Oops
Oops
Oops
"Think of a Class like a blueprint for a car. It defines what features the car should have (like
color, brand, and model) and what it can do (like drive or honk). But the blueprint itself is
not a real car — it’s just a design.
When you use that blueprint to create actual cars, those are called Objects. For example, a
red Toyota and a blue Honda are both real cars (objects) made from the same blueprint
(class). They have different properties (colors and brands) but can perform the same actions
(drive and honk)."
2. Animal (Object):
o Class: "Animal" defines properties like species and age, and actions like eat or sleep.
o Objects: A cat and a dog are objects of the Animal class, with both able to eat but
might do it in different ways (polymorphism).
"Imagine the Class 'Animal' as a general blueprint for all animals. It defines basic features like species
and age, and actions like eat and sleep. But the class itself is not a real animal; it's just the design.
When you create specific animals from that blueprint, like a cat or a dog, those are objects of the
Animal class. Both can perform the same actions, like eating or sleeping, but they might do it in
different ways. For example, a cat eats quietly, while a dog might eat noisily — this difference in
behavior for the same action is called polymorphism."
3. Bank Account (Object):
o Class: "Bank Account" defines a blueprint with properties like balance and account
number, and actions like deposit or withdraw.
o Objects: Your savings account and checking account are specific objects of the Bank
Account class, both handling money but possibly having different rules for interest or
withdrawal.
These examples show how OOP mirrors real-world concepts by organizing code around things
(objects) and their behavior
2. Why OOPs?
The main advantage of OOP is better manageable code that covers the following:
• Reusability: You can create a class once and reuse it in many places, which saves time and
effort.
• Organization: OOP keeps code clean and easy to understand by grouping related data and
actions into objects, making the program more structured.
• Maintenance: It’s easier to update and maintain code because each part is separated into
objects, and changes in one place won’t break the entire system.
• OOPS is faster & easier to excute.
3. What is a Class?
• A class is a building block of Object Oriented Programs. It is a user-defined data type that
contains the data members and member functions that operate on the data members. It is
like a blueprint or template of objects having common properties and methods.
• Class is a user- defined data type , which holds its own data members and member function ,
which can be accessed and used by creating and instance of that class.
4. What is an Object?
An object is an instance of a class. Data members and methods of a class cannot be used directly. We
need to create an object (or instance) of the class to use them. In simple terms, they are the actual
world entities that have a state and behavior.
5. What are the main features of OOPs?
The main feature of the OOPs, also known as 4 pillars or basic principles of OOPs are as follows:
1. Encapsulation
2. Data Abstraction
3. Polymorphism
4. Inheritance
Abstraction in C++ can be implemented using abstract classes or interfaces. An abstract class is a
class that contains at least one pure virtual function. A pure virtual function is a function that has no
implementation in the base class and must be overridden in the derived class.
Explanation:
1. Abstract Class:
o The class Shape is an abstract class because it has a pure virtual function draw() = 0.
o This means we cannot create an object of Shape directly.
2. Derived Classes:
o Classes Circle and Rectangle are derived from Shape and both override the draw()
method to provide their specific implementations.
3. Abstraction:
o The concept of abstraction is implemented here, as the Shape class defines the
general structure (through the pure virtual function draw()), but the specific details
(what shape to draw) are handled by the derived classes (Circle and Rectangle).
In this way, abstraction allows us to hide the details of what kind of shape we are drawing, focusing
only on the concept of "drawing" from the user's perspective.
NOTE:-
A pure virtual function is a function declared in a class that has no implementation in that class.
Instead, it serves as a placeholder that must be defined in any derived class. It’s used to create an
abstract class, which cannot be instantiated directly.
Simple Definition:
A pure virtual function is a function that:
• Is declared in a class with = 0 at the end.
• Requires derived classes to provide their own version of that function
8. What is Polymorphism?
Polymorphism can be classified into two types based on the time when the call to the object or
function is resolved. They are as follows:
1. Compile Time Polymorphism
2. Runtime Polymorphism
The word “Polymorphism” means having many forms. It is the property of some code to behave
differently for different contexts. For example, in C++ language, we can define multiple functions
having the same name but different working depending on the context.
Polymorphism can be classified into two types based on the time when the call to the object or
function is resolved. They are as follows:
• Compile Time Polymorphism
• Runtime Polymorphism
A) Compile-Time Polymorphism
Definition: Compile-time polymorphism (also known as static polymorphism) occurs when the method to be
executed is determined at compile time. This is usually achieved through function overloading and operator
overloading.
Key Features:
• The decision about which function to call is made during compilation.
• Functions can have the same name but differ in the type or number of parameters.
NOTE:-
can we implement without using the base class pointer
Yes, you can implement run-time polymorphism without explicitly using a base class pointer.
However, the core concept of run-time polymorphism typically involves base and derived class
relationships. That said, you can achieve polymorphic behavior through other means, such as using
references or through other design patterns (like interfaces or function pointers).
Using Base Class References
Instead of using a base class pointer, you can use a reference to the base class to achieve run-time
polymorphism. Here’s an example:
In C++, run-time polymorphism typically requires inheritance and virtual functions because they
allow for method overriding in derived classes, enabling different behaviors at runtime based on the
object type.
However, if you want to achieve similar behavior without traditional inheritance and virtual
functions, you can use other techniques such as:
1-> Function pointer
2-> lamda functions
9. What is Inheritance? What is its purpose?
The idea of inheritance is simple, a class is derived from another class and uses data and
implementation of that other class. The class which is derived is called child or derived or subclass
and the class from which the child class is derived is called parent or base or superclass.
The main purpose of Inheritance is to increase code reusability. It is also used to achieve Runtime
Polymorphism.
10. What are access specifiers? What is their significance in OOPs?
Access specifiers are special types of keywords that are used to specify or control the accessibility of
entities like classes, methods, and so on. Private, Public, and Protected are examples of access
specifiers or access modifiers.
The key components of OOPs, encapsulation and data hiding, are largely achieved because of these
access specifiers.
In simple terms, access specifiers in C++ are used to control who can access the members (variables
and methods) of a class. They help in restricting or allowing access to certain parts of a class to
ensure security and proper usage.
There are three types of access specifiers:
1. Public:
o Anything declared as public can be accessed from anywhere in the program.
o This means you can use public members both inside and outside of the class.
2. Private:
o Anything declared as private can only be accessed from within the class itself. o This
is useful when you want to hide the internal details and keep things safe from being
changed accidentally outside the class.
Protected:
o Anything declared as protected can be accessed within the class and by derived
classes (classes that inherit from the parent class).
o It's similar to private, but it allows child classes to use the protected members.
Quick Summary:
• Public: Accessible from anywhere.
• Private: Only accessible within the class.
• Protected: Accessible within the class and derived classes (inheritance).
These access specifiers are key to implementing encapsulation in object-oriented programming,
which helps in protecting data and controlling how it is accessed or modified.
11. What are the advantages and disadvantages of OOPs?
The code is easier to maintain and Proper planning is required because OOPs is a little bit
update. tricky.
It follows a bottom-to-top
It follows a Top-to-Down approach.
approach.
Restricts the open flow of data to
No restriction to the flow of data.
authorized parts only providing
Anyone can access the data.
better data security.
14. What are some commonly used Object Oriented Programming Languages?
OOPs paradigm is one of the most popular programming paradigms. It is widely used in many
popular programming languages such as:
• C++
• Java
• Python
• JavaScript
• C#
• Ruby
16. What is the difference between overloading and overriding?
A compile-time polymorphism feature called overloading allows an entity to have numerous
implementations of the same name. Method overloading and operator overloading are two
examples.
Overloading means creating multiple functions with the same name but different parameters, either
in number or type. The compiler decides which function to call based on the arguments passed
Overriding is a form of runtime polymorphism where an entity with the same name but a different
implementation is executed. It is implemented with the help of virtual functions.
Overriding: Same function name and parameters, different implementations in base and derived
classes (resolved at runtime).
Explanation:
• Base class Vehicle: Defines a general method startEngine().
• Derived class Car: Overrides the startEngine() method to provide a car-specific behavior.
• Derived class Motorcycle: Also overrides startEngine() with motorcycle-specific behavior.
• We use a pointer to the base class (Vehicle*) to achieve runtime polymorphism, allowing
the function call to be resolved at runtime based on the actual object type.
A class that is abstract can have both abstract and An interface can only have abstract
nonabstract methods. methods.
An abstract class can have final, non-final, static and The interface has only static and final
non-static variables. variables.
•
2. Abstract Classes
• Abstract classes, which contain at least one pure virtual function, cannot be instantiated
directly. You can only create objects from derived classes that implement the pure virtual
functions.
• By using the pure virtual function code.
• Same Name as Class: The constructor has the same name as the class. This helps the
compiler identify it as a special function that initializes objects.
• No Return Type: A constructor does not return any value. You don't even write void or any
other return type in its declaration.
• Automatically Called: When you create (instantiate) an object of a class, the constructor is
called automatically. You don’t need to call it manually.
• Used for Initialization: The main purpose of a constructor is to initialize the object’s data
(attributes) when it is created.
• Overloading is Possible: You can have more than one constructor in the same class with
different parameters (this is called constructor overloading).
• No Inheritance: Constructors are not inherited by derived classes, but the constructor of the
parent class is called when the child class object is created.
• Destructor Counterpart: A constructor has a counterpart called a destructor, which is used
to clean up or release resources when the object is destroyed.
Bonus Question
Can we normally access the private functions?
• You cannot directly access private functions from outside the class.
• You can access them through public or protected functions within the class, allowing controlled
access to private members.
• This encapsulation helps to maintain the integrity of the data and prevents unauthorized access or
modification.
What is an abstract class?
• In general terms, an abstract class is a class that is intended to be used for inheritance. It
cannot be instantiated. An abstract class can consist of both abstract and non-abstract
methods.
• In C++, an abstract class is a class that contains at least one pure virtual function.
• In Java, an abstract class is declared with an abstract keyword.
An abstract class in C++ is a class that cannot be instantiated on its own and is used to define
a common interface for derived classes. It contains at least one pure virtual function, which
is a function declared with = 0 at the end of its declaration. Key Points:
• Abstract Class: A class with at least one pure virtual function.
• Pure Virtual Function: A function that must be overridden in derived classes. It is declared by
appending = 0 to the function declaration.
• Cannot Instantiate: You cannot create objects of an abstract class directly. Objects must be
created from derived classes that provide implementations for all pure virtual functions.
In Python, we use ABC (Abstract Base Class) module to create an abstract class.
What is deep copy and shallow copy?
• Shallow Copy: Copies the object's data but shares references to any dynamically allocated memory.
Changes in one object can affect the other.
• Deep Copy: Creates a completely independent copy of the object, including all dynamically allocated
memory. Changes in one object do not affect the other.
Simple Analogy
• Shallow Copy: Think of it as copying a list of phone numbers. If you copy the list, you have two lists
that point to the same phone numbers. If you change a phone number in one list, it changes in the
other because they both point to the same memory location.
• Deep Copy: Now imagine you take a photocopy of the entire address book, including all the phone
numbers. If you change a number in the photocopy, it does not affect the original address book
because they are completely separate copies.
• Shallow Copy:
o Shares references to nested data. o Faster and uses less memory.
o Simple to implement.
o Can lead to unintended changes due to shared references.
• Deep Copy: o Creates new copies of nested data. o Slower and
uses more memory. o More complex to implement. o Avoids
unintended changes by keeping copies independent.
• Static Data Members: Shared by all objects of the class. Useful for data that should be
common to all instances.
• Static Member Functions: Can be called without creating an object. Useful for utility
functions that don’t depend on instance-specific data.