OOP: Classes and Objects

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Questions and Answers

Which principle states that subtypes should be substitutable for their base types without altering the correctness of the program?

  • Interface Segregation Principle (ISP)
  • Open/Closed Principle (OCP)
  • Liskov Substitution Principle (LSP) (correct)
  • Single Responsibility Principle (SRP)

What is the primary purpose of abstraction in object-oriented programming?

  • To create multiple methods with the same name in a class.
  • To expose all implementation details to the user.
  • To increase the complexity of code.
  • To simplify complex reality by modeling classes based on essential properties and behaviors. (correct)

If a class has multiple methods with the same name but different parameters, what OOP concept is being used?

  • Method Overloading (correct)
  • Inheritance
  • Abstraction
  • Encapsulation

Which characteristic of OOP makes code easier to understand, maintain, and debug by promoting independent, self-contained components?

<p>Modularity (A)</p> Signup and view all the answers

Which type of relationship represents a strong "has-a" association where the related object cannot exist independently?

<p>Composition (A)</p> Signup and view all the answers

According to the Dependency Inversion Principle (DIP), what should high-level modules depend on?

<p>Abstractions (A)</p> Signup and view all the answers

Which language is a versatile, interpreted OOP language known for its readability and ease of use?

<p>Python (D)</p> Signup and view all the answers

What is a key characteristic of an abstract class in OOP?

<p>It may contain abstract methods. (A)</p> Signup and view all the answers

Which concept of OOP allows a Truck class and a Sedan class to both be treated as Vehicle objects, enabling a function to operate on any Vehicle regardless of its specific type?

<p>Polymorphism (A)</p> Signup and view all the answers

A Rectangle class has width and height attributes. Direct access to these attributes is restricted, and their values can only be accessed or modified through getWidth(), setWidth(), getHeight() and setHeight() methods. Which OOP concept is being demonstrated?

<p>Encapsulation (B)</p> Signup and view all the answers

A Shape class has a method calculateArea(). The Circle and Square classes inherit from Shape and provide their own implementations of calculateArea() that are specific to their shapes. What is this an example of?

<p>Method overriding (C)</p> Signup and view all the answers

If a Vehicle class has an engineType and a startEngine() method, and a Car class inherits from Vehicle, what attributes and methods does the Car class automatically possess?

<p>Both the <code>engineType</code> attribute and the <code>startEngine()</code> method. (B)</p> Signup and view all the answers

A Human class has attributes like name and age, and methods like eat() and sleep(). An object person1 is created from the Human class. Which of the following statements is true?

<p><code>person1</code> is an instance of the <code>Human</code> class. (D)</p> Signup and view all the answers

Consider the following classes: Animal, Mammal (inherits from Animal), and Dog (inherits from Mammal). This structure represents which type of inheritance?

<p>Multilevel inheritance (C)</p> Signup and view all the answers

Which of the following is the most accurate description of a class in object-oriented programming?

<p>A blueprint for creating objects, defining their attributes and methods. (A)</p> Signup and view all the answers

Which of the following is NOT a primary goal of encapsulation in object-oriented programming?

<p>To promote code reuse through inheritance. (B)</p> Signup and view all the answers

Flashcards

Object-Oriented Programming (OOP)

A programming paradigm using 'objects' with data (attributes) and code (methods).

Class

A blueprint for creating objects, defining attributes and methods.

Object

A concrete instance of a class with its own unique data values.

Encapsulation

Bundling data and methods within a class, restricting direct access.

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Inheritance

A mechanism where a new class inherits properties from an existing class.

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Superclass

A base class from which other classes inherit.

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Subclass

A derived class that inherits from a superclass.

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Polymorphism

The ability of an object to take on many forms.

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Method Overloading

Multiple methods in a class share the same name but have distinct parameter lists.

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Abstraction

Simplifying complex realities by modeling classes based on essential properties and behaviors.

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Abstract Class

A blueprint that cannot be instantiated directly, often containing abstract methods (methods without implementation).

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Interface

A contract defining behaviors classes must adhere to; contains only abstract methods and constant values.

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Association

A general connection between classes, representing a relationship.

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Aggregation

A "has-a" relationship where the related object can exist independently.

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Composition

A strong "has-a" where the related object cannot exist independently.

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Dependency Inversion Principle (DIP)

High-level modules shouldn't depend on low-level modules; both should depend on abstractions.

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Study Notes

  • Object-oriented programming (OOP) is a programming paradigm centered around "objects" that contain both data (attributes) and code (methods) to manipulate that data.
  • OOP aims to model real-world entities and their interactions.
  • Key concepts in OOP include: classes, objects, encapsulation, inheritance, and polymorphism.

Classes

  • A class is a blueprint or a template for creating objects.
  • It defines the attributes (data) and methods (behavior) that the objects of that class will have.
  • A class is a user-defined data type.
  • Example: a Car class might define attributes like color, model, and speed, and methods like accelerate() and brake().

Objects

  • An object is an instance of a class.
  • It is a concrete entity created from a class.
  • Objects have their own unique values for the attributes defined in the class.
  • Example: myCar could be an object of the Car class, with color set to "red", model to "Sedan", and speed initially set to 0.

Encapsulation

  • Encapsulation is the bundling of data (attributes) and methods that operate on that data into a single unit (class).
  • It restricts direct access to some of the object's components.
  • Access to attributes is typically controlled through methods (getters and setters).
  • Encapsulation helps in data hiding and protects the data from accidental modification.
  • It promotes modularity and reduces complexity.

Inheritance

  • Inheritance is a mechanism that allows a new class (subclass or derived class) to inherit properties (attributes and methods) from an existing class (superclass or base class).
  • Inheritance promotes code reuse and reduces redundancy.
  • A subclass can add new attributes and methods or override existing methods from the superclass.
  • Example: a SportsCar class can inherit from the Car class, inheriting attributes like color and model, and adding a new attribute like turbo_enabled.
  • Types of inheritance include: single inheritance (one superclass), multiple inheritance (multiple superclasses), and multilevel inheritance (inheritance from a derived class).

Polymorphism

  • Polymorphism means "many forms".
  • In OOP, it refers to the ability of an object to take on many forms.
  • It allows objects of different classes to be treated as objects of a common type.
  • Polymorphism can be achieved through method overriding (runtime polymorphism) and method overloading (compile-time polymorphism).
  • Method overriding occurs when a subclass provides a specific implementation for a method that is already defined in its superclass.
  • Method overloading occurs when a class has multiple methods with the same name but different parameters.

Abstraction

  • Abstraction is the process of simplifying complex reality by modeling classes based on essential properties and behavior.
  • It hides complex implementation details and exposes only the necessary information to the user.
  • Abstract classes and interfaces are used to achieve abstraction.
  • An abstract class cannot be instantiated and may contain abstract methods (methods without an implementation).
  • Subclasses of an abstract class must provide implementations for the abstract methods.
  • An interface defines a contract that classes must adhere to. It contains only abstract methods and constant values.

Benefits of OOP

  • Modularity: OOP promotes modular design, making code easier to understand, maintain, and debug.
  • Reusability: Inheritance allows code reuse, reducing development time and effort.
  • Maintainability: Changes to one part of the code are less likely to affect other parts, making maintenance easier.
  • Scalability: OOP facilitates the development of large and complex systems.
  • Data hiding: Encapsulation protects data from unauthorized access.
  • Real-world modeling: OOP allows developers to model real-world entities and their interactions more naturally.

Common OOP Languages

  • Java is a widely used, platform-independent OOP language known for its robustness and scalability.
  • C++ is a powerful OOP language that offers both high-level and low-level programming capabilities.
  • Python is a versatile, interpreted OOP language known for its readability and ease of use.
  • C# is a modern OOP language developed by Microsoft, commonly used for building Windows applications and web services.
  • Ruby is a dynamic, open-source OOP language known for its elegant syntax and focus on developer productivity.

Relationships Between Classes

  • Association: A general relationship that represents a connection between classes.
  • Aggregation: A "has-a" relationship where one class is part of another class, but the related object can exist independently.
  • Composition: A strong "has-a" relationship where one class is part of another class, and the related object cannot exist independently.
  • Dependency: A "uses-a" relationship where one class uses another class.

Design Principles

  • Single Responsibility Principle (SRP): A class should have only one reason to change.
  • Open/Closed Principle (OCP): Software entities should be open for extension but closed for modification.
  • Liskov Substitution Principle (LSP): Subtypes should be substitutable for their base types without altering the correctness of the program.
  • Interface Segregation Principle (ISP): Clients should not be forced to depend on methods they do not use.
  • Dependency Inversion Principle (DIP): High-level modules should not depend on low-level modules. Both should depend on abstractions. Abstractions should not depend on details. Details should depend on abstractions.

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