Save
AP Computer Science A
Unit 2: Using Objects
2.1 Creating and Using Objects
Save
Share
Learn
Content
Leaderboard
Share
Learn
Cards (180)
What are the three key concepts in object-oriented programming (OOP)?
Encapsulation, inheritance, polymorphism
What do public methods provide in encapsulation?
Clear interface
What type of structure does inheritance create in code organization?
Hierarchical structure
What is an object in object-oriented programming?
Self-contained entity
What defines the behavior of an object in OOP?
Methods
What is a class in object-oriented programming?
Blueprint for objects
Data hiding in encapsulation protects data from direct manipulation.
True
Inheritance avoids repetitive
coding
.
True
Method overloading allows a class to have multiple methods with the
same
name but different signatures.
True
The state of an object is defined by its
properties
or attributes.
True
The `new` keyword is used to create an object in
OOP
.
True
To create an object, you use the `new` keyword along with the class name and call the
constructor
Match the OOP concept with its description:
Class ↔️ Blueprint for objects
Object ↔️ Instance of a class
Constructor ↔️ Method to initialize object state
What does encapsulation aim to achieve in OOP?
Data hiding
Method overriding in polymorphism allows
subclasses
to customize inherited behavior.
True
What are the two components of an object in OOP?
State and behavior
If no constructor is defined,
Java
provides a default constructor.
True
What are attributes within an object used for?
Hold the object's data
The syntax for defining a method within a class starts with the
access
Mutator methods (setters) are used to modify the values of an object's
attributes
.
True
Methods operate on the object's
data
Match the method type with its purpose:
Accessor (Getter) ↔️ Retrieve attribute values
Mutator (Setter) ↔️ Modify attribute values
What are methods within objects called?
Behaviors or actions
Mutator methods are also known as
setters
Steps involved in object-oriented programming (OOP):
1️⃣ Organize code into objects
2️⃣ Bundle data and methods
3️⃣ Apply encapsulation
4️⃣ Apply inheritance
5️⃣ Apply polymorphism
Polymorphism enables objects of different classes to be treated as objects of a common
superclass
What defines the properties or attributes of an object in OOP?
State
What keyword is used to create an object from a class?
new
What does a class define about an object?
State and behavior
A constructor is a special method within a class that initializes the object's
state
What are the parameters required for the parameterized constructor of the `Person` class?
String name and int age
What are the three attributes defined in the `Person` class example?
String name, int age, Address address
What are methods within objects called?
Behaviors or actions
A class is a blueprint or template for creating
objects
.
True
To create an object, you use the `new` keyword along with the class name and call the
constructor
Inheritance allows new classes to inherit properties and methods from existing ones, promoting
code reuse
In OOP, an object is a self-contained entity that bundles data and
methods
Object creation involves using the `new` keyword and a
constructor
.
True
Attributes define the state of an
object
by holding its data.
True
Why is it recommended to define constructors explicitly in Java?
Ensures proper initialization
See all 180 cards
See similar decks
2.1 Creating and Using Objects
AP Computer Science A > Unit 2: Using Objects
28 cards
2.1 Creating and Using Objects
AP Computer Science A > Unit 2: Using Objects
94 cards
2.1 Creating and Using Objects
AP Computer Science A > Unit 2: Using Objects
28 cards
2.1 Creating and Using Objects
AP Computer Science A > Unit 2: Using Objects
94 cards
Unit 2: Using Objects
AP Computer Science A
302 cards
2.3 Wrapper Classes
AP Computer Science A > Unit 2: Using Objects
50 cards
2.2 String Methods
AP Computer Science A > Unit 2: Using Objects
72 cards
6.1.2 Creating algorithms using:
Edexcel GCSE Computer Science > Topic 6: Problem Solving with Programming > 6.1 Designing Algorithms
89 cards
4.3 Using vectors to describe motion of an object
AP Precalculus > Unit 4: Functions Involving Parameters, Vectors, and Matrices
43 cards
AP Computer Science Principles
1196 cards
AP Computer Science A
1898 cards
10. Using resources
AQA GCSE Chemistry
149 cards
10. Using resources
GCSE Chemistry
215 cards
10.3 Using materials
GCSE Chemistry > 10. Using resources
39 cards
3.2.4 Density of Irregular Objects
WJEC GCSE Physics > Unit 3: Practical Assessment > 3.2 Required Practicals
29 cards
OCR A-Level Computer Science
2091 cards
10.3 Using materials
AQA GCSE Chemistry > 10. Using resources
33 cards
6.2.2 Using programming constructs:
Edexcel GCSE Computer Science > Topic 6: Problem Solving with Programming > 6.2 Writing Programs
99 cards
14.2.1 Using Electrode Potentials
Edexcel A-Level Chemistry > Topic 14: Redox II > 14.2 Predicting Feasibility of Reactions
32 cards
OCR GCSE Computer Science
1937 cards
6.9 Integrating Using Substitution
AP Calculus BC > Unit 6: Integration and Accumulation of Change
61 cards