Podcast
Questions and Answers
Accessing a variable in its TDZ will result in a ______ error.
Accessing a variable in its TDZ will result in a ______ error.
Reference
Which declaration is affected by the TDZ?
Which declaration is affected by the TDZ?
- var
- function
- let (correct)
- const
Objects are collections of key–value pairs used to represent structured data.
Objects are collections of key–value pairs used to represent structured data.
True (A)
In an object literal, keys are paired with values using a ______.
In an object literal, keys are paired with values using a ______.
Which statement about objects is false?
Which statement about objects is false?
In many languages, assigning an object to a variable stores a reference to that object rather than a copy of it.
In many languages, assigning an object to a variable stores a reference to that object rather than a copy of it.
When two variables reference the same object, changes via one variable will be visible through the ______ variable.
When two variables reference the same object, changes via one variable will be visible through the ______ variable.
Mutation means modifying the state or data within an object.
Mutation means modifying the state or data within an object.
Which of the following scenarios demonstrates the concept of mutability?
Which of the following scenarios demonstrates the concept of mutability?
A variable declaration always reserves memory space for the variable's value.
A variable declaration always reserves memory space for the variable's value.
What is the primary difference between declaration and initialization of a variable?
What is the primary difference between declaration and initialization of a variable?
In many programming languages, failure to initialize a variable before using it results in a(n) ______.
In many programming languages, failure to initialize a variable before using it results in a(n) ______.
Which action demonstrates a reassignment operation?
Which action demonstrates a reassignment operation?
Reassigning a variable changes its memory address.
Reassigning a variable changes its memory address.
The primary purpose of a variable is to store ______ for later use in a program.
The primary purpose of a variable is to store ______ for later use in a program.
Which of the following is NOT a characteristic of a variable?
Which of the following is NOT a characteristic of a variable?
Variable assignment is a structural element that directs the order of execution.
Variable assignment is a structural element that directs the order of execution.
Which of the following is NOT a typical characteristic of synchronous code execution?
Which of the following is NOT a typical characteristic of synchronous code execution?
In the context of asynchronous programming, _______ are commonly used to manage operations that occur out-of-sequence without blocking execution.
In the context of asynchronous programming, _______ are commonly used to manage operations that occur out-of-sequence without blocking execution.
Asynchronous operations block other code from running while waiting for long-running tasks to complete.
Asynchronous operations block other code from running while waiting for long-running tasks to complete.
Which programming paradigm is characterized by hiding complex details and exposing only essential features?
Which programming paradigm is characterized by hiding complex details and exposing only essential features?
Abstraction helps in reducing complexity by focusing on ______ details, hiding unnecessary information.
Abstraction helps in reducing complexity by focusing on ______ details, hiding unnecessary information.
Match the characteristic with the correct type of operation:
Match the characteristic with the correct type of operation:
Describe a scenario where using asynchronous programming would be more beneficial than synchronous programming.
Describe a scenario where using asynchronous programming would be more beneficial than synchronous programming.
Abstraction helps in managing complexity by:
Abstraction helps in managing complexity by:
An algorithm is best described as a suggestion for solving a problem.
An algorithm is best described as a suggestion for solving a problem.
The efficiency of an algorithm can be measured in terms of time complexity, and also how much ______ it consumes.
The efficiency of an algorithm can be measured in terms of time complexity, and also how much ______ it consumes.
Which of the following is the MOST suitable to be called algorithm?
Which of the following is the MOST suitable to be called algorithm?
An API is a hardware component that facilitates communication between software applications.
An API is a hardware component that facilitates communication between software applications.
APIs enable different software systems to easily ______ and share data with each other.
APIs enable different software systems to easily ______ and share data with each other.
Which of the following is NOT a typical function of an API?
Which of the following is NOT a typical function of an API?
A software bug is best described as:
A software bug is best described as:
Which action is least aligned with the goals of refactoring?
Which action is least aligned with the goals of refactoring?
Comprehensive documentation is most critical during the initial development phase and loses relevance as the project matures.
Comprehensive documentation is most critical during the initial development phase and loses relevance as the project matures.
When onboarding a new developer to a project, good documentation helps them quickly __________ the codebase.
When onboarding a new developer to a project, good documentation helps them quickly __________ the codebase.
Which aspect of software development most directly benefits from well-crafted documentation?
Which aspect of software development most directly benefits from well-crafted documentation?
Briefly explain how refactoring and documentation complement each other in software development.
Briefly explain how refactoring and documentation complement each other in software development.
Which of the following demonstrates the primary benefit of encapsulation?
Which of the following demonstrates the primary benefit of encapsulation?
Exception handling is primarily used to prevent all errors from occurring during program execution.
Exception handling is primarily used to prevent all errors from occurring during program execution.
In exception handling, the ______
block typically contains the code that might potentially throw an exception.
In exception handling, the ______
block typically contains the code that might potentially throw an exception.
Which characteristic is least likely found within a framework?
Which characteristic is least likely found within a framework?
By providing common functionalities, a framework can significantly decrease development time and effort by reducing the need to write code from ______.
By providing common functionalities, a framework can significantly decrease development time and effort by reducing the need to write code from ______.
Garbage collection requires manual intervention by the programmer to identify and deallocate unused memory.
Garbage collection requires manual intervention by the programmer to identify and deallocate unused memory.
How does garbage collection contribute to the reliability of a software application?
How does garbage collection contribute to the reliability of a software application?
Inheritance promotes code reusability by eliminating the need to define similar properties and methods in multiple classes.
Inheritance promotes code reusability by eliminating the need to define similar properties and methods in multiple classes.
Flashcards
Mutable Objects
Mutable Objects
Objects that can be modified after creation.
Mutability Example
Mutability Example
A list that allows adding or removing elements.
Declaration
Declaration
Introducing a variable name into a program’s scope.
Declaration (in terms of value)
Declaration (in terms of value)
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Declaration Description
Declaration Description
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Initialization
Initialization
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Reassignment
Reassignment
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Variables
Variables
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Temporal Dead Zone (TDZ)
Temporal Dead Zone (TDZ)
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TDZ Error Type
TDZ Error Type
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Declarations with TDZ
Declarations with TDZ
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Objects
Objects
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Key-value pair separator
Key-value pair separator
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Mutation (Objects)
Mutation (Objects)
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Object References
Object References
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In-place change to an object
In-place change to an object
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Variable Assignment
Variable Assignment
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Synchronous
Synchronous
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Synchronous Model
Synchronous Model
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Synchronous Characteristic
Synchronous Characteristic
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Asynchronous
Asynchronous
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Asynchronous code handling
Asynchronous code handling
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Asynchronous Programming
Asynchronous Programming
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Abstraction
Abstraction
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Algorithm
Algorithm
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Algorithm Efficiency
Algorithm Efficiency
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Sorting Algorithm
Sorting Algorithm
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API (Application Programming Interface)
API (Application Programming Interface)
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API Communication
API Communication
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Bug
Bug
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Debugging
Debugging
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Code Refactoring
Code Refactoring
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Code Documentation
Code Documentation
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Why document?
Why document?
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Purpose of Documentation
Purpose of Documentation
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Maintaining Code
Maintaining Code
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Encapsulation
Encapsulation
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Exception Handling
Exception Handling
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Catch Block
Catch Block
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Framework
Framework
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Garbage Collection
Garbage Collection
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Purpose of Garbage Collection
Purpose of Garbage Collection
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Inheritance
Inheritance
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Inheritance
Inheritance
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Study Notes
Literals
- A literal is a hardcoded value that is written directly into the source code
- Literals are fixed values like numbers or strings that appear directly in the code and do not require computation
- An object literal uses curly braces to specify properties immediately rather than constructing the object via a function
"Hello, World!"
is an example of a literal
Constructor
- A constructor is a special function that is used to initialize new objects
- Constructors set up a new object's properties and initial state when the object is created
- The keyword
this
refers to the current object being created or manipulated within a constructor
Immutability
- An immutable value cannot be altered once it is created
- Immutability means that the value stays constant after it's set
- In an immutable data structure, any operation that appears to change it will instead return a new version of the structure
- Strings in many languages are typically immutable
Mutability
- A mutable object can be modified after its creation
- Mutability allows an object's state or properties to change over time
- When an object is mutable, its state can be changed without creating a new instance
- Mutable objects permit in-place modifications
- Lists (in many languages) allow changes such as appending or removing elements, which best illustrates mutability
Declaration
- Declaration is the process of introducing a variable name into a program's scope
- Declarations create a variable identifier without necessarily assigning a value
- Declaring a variable means creating an identifier without necessarily assigning it an initial value
- A declaration reserves a name in the code, while initialization assigns a value
- Declaration brings a variable into existence within a given scope
Initialization
- Initialization is the process of assigning a variable with its first value
- Initialization gives the declared variable an initial value
- A variable can be declared first and initialized later, as they are conceptually different steps
int x = 10;
shows both declaration and initialization
Reassignment
- Reassignment is the act of giving an already declared variable a new value
- Reassignment changes the value stored in a variable after it has been initialized
- After a variable is initialized, changing its value is known as reassignment
- This term specifically refers to updating the value of an existing variable
Variables
- Variables are storage locations which are identified by a name that holds data values
- Variables act as containers for storing and referencing data in memory
- Variables declared with
let
orconst
in JavaScript are block-scoped - In languages like JavaScript,
let
andconst
limit a variable's accessibility to the block where it's declared - A common characteristic of variables is that they can be reassigned if mutable
Hoisting
- Hoisting refers to the process where variable and function declarations are moved to the top of their scope
- In JavaScript, declarations are hoisted, but initializations remain in place
- Only the declaration of a variable declared with
var
is hoisted, not its assigned value - Hoisting rearranges the code during compilation so that declarations are known before execution
Scope
- Scope determines where variables and functions are accessible in a program
- Scope limits the visibility of variables and functions to certain parts of the code
- Variables declared inside a function are in the local scope of that function
- Local scope confines variables to the function in which they are declared
- Block scope means that variables only exist within the block, such as within curly braces
TDZ (Temporal Dead Zone)
- The Temporal Dead Zone (TDZ) refers to the time between entering a scope and when a
let
/const
variable is declared - The TDZ is a period where variables exist in theory but cannot be accessed until declared
- Accessing a variable in its TDZ will result in a ReferenceError
- Variables declared with
let
andconst
have a TDZ;var
does not
Objects
- Objects are collections of key-value pairs used to represent structured data
- Objects bundle related data together in properties and methods
- In an object literal, keys are paired with values using a colon
- The colon separates each key from its corresponding value in literal syntax
- It is false that Objects are always immutable by default
References
- In many languages, assigning an object to a variable stores a reference to that object rather than a copy of it
- A variable holds the memory address of the object, so changes through one reference are seen by all
- When two variables reference the same object, changes via one variable will be visible through the other variable
- Since both variables point to the same object, modifications affect the single shared instance
- A reference simply points to where the object resides in memory rather than duplicating it
Mutation
- Mutation means modifying the state or data within an object
- Mutation involves changing the properties or content of an existing object
- An operation that changes an object in place is called mutation
- Mutation directly alters the object's state instead of creating a new object
- Changing a property value within an existing object is an example of mutation
Type Coercion
- Type coercion is the implicit conversion of values from one data type to another
- Languages like JavaScript automatically convert types when operators expect a different type
- When a language performs type coercion, it automatically converts one data type into another without explicit instructions
- Implicit coercion happens automatically as part of language rules during evaluation
"5" + 2
resulting in"52"
is an example of type coercion in JavaScript, where the number 2 is converted to a string, leading to concatenation
Type Conversion
- Type conversion can be either explicit (by the programmer) or implicit (automatically by the language)
- Converting a value from one type to another using a function like
Number()
is an example of explicit conversion - Explicit conversion requires the programmer to manually convert a value from one type to another
- Explicit conversion functions like
parseInt()
orString()
are used for type conversion in many languages
Explicit Conversion
- Explicit conversion requires the programmer to manually convert a value from one type to another
- The programmer directly calls a conversion function, making the intent clear
- Using a function like
Number()
orparseInt()
to convert a string to a number is an example of explicit conversion - Explicit conversion avoids ambiguity by clearly stating the conversion
Implicit Coercion
- Implicit coercion happens automatically without the programmer's explicit instruction
- The language converts types on its own when needed by context
- Implicit coercion may lead to unexpected results if the language's rules are not well understood
- Automatic conversions can sometimes produce results that differ from programmer expectations
- One risk associated with implicit coercion is that it can introduce subtle bugs due to unexpected type conversions
Functions
- Functions are reusable blocks of code that can accept inputs and return outputs
- Functions encapsulate code logic so it can be called repeatedly with different inputs
- Functions are considered first-class citizens because they can be passed as arguments
- First-class functions are treated as values that can be assigned, passed, and returned
Expressions
- An expression is any valid unit of code that resolves to a value
- Expressions are evaluated to produce data, making them fundamental units in programming
- The statement
2 + 3
is an example of an arithmetic expression - Expressions compute a value and are recognized
Arguments
- Arguments are the actual values that are passed to a function during a call
- When a function is called, the provided values are known as arguments
- In the function call
sum(3, 4)
, the numbers 3 and 4 are called arguments - Arguments are the specific values supplied to the function parameters
- Arguments are the real data passed to functions during a call
Statements
- A statement is an instruction that performs an action but may not necessarily produce a value
- Statements control program behavior (like loops or conditionals) without needing to resolve to a value
- In many languages, a statement ends with a delimiter, such as a semicolon
- A delimiter signifies the end of a statement
HOFs (Higher-Order Functions)
- Higher-order functions can take other functions as arguments or return them
- Higher-order functions operate on functions, allowing for more abstract and modular code
- Functions like
map
,filter
, andreduce
are common examples of higher-order functions - They either accept functions as parameters or return functions, qualifying as higher-order
- They enable function composition and abstraction, which allow for composing complex operations
Iterations
- Iteration is the process of repeating a block of code until a condition is met
- Iteration enables repetitive tasks by executing code multiple times
- Using a for loop or a while loop is a common way to perform iteration in many programming languages
- Iteration focuses on repeatedly executing a set of instructions
Loops
- Loops are control structures that repeatedly execute code based on a condition
- Loops provide a means to execute code repeatedly while a condition remains true
- A do-while loop executes its block at least once before checking the condition
- In a do-while loop, the code block is executed first and then the condition is checked
- A while loop checks the condition before each iteration
Iterable
- An iterable is any object that can be looped over, such as arrays or strings
- Iterables implement protocols like
Symbol.iterator
in JavaScript that allow their elements to be accessed sequentially - In JavaScript, an object is iterable if it implements the
Symbol.iterator
method - Plain objects are not iterable by default
- They do not implement an iterator by default, so they cannot be looped over using iteration constructs like the for-of loop
Control Flow
- Control flow determines the order in which code statements are executed
- Control flow structures (such as conditionals and loops) guide the path of execution in a program
- Conditional statements and loops are constructs that manage control flow in a program
- These constructs explicitly dictate how the program's execution path is directed
- Variable assignment is an action and not a control flow structure
Synchronous
- Synchronous operations are executed one after another, blocking subsequent code until completion
- Synchronous code waits for each operation to finish before moving on
- Each operation must complete before the next begins in synchronous code
- Synchronous code is inherently sequential, ensuring each step is completed in order
Asynchronous
- Asynchronous operations allow other code to run while waiting for long-running tasks to complete
- Asynchronous programming lets the system continue executing other code instead of waiting for operations like I/O to finish
- The use of callbacks, promises, or async/await are common approaches to handling asynchronous code
- These constructs manage operations that occur out-of-sequence without blocking execution
- Asynchronous programming allows multiple operations to proceed without waiting for each to finish sequentially
Abstraction
- Abstraction involves hiding the complex reality while exposing only the necessary parts of an object or system
- Abstraction reduces complexity by allowing interaction with simplified interfaces
- Abstraction helps reduce complexity by focusing on essential details
- It hides unneeded details so the focus can be on what's important
- Abstraction simplifies interaction with complex systems by exposing a simpler interface
Algorithm
- An algorithm is a step-by-step procedure for solving a problem
- Algorithms are the recipes or instructions that solve specific computational problems
- The efficiency of an algorithm is often measured in terms of time and space complexity
- Both time and space complexity are key metrics used to access algorithm performance
- Sorting is a common algorithmic problem with specific step-by-step methods
API (Application Programming Interface)
- An API defines a set of protocols for building and interacting with software applications
- APIs provide standardized methods and rules for software components to interact
- APIs allow different software systems to communicate with each other
- The main role of an API is to facilitate communication between systems
- APIs abstract functionality; they do not directly alter hardware
Bug
- A bug is an error or flaw in a program that causes unexpected behavior
- Bugs are mistakes in code that lead to incorrect or unexpected program behavior
- The process of finding and fixing bugs is known as debugging
- Debugging is the systematic process of locating and correcting errors
- Bugs can lead to security vulnerabilities
Class
- A class is a blueprint for creating objects, defining properties and methods
- Classes provide a template for objects, specifying common properties and behaviors
- An object is an instance of a class in object-oriented programming
- Classes serve as blueprints that produce objects with defined attributes and methods
Compilation
- Compilation is the process of translating source code into machine code
- Compilers convert high-level language code into a form that can be executed by the machine
- A compiler is the program that performs the compilation of source code
- A compiler reads source code and generates the corresponding machine-level instructions
- Compilation prepares code for execution by translating it before the program runs
Compiler
- A compiler translates code from a high-level language to a low-level language such as machine code
- This translation is essential for the computer to understand and execute the code
- The main role of a compiler is to translate code for execution by the computer's processor
- Translation is at the core of a compiler's function
- Compilers perform syntax checking, optimization of code and generate executable code
Data Structures
- Data structures are ways to organize and store data for efficient access and modification
- They determine how data is stored and accessed, impacting performance
- Common data structures include arrays, lists, trees, and graphs
- Graphs is another common data structure type used to model relationships
- A binary tree is structured which organizes the way to organize data hierarchically
Debugging
- Debugging is identifying errors in a program
- Debugging involves systematically finding and correcting issues in code
- A debugger helps developers step through code to locate bugs
- A debugger is a tool that is used to observe code execution to identify problems
- An integrated Development Environment (IDE) tool is commonly used for debugging
Dependency Injection
- Dependency injection is a design pattern where an object's dependencies are provided externally, rather than being created within the object
- This pattern decouples object creation from usage, making code more modular and testable
- Dependency injection promotes modularity by decoupling the creation of dependencies from their usage
- By injecting dependencies, it's possible to swap them out for maintenance
Encapsulation
- Encapsulation is the bundling of data and methods that operate on the data into a single unit
- Encapsulation hides internal details and only exposes the necessary components
- It helps protect an object's internal state from unauthorized access
- It prevents code from altering internal properties directly
- Encapsulation ensures reusable objects that manage their own code
Exception Handling
- Exception handling is a mechanism designed to mange runtime errors gracefully
- It allows programs to recover or fail gracefully when errors occur
- A block of code that catches exceptions is typically labeled catch in many languages
- The "try...catch" structure is the standard structure for handling exceptions
Framework
- A framework provides a prebuilt structure as well as a set of tools built for applications
- Framework offers reusable components and conventions to speed up development
- A framework will drastically reduce development time by providing common functionalities and patterns
- When a developer reuses prebuilt functionalities, the developer does not need to write common code from scratch
- Angular is a full-fledged framework that provides structure and tools for building web applications
Garbage Collection
- Garbage collection is an automated process of clearing memory from objects no longer in use
- Languages such as Java uses garbage collection to manage memory automatically
- Languages such as Java and c# use garbage collection to manage memory automatically
- The main purpose of garbage collection is to free up memory by removing unreachable objects
- Garbage collection will keep the system efficient because it reclaims unused memory and ensures memory is reclaimed
Inheritance
- Inheritance allows one class to acquire properties and methods of another class
- Inheritance promotes code reuse by letting a class inherit features from a parent class
- In object-oriented programming, a subclass inherits from a superclass
- The parent class derives the superclass from where the child class derives
- It can allow for code reuse and hierarchical organization
IDE (Integrated Development Environment)
- An IDE typically includes a code editor, a debugger, and automatic building tools
- IDEs consolidate multiple development tools into one application for efficiently
- An IDE can help streamline the development process by providing intergrated tooosl
- IDEs simplify coding by integrating build systems, debuggers, and editors
- Visual Studio Code is a popular IDE with numerous integrated tools
Interface
- An interface defines a contract of methods that a class must implement without specifying how they are implement
- Interfaces specify what methods exists and should be implemented in the details of the class
- Interfaces specify method signatures that a class should implement
- The interfaces only outlines the amount of parameters without the method and their name
- It allows different classes to be used interchangeably if they implement the same interface
Library
- A library is a collection of prewritten code taht developers can call upon to preform common tasks
- Libraries provide reusable code modules saving time by avoiding the rewriting of common functionalities
- Using a library prevents the need to reinvent code from scratch
- Libraries offer ready-to-use solutions reducing complexity
- Libraries are not integrated into every programming language by default
OOP (Object Oriented Programming)
- An OOP is a programming paradigm that organizes code around objects and data rather than actions and logic
- OOPs are based on objects that encapsulate data and behavior, structuring structures around them
- Encapsulation,Inheritence, Polymorphism, and Abstraction are the four pillars of OOP
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