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Top 50 OOPS (Object Oriented Programming System) Interview Questions

 Q1. What is OOPS?

OOPS stands for Object-Oriented Programming System. It is a programming paradigm that focuses on the use of objects to represent data and behavior. In object-oriented programming, objects are instances of classes, which define the properties and methods of the objects.

OOPS provides a way to organize and structure code in a more modular and reusable way. It allows programmers to create classes and objects that encapsulate data and behavior, and to use inheritance and polymorphism to create relationships between them.

In OOPS, the main concepts include classes, objects, encapsulation, inheritance, and polymorphism. Classes define the structure and behavior of objects, and objects are instances of those classes. Encapsulation refers to the practice of hiding the internal workings of an object from the outside world, and inheritance allows classes to inherit properties and methods from parent classes. Polymorphism allows objects to take on multiple forms and behave differently in different contexts.

OOPS is widely used in software development, as it provides a way to write code that is more organized, modular, and reusable, making it easier to maintain and extend over time.

Q2. Write basic Concepts of OOPs?

Object-oriented programming (OOP) is a programming paradigm that is based on the concepts of objects. Here are some basic concepts of OOP:
  1. Class: A class is a blueprint or a template that defines the properties and methods of an object. It is a user-defined data type that encapsulates data and functions.
  2. Object: An object is an instance of a class. It has a state and behavior, which are defined by the class. An object can interact with other objects through methods.
  3. Encapsulation: Encapsulation is the concept of wrapping data and methods within a single unit called a class. It helps to keep the data and methods private so that they cannot be accessed or modified from outside the class.
  4. Inheritance: Inheritance is the concept of creating a new class by inheriting the properties and methods of an existing class. The new class is called the subclass or the derived class, and the existing class is called the superclass or the base class.
  5. Polymorphism: Polymorphism is the ability of an object to take on many forms. It is achieved through method overriding and method overloading. Method overriding is when a subclass provides its own implementation of a method that is already defined in its superclass. Method overloading is when a class has two or more methods with the same name but different parameters.
  6. Abstraction: Abstraction is the process of hiding the implementation details of a class and exposing only the essential features to the user. It helps to reduce complexity and increase the reusability of code.
These concepts are the building blocks of object-oriented programming, and they help to make code more modular, maintainable, and reusable.


Q3. What is a Class?

A class is a blueprint or a template for creating objects in object-oriented programming. It defines the properties and behavior of objects of a certain type.

A class is a user-defined data type that encapsulates data and methods into a single unit. The data is represented as member variables, also known as attributes, and the methods are represented as member functions, also known as methods.

The member variables store the state of the objects created from the class, while the member functions define the operations that can be performed on the objects.

For example, consider a class named Person. The class could have member variables like name, age, address, etc., which store information about a person, and member functions like get_name(), get_age(), set_address(), etc., which operate on the person's data.

Once a class is defined, objects can be created from it, which are also known as instances of the class. Each object has its own set of values for the member variables and can call the member functions to perform operations on its data.

Classes provide a way to organize and structure code, making it easier to manage and maintain. They also support the concept of inheritance, where a new class can be derived from an existing class, inheriting its properties and methods.

Q4. What is an Object?

In computer science and programming, an object is an instance of a class, which is a blueprint for creating objects with specific properties and methods.

In simpler terms, an object can be thought of as a self-contained entity that has a unique identity and a set of attributes or properties that describe its state, as well as methods or behaviors that define its actions.

For example, in a game, a player character could be an object with properties like its name, health points, and position on the map, as well as methods like move, attack, and interact with other objects.

Objects are a fundamental concept in object-oriented programming (OOP), which is a popular paradigm used in many programming languages such as Java, Python, and C++.

Q5. What is Encapsulation?

Encapsulation is a concept in object-oriented programming (OOP) that refers to the bundling of data and methods within a single unit, or class, and controlling access to that data from outside the class.

In simpler terms, encapsulation allows objects to keep their internal state hidden from the outside world, and only expose a set of methods or functions that can be used to interact with that state. This helps to prevent unauthorized access to the object's data, and also provides a clean and organized way to manage complex software systems.

Encapsulation is often achieved through the use of access modifiers such as private, public, and protected in programming languages like Java and C++. Private data members can only be accessed within the same class, while public members can be accessed from anywhere in the program. Protected members can be accessed from within the same class or any subclasses.

Overall, encapsulation is a key principle in OOP that helps to improve code quality, maintainability, and security by keeping the implementation details of objects hidden from outside code.

Q6. What is a Polymorphism?

Polymorphism is a term used in object-oriented programming (OOP) to describe the ability of an object or method to take on multiple forms. In other words, polymorphism allows objects or methods to behave differently based on the context in which they are used.

There are two types of polymorphism: compile-time polymorphism and runtime polymorphism. Compile-time polymorphism, also known as method overloading, occurs when multiple methods in a class have the same name but different parameters. The correct method is chosen at compile time-based on the parameters passed to the method.

Runtime polymorphism, also known as method overriding, occurs when a subclass provides a different implementation of a method that is already defined in its superclass. When an object of the subclass is used to call the overridden method, the subclass's implementation is executed instead of the superclass's implementation.

Polymorphism is a key feature of OOP, and it allows for more flexible and reusable code. It also enables the creation of complex programs by building on simple, reusable components.

Q7. What is Inheritance?

In object-oriented programming, inheritance is a mechanism that allows a new class to be based on an existing class, inheriting its properties and methods. The existing class is called the "parent class" or "superclass", and the new class is called the "child class" or "subclass".

When a child class inherits from a parent class, it automatically has access to all the properties and methods of the parent class, which can then be used as is or overridden in the child class to create new functionality or behavior. This allows for code reuse and promotes efficient programming.

Inheritance is often used in software development to create a hierarchy of classes, where each child class inherits from a parent class, forming a tree-like structure. This can be useful for organizing and categorizing classes, as well as creating more complex and advanced programs.

Q8. What are manipulators?

In C++, manipulators are special functions that are used to manipulate the output stream of data. They are functions that can be applied to an output stream to modify its behavior in some way.

Manipulators are typically used in conjunction with the insertion (<<) and extraction (>>) operators to modify the way data is formatted and displayed. They can be used to format the output of data in various ways, such as setting the width or precision of output, adding padding, or controlling the justification of output.

Some common manipulators in C++ include setw(), setprecision(), setfill(), and left(), right(), and internal(), among others. These manipulators can be used to adjust the formatting of data output in various ways, such as setting the width of output, the number of decimal places displayed, or the justification of output.

Manipulators are a powerful tool in C++ programming, as they allow for greater control over the formatting and presentation of output data, making it easier to create professional-looking programs with clear and concise output.

Q9. Explain the term constructor

In object-oriented programming, a constructor is a special member function of a class that is called when an object of that class is created. The purpose of a constructor is to initialize the object's data members and set up the object's initial state.

A constructor has the same name as the class it belongs to and does not have a return type. It is called automatically by the compiler when an object is created, and it can be used to set default values for the object's data members, allocate memory, or perform any other necessary initialization tasks.

In C++, there are two types of constructors: default constructors and parameterized constructors. A default constructor has no parameters and is used to initialize the object's data members with default values. A parameterized constructor, on the other hand, takes one or more parameters and is used to initialize the object's data members with specific values provided by the caller.

Constructors can also be overloaded, meaning a class can have multiple constructors with different parameter lists, allowing for greater flexibility in how objects are created and initialized.

In summary, a constructor is a special member function of a class that is called when an object of that class is created, used to initialize the object's data members, and set up the object's initial state.

Q10. Define Destructor?

In object-oriented programming, a destructor is a special member function of a class that is called when an object of that class is destroyed or goes out of scope. The purpose of a destructor is to clean up any resources that the object has allocated during its lifetime, such as memory, files, or network connections.

A destructor has the same name as the class it belongs to, but with a tilde (~) character preceding it. It does not take any parameters and has no return type. The destructor is called automatically by the compiler when an object is destroyed, and it is responsible for releasing any resources that the object has acquired.

If a class does not have a destructor, the compiler provides a default destructor that does nothing. However, if the class has allocated any resources during its lifetime, such as memory or file handles, it is important to provide a destructor to ensure that these resources are properly released when the object is destroyed.

In C++, destructors are often used in conjunction with constructors to manage the lifetime of objects and ensure that resources are properly allocated and released. By using constructors to initialize objects and destructors to release resources, C++ programs can be written in a safer and more efficient manner.

ConstructorDestructor
Called when an object is createdCalled when an object is destroyed
Initializes the object's data membersCleans up any resources the object has acquired
Same name as the classSame name as the class with a tilde (~) character before it
No return typeNo return type
Can be overloadedCannot be overloaded
Can have default argumentsCannot have arguments
Used to set up an object's initial stateUsed to release resources and perform cleanup tasks
Only one constructor called per object creationOnly one destructor is called per object destruction

Q11. What is an Inline function?

In C++, an inline function is a function that is expanded by the compiler at the point where it is called, rather than being executed through a function call. This means that the code of the function is inserted directly into the calling code, rather than being executed through a function call.

The purpose of using an inline function is to improve the performance of a program by avoiding the overhead of a function call. Since the function code is inserted directly into the calling code, there is no overhead associated with function call stack management, argument passing, and return value handling. This can result in faster program execution, particularly for small and frequently called functions.

To declare a function as inline, the keyword "inline" is placed before the function definition in the header file. However, the compiler is free to ignore the inline keyword and treat the function as a regular function, particularly if the function is large or complex.

It is important to note that inline functions should only be used for small, frequently used functions. Inlining large or complex functions can result in larger executable code, which can negate any performance gains and result in slower program execution. It is up to the programmer to determine which functions are suitable for inlining and to use this feature judiciously.

Q12. What is a virtual function?

In C++, a virtual function is a member function of a class that can be overridden in derived classes. When a virtual function is called on an object, the actual function that is executed depends on the runtime type of the object, rather than the declared type of the pointer or reference used to call the function.

The purpose of using virtual functions is to enable polymorphism, which allows different objects to be treated as if they are of the same type, even if they are of different derived types. By defining a virtual function in a base class, and then overriding it in derived classes, C++ provides a mechanism for creating a common interface for a set of related classes, while allowing for different behaviors to be defined for each class.

To declare a function as virtual, the keyword "virtual" is placed before the function definition in the base class. If a derived class overrides the virtual function, it must use the keyword "override" to indicate that it is intended to override the base class function.

Here is an example of a virtual function:

class Shape {
public:
    virtual double getArea() {
        return 0;
    }
};

class Rectangle : public Shape {
private:
    double width, height;
public:
    Rectangle(double w, double h) : width(w), height(h) {}
    double getArea() override {
        return width * height;
    }
};

In this example, the Shape class defines a virtual function called getArea(), which returns a value of 0. The Rectangle class then overrides this function with its own implementation, which calculates the area of a rectangle using its width and height.

When a function that calls getArea() is called on a Shape object, the actual function that is executed depends on the runtime type of the object. If the object is a Shape, the getArea() function defined in the Shape class will be called, and if the object is a Rectangle, the getArea() function defined in the Rectangle class will be called. This allows for polymorphic behavior and enables different objects to be treated as if they are of the same type, even if they are of different derived types.

Q13. What is a Friend function?

In C++, a friend function is a non-member function that is granted access to the private and protected members of a class. Friend functions are declared inside the class using the keyword "friend" and can be either functions or other classes.

The purpose of using a friend function is to allow external functions to access the private and protected members of a class, while maintaining encapsulation and information hiding. This can be useful in situations where a function needs to access private or protected data of a class, but cannot be a member function of the class itself.

Here's an example of a friend function:

class MyClass {
private:
    int x;
public:
    MyClass(int a) : x(a) {}
    friend int getPrivateData(MyClass obj);
};

int getPrivateData(MyClass obj) {
    return obj.x;
}

int main() {
    MyClass obj(5);
    std::cout << getPrivateData(obj); // Output: 5
    return 0;
}

In this example, the function getPrivateData() is declared as a friend function inside the MyClass class. This allows it to access the private member variable x of any MyClass object. The function is then defined outside the class and simply returns the value of x for a given object.

In the main() function, an object of MyClass is created with a value of 5. The getPrivateData() function is then called, passing the object as an argument, and the value of x is returned and printed to the console.

It is important to use friend functions judiciously, as they can potentially break encapsulation and expose the private data of a class to external functions.



Q14. What is function overloading?

In C++, function overloading is the ability to define multiple functions with the same name, but with different parameter lists. This allows a function to perform different operations based on the types and number of arguments passed to it.

Function overloading is a form of polymorphism, which allows a single function name to have multiple meanings, depending on the context in which it is used. By providing different versions of a function with different parameter lists, C++ enables developers to write more readable and maintainable code that can handle different types of input.

Here's an example of function overloading:

int add(int x, int y) {
    return x + y;
}

double add(double x, double y) {
    return x + y;
}

int main() {
    int a = 5, b = 10;
    double c = 2.5, d = 3.5;

    std::cout << add(a, b) << std::endl; // Output: 15
    std::cout << add(c, d) << std::endl; // Output: 6
    return 0;
}

In this example, the add() function is defined twice with different parameter lists. The first version takes two integer arguments, and the second version takes two double arguments. Both functions perform the same operation, which is to add the two arguments together and return the result.

In the main() function, the add() function is called twice with different arguments. The first call passes two integers, and the second call passes two doubles. The compiler determines which version of the function to call based on the types of arguments, and the appropriate function is executed.

Function overloading can be useful for simplifying code and making it more flexible. However, it's important to avoid overusing it, as too many overloaded functions with similar names can make code difficult to read and maintain.

Q15. What is operator overloading?

Operator overloading is the process of defining new meanings for operators when they are used with user-defined data types, in addition to their original meanings with built-in data types. In C++, operators such as +, -, *, /, <, >, etc. can be overloaded to work with user-defined classes and objects.

When an operator is overloaded, the behavior of the operator is defined for the specific class or data type, allowing for more natural and intuitive syntax when working with objects of that class. This can help to make code more readable and maintainable.

Here's an example of operator overloading:

class Vector {
public:
    int x, y, z;
    
    Vector operator+(const Vector& other) {
        Vector result;
        result.x = x + other.x;
        result.y = y + other.y;
        result.z = z + other.z;
        return result;
    }
};

int main() {
    Vector v1 = { 1, 2, 3 };
    Vector v2 = { 4, 5, 6 };
    Vector v3 = v1 + v2; // Vector addition using operator overloading
    std::cout << v3.x << ", " << v3.y << ", " << v3.z << std::endl; // Output: 5, 7, 9
    return 0;
}

In this example, the + operator is overloaded for the Vector class. The operator function takes a reference to another Vector object as its parameter and returns a new Vector object that is the result of adding the two vectors together. The operator function is defined inside the class, using the operator keyword followed by the operator being overloaded (+ in this case).

In the main() function, two Vector objects are created and initialized with values. The + operator is then used to add the two vectors together, resulting in a new Vector object being created and stored in v3. The x, y, and z components of v3 are then printed to the console.

Operator overloading can be a powerful tool for simplifying and making code more readable, but it can also be misused. It's important to follow best practices and avoid overloading operators in a way that could lead to confusion or unexpected behavior.

Q16. What is an abstract class?

An abstract class is a class in C++ that cannot be instantiated on its own but serves as a base class for other classes. An abstract class is designed to be used as a template for other classes that will be derived from it. It contains one or more pure virtual functions, which means that they have no implementation in the abstract class, and must be overridden by any concrete-derived classes.

An abstract class typically defines a set of methods and member variables that are common to all the derived classes. The derived classes can then provide their own implementations of the virtual functions, which allows them to customize the behavior of the base class to their specific needs.

Here's an example of an abstract class:

class Shape {
public:
    virtual double area() = 0;
};

class Rectangle : public Shape {
private:
    double width, height;
public:
    Rectangle(double w, double h) : width(w), height(h) {}
    double area() {
        return width * height;
    }
};

class Circle : public Shape {
private:
    double radius;
public:
    Circle(double r) : radius(r) {}
    double area() {
        return 3.14 * radius * radius;
    }
};

int main() {
    Shape* shape1 = new Rectangle(5.0, 6.0);
    Shape* shape2 = new Circle(3.0);
    std::cout << "Area of rectangle: " << shape1->area() << std::endl;
    std::cout << "Area of circle: " << shape2->area() << std::endl;
    return 0;
}

In this example, the Shape class is an abstract class that defines a pure virtual function called area(). The Rectangle and Circle classes are derived from the Shape class and implement their own versions of the area() function.

In the main() function, two Shape pointers are created and initialized with instances of the Rectangle and Circle classes. The area() function is then called on each of these instances, which calls the appropriate implementation of the function in the derived class.

Abstract classes can be useful for creating hierarchies of related classes that share common functionality, but require customization in certain areas. By defining a set of methods and variables in the abstract class, derived classes can inherit these properties and modify them as needed, allowing for a more organized and modular codebase.

Q17. What is a ternary operator?

A ternary operator is an operator in C++ that takes three operands, hence the name "ternary". It is also known as the conditional operator. The syntax of the ternary operator is as follows:

(condition) ? (value_if_true) : (value_if_false);

The ternary operator is a shorthand way of writing an if-else statement. It evaluates the condition and returns the value of the expression that follows the ? symbol if the condition is true, and the value of the expression that follows the : symbol if the condition is false.

Here's an example:

int x = 10;
int y = 20;
int z = (x > y) ? x : y;
std::cout << "The value of z is " << z << std::endl;

In this example, the condition x > y is evaluated. Since this condition is false, the value of y is returned and assigned to the variable z. The output of the program would be:

The value of z is 20

Ternary operators can be useful for writing concise and readable code, especially in situations where an if-else statement would be too verbose. However, they can also make code more difficult to understand if they are overused or nested too deeply. It's important to use ternary operators judiciously and to write code that is easy to read and understand for other developers.

Q18. What is the use of finalize method?

The finalize() method in C++ is a virtual member function that is called automatically when an object is destroyed by the garbage collector. Its main purpose is to perform any necessary cleanup actions before the object is destroyed.

In C++, the garbage collector is not a standard feature of the language, unlike in Java or C#. However, some C++ libraries and frameworks use garbage collection to manage memory, and in those cases, the finalize() method can be useful for performing cleanup actions.

The finalize() method is typically used for releasing resources that were allocated during the lifetime of the object, such as closing files, releasing memory, or disconnecting from a network. Since the garbage collector may not run immediately after an object becomes eligible for collection, the finalize() method can help ensure that these resources are released in a timely manner.

However, it's worth noting that the use of finalize() is discouraged in modern C++ programming, as it can have performance implications and may not be reliable in all cases. Instead, it's generally better to use RAII (Resource Acquisition Is Initialization) techniques to manage resources, such as using smart pointers, resource-managing classes, or other RAII patterns.

In summary, the finalize() method can be useful for performing cleanup actions before an object is destroyed, but its use is discouraged in modern C++ programming. Developers should use RAII techniques to manage resources and ensure timely cleanup.

Q19. What are the different types of arguments?

In programming, arguments are values passed to a function or method during a function call. There are several types of arguments, including:
  1. Positional Arguments: These are the most common type of argument, where the argument is passed to the function based on its position in the argument list. The order in which the arguments are passed determines which parameter they are assigned to.
  2. Keyword Arguments: These are arguments that are passed to a function with a name-value pair. Instead of relying on their position, they are identified by their name, making it easier to pass arguments in any order.
  3. Default Arguments: These are arguments that have a default value assigned to them in the function declaration. If the argument is not provided during the function call, the default value is used instead.
  4. Variable-length Arguments: These are arguments that allow a function to accept any number of arguments during a function call. There are two types of variable-length arguments:
  • *args: It is a special syntax that allows a function to accept an arbitrary number of positional arguments. The arguments are passed to the function as a tuple.
  • **kwargs: It is a special syntax that allows a function to accept an arbitrary number of keyword arguments. The arguments are passed to the function as a dictionary.
Understanding these types of arguments is essential for writing functions that are flexible and can handle a wide range of inputs.

Q20. What is the super keyword?

In programming, the super keyword is used to refer to the parent class of a derived class. It is often used to call methods or constructors of the parent class, or to access its properties.
When a class inherits from another class, the derived class can override methods or properties of the parent class, but it can also call the parent class's methods or constructors using the super keyword. This allows the derived class to extend or modify the behavior of the parent class.
For example, in Python, the following code defines a derived class Square that inherits from the parent class Rectangle. The Square class overrides the __init__ method of Rectangle to make sure that both width and height are equal, but it calls the parent class's __init__ method using super() to initialize the other attributes.

class Rectangle:
    def __init__(self, width, height):
        self.width = width
        self.height = height

class Square(Rectangle):
    def __init__(self, side):
        super().__init__(side, side)

In this example, super().__init__(side, side) calls the __init__ method of Rectangle with side as both the width and height parameters, effectively creating a square.

Q21. What is method overriding?

Method overriding is a feature of object-oriented programming (OOP) that allows a subclass to provide its own implementation of a method that is already defined in its superclass.

When a subclass defines a method with the same name, return type, and parameter list as a method in its superclass, the subclass's method overrides the superclass's method. When an object of the subclass is created, calling the overridden method on the object will invoke the implementation provided by the subclass, rather than the implementation in the superclass.

Method overriding is useful for creating more specialized versions of methods inherited from a superclass, allowing subclasses to customize the behavior of their parent classes. It is also a way to achieve polymorphism, where objects of different classes can be treated as if they have the same type and behavior.

Q22. What is an interface?

In object-oriented programming, an interface is a collection of abstract methods and constant values that define a contract for a class to implement. An interface specifies a set of behaviors or services that a class must provide without specifying how those behaviors or services are implemented.

An interface is defined using the interface keyword in most programming languages. It contains only method signatures without any implementation code. The methods defined in an interface must be implemented by any class that implements the interface.

An interface provides a way to achieve polymorphism, where objects of different classes can be treated as if they have the same type and behavior, as long as they implement the same interface. This makes it possible to write code that is independent of the specific implementation of a class and more flexible and extensible.

In addition to method signatures, an interface can also define constant values, default methods, and static methods in some programming languages.

Q23. What is exception handling?

Exception handling is a mechanism in programming that deals with unexpected or exceptional situations that occur during program execution. An exception is an event that disrupts the normal flow of a program, such as a runtime error, a system resource failure, or an invalid input.

Exception handling allows developers to catch and handle these exceptional situations in a controlled manner, instead of allowing them to crash the program or cause other undesirable effects. The basic idea behind exception handling is to separate the normal program logic from error-handling logic, making the program more robust, reliable, and maintainable.

In most programming languages, an exception is represented by an object that encapsulates information about the error, such as its type, message, and stack trace. To handle an exception, a programmer typically uses a try-catch block, which encloses the code that may throw an exception, and provides a way to catch and handle the exception if it occurs.

In a try-catch block, the try block contains the code that may throw an exception, and the catch block contains the code that handles the exception. If an exception is thrown in the try block, the catch block is executed, and the program can recover from the error or terminate gracefully, depending on the nature of the exception.

Q24. What are tokens?

In computer programming, a token is a sequence of characters that represents a single unit of meaning or syntax in a programming language. Tokens are the basic building blocks of a program, and they can represent keywords, identifiers, literals, operators, and other elements of a programming language.

For example, in the statement "int x = 42;", there are six tokens: the keyword "int", the identifier "x", the assignment operator "=", the integer literal "42", and the semicolon ";". Each token has its own meaning and role in the syntax and semantics of the programming language.

Tokens are generated by the lexical analysis or scanning phase of a compiler or interpreter, which breaks down the input program into a stream of tokens that can be processed by the parser and other parts of the compiler. During the lexical analysis phase, the scanner reads the input characters and identifies the tokens based on the rules of the programming language's grammar and syntax.

The tokenization process can be complex, especially in languages with complex syntax and grammar, but it is essential for building and executing programs in any programming language.



Q25. What is the main difference between overloading and overriding?

Overloading and overriding are both concepts in object-oriented programming that involve methods, but they have different meanings and purposes.

The main difference between overloading and overriding is that overloading refers to defining multiple methods with the same name but different parameter lists in a single class, while overriding refers to defining a method in a subclass that has the same signature (name, return type, and parameters) as a method in its superclass, but with a different implementation.

In overloading, the methods may have different numbers, types, or order of parameters, and they are differentiated by their parameter lists. This allows a class to provide multiple methods with the same name but different functionality based on the type or number of arguments passed to them.

In overriding, a subclass provides a new implementation of a method that is already defined in its superclass. This allows a subclass to customize the behavior of its parent class, and it is used to achieve runtime polymorphism or dynamic method dispatch.

Another key difference is that overloading is resolved at compile-time based on the types and number of arguments passed to the method, while overriding is resolved at runtime based on the actual type of the object that the method is called on.

Q26. What is the main difference between class and object?

In object-oriented programming, a class is a blueprint or template that defines the properties and methods of a set of objects, while an object is an instance of a class that has specific values for its properties and can execute its methods.

The main difference between a class and an object is that a class is a general description or definition of a set of objects, while an object is a specific instance of that class.

A class describes the attributes and behaviors that all objects of that class share, such as variables, methods, and constructors. It defines the structure and behavior of a type of object, but it does not exist in memory and cannot be used directly in a program.

On the other hand, an object is a specific instance of a class that is created in memory at runtime. It has its own set of values for the properties defined by the class and can execute the methods defined by the class. Each object of a class is independent of other objects of the same class, and they can have different values for their properties and execute their methods independently.

In summary, a class is a blueprint or definition of a set of objects, while an object is a specific instance of that class with its own state and behavior. A class defines the structure and behavior of a type of object, while an object is an instance of that type that exists in memory and can be used in a program.

Q27. What is an Abstraction?

Abstraction is a fundamental concept in object-oriented programming that refers to the process of focusing on the essential features of an object or system while ignoring the irrelevant or non-essential details.

In programming, abstraction involves creating abstract classes or interfaces that define a set of common properties and behaviors that can be shared by a group of related objects or classes. These abstract classes or interfaces provide a generalized view of the system, allowing developers to focus on the core features and functionality without getting bogged down in the implementation details.

Abstraction is used to simplify the design and implementation of complex systems by breaking them down into smaller, more manageable components. By abstracting away the details of how a particular feature or behavior is implemented, developers can focus on the higher-level design and architecture of the system, and avoid getting distracted by irrelevant details.

Abstraction also helps to reduce the complexity of a system by hiding the internal details of an object or component from the outside world. This allows developers to create more modular and reusable code, since the internal implementation of an object can be changed without affecting the way it is used by other parts of the system.

Overall, abstraction is a powerful tool for creating more maintainable, scalable, and flexible software systems by simplifying complexity, reducing coupling, and improving modularity.

Q28. What are the access modifiers?

In object-oriented programming, access modifiers are keywords that specify the visibility and accessibility of class members (fields, methods, and nested classes) from other parts of the program.

There are four access modifiers in Java, and they are:
  1. Public: members declared as public are accessible from any part of the program, including outside of the class and in any package.
  2. Private: members declared as private are only accessible from within the same class, and not visible or accessible from outside the class or in subclasses.
  3. Protected: members declared as protected are accessible from within the same class, any subclass, and any package in which the subclass is located.
  4. Default or package-private: members that are not explicitly declared with a public, private, or protected modifier are considered to have default or package-private access. They are accessible only from within the same package, but not visible or accessible from outside the package.
Access modifiers help to control the visibility and accessibility of class members, which is an important aspect of object-oriented design and programming. By using access modifiers, developers can enforce encapsulation, hide implementation details, and limit the exposure of sensitive data or methods. This helps to create more robust, secure, and maintainable software systems.



Q29. What are sealed modifiers?

The sealed modifier is a new feature introduced in Java 17 that allows a class or interface to restrict its subclasses or implementors to a finite set of types, and prevent any further extension or implementation beyond that set.

When a class or interface is marked as sealed, it can specify a set of permitted subclasses or implementors, which are declared using the permitted subclasses/implementors clause. Only these specific classes or interfaces are allowed to extend or implement the sealed class or interface.

Here's an example of how to declare a sealed class with permitted subclasses:

public sealed class Shape permits Circle, Square, Triangle {
   // class members and implementation
}

In this example, the Shape class is declared as sealed and has three permitted subclasses: Circle, Square, and Triangle. These are the only classes that can extend the Shape class.

The sealed modifier is useful for creating a well-defined hierarchy of classes and interfaces, and preventing unauthorized extension or implementation of those types. It helps to improve the safety, maintainability, and security of a software system by controlling the inheritance hierarchy and avoiding unexpected or unintended changes to the code.

Q30. How can we call the base method without creating an instance?

In Java, the base method can be called without creating an instance using the static keyword and the class name.

Assuming that the base method is a static method of a class called BaseClass, you can call it using the following syntax:

BaseClass.baseMethod();

This will call the static baseMethod() of the BaseClass class without creating an instance of that class.

Note that this technique only works for static methods, which are associated with the class itself, rather than with individual instances of the class. If the base method is an instance method, you will need to create an instance of the class and call the method on that instance.

Q31. What is the difference between new and override?

new and override are both keywords in Java that are used to modify the behavior of methods in a class, but they have different meanings and uses.

new is used to create a new instance of a class or to hide a method in the superclass with the same name. When you use the new keyword to create a new instance of a class, you are allocating memory for a new object and initializing its fields. When you use new to hide a method in the superclass, you are creating a new method with the same name as the method in the superclass, but with a different implementation.

override, on the other hand, is used to provide a new implementation for a method that already exists in the superclass. When you use override, you are replacing the implementation of a method in the superclass with a new implementation in the subclass. The method signature (name, parameters, and return type) must be the same in both the superclass and the subclass, but the implementation can be different.

In summary, the main difference between new and override is that new creates a new method with the same name as a method in the superclass, while override provides a new implementation for a method that already exists in the superclass. new is used to hide or shadow a method in the superclass, while override is used to provide a new implementation that overrides the implementation in the superclass.

Q32. What are various types of constructors?

In Java, there are four types of constructors:
  1. Default Constructor: A default constructor is a no-argument constructor that is automatically generated by the compiler if no constructor is defined explicitly in the class. It initializes all instance variables to their default values (zero, false, or null).
  2. Parameterized Constructor: A parameterized constructor is a constructor that accepts one or more arguments. It is used to initialize the instance variables of an object with values passed as arguments.
  3. Copy Constructor: A copy constructor is a constructor that creates a new object by copying the state of an existing object. It accepts an object of the same class as a parameter and initializes the instance variables of the new object with the values of the instance variables of the existing object.
  4. Private Constructor: A private constructor is a constructor that is declared private and can only be called from within the same class. It is commonly used in singleton design patterns to ensure that only one instance of the class can be created.
Constructors are used to create objects of a class and initialize their state. The type of constructor used depends on the requirements of the class and the object being created.

Q33. What is early and late Binding?

In Java, binding refers to the process of connecting a method call with the method implementation. There are two types of binding: early binding (also known as static binding) and late binding (also known as dynamic binding).

Early binding is when the method call is resolved at compile-time, based on the type of the object reference. This means that the compiler knows exactly which method to call and generates the appropriate machine code for that method. Early binding is fast and efficient because the method call is resolved at compile-time.

Late binding is when the method call is resolved at runtime, based on the actual type of the object. This means that the method to be called is not known until the program is executed. Late binding is slower than early binding because the method call is resolved at runtime.

Polymorphism is a key feature of late binding in Java. When a method is overridden in a subclass, the method call is dynamically bound to the implementation of the method in the subclass, rather than the implementation in the superclass. This allows for more flexible and extensible code.

In summary, early binding is when the method call is resolved at compile-time, while late binding is when the method call is resolved at runtime based on the actual type of the object. Late binding allows for polymorphism and more flexible code.

Q34. What is 'this' pointer?

In Java, the this keyword is a reference to the current object that is being accessed or modified. It is a pointer to the memory location of the object itself.

When you create an instance of a class, a new object is allocated in memory, and the this keyword is used to refer to the instance variables and methods of that object within the class. For example, you can use this to refer to the current object's instance variables or to call its methods.

Here's an example:

public class Person {
    private String name;

    public Person(String name) {
        this.name = name;
    }

    public void sayHello() {
        System.out.println("Hello, my name is " + this.name);
    }
}

In this example, the this keyword is used to refer to the current Person object's name instance variable in the sayHello method. The this keyword is not strictly necessary in this example because the instance variable has a different name than the parameter, but it can be useful to clarify which variable is being referred to.

In summary, the this keyword is a pointer to the current object in Java and is used to refer to the instance variables and methods of that object within the class.

Q35. What is difference between structure and class?

In Java, there is no separate struct keyword like in some other programming languages, but the concepts of structures and classes can still be compared.

In general, structures and classes are similar in that they are both used to define custom types that can hold a collection of related data. However, there are some key differences between the two:
  1. In Java, structures are not a built-in language feature, while classes are. All custom types in Java are defined using the class keyword.
  2. Classes support encapsulation, while structures do not. This means that classes can hide their implementation details and provide a public interface for interacting with the data they contain. Structures, on the other hand, have all their members (fields) accessible to the outside world, so they do not provide the same level of data protection as classes.
  3. In Java, classes support inheritance and polymorphism, while structures do not. This means that you can create a subclass of a class and inherit its methods and data members, while you cannot do this with a structure.
  4. Classes are reference types, while structures are value types. This means that when you create an object of a class, a reference to that object is created, while with a structure, the entire structure is copied to a new location in memory when it is assigned to a variable or passed as a parameter.
In summary, the key differences between structures and classes in Java are that classes support encapsulation, inheritance, and polymorphism, while structures do not. Classes are reference types, while structures are value types.

Q36. What is the default access modifier in a class?

In Java, if you do not specify an access modifier for a class, the default access modifier is package-private. This means that the class is accessible only within the same package.

Classes that are declared with the public access modifier are accessible from any other class in any package, while classes declared with the private or protected access modifier have more restricted visibility.

Here's an example:

// This class is package-private (default access modifier)
class MyClass {
    // Fields, methods, and constructors here
}

// This class is public
public class MyPublicClass {
    // Fields, methods, and constructors here
}

In this example, the MyClass is package-private, which means that it can only be accessed within the same package as the class. The MyPublicClass, on the other hand, is declared as public, which means that it can be accessed from any other class in any package.

It is generally recommended to explicitly declare the access modifier for your classes, fields, methods, and constructors to make your code more readable and to prevent unintended access to your classes and their members.

Q37. What is a pure virtual function?

In Java, there is no concept of pure virtual functions like in C++, but there is a similar concept called abstract methods.

An abstract method is a method that is declared but does not provide an implementation. Abstract methods are declared using the abstract keyword, and they must be implemented by any concrete (non-abstract) subclass of the abstract class that contains them.

Here's an example:

public abstract class Shape {
    public abstract double area();
}

public class Circle extends Shape {
    private double radius;

    public Circle(double radius) {
        this.radius = radius;
    }

    public double area() {
        return Math.PI * radius * radius;
    }
}

In this example, the Shape class is an abstract class that defines an abstract method called area(). The Circle class is a concrete subclass of Shape that provides an implementation for the area() method.

By declaring the area() method as abstract, the Shape class defines a contract that any subclass must adhere to. Any subclass of Shape must provide an implementation for the area() method, or else it will also need to be declared as abstract.

In summary, abstract methods in Java serve a similar purpose to pure virtual functions in C++. They provide a way to define a method contract that must be implemented by any concrete subclass, ensuring that certain behavior is consistent across all instances of the subclass.

Q38. What are all the operators that cannot be overloaded?

In Java, not all operators can be overloaded. Here are the operators that cannot be overloaded in Java:
  1. The dot (.) operator: The dot operator is used to access the fields and methods of an object. It cannot be overloaded in Java.
  2. The ternary operator (?:): The ternary operator is used to assign a value to a variable based on a boolean expression. It cannot be overloaded in Java.
  3. The instanceof operator: The instanceof operator is used to check if an object is an instance of a particular class or interface. It cannot be overloaded in Java.
  4. The new operator: The new operator is used to create a new object. It cannot be overloaded in Java.
  5. The super and this operators: The super and this operators are used to refer to the parent class and current object, respectively. They cannot be overloaded in Java.
  6. The increment (++) and decrement (--) operators: The increment and decrement operators are used to increment or decrement a variable by 1. They cannot be overloaded in Java.
  7. The conditional operator (&& and ||): The conditional operators are used for short-circuit evaluation of Boolean expressions. They cannot be overloaded in Java.
  8. The parentheses operator (): The parentheses operator is used to call a method or constructor. It cannot be overloaded in Java.
It is important to note that while Java does not allow overloading of these operators, other languages may allow it.

Q39. What is dynamic or run time polymorphism?

Dynamic or runtime polymorphism is a mechanism in object-oriented programming where a subclass can have a method with the same name and signature as a method in its superclass, and the correct implementation of the method is determined at runtime based on the actual object that is used to call the method. This is also known as method overriding.

Here's an example:

class Animal {
   public void makeSound() {
      System.out.println("The animal makes a sound");
   }
}

class Dog extends Animal {
   public void makeSound() {
      System.out.println("The dog barks");
   }
}

class Cat extends Animal {
   public void makeSound() {
      System.out.println("The cat meows");
   }
}

public class Main {
   public static void main(String[] args) {
      Animal myAnimal = new Animal();
      Animal myDog = new Dog();
      Animal myCat = new Cat();

      myAnimal.makeSound();
      myDog.makeSound();
      myCat.makeSound();
   }
}

In this example, we have an Animal class with a makeSound() method. We also have two subclasses of Animal, Dog and Cat, each of which overrides the makeSound() method with their own implementation.

In the main() method, we create three objects: an Animal, a Dog, and a Cat. We then call the makeSound() method on each object. Since myAnimal is an instance of the Animal class, the makeSound() method defined in the Animal class is called. However, since myDog is an instance of the Dog class, the makeSound() method defined in the Dog class is called, and since myCat is an instance of the Cat class, the makeSound() method defined in the Cat class is called.

This is an example of dynamic polymorphism, because the correct implementation of the makeSound() method is determined at runtime based on the actual object being used to call the method.

Q40. Do we require a parameter for constructors?

Constructors in Java are special methods that are used to initialize objects of a class. They can take parameters or not, depending on the requirements of the class.

If a class does not define any constructors, Java provides a default constructor with no parameters. However, if a class requires specific initialization logic or needs to accept parameters to set initial values for the object's attributes, the class can define one or more constructors that take parameters.

Here's an example of a class with a constructor that takes parameters:

public class Person {
   private String name;
   private int age;

   public Person(String name, int age) {
      this.name = name;
      this.age = age;
   }

   // getters and setters for name and age omitted for brevity
}

In this example, we have a Person class with two private instance variables: name and age. We also have a constructor that takes two parameters, name and age, which are used to initialize the corresponding instance variables.

When we create a new Person object, we can pass in values for name and age:

Person person = new Person("John", 30);

In this case, the Person object is initialized with the name "John" and age 30.

So, to answer your question, constructors in Java can take parameters, but they do not have to. It depends on the requirements of the class and the needs of the program.

Q41. What is a copy constructor?

A copy constructor is a special constructor in object-oriented programming that creates a new object as a copy of an existing object. The copy constructor takes an object of the same class as its argument, and creates a new object that is a copy of the argument object.

In Java, the copy constructor is not available by default, but we can create our own copy constructor by defining a constructor with a single parameter of the same class as the object being created. The copy constructor initializes the new object by copying the values of all the fields from the passed-in object.

Here's an example of a copy constructor in Java:

public class Person {
   private String name;
   private int age;

   // copy constructor
   public Person(Person other) {
      this.name = other.name;
      this.age = other.age;
   }

   // regular constructor
   public Person(String name, int age) {
      this.name = name;
      this.age = age;
   }

   // getters and setters for name and age omitted for brevity
}

In this example, we have a Person class with two private instance variables: name and age. We have two constructors, one for creating a new Person object with a name and age, and another for creating a new Person object as a copy of an existing Person object.

The copy constructor takes a Person object as its argument, and initializes the new object by copying the values of the name and age fields from the passed-in object.

We can use the copy constructor to create a new Person object as a copy of an existing Person object:

Person john = new Person("John", 30);
Person johnCopy = new Person(john);

In this case, the johnCopy object is initialized as a copy of the john object, with the same name and age values.

Q42. What is the keyword virtual represented in the method definition?

The virtual keyword is used in object-oriented programming to indicate that a method can be overridden in a derived class. When a method is declared as virtual in a base class, it allows a derived class to provide its own implementation of the method by using the override keyword.

In C++, the virtual keyword is used to declare a virtual function in a class. For example:

class Animal {
public:
    virtual void speak() {
        cout << "Animal speaks!" << endl;
    }
};

class Dog : public Animal {
public:
    void speak() {
        cout << "Dog barks!" << endl;
    }
};

In this example, the Animal class has a speak() method declared as virtual. The Dog class inherits from the Animal class and provides its own implementation of the speak() method by overriding the virtual function.

In C#, the virtual keyword is also used to declare a virtual method in a class. For example:

public class Animal {
    public virtual void Speak() {
        Console.WriteLine("Animal speaks!");
    }
}

public class Dog : Animal {
    public override void Speak() {
        Console.WriteLine("Dog barks!");
    }
}

In this example, the Animal class has a Speak() method declared as virtual, and the Dog class overrides it with its own implementation. The override keyword is used in the Dog class to indicate that it is overriding the virtual method from the base class.

Q43. Whether static method can use nonstatic members?

No, a static method cannot use non-static (instance) members directly. This is because static methods belong to the class, not to an instance of the class, and they do not have access to any instance-specific data. However, static methods can access non-static members indirectly by creating an instance of the class and accessing the members through the instance.

For example, consider the following code:

class MyClass {
    int nonStaticMember;
    static int staticMember;
public:
    static void staticMethod() {
        // This is not allowed:
        // nonStaticMember = 10;

        // This is allowed:
        MyClass obj;
        obj.nonStaticMember = 10;

        // This is allowed:
        staticMember = 20;
    }
};

In this example, the staticMethod() cannot access the nonStaticMember directly because it is not a static member. Instead, it creates an instance of the class (obj) and accesses the nonStaticMember through the instance. The staticMethod() can access the staticMember directly because it is a static member.

Q44. What are a base class, subclass, and superclass?

In object-oriented programming, a base class (also known as a superclass or parent class) is a class that is extended or inherited by one or more subclasses (also known as derived classes or child classes).

A base class defines the common properties and behaviors that are shared by all of its subclasses. The subclasses can add new properties and behaviors or modify the existing ones inherited from the base class.

For example, consider the following code:

class Shape {
public:
    virtual double area() const = 0;
    virtual double perimeter() const = 0;
};

class Rectangle : public Shape {
private:
    double width;
    double height;
public:
    Rectangle(double w, double h) : width(w), height(h) {}
    double area() const override { return width * height; }
    double perimeter() const override { return 2 * (width + height); }
};

class Circle : public Shape {
private:
    double radius;
public:
    Circle(double r) : radius(r) {}
    double area() const override { return 3.14159 * radius * radius; }
    double perimeter() const override { return 2 * 3.14159 * radius; }
};

In this example, the Shape class is a base class with two pure virtual methods area() and perimeter(). The Rectangle and Circle classes are subclasses of Shape that inherit its methods and implement them according to their own unique requirements. The Rectangle class has additional properties width and height, while the Circle class has an additional property radius.

Q45. What is static and dynamic binding?

Static and dynamic binding are two ways in which method calls are resolved in object-oriented programming languages:

Static binding (also known as early binding): In static binding, the method call is resolved at compile-time based on the static type of the object. This means that the compiler determines which method to call based on the declared type of the variable used to hold the object reference, not on the actual type of the object itself. Static binding is typically used with non-virtual functions and static methods.
For example, consider the following code:

class Animal {
public:
    void makeSound() { cout << "Animal sound" << endl; }
};

class Dog : public Animal {
public:
    void makeSound() { cout << "Woof!" << endl; }
};

int main() {
    Animal *animalPtr = new Dog();
    animalPtr->makeSound();  // Calls Animal::makeSound() (static binding)
    return 0;
}

In this example, the makeSound() method of Dog class is overridden from the Animal class. However, when we call the makeSound() method on animalPtr object (which is a pointer to Animal class), the method of the Animal class is called because the method call is resolved at compile-time based on the static type of animalPtr, which is Animal*.

Dynamic binding (also known as late binding or runtime binding): In dynamic binding, the method call is resolved at runtime based on the actual type of the object. This means that the compiler does not determine which method to call until the program is executed and the actual type of the object is known. Dynamic binding is typically used with virtual functions.
For example, consider the following code:

class Animal {
public:
    virtual void makeSound() { cout << "Animal sound" << endl; }
};

class Dog : public Animal {
public:
    void makeSound() override { cout << "Woof!" << endl; }
};

int main() {
    Animal *animalPtr = new Dog();
    animalPtr->makeSound();  // Calls Dog::makeSound() (dynamic binding)
    return 0;
}

In this example, the makeSound() method of Dog class is overridden from the Animal class and is marked as virtual. When we call the makeSound() method on animalPtr object, the method of the Dog class is called because the method call is resolved at runtime based on the actual type of the object, which is Dog. This is an example of dynamic binding.

Q46. How many instances can be created for an abstract class?

An abstract class cannot be instantiated directly, which means you cannot create an object of an abstract class using the new keyword. Instead, you can only create instances of its concrete subclasses, which provide an implementation for all the abstract methods inherited from the abstract class.

Therefore, the number of instances that can be created for an abstract class is indirectly determined by the number of concrete subclasses that implement its abstract methods. Each concrete subclass can have its own instances, but none can be created directly for the abstract class itself.

Q47. Which keyword can be used for overloading?

In C++, the overload keyword can be used for overloading. However, this keyword is not part of the C++ standard and is not widely used in practice.

Instead, overloading is achieved by defining multiple functions with the same name but different parameter lists. When a function is called, the appropriate overload is selected based on the number, types, and order of the arguments passed to it.

Q48. What is the default access specifier in a class definition?

In C++, the default access specifier in a class definition depends on the context in which the class is declared:
  1. If the class is declared in the public section of another class, then its default access specifier is public. This means that all its members are accessible to anyone who can access the enclosing class.
  2. If the class is declared in the private or protected sections of another class, then its default access specifier is private. This means that its members are only accessible to the enclosing class and its friends.
  3. If the class is declared outside of any other class, then its default access specifier is private. This means that all its members are only accessible to the class itself and its friends.
It is generally recommended to explicitly specify the access specifier for each member of a class, instead of relying on the default behavior. This helps make the class more readable and easier to understand for other developers who might use or extend it.

Q49. Which OOPS concept is used as a reuse mechanism?

In object-oriented programming, inheritance is used as a reuse mechanism to promote code reuse and reduce redundancy. Inheritance allows a class to inherit properties and behavior from another class, known as its parent or base class. The child class can then add its own properties and behavior or override those inherited from the parent class. This allows the child class to reuse the code and functionality of the parent class, while also extending or modifying it as needed.

By using inheritance, developers can avoid duplicating code and functionality across multiple classes, which can help improve code maintainability, readability, and scalability. It also allows for more modular and organized code design, as related classes can be grouped together under a common parent class.

Q50. Which OOPS concept exposes only the necessary information to the calling functions?

Encapsulation is the OOPS concept that exposes only the necessary information to the calling functions. Encapsulation is the practice of hiding internal implementation details of an object and exposing only a limited interface to the outside world.

In encapsulation, the object's internal state is protected from direct access by external functions or objects. Instead, access to the object's state is provided through a set of public methods or properties, known as the interface or API. This interface defines the operations that can be performed on the object, and it is the only way to interact with the object.

By hiding the implementation details of an object, encapsulation provides several benefits, including:
  • Improved security: By limiting access to an object's internal state, encapsulation can prevent unauthorized modifications or access.
  • Easier maintenance: By isolating changes to the implementation details of an object, encapsulation makes it easier to modify or improve the object without affecting other parts of the code.
  • Better code organization: By grouping related data and behavior into an object, encapsulation can help organize and simplify complex code.






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