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WGU’S D684 INTRODUCTION TO COMPUTER
SCIENCE COURSE LATEST 2025 / 2026 ACTUAL EXAM
WITH COMPLETE QUESTIONS AND CORRECT
DETAILED ANSWERS (100% VERIFIED ANSWERS)
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Object-oriented design - Answer-Another way of looking at the design process, which views a program from the standpoint of data rather than tasks.
Top-Down Design - Answer-Produces solutions to a hierarchy of tasks, with each task or action working upon the data passed through a parameter list to yield a given output.
Object-Oriented Design - Answer-Solves a problem with self-contained object entities comprising data editing data and operations, focusing on how objects interact with a problem.
Difference between top-down design and object-oriented
design - Answer-The focus: Top-down design emphasizes
breaking down tasks (verbs) into smaller, manageable 1 / 4
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steps, while object-oriented design emphasizes organizing and structuring the data and defining how objects interact with each other through their methods.
Object-oriented programming (OOP) - Answer-A paradigm that organizes software design around objects that encapsulate attributable data and associated methodical behaviors, allowing developers to copy real-world concepts.
Classes - Answer-Blueprints for creating objects within object-oriented programming to determine both the properties and behaviors that an object will have.
Encapsulation - Answer-Grouping both data and methods within objects.
Inheritance - Answer-Making new classes from already existing ones to inherit attributes and behaviors.
Polymorphism - Answer-Objects taking on many forms based on the program's given context.
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OOP's problem-solving methodology - Answer-Produces a solution to a problem in terms of self-contained entities called objects.
How OOP helps keep code neat and organized - Answer- By grouping together related actions alongside data.
How reusing code makes it easier to build on existing work
- Answer-Thanks to the neat organization of OOP and how
it simultaneously groups related actions and data.
Thinking of a class like a blueprint - Answer-Means that classes act like building instructions for making objects that outline the attributable properties and methodical behaviors that each object of that type will have.
Class - Answer-A plan of what the objects will look like and what they can do, serving as a blueprint for creating objects.
Object - Answer-An instance of the class with both class- defined data and methods to depict a unique entity within the program. 3 / 4
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Instance of the class - Answer-An object made from a class that is a copy of a class structure that interacts independently upon other instances.
OOP - Answer-Object-Oriented Programming, which ensures that objects always have data and actions described within their class due to inheritance.
Design Methodology - Answer-The decomposition process
consisting of four stages: brainstorming, filtering,
scenarios, and responsibility algorithms.
Brainstorming - Answer-Generating a list of prospective classes that must be used to solve a problem before deciding which classes to keep or discard.
Filtering - Answer-The stage in which one reviews discovered classes to see if anything has been left out, can be removed, or is missing.
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