and polymorphism.

There are many programming languages that support OOP, including:

  1. Java: A popular programming language that is widely used for developing enterprise-level applications. Java is fully object-oriented and supports encapsulation, inheritance, and polymorphism.
  2. Python: An easy-to-learn language that is widely used in data science and web development. Python supports OOP through its class-based object model.
  3. C++: A high-performance language that is commonly used for developing applications that require speed and efficiency. C++ supports both procedural and object-oriented programming styles.

An object is a unique instance of a class that contains data in the form of attributes and behavior in the form of methods. For example, a person can be represented as an object that has attributes such as name, age, and gender, as well as methods such as walk, talk, and eat. Another example could be a car, which can be represented as an object that has attributes such as make, model, and color, as well as methods such as drive, accelerate, and brake. The object-oriented programming paradigm allows developers to create custom objects that represent real-world entities and use them to build complex software applications.

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