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  • May 30 2025

Top 50+ OOPs Interview Questions and Answers [2025]

Prepare for your OOPs interview with our comprehensive list of OOPs interview questions for freshers and experienced candidates.

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OVERVIEW

OOPs interview questions and answers help you master the essential concepts and techniques around Object-Oriented Programming language. It can also help nail your next interview and land you a dream job role.

Note

Note: We have compiled all OOPs Interview Questions for you in a template format. Check it out now!

OOPs Interview Questions for Freshers

Here are the OOPs interview questions and answers for freshers that cover the fundamental concepts of Object-Oriented Programming, such as inheritance, polymorphism, encapsulation, and abstraction.

1. What Is OOPs?

Object-Oriented Programming is a programming paradigm that uses objects instead of functions and procedures. These objects are grouped into classes. OOPs incorporates real-world entities like inheritance, polymorphism, and encapsulation into programming, allowing for the integration of data and methods.

2. Why Use OOPs?

OOPs need to be used for several reasons:

  • Organize Code: OOPs organizes code into objects, making complex problems easier to understand and solve.
  • Inheritance: Properties and methods from parent classes are inherited by child classes, promoting efficient code reuse.
  • Code reuse: By using inheritance and creating reusable objects, OOPs minimizes code duplication.
  • Encapsulation: OOPs bundles data and the functions that manipulate it within a single unit or object.
  • Access control: Access modifiers in OOPs control the visibility of internal object details, enhancing security and reducing system complexity.
  • Modularity: OOPs allows breaking down complex problems into smaller, manageable subproblems represented by objects.
  • Polymorphism: It allows objects from different classes to be treated as objects of a common superclass, increasing code flexibility and extensibility.

3. What Are Some Major Object-Oriented Programming Languages?

This is a frequently asked OOPs interview question. Some major Object-Oriented Programming languages include:

  • Java
  • C++
  • C#
  • Python
  • Ruby
  • JavaScript
  • Swift
  • PHP
  • Objective-C

4. What Are the Main Features of OOPs?

The following are the main features of OOPs:

  • Classes: Classes in OOPs are essential components, acting as templates for objects. They define the data structure and behavior of objects, encapsulating attributes and methods to provide a modular and organized design framework.
  • Objects: In OOP, objects are core elements that represent real-world entities with distinct attributes and behaviors. As instances of classes, they encapsulate data and methods, enhancing code modularity and organization. Objects communicate via well-defined interfaces, supporting structured design principles.
  • Inheritance: Inheritance enables a class to inherit fields and methods from another class, fostering code reuse and creating a hierarchical class structure.
  • Abstraction: In OOP, abstraction simplifies complex systems by creating classes modeled on real-world entities, emphasizing essential features and concealing unnecessary details. This approach makes clear and concise designs, allowing developers to focus on core attributes and behaviors without the intricacies of implementation.
  • Encapsulation: Encapsulation combines data and methods that operate on that data into a single unit called a class. It also restricts direct access to some of an object’s components.
  • Polymorphism: Polymorphism, a key feature of OOP, allows objects from different classes to be treated as objects of a common base class.

5. What Is an Object?

An object in Object-Oriented Programming is a fundamental unit representing real-world entities. It is an instance of a class, with memory allocated only upon instantiation (object creation). Objects possess identity, state, and behavior, containing data and code to manipulate it. Interaction between objects doesn't require knowledge of each other's data or code specifics, just the types of messages accepted and responses provided.

6. What Is a Class?

A class is a user-defined data type that consists of data members and member functions accessible through an instance of the class. It represents the common properties or methods of all objects of a specific type, functioning as a blueprint for an object.

7. What Is the Difference Between a Class and a Structure?

This is one of the most commonly asked OOPs interview questions. Here are the differences between a class and a structure:

Feature Class Structure
Access Modifiers Supports public, private, and protected access modifiers. Typically only supports public access modifiers (implementation-dependent).
Inheritance Supports inheritance (single or multiple, depending on the language). Does not support inheritance (except in C++, where it supports single inheritance).
Constructor/Destructor Has constructors and destructors. Does not have constructors or destructors.
Method Overloading Supports method overloading. Supports method overloading (implementation-dependent).
Method Overriding Supports method overriding (in case of inheritance). Does not support method overriding.
Default Members Members are private by default (in most languages). Members are public by default.
Size Can have a size larger than the sum of its members (due to additional metadata). Size is equal to the sum of its members' sizes.
Memory Allocation Objects are typically allocated on the heap. Structures are typically allocated on the stack or embedded in other data structures.
Recommended Usage Used for complex data types and to model real-world entities. Used for simple, lightweight data types and grouping-related data.

8. What Are the Differences Between Class and Object?

The primary differences between a class and an object in Object-Oriented Programming are:

Aspect Class Object
Definition A class is a template or blueprint that defines the attributes and actions of objects. An object is a specific instance of a class created from the class blueprint.
Memory Allocation A class itself does not occupy any memory space. Objects occupy memory space when they are created.
Creation Classes are created by the programmer during the design phase. Objects are created from classes at runtime, typically using constructors or object creation expressions.
Properties and Methods A class defines the properties and methods that objects will have. An object has its own copies of the properties and can access and modify them. It also has access to the methods defined in the class.
Instantiation A class cannot be instantiated directly. Objects can be instantiated from a class using the new keyword or object creation expressions.
Purpose A class serves as a blueprint or template. Objects are the actual entities that exist and perform tasks during runtime.
Access Modifiers Classes can have access modifiers (public, private, protected) that control access to their members. Objects do not have access modifiers; they access members based on the access modifiers defined in the class.
Inheritance Classes can inherit properties and methods from other classes through inheritance. Objects cannot inherit directly from other objects but from the class they are instantiated from.
Polymorphism Classes support polymorphism, allowing objects of different classes to be treated as objects of a common superclass. Objects can exhibit polymorphic behavior based on the class they are instantiated from.

9. What Are Some Advantages of Using OOPs?

Among OOPs interview questions, this one is asked quite often. Some of the primary advantages of OOPs are as follows:

  • Code Reusability: Utilizes class-based architecture for modular design, enabling instantiation of objects from reusable class templates. This promotes code efficiency through multiple instantiations.
  • Data Redundancy Management: Implements controlled redundancy for data integrity, facilitates data consistency across multiple instances, and utilizes inheritance for shared class definitions.
  • Enhanced Security: Implements encapsulation for data protection, utilizes access modifiers to control the visibility of class members and employs abstraction to expose only necessary interfaces.
  • Improved Design Methodology: Facilitates comprehensive design phase, supports scalable architecture for complex systems, and provides flexibility in handling system growth beyond the initial scope.
  • Efficient Debugging: Utilizes self-contained objects for localized error isolation, implements exception handling for robust error management, and reduces code duplication, minimizing potential error sources.
  • Polymorphism: Enables method overloading and overriding, supports runtime polymorphism through interface implementation, and enhances code flexibility and extensibility.
...

10. What Is the Difference Between Object-Oriented and Structured Programming?

Here are the main differences between object-oriented and structured programming:

Aspect Object-Oriented Programming Structured Programming
Approach OOPs focuses on creating objects that contain data and behavior. The program is organized around objects and their interactions. Structured Programming focuses on writing a set of instructions or functions to perform tasks. The program is organized around procedures or functions.
Data and Functions In OOP, data and functions are combined into objects. Data is encapsulated within objects, and functions (methods) operate on that data. In Structured Programming, data and functions are separate entities. Functions operate on data passed as arguments.
Code Organization Code is organized around classes and objects, promoting code reuse and modularity. Code is organized around procedures or functions, often leading to monolithic and less modular code.
Data Abstraction OOPs supports data abstraction and encapsulation, where implementation details are hidden from the user. Structured Programming has limited support for data abstraction and encapsulation.
Inheritance OOPs supports inheritance. Structured Programming does not support inheritance.
Polymorphism OOPs supports polymorphism. Structured Programming does not support polymorphism.
Code Reuse OOPs promotes code reuse through the inheritance and composition of objects. Structured Programming has limited code reuse capabilities, often achieved through function libraries or modules.

11. What Other Paradigms of Programming Exist Besides OOPs?

It's one of the go-to OOPs interview questions asked by interviewers. Programming paradigms categorize programming languages based on their core characteristics.

There are two main types:

  • Imperative Programming Paradigm
  • Declarative Programming Paradigm

These paradigms can be further subdivided:

  • Imperative Programming Paradigm: This approach specifies how to execute program logic and defines a sequence of commands to change program state. It includes:
    • Procedural Programming Paradigm: This method defines a set of computational steps to be carried out and executed in order from top to bottom.
    • Object-Oriented Programming: This organizes software design around data or objects rather than functions and logic.
    • Parallel Programming: This focuses on breaking down tasks into smaller components that can be processed concurrently.
  • Declarative Programming Paradigm: This approach emphasizes what the program should accomplish without explicitly specifying control flow. It includes:
    • Logical Programming Paradigm: Based on formal logic, this uses a set of statements expressing facts and rules to solve problems.
    • Functional Programming Paradigm: This builds programs by composing and applying functions, avoiding changing-state and mutable data.
    • Database Programming Paradigm: This model manages data organized into fields, records, and files.

12. What Are the Differences Between Procedural and Object-Oriented Programming?

The following are the differences between procedural programming and Object-Oriented Programming:


Aspect Procedural Programming Object-Oriented Programming
Data Separate from procedures Encapsulated within objects
Program structure Top-down approach Divided into objects
Data access Usually global Private (encapsulated)
Code reusability Limited, mainly through functions High, through inheritance
Data security Less secure More secure due to encapsulation
Overloading Generally not supported Supports function and operator overloading
Complexity Simpler for small programs Better for managing complex programs
Modularity Less modular Highly modular
Abstraction level Low level of abstraction High level of abstraction
Inheritance Not supported Supported
Polymorphism Not supported Supported
Examples C, Pascal Java, C++, Python, C#

13. What Are Access Specifiers, and When Should We Use These?

Among all OOPs interview questions, this one is asked to assess your ability to use access specifiers.

As the name indicates, access specifiers are special types of keywords used to specify or control the accessibility of entities such as classes and methods.

The three primary access specifiers are:

  • Public
  • Private
  • Protected

When to use each:

  • Public: Use when you want class members to be accessible from anywhere in the program. They are typically used for methods that need to be called by external code or for data that should be freely accessible.
  • Private: Use when you want to restrict access to class members only within the same class. Helps in hiding implementation details and maintaining data integrity. Useful for internal helper methods or variables that should not be directly manipulated from outside the class.
  • Protected: Use when you want to allow access to class members within the same class and its subclasses. Useful when implementing inheritance and you want to share some internal functionality with derived classes.

14. What Is Encapsulation?

Think of encapsulation like a capsule. You see a simple shell on the outside, but inside, it contains everything needed to do its job. In programming, encapsulation works similarly:

  • It bundles related data and functions together into a single unit (like a class).
  • It hides the complex internal functioning and shows only what's necessary to use it.

15. What Is Abstraction?

A typical OOPs interview question, this one is often asked. Abstraction in Object-Oriented Programming hides non-essential information and shows only what is necessary to users. This is key to representing real-world objects simply for easy user interaction.

There are two types of abstractions in Object-Oriented Programming:

  • Data Abstraction: Data abstraction is the most simple implementation of abstraction. When dealing with many complex processes, we hide unnecessary data and display only the information necessary for the users.
  • Process Abstraction: When we hide the internal implementation and do not disclose all the details about a method or function to the users, this is known as process abstraction. Instead of dealing with data, we deal with their process in this type of abstraction.

16. What Are Some Recommended Best Practices for Applying Abstraction in Your Code?

In OOPs interview questions, this question tests your understanding of applying abstraction in your code. Here are a few best practices for using abstraction in your code:

  • Creating well-defined interfaces or abstract classes.
  • Keeping designs simple and avoiding over-engineering.
  • Prioritizing composition over inheritance.

17. What Is Polymorphism?

Polymorphism is a core concept in Object-Oriented Programming that allows objects of various types to be treated in a uniform way. It makes code more flexible and reusable. It allows for writing methods that can work with objects of multiple types as long as they share a common superclass or interface.

For example, you could have a method that processes "Shape" objects, and it would work correctly whether you pass it a "Circle," "Square," or "Triangle" object, as long as they're all subclasses of "Shape."

18. What Are the Different Types of Polymorphism?

This is one of the most commonly asked OOPs interview questions. There are two main types of polymorphism in Object-Oriented Programming:

  • Compile-Time Polymorphism (Static Polymorphism)
    • Also known as method overloading.
    • Resolved during compile time.
    • Occurs when multiple methods in the same class have the same name but different parameters.
    • The compiler specifies which method to call based on the method signature.
  • Runtime Polymorphism (Dynamic Polymorphism):
    • Also known as method overriding.
    • Resolved during runtime.
    • Occurs when a subclass gives a specific implementation for a method already defined in its superclass.
    • The JVM determines which method to call based on the object's actual type at runtime.

19. What Is Method Overloading?

As part of the OOPs interview questions, this one asks you to implement method overloading. When a class has multiple methods with the same name but different parameters, it is called method overloading.

Characteristics of method overloading:

  • Same Method Name: All overloaded methods share the same name within a class.
  • Different Parameters: The methods must differ in the number, type, or order of parameters.
  • Return Type: The return type can be different, but this alone is not enough to overload a method.
  • Compile-Time Polymorphism: Method overloading in Java is resolved at compile time, not at runtime.

Let’s understand this with an example in Java:


class Calculator {
    public int add(int a, int b) {
        return a + b;
    }

    public int add(int a, int b, int c) {
        return a + b + c;
    }

    public double add(double a, double b) {
        return a + b;
    }
}

20. What Is Method Overriding?

When a subclass (child class) in Java implements a method that has the same name and parameters as a method in its parent class, this is called method overriding.

Characteristics of method overriding:

  • Same Method Signature: The method in the subclass that overrides a method from the superclass must have the same name, return type, and parameter list as the method in the superclass.
  • Runtime Polymorphism: The decision about which method to call is made at runtime, not at compile time.
  • Access Modifiers: The overriding method must not have a stricter access level than the overridden method.

Let’s understand this with an example in Java:


class Shape {
    double getArea() {
        return 0;
    }
}

class Circle extends Shape {
    private double radius;

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

    @Override
    double getArea() {
        return Math.PI * radius * radius;
    }
}

class Rectangle extends Shape {
    private double width, height;

    Rectangle(double width, double height) {
        this.width = width;
        this.height = height;
    }

    @Override
    double getArea() {
        return width * height;
    }
}

public class Main {
    public static void main(String[] args) {
        Shape shape1 = new Circle(5);
        Shape shape2 = new Rectangle(4, 6);

        System.out.println("Circle area: " + shape1.getArea());
        System.out.println("Rectangle area: " + shape2.getArea());
    }
}

21. What Is the Difference Between Overloading and Overriding?

Among OOPs interview questions, this one targets the differences between overloading and overriding.

Aspect Overloading Overriding
Definition Methods with identical names and differing parameters. Implementing a method in a subclass that is already defined in its superclass.
Purpose Provides method implementation flexibility. Allows subclasses to provide specific implementation.
Class Occurs within the same class or between parent and child classes. Occurs between superclass and subclass.
Method Signature Must have different parameter types or a number of parameters. Must have the same method signature (name and parameters).
Return Type Can be different Must be the same or covariant
Access Modifier Can be different Cannot be more restrictive in the subclass
Static/Non-static Can be either Must be non-static
Binding Compile-time (static) binding Runtime (dynamic) binding

22. What Is the Difference Between Compile-Time Polymorphism and Runtime Polymorphism?

Here are the differences between compile-time polymorphism and runtime polymorphism:

Aspect Compile-Time Polymorphism Runtime Polymorphism
Resolution Time Compile time Runtime
Also Known As Static binding, early binding Dynamic binding, late binding
Implementation Method overloading, operator overloading Method overriding, Inheritance
Flexibility Less flexible More flexible
Performance Generally faster Slightly slower due to runtime resolution
Decision Making Before program execution During program execution
Type Checking Done by compiler Done at runtime

23. Is It Possible to Achieve Runtime Polymorphism Through Data Members in Java?

No, runtime polymorphism cannot be achieved by data members in languages like Java or C++ because:

  • Runtime polymorphism is achieved through method overriding, not data members (variables).
  • Methods can be overridden, but data members cannot be overridden.
  • When accessing a data member using a reference variable of the parent class that refers to a child class object, the data member of the parent class will always be accessed.
  • This is because data members are not overridden, so runtime polymorphism doesn't apply to them.
  • What occurs with data members is actually called "hiding" rather than overriding.

24. What Is Inheritance?

Inheritance in Object-Oriented Programming describes the ability of a class to inherit features from a superclass.

Syntax:

class SubClass extends SuperClass {
// SubClass members
}

Key elements of the syntax:

  • Use the keyword class to declare a new class.
  • After the class name, use the keyword extends.
  • Following extends, specify the name of the superclass (parent class).
  • The subclass body is enclosed in curly braces .

25. What Is a Superclass?

The superclass is the class that provides features inherited by a subclass, also known as the base class or parent class.

26. What Is a Subclass?

A subclass is a class that inherits all members (fields, methods, and nested classes) from another class, also known as a derived class, child class, or extended class.

27. What Different Types of Inheritance Are There?

This is a common OOPs interview question that is regularly asked. In Object-Oriented Programming, inheritance is categorized by the relationship between the derived class and its superclass.

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

28. Are There Any Limitations on Inheritance?

Despite its strength in Object-Oriented Programming, inheritance does have its set of limitations:

  • Performance Overhead: Inherited methods typically execute more slowly than regular functions due to the additional layer of indirection.
  • Potential for Misuse: Incorrect application of inheritance can result in flawed or inappropriate solutions to programming problems.
  • Inefficient Resource Utilization: Base classes may contain data members that remain unused in derived classes, potentially leading to unnecessary memory consumption.
  • Increased Interdependence: Inheritance creates a tighter coupling between parent and child classes. Modifications to the base class can have far-reaching effects on all its descendants.

29. Why Is Inheritance Used in Java?

Inheritance is an essential feature in Object-Oriented Programming languages like Java and C++.

Inheritance is like a parent passing traits to their child. In programming, it lets one class (the child) get all the characteristics and abilities of another class (the parent). This means the child class can use the parent's data and functions without rewriting them.

The main idea is to make new classes based on existing ones. The new class (child) gets everything from the old class (parent) and can add its unique features.

With inheritance, we'd save time writing the same code repeatedly for similar classes. It's like reinventing the wheel each time instead of just using a wheel that already exists.

30. How to Implement Inheritance in Java?

Inheritance can be implemented by using:

  • extends: Used to create inheritance between two classes.
  • implements: Used to create inheritance between a class and an interface.

31. Can We Make the Abstract Methods Static in Java?

No, you cannot declare abstract methods as static in Java due to the inherent contradictions between the concepts of abstract and static methods.

32. Is It Possible to Declare an Abstract Method With the Private Modifier?

No, an abstract method cannot be private because it must be implemented in the child class.

33. What Is Cohesion in OOP?

Cohesion in OOPs refers to the degree to which the elements within a module or class belong together and work towards a single, well-defined purpose. It measures how closely related and focused the responsibilities of a single module or class are.

34. What Is Data Abstraction?

Data abstraction, the most basic form of abstraction in Object-Oriented Programming, involves manipulating complex objects where the underlying data structure or characteristics remain hidden.

35. What Are the Types of Variables in OOP?

This is among the most frequently asked OOPs interview questions. There are three main types of variables in Object-Oriented Programming:

  • Instance variables (also called object variables)
  • Class variables (also called static variables)
  • Local variables

36. How to Implement Abstraction in Java?

There are two methods to implement abstraction in Java:

  • Abstract class
  • Interface

37. What Is an Abstract Class?

This is one of the most commonly asked OOPs interview questions. An abstract class is a template definition of methods and variables for a particular class or category of objects. In programming, objects are code units, and each object belongs to a generic class.

Abstract classes contain one or more abstract methods or behaviors. Abstracting objects or classes means summarizing their characteristics relevant to the current program's operation. Abstract classes are utilized in all Object-Oriented Programming languages, including Java, C++, C#, and VB.NET.

OOPs Interview Questions for Experienced

Below are some of the top OOPs interview questions for experienced professionals:

38. Explain the Interface

In Object-Oriented Programming, an interface is a contract that defines a set of abstract methods and constants that a class must implement. It serves as a blueprint for classes, specifying what methods should be available without dictating how these methods should be implemented.

Characteristics of interface include:

  • No implementation: Interfaces contain method signatures without implementations. Classes that implement an interface must provide concrete implementations for all its methods.
  • Multiple inheritance: Unlike classes in many OOPs languages, a single class can implement multiple interfaces, allowing for a form of multiple inheritance.
  • Loose coupling: Interfaces enable loose coupling between different parts of a system, as classes can depend on interfaces rather than concrete implementations.
  • Uniform access: Objects of different classes implementing the same interface can be treated uniformly, enhancing code flexibility.
  • Contracts: Interfaces act as contracts between different system components, clearly defining expected behavior.

39. How Is an Abstract Class Different From an Interface?

This is one of the frequently encountered OOPs interview questions. The reason is that abstract classes can contain non-final variables, while variables in an interface are final, public, and static.

interface SimpleInterface { 
int CONSTANT = 100; // implicitly public, static, and final 
} 

abstract class SimpleAbstractClass {
 int variable = 100; // can be non-final and instance-specific 
}

The above example shows that interfaces can only have constants, while abstract classes can have mutable instance variables.

The following table demonstrates the difference between an abstract class and interface.

Characteristic Abstract Class Interface
Variables Can have non-final instance variables. Only constants (public static final).
Methods Can have both abstract and concrete methods. All methods are implicitly abstract (before Java 8).
Constructor Can have constructors. Cannot have constructors.
Multiple Inheritance A class can extend only one abstract class. A class can implement multiple interfaces.
Access Modifiers Can use any access modifier for members. All members are implicitly public.
Instantiation Cannot be instantiated. Cannot be instantiated.
Purpose For objects that are closely related. For unrelated classes to implement common behavior.
Speed Slightly faster Slightly slower due to extra indirection.
Default Method Implementation Supported Supported (from Java 8 onwards)
Static Methods Can have static methods Can have static methods (from Java 8 onwards)
Private Methods Can have private methods Can have private methods (from Java 9 onwards).

40. Can You Declare an Interface Method Static?

No, you cannot declare an interface method as static in most Object-Oriented Programming languages, including Java and C#. Interface methods are, by default, abstract and public. Static methods belong to the class itself, not to any specific instance. The purpose of an interface is to define a contract that implementing classes must follow, which involves instance methods.

  • Interface methods are, by default, abstract and public.
  • Static methods belong to the class itself, not to any specific instance.
  • The purpose of an interface is to define a contract that implementing classes must follow, which involves instance methods.

However, there are some exceptions:

  • In Java 8 and later, you can have static methods in interfaces, but these are not considered part of the interface contract. They are utility methods associated with the interface.
  • In C# 8.0 and later, interfaces can have static members, including static methods, but these are not inherited by implementing classes.

41. Can We Make Constructors Static?

No, constructors cannot be made static in most Object-Oriented Programming languages, including Java and C#.

Constructors are specifically designed to initialize new object instances when they are created. They set up the initial state of an object and are called automatically when an object is instantiated using the new keyword.

Static members, on the other hand, belong to the class itself rather than to any specific instance of the class. They can be accessed without creating an object of the class.

Making a constructor static would contradict its fundamental purpose of initializing individual object instances. It would also conflict with object creation and initialization in Object-Oriented Programming.

If you need class-level initialization, most languages provide other mechanisms like static initializer blocks or static methods that can be used for this purpose.

42. What Are the Rules for Creating a Constructor?

This is one of the OOPs interview questions that checks your understanding of creating a constructor. These are the rules to follow while creating constructors:

  • Constructor name: The name of the constructor must be the same as the class name.
  • No return type: Constructors in Java do not have a return type, even void.
  • Constructor overloading: Multiple constructors can exist in the same class, known as constructor overloading.
  • Access modifiers: Access modifiers can be used with constructors to change their visibility/accessibility.
  • Default constructor: A default constructor is provided by Java and invoked during object creation unless you define any constructor.

Declaring it as private would prevent it from being accessed and implemented outside the class.

43. What Is the Virtual Function?

In Object-Oriented Programming, such as C++, a virtual function or method is an inheritable and overridable function dispatched dynamically. Virtual functions play a crucial role in runtime polymorphism in OOPs, enabling the execution of target functions that are not precisely identified at compile time.

Many programming languages, including JavaScript, PHP, and Python, treat all methods as virtual by default and do not offer a modifier to alter this behavior. However, specific languages provide modifiers like final and private in Java and PHP to prevent methods from being overridden by derived classes.

44. What Are the Characteristics of an Abstract Class?

Abstract classes in Object-Oriented Programming have several key characteristics:

  • Incomplete Implementation: Abstract classes can contain both fully implemented methods and abstract methods (methods without a body).
  • Cannot be Instantiated: You cannot create objects directly from an abstract class.
  • Meant for Inheritance: Abstract classes are designed to be subclassed by other classes that provide implementations for the abstract methods.
  • Can Have Constructors: Although they can't be instantiated directly, abstract classes can have constructors to initialize fields.
  • May Contain Instance Variables: Abstract classes can define and initialize instance variables.
  • Can Have any Access Modifier: Methods in an abstract class can be public, protected, or private.
  • Support for Multiple Inheritance: In languages like Java, abstract classes can extend another class and implement interfaces.
  • Can Have Static Members: Abstract classes can contain static methods and variables.
  • May Contain Final Methods: These cannot be overridden by subclasses.
  • Provide a Common Interface: They often define a common structure for a group of related subclasses.

45. What Are the Differences Between a Copy Constructor and an Assignment Operator?

This is one of the most commonly asked OOPs interview questions. Here are the differences between a copy constructor and an assignment operator:

Aspect Copy Constructor Assignment Operator
Purpose Creates a new object as a copy of an existing one. Copies contents of one object to an existing object.
When it's called When a new object is created. When an existing object is assigned a new value.
Syntax (C++) ClassName(const ClassName& other) ClassName& operator=(const ClassName& other)
Returns Nothing (constructs a new object). Reference to the assigned object (usually).
Self-assignment check Not needed Often needed to handle a = a case.
Memory allocation Always allocates new memory. May or may not allocate new memory.
Usage with new Can be used with new. Cannot be used with new.
Inheritance behavior Compiler-generated version is called the base class version. Compiler-generated version doesn't call the base version.
Default implementation Performs shallow copy. Performs shallow copy.

46. What Is the Difference Between Abstraction and Encapsulation?

Abstraction and encapsulation are important concepts in programming. They're related but serve different purposes:

  • Encapsulation encapsulates the internal workings of an object, maintaining its state and operations within a defined scope. Abstraction focuses on defining a clear and concise interface for interaction.
  • Abstraction simplifies software design by focusing on essential features, promoting clarity, and reducing complexity. Encapsulation ensures that data integrity and security are maintained by controlling access to internal states and methods.
  • Encapsulation manages how data is stored and accessed internally, while Abstraction simplifies interaction with complex systems by providing a clear, high-level view.
  • While encapsulation protects data by encapsulating it within a class and providing controlled access methods, Abstraction simplifies the representation of systems by focusing on essential behaviors and ignoring unnecessary details.

47. How Much Memory Does a Class Occupy?

The memory occupied by a class depends on several factors:

  • The size and number of data members in the class.
  • Any padding added for memory alignment.
  • Overhead for the class itself (e.g., vtable pointer for classes with virtual functions).

The actual memory usage can be larger than the sum of the sizes of data members due to:

  • Padding between data members for alignment.
  • Virtual function table pointers (in C++ for classes with virtual functions).
  • Object headers (in Java).

48. What Is Coupling in OOP, and Why Is It Helpful?

This is one of the frequently asked OOPs interview questions. Coupling in Object-Oriented Programming refers to the degree of interdependence between classes or modules in a software system. It measures how closely connected or dependent different components are on each other.

There are two types of coupling:

  • Tight coupling
  • Loose coupling

Difference between tight coupling and loose coupling:

  • Tight coupling makes testing difficult, while loose coupling makes it easier.
  • Unlike tight coupling, loose coupling promotes programming to interfaces, not implementations.
  • Tight coupling makes it hard to swap code between classes; loose coupling allows for easier swapping of modules.
  • Tight coupling is inflexible to changes, whereas loose coupling supports easier modifications.

49. Name the Operators That Cannot Be Overloaded

The operators that cannot be overloaded in C++ are:

  • Scope resolution operator (::)
  • Ternary or conditional operator (?:)
  • Member access or dot operator (.)
  • Pointer-to-member operator (.*)
  • Object size operator (sizeof)
  • Object type operator (typeid)
  • static_cast (casting operator)
  • const_cast (casting operator)
  • reinterpret_cast (casting operator)
  • dynamic_cast (casting operator)

50. What Are the Manipulators in OOP, and How Do They Work?

This falls under the OOPs interview questions targeting the usage of manipulators. In Object-Oriented Programming, particularly in C++, manipulators are special functions or objects that modify input/output streams. They work by altering the formatting or behavior of streams without changing the actual data.

Manipulators work by modifying the state or behavior of input/output streams:

  • Function-Based Manipulators:
    • These are functions that take a stream reference as an argument and return the same stream reference.
    • They modify the stream's internal state or flags.
    • The stream's operator << or operator >> is overloaded to handle these functions.
    • When encountered in an I/O statement, the manipulator function modifies the stream.
  • Class-Based Manipulators:
    • These are objects of classes with overloaded stream insertion/extraction operators.
    • The overloaded operators modify the stream's state.
  • Stream State Modification:
    • Manipulators typically change internal flags or data members of the stream object.
    • These modifications affect how subsequent I/O operations behave.
  • Chaining:
    • Manipulators can be chained in a single statement because they return the stream object.
    • This allows for multiple modifications in one line of code.
  • Persistence:
    • Some manipulators' effects persist until explicitly changed.
    • Others (like the setw() function) affect only the next I/O operation.
  • Implementation in iostream Library:
    • Many manipulators are implemented as inline functions for efficiency.
    • They often use stream member functions to modify the stream's state.

51. Give a Real-World Example of Polymorphism

This is one of the OOPs interview questions that require explaining real-time examples of polymorphism. Let's consider a music player that can handle various types of audio files:

  • Base Class: AudioFile
    • Properties: title, artist, duration
    • Methods: play(), pause(), stop()
  • Derived Classes:
    • MP3File: MP3 Audio File
    • WAVFile: WAV Audio File
    • AADFile: Apple Audio File

Each derived class inherits from AudioFile but implements the play() method differently due to the specific encoding and decoding requirements of each file format.

In the application:

//cpp
vector<AudioFile*> playlist;
playlist.push_back(new MP3File("Song1.mp3"));
playlist.push_back(new WAVFile("Song2.wav"));
playlist.push_back(new AADFile("Song3.aad"));

for (AudioFile* song : playlist) {
    song->play();  // Polymorphic call
}

Here, the play() method is called on each song in the playlist. The actual implementation called depends on the specific file type, demonstrating polymorphism:

  • MP3File might use an MP3 decoder.
  • WAVFile might directly stream the uncompressed audio.
  • AADFile might use Apple's proprietary decoder.

This example shows how polymorphism allows the application to treat different audio file types uniformly through a common interface (AudioFile) while executing the appropriate play() method for each specific file type.

52. What Is the Difference Between a Base Class and a Superclass?

Here are the differences between a base class and a superclass:

Aspect Base Class Superclass
Definition The class from which other classes inherit. The class from which other classes inherit.
Usage Commonly used in C++ terminology. Commonly used in Java terminology.
Synonyms Parent class, superclass. Parent class, base class.
Hierarchy At the top or intermediate level of inheritance. At the top or intermediate level of inheritance
Purpose Provides common attributes and methods. Provides common attributes and methods.
Inheritance Other classes derive from it. Other classes extend from it.

53. What Are the Levels of Data Abstraction?

There are three main levels of data abstraction in OOP:

  • Physical or Implementation Level:
    • This is the lowest level of abstraction.
    • It deals with how data is actually stored and managed in memory.
    • This level is typically hidden from the user and handled by the programming language or runtime environment.
  • Logical or Class Level:
    • This is the intermediate level of abstraction.
    • It defines the structure and behavior of objects through classes.
    • It includes the attributes (data members) and methods (member functions) that make up a class.
    • This level is where the programmer defines the blueprint for objects.
  • View or Interface Level:
    • This is the highest level of abstraction.
    • It defines how users or other parts of the program interact with objects.
    • This level typically includes public methods and properties that are accessible to users of the class.
    • It hides the internal implementation details and exposes only what's necessary for using the object.

54. Is It Possible to Overload a Constructor?

This is one of those OOPs interview questions that evaluate your practical use of overloading constructors.

Yes, it's possible to overload a constructor. You can define multiple constructors in the same class with different parameter lists. This allows objects to be created in different ways, providing flexibility in initialization.

Example:

public class Product {
    String name;
    double price;
    int quantity;

    // Default constructor
    public Product() {
        name = "Unknown";
        price = 0.0;
        quantity = 0;
    }

    // Constructor with name and price
    public Product(String name, double price) {
        this.name = name;
        this.price = price;
        this.quantity = 1; // default quantity
    }

    // Constructor with name, price, and quantity
    public Product(String name, double price, int quantity) {
        this.name = name;
        this.price = price;
        this.quantity = quantity;
    }

    public void display() {
        System.out.println("Product: " + name + ", Price: $" + price + ", Quantity: " + quantity);
    }
}

Usage:

public class Main {
    public static void main(String[] args) {
        Product p1 = new Product();                          // default product
        Product p2 = new Product("Laptop", 899.99);          // product with name and price
        Product p3 = new Product("Phone", 499.99, 3);        // product with all details

        p1.display();
        p2.display();
        p3.display();
    }
}

Output:

Product: Unknown, Price: $0.0, Quantity: 0
Product: Laptop, Price: $899.99, Quantity: 1
Product: Phone, Price: $499.99, Quantity: 3

The above example shows how constructor overloading lets you create products with different levels of detail.

55. Can We Overload the Main() Method in Java and Give an Example?

In Java, you can't truly overload the main() method in the sense of having multiple main() methods that the JVM will recognize as entry points for your program. However, you can have multiple methods named main() with different parameter lists within the same class. The JVM will only use the standard main(String[] args) as the entry point.

Here's an example to understand this:

public class MainOverloadExample {
    // The actual entry point recognized by JVM
    public static void main(String[] args) {
        System.out.println("Main method called with String[] args");
        
        // Calling other "main" methods
        main();
        main(5);
        main("Hello");
    }

    // Overloaded main methods (not entry points)
    public static void main() {
        System.out.println("Main method with no arguments");
    }

    public static void main(int number) {
        System.out.println("Main method with int argument: " + number);
    }

    public static void main(String str) {
        System.out.println("Main method with String argument: " + str);
    }
}


Important points to note:

  • Only public static void main(String[] args) serves as the program's entry point.
  • Other main methods are treated as regular methods and can be called from within the program.
  • These additional main() methods don't affect how the program is started by the JVM.
  • This approach can help organize code or provide different ways to process input, but it's not true method overloading from the JVM's perspective.

Conclusion

Now that you've familiarized yourself with some of the most commonly asked OOPs interview questions and answers, it's essential to delve deeper into each of these concepts. This preparation will be instrumental in positioning yourself for success in OOPs-focused development roles.

Frequently Asked Questions (FAQs)

  • General ...
What are the main principles of OOP?
Main principles of OOP:
  • Encapsulation
  • Inheritance
  • Polymorphism
  • Abstraction
What is the SOLID principle?
SOLID is an acronym representing five principles of Object-Oriented Programming and design:
  • Single Responsibility Principle: A class should have only one reason to change.
  • Open-Closed Principle: Software entities should be open for extension but closed for modification.
  • Liskov Substitution Principle: Objects of a superclass should be replaceable with objects of its subclasses without affecting program correctness.
  • Interface Segregation Principle: Many client-specific interfaces are better than one general-purpose interface.
  • Dependency Inversion Principle: Depend on abstractions, not concretions.
What is the difference between a shallow copy and a deep copy?
  • Shallow Copy: Creates a new object, but references to other objects in the original object are copied as references. Changes in nested objects affect both copies.
  • Deep Copy: Creates a new object and recursively copies all nested objects, creating independent copies. Changes in nested objects don't affect the original.
What is a mixin?
A mixin is a class that contains methods for use by other classes without having to be the parent class of those other classes. Mixins are a way of adding functionality to a class without inheritance. They're often used to add the same methods to multiple classes. In languages that don't support multiple inheritance, mixins can be used to simulate it.

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