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Oops Viva Questions

The document discusses key concepts in object-oriented programming (OOP) such as the differences between OOP and structural programming, what OOP is, why we use OOP, main features of OOP like inheritance, encapsulation, polymorphism, and abstraction. It also defines important OOP terms like class, object, inheritance, polymorphism, overloading, overriding, encapsulation, and abstraction. The document compares classes and objects, and different types of inheritance. It also discusses limitations of inheritance and access specifiers.

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Gaurav Jain
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0% found this document useful (0 votes)
136 views

Oops Viva Questions

The document discusses key concepts in object-oriented programming (OOP) such as the differences between OOP and structural programming, what OOP is, why we use OOP, main features of OOP like inheritance, encapsulation, polymorphism, and abstraction. It also defines important OOP terms like class, object, inheritance, polymorphism, overloading, overriding, encapsulation, and abstraction. The document compares classes and objects, and different types of inheritance. It also discusses limitations of inheritance and access specifiers.

Uploaded by

Gaurav Jain
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1. What is the difference between OOP and SOP?

Object-Oriented Programming Structural Programming


Object-Oriented Programming is a type of
Provides logical structure to a program
programming which is based on objects
where programs are divided functions
rather than just functions and procedures
Bottom-up approach Top-down approach
Provides data hiding Does not provide data hiding
Can solve problems of any complexity Can solve moderate problems
Code can be reused thereby reducing
Does not support code reusability
redundancy
2. What is Object Oriented Programming?

Object-Oriented Programming(OOPs) is a type of programming that is based on objects


rather than just functions and procedures. Individual objects are grouped into classes.
OOPs implements real-world entities like inheritance, polymorphism, hiding, etc into
programming. It also allows binding data and code together.

3. Why use OOPs?

• OOPs allows clarity in programming thereby allowing simplicity in solving


complex problems
• Code can be reused through inheritance thereby reducing redundancy
• Data and code are bound together by encapsulation
• OOPs allows data hiding, therefore, private data is kept confidential
• Problems can be divided into different parts making it simple to solve
• The concept of polymorphism gives flexibility to the program by allowing the
entities to have multiple forms

4. What are the main features of OOPs?

• Inheritance
• Encapsulation
• Polymorphism
• Data Abstraction

5. What is an object?
An object is a real-world entity which is the basic unit of OOPs for example chair, cat,
dog, etc. Different objects have different states or attributes, and behaviors.
6. What is a class?

A class is a prototype that consists of objects in different states and with different
behaviors. It has a number of methods that are common the objects present within that
class.

7. What is the difference between a class and a structure?

Class: User-defined blueprint from which objects are created. It consists of methods or
set of instructions that are to be performed on the objects.

Structure: A structure is basically a user-defined collection of variables which are of


different data types.

8. Can you call the base class method without creating an instance?

Yes, you can call the base class without instantiating it if:

• It is a static method
• The base class is inherited by some other subclass

9. What is the difference between a class and an object?

Object Class
A class is basically a template or a
A real-world entity which is an instance of a
blueprint within which objects can be
class
created
Binds methods and data together into a
An object acts like a variable of the class
single unit
An object is a physical entity A class is a logical entity
Objects take memory space when they are A class does not take memory space when
created created
Objects can be declared as and when
Classes are declared just once
required

10. What is inheritance?

Inheritance is a feature of OOPs which allows classes inherit common properties from
other classes. For example, if there is a class such as ‘vehicle’, other classes like ‘car’,
‘bike’, etc can inherit common properties from the vehicle class. This property helps you
get rid of redundant code thereby reducing the overall size of the code.
11. What are the different types of inheritance?

• Single inheritance
• Multiple inheritance
• Multilevel inheritance
• Hierarchical inheritance
• Hybrid inheritance

12. What is the difference between multiple and multilevel inheritance?

Multiple Inheritance Multilevel Inheritance


Multiple inheritance comes into picture Multilevel inheritance means a class
when a class inherits more than one base inherits from another class which itself is a
class subclass of some other base class
Example: A class describing a sports car
Example: A class defining a child inherits
will inherit from a base class Car which
from two base classes Mother and Father
inturn inherits another class Vehicle

13. What is hybrid inheritance?

Hybrid inheritance is a combination of multiple and multi-level inheritance.

14. What is hierarchical inheritance?

Hierarchical inheritance refers to inheritance where one base class has more than one
subclasses. For example, the vehicle class can have ‘car’, ‘bike’, etc as its subclasses.

15. What are the limitations of inheritance?

• Increases the time and effort required to execute a program as it requires


jumping back and forth between different classes
• The parent class and the child class get tightly coupled
• Any modifications to the program would require changes both in the parent as
well as the child class
• Needs careful implementation else would lead to incorrect results

16. What is a superclass?

A superclass or base class is a class that acts as a parent to some other class or
classes. For example, the Vehicle class is a superclass of class Car.

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17. What is a subclass?

A class that inherits from another class is called the subclass. For example, the class
Car is a subclass or a derived of Vehicle class.

18. What is polymorphism?

Polymorphism refers to the ability to exist in multiple forms. Multiple definitions can be
given to a single interface. For example, if you have a class named Vehicle, it can have
a method named speed but you cannot define it because different vehicles have
different speed. This method will be defined in the subclasses with different definitions
for different vehicles.

19. What is static polymorphism?

Static polymorphism (static binding) is a kind of polymorphism that occurs at compile


time. An example of compile-time polymorphism is method overloading.

20. What is dynamic polymorphism?

Runtime polymorphism or dynamic polymorphism (dynamic binding) is a type of


polymorphism which is resolved during runtime. An example of runtime polymorphism is
method overriding.

21. What is method overloading?

Method overloading is a feature of OOPs which makes it possible to give the same
name to more than one methods within a class if the arguments passed differ.

22. What is method overriding?

Method overriding is a feature of OOPs by which the child class or the subclass can
redefine methods present in the base class or parent class. Here, the method that is
overridden has the same name as well as the signature meaning the arguments passed
and the return type.

23. What is operator overloading?

Operator overloading refers to implementing operators using user-defined types based


on the arguments passed along with it.
24. Differentiate between overloading and overriding.

Overloading Overriding
Two or more methods having the same name Child class redefining methods present in the
but different parameters or signature base class with the same parameters/ signature
Resolved during compile-time Resolved during runtime

25. What is encapsulation?

Encapsulation refers to binding the data and the code that works on that together in a
single unit. For example, a class. Encapsulation also allows data-hiding as the data
specified in one class is hidden from other classes.

26. What are ‘access specifiers’?

Access specifiers or access modifiers are keywords that determine the accessibility of
methods, classes, etc in OOPs. These access specifiers allow the implementation of
encapsulation. The most common access specifiers are public, private and protected.
However, there are a few more which are specific to the programming languages.

27. What is the difference between public, private and protected access modifiers?

Accessibility from own Accessibility from Accessibility from


Name
class derived class world
Public Yes Yes Yes
Private Yes No No
Protected Yes Yes No

28. What is data abstraction?

Data abstraction is a very important feature of OOPs that allows displaying only the
important information and hiding the implementation details. For example, while riding a
bike, you know that if you raise the accelerator, the speed will increase, but you don’t
know how it actually happens. This is data abstraction as the implementation details are
hidden from the rider.

29. How to achieve data abstraction?

Data abstraction can be achieved through:

• Abstract class
• Abstract method

30. What is an abstract class?

An abstract class is a class that consists of abstract methods. These methods are
basically declared but not defined. If these methods are to be used in some subclass,
they need to be exclusively defined in the subclass.

31. Can you create an instance of an abstract class?

No. Instances of an abstract class cannot be created because it does not have a
complete implementation. However, instances of subclass inheriting the abstract class
can be created.

32. What is an interface?

It is a concept of OOPs that allows you to declare methods without defining them.
Interfaces, unlike classes, are not blueprints because they do not contain detailed
instructions or actions to be performed. Any class that implements an interface defines
the methods of the interface.

33. Differentiate between data abstraction and encapsulation.

Data abstraction Encapsulation


Solves the problem at the design level Solves the problem at the implementation level
Allows showing important aspects while hiding Binds code and data together into a single unit
implementation details and hides it from the world

34. What are virtual functions?

Virtual functions are functions that are present in the parent class and are overridden by
the subclass. These functions are used to achieve runtime polymorphism.

35. What are pure virtual functions?

Pure virtual functions or abstract functions are functions that are only declared in the
base class. This means that they do not contain any definition in the base class and
need to be redefined in the subclass.

36. What is a constructor?

A constructor is a special type of method that has the same name as the class and is
used to initialize objects of that class.
37. What is a destructor?

A destructor is a method that is automatically invoked when an object is destroyed. The


destructor also recovers the heap space that was allocated to the destroyed object,
closes the files and database connections of the object, etc.

38. Types of constructors

Types of constructors differ from language to language. However, all the possible
constructors are:

• Default constructor
• Parameterized constructor
• Copy constructor
• Static constructor
• Private constructor

39. What is a copy constructor?

A copy constructor creates objects by copying variables from another object of the
same class. The main aim of a copy constructor is to create a new object from an
existing one.

40. What is the use of ‘finalize’?

Finalize as an object method used to free up unmanaged resources and cleanup before
Garbage Collection(GC). It performs memory management tasks.

41. What is Garbage Collection(GC)?

GC is an implementation of automatic memory management. The Garbage collector


frees up space occupied by objects that are no longer in existence.

42. Differentiate between a class and a method.

Class Method
A class is basically a template that binds the Callable set of instructions also called a
code and data together into a single unit. procedure or function that are to be performed
Classes consist of methods, variables, etc on the given data
43. Differentiate between an abstract class and an interface?

Basis for comparison Abstract Class Interface


Can have abstract as well as
Methods Only abstract methods
other methods
May contain final and non-final Variables declared are final by
Final Variables
variables default
Accessibility of Data Members Can be private, public, etc Public by default
Cannot provide the
Can provide the
Implementation implementation of an abstract
implementation of an interface
class
44. What is a final variable?

A variable whose value does not change. It always refers to the same object by the
property of non-transversity.

45. What is an exception?

An exception is a kind of notification that interrupts the normal execution of a program.


Exceptions provide a pattern to the error and transfer the error to the exception handler
to resolve it. The state of the program is saved as soon as an exception is raised.

46. What is exception handling?

Exception handling in Object-Oriented Programming is a very important concept that is


used to manage errors. An exception handler allows errors to be thrown and caught and
implements a centralized mechanism to resolve them.

47. What is the difference between an error and an exception?

Error Exception
Errors are problems that should not be Conditions that an application might try to
encountered by applications catch
48. What is a try/ catch block?

A try/ catch block is used to handle exceptions. The try block defines a set of
statements that may lead to an error. The catch block basically catches the exception.
49. What is a finally block?

A finally block consists of code that is used to execute important code such as closing a
connection, etc. This block executes when the try block exits. It also makes sure that
finally block executes even in case some unexpected exception is encountered.

50. What are the limitations of OOPs?

• Usually not suitable for small problems


• Requires intensive testing
• Takes more time to solve the problem
• Requires proper planning
• The programmer should think of solving a problem in terms of objects

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