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Finals - OOP - IS

Total questions: 50

Worksheet time: 24mins

Name
Class
Date
1.
Which of the following concepts of OOPS means exposing only necessary information to client?
a)
Encapsulation
b)
Abstraction
c)
Data hiding
d)
Data binding
2.
What is the difference between a class and an object?
a)
A class is a blueprint to make an object
b)
An object is a blueprint to make a class
c)
A blueprint is an object to make a class
d)
Blueprint class is an object make a
3.
These have identity, state, and behavior.
a)
class
b)
object
c)
method
d)
void
4.
As a blueprint is a design for a house, a class is a design for a(n):
a)
object
b)
variable
c)
constant
d)
statement
5.
Which of the following statements is incorrect?
a)
Class is an object factory
b)
Class is a composite type.
c)
Class is an instance of an object.
d)
Class is a user defined type.
6.
The wrapping up of data and functions into a single unit is called
a)
overloading
b)
class
c)
object
d)
encapsulation 
7.
The process by which objects of one class acquire the properties of objects of another class is known as
a)
Polymorphism
b)
Inheritance
c)
Data Hiding
d)
None of the above.
8.

A single object can also be referred to as an...

a)

Object

b)

Singular Object

c)

Instance

d)

Singular

9.

Car, Fruit, Ball & Pet are all examples of potential classes?

a)

True

b)

False

10.

A dog might be an instance of the Pet class?

a)

True

b)

False

11.

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

12.

A blueprint for a software object is called a ___.

a)

object

b)

program

c)

API

d)

class

13.

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

a)

Class

b)

Object

c)

Attribute

14.

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

15.

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

16.

An object is an actual representation of a class.

a)

true

b)

false

17.

Which is the correct symbol to represent an object?

a)

</>

b)

(/)

c)

{/}

18.

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

a)

class

b)

properties

c)

object

19.

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.

20.

Real-world objects contain ___ and ___.

a)

state

b)

behavior

c)

attributes

d)

methods

21.

A software object's state is stored in ___.

a)

encapsulation

b)

inheritance

c)

polymorphism

d)

fields

22.

A software object's behavior is exposed through ___.

a)

methods

b)

encapsulation

c)

abstraction

d)

inheritance

23.

Hiding internal data from the outside world, and accessing it only through publicly exposed methods is known as data ___.

a)

inheritance

b)

polymorphism

c)

abstraction

d)

encapsulation

24.

A blueprint for a software object is called a ___.

a)

object

b)

program

c)

API

d)

class

25.

Common behavior can be defined in a ___ and inherited into a ___ using the ___ keyword.

a)

class

b)

subclass

c)

superclass

d)

extends

26.

A collection of methods with no implementation is called an ___.

a)

block code

b)

comment

c)

interface

d)

blue print

27.

A namespace that organizes classes and interfaces by functionality is called a ___

a)

package

b)

program

c)

output

d)

complied

28.

The term API stands for ___?

a)

Application Package Interface

b)

Application Programming Interface

c)

Abstraction Package Implementation

d)

Abstraction Programming Interface

29.

It has characteristics or attributes. The values of an object's attributes give the object a state.

a)

Object

b)

Class

c)

Inheritance

d)

Interface

30.

The programming methodology that defines objects whose behavior and interactions accomplish given task.

a)

Orient-Object Programming

b)

Oriented-Object Programming

c)

Object-Oriented Programming

d)

Object-Object Programming

31.

Object oriented programming (OOP) is a programming technique that uses “ (a)   ” to design the applications and computer programs.

32.

Characteristics of OOP..

a)

Abstraction

b)

Encapsulation

c)

Inheritance

d)

Polymorphism

e)

seriously.. i am not sure with my answer :(

33.

________ is wrapping of data into a single unit called class.

a)

Abstraction

b)

Polymorphism

c)

Encapsulation

d)

Inheritance

34.

__________ refers to the act of representing essential details.

a)

Polymorphism

b)

Abstraction

c)

Inheritance

d)

Encapsulation

35.

__________ is the process in which objects of one class can link and share some common properties from the objects of another class.

a)

Abstraction

b)

Inheritance

c)

Polymorphism

d)

Encapsulation

36.

__________ is the process of using a function for more than one purpose. It allows the use of different internal structures of the object by keeping the same external interface.

a)

Inheritance

b)

Polymorphism

c)

Abstraction

d)

Encapsulation

37.

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

a)

Class

b)

Object

c)

Attribute

38.

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

39.
An instance of a class
a)
Class
b)
Object
c)
Child Class
d)
OOP
40.
Contains attributes and methods
a)
Class
b)
Object
c)
Child Class
d)
OOP
41.
Programming method that classifies real world objects into classes and encapsulates them with attributes and behaviours
a)
Class
b)
Object
c)
Child Class
d)
OOP
42.
An extension of another class, which inherits methods and attributes from a parent class, then extends it with its own
a)
Class
b)
Object
c)
Child Class
d)
OOP
43.
A program routine contained within an object designed to perform a particular task on the data within the objec
a)
Instantiation
b)
Overrriding
c)
Method
d)
Attribute
44.
A single bit of data within a record
a)
Instantiation
b)
Overrriding
c)
Method
d)
Attribute
45.
A method in a subclass or derived class which has the same name as a method in one or more of its superclass
a)
Instantiation
b)
Overrriding
c)
Method
d)
Attribute
46.
The ability of a programming language to process objects differently  depending on their class.
a)
Inheritance
b)
Encapsulation
c)
Polymorphism
47.
An object's attributes are contained in the object and access to them is restricted to operations of that class
a)
Inheritance
b)
Encapsulation
c)
Polymorphism
48.
When a derived class is defined it also has all the attributes and methods of the base class
a)
Inheritance
b)
Encapsulation
c)
Polymorphism
49.

The Object Oriented paradigms suggest we should model instructions in a computer program with the data they manipulate and store these as components together.

a)

TRUE

b)

FALSE

50.

Allows us to consider complex ideas while ignoring irrelevant detail that would confuse us.

a)

Abstraction

b)

Encapsulation

c)

Generalisation

d)

Polymorphism

e)

Object