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Object-Oriented Programming

Total questions: 10

Worksheet time: 5mins

Name
Class
Date
1.

Why is it useful for code to be object-oriented?

a)

to ensure the code works

b)

to organize code that is easier to maintain and change

c)

to maintain the value of the code

2.

A blueprint for a software object is called a ___.

a)

object

b)

program

c)

API

d)

class

3.

What is a class?

a)

A class is an object.

b)

A class is an object that defines a certain value.

c)

A class is a blueprint by which individuals' objects are created.

4.

An _________ is an instance or of a copy of a class.

a)

Class

b)

Object

c)

Attribute

5.

A ________ is blue print that defines certain characteristics and behavior. It is simply a representation of different types of objects.

a)

Class

b)

Object

c)

Attribute

d)

Characteristics

6.

Select all the given characteristic of OOP

a)

Data structures are designed such that they characterize the objects.

b)

C input/output is based on library and the processes are carried out by including functions.

c)

Programs are divided into what are known as objects.

d)

Emphasis is on data rather than procedure

7.

An object is an actual representation of a class.

a)

true

b)

false

8.

Which is the correct symbol to represent an object?

a)

</>

b)

(/)

c)

{/}

9.

Object-oriented programming is based on the concepts of _______ ?

a)

class

b)

properties

c)

object

10.

Choose the correct statement.

a)

If we structure code as objects then we can change one part without affecting other codes.

b)

To make a game with complex code, coding in sequence and instructions will not mess up the codes.

c)

Creating code with OOP is more structural and easier to change other objects in a game.