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OOPs Interview Questions

OOPs FAQs : Object Oriented Interview Questions



Class
A user-defined data structure that groups properties and methods.Class doesnt occupies memory.
Object
Instance of Class is called object. An object is created in memory using keyword new.
Difference between Struct and Class
Struct are Value type and are stored on stack, while Class are Reference type and are
stored on heap.
Struct do not support inheritance, while class supports inheritance. However struct
can implements interface.
Struct should be used when you want to use a small data structure, while Class is better
choice for complex data structure.

What is the difference between instantiating structures with and without using the new keyword?
When a structure is instantiated using the new keyword, a constructor (no-argument or custom, if
provided) is called which initializes the fields in the structure. When a structure is instantiated without
using the new keyword, no constructor is called. Hence, one has to explicitly initialize all the fields of the
structure before using it when instantiated without the new keyword.
Encapsulation
Wrapping up of data and function into a single unit is known as Encapsulation.
Properties
Attribute of object is called properties. Eg1:- A car has color as property.
Eg2:
private string m_Color;;
public string Color
{
get
{
return m_Color;
}
set
{
m_Color = value;
}
}
Car Maruti = new Car();
Maruti.Color= White;
Console.Write(Maruti.Color);
Isn't it better to make a field public than providing its property with both set { } and get { } block?
After all the property will allow the user to both read and modify the field so why not use public field
instead? Motivate your answer

Not always! Properties are not just to provide access to the fields; rather, they are supposed to provide
controlled access to the fields of our class. As the state of the class depends upon the values of its fields,
using properties we can assure that no invalid (or unacceptable) value is assigned to the fields.
Eg:
private int age;
public int Age
{
get
{
return age;
}
set
{
if(value <> 100)
//throw exception
else
age = value;
}
}
this Keyword
Each object has a reference this which points to itself.
Two uses of this keyword.
o Can be used to refer to the current object.
o It can also be used by one constructor to explicitly invoke another constructor of the same class.
Eg1:
class Student
{
private string name;
private int age;
Student(string name, int age)
{
this.name = name;
this.age = age;
}
}
Eg2:
class Circle
{
double x,y,radius;
Circle(double x){
this(x,0,1);
}
Circle(double x, double y){
this(x,y,1);
}
Circle(double x, double y, double radius){
this.x = x;
this.y = y;
this.radius = radius;
}
}
Constructor
A constructor is a special method whose task is to initialize the object of its class.
It is special because its name is the same as the class name.
They do not have return types, not even void and therefore they cannot return values.
They cannot be inherited, though a derived class can call the base class constructor.
Constructor is invoked whenever an object of its associated class is created.
Note: There is always atleast one constructor in every class.If you do not write a
constructor, C# automatically provides one for you, this is called default constructor. Eg: class A,
default constructor is A().
Static Members of the class
Static members belong to the whole class rather than to individual object
Static members are accessed with the name of class rather than reference to objects.
Eg:
class Test
{
public int rollNo;
public int mathsMarks;
public static int totalMathMarks;
}
class TestDemo
{
public static void main()
{
Test stud1 = new Test();
stud1.rollNo = 1;
stud1.mathsMarks = 40;
stud2.rollNo = 2;
stud2.mathsMarks = 43;
Test.totalMathsMarks = stud1.mathsMarks + stud2.mathsMarks;
}
}
Static Method of the class
Methods that you can call directly without first creating an instance of a class. Eg: Main() Method,
Console.WriteLine()
You can use static fields, methods, properties and even constructors which will be called before any
instance of the class is created.
As static methods may be called without any reference to object, you can not use instance members
inside static methods or properties, while you may call a static member from a non-static context. The
reason for being able to call static members from non-static context is that static members belong to the
class and are present irrespective of the existence of even a single object.
Static Constructor
In C# it is possible to write a static no-parameter constructor for a class. Such a class is executed once,
when first object of class is created.
One reason for writing a static constructor would be if your class has some static fields or properties that
need to be initialized from an external source before the class is first used.
Eg:
Class MyClass
{
static MyClass()
{
//Initialization Code for static fields and properties.
}
}
Finalize() Method of Object class
Each class in C# is automatically (implicitly) inherited from the Object class which contains a method
Finalize(). This method is guaranteed to be called when your object is garbage collected (removed from
memory). You can override this method and put here code for freeing resources that you reserved when
using the object.
For example
Protected override void Finalize()
{
try
{
Console.WriteLine(Destructing Object.);
//put some code here.
}
finally
{
base.Finalize();
}
}
Destructor
A destructor is just opposite to constructor.
It has same as the class name, but with prefix ~ (tilde).
They do not have return types, not even void and therefore they cannot return values.
destructor is invoked whenever an object is about to be garbage collected
Eg:
class person
{
//constructor
person()
{
}
//destructor
~person()
{
//put resource freeing code here.
}
}
What is the difference between the destructor and the Finalize() method? When does the Finalize()
method get called?
Finalize() corresponds to the .Net Framework and is part of the System.Object class. Destructors are C#'s
implementation of the Finalize() method. The functionality of both Finalize() and the destructor is the
same, i.e., they contain code for freeing the resources when the object is about to be garbage collected.
In C#, destructors are converted to the Finalize() method when the program is compiled. The Finalize()
method is called by the .Net Runtime and we can not predict when it will be called. It is guaranteed to
be called when there is no reference pointing to the object and the object is about to be garbage
collected.
Garbage Collection
Garbage collection is the mechanism that reclaims the memory resources of an object
when it is no longer referenced by a variable.
.Net Runtime performs automatically performs garbage collection, however you can
force the garbage collection to run at a certain point in your code by callingSystem.GC.Collect().
Advantage of Garbage collection : It prevents programming error that could otherwise
occur by incorrectly deleting or failing to delete objects.

Enumeration
Enumeration improves code readability. It also helps in avoiding typing mistake.


Concept of Heap and Stack
Local Variables Stack
Free Memory
(Larger Memory Area than Stack).
Heap
Global Variables
Program Instruction
Static variables
Permanent Storage area

The Program Instruction and Global and Static variables are stored in a region known as permanent
storage area and the local variables are stored in another area called stack. The memory space located
between these two regions is available for dynamic memory allocation during execution of program.
This free memory region is called heap. The size of heap keeps on changing when program is executed
due to creation and death of variables that are local to functions and blocks. Therefore, it is possible to
encounter memory overflow during dynamic allocation process.


Value Type and Reference Type
A variable is value type or reference type is solely determined by its data type.
Eg: int, float, char, decimal, bool, decimal, struct, etc are value types, while object type such as class,
String, Array, etc are reference type.
Value Type
As name suggest Value Type stores value directly.
For eg:
//I and J are both of type int
I = 20;
J = I;
int is a value type, which means that the above statements will results in two locations in memory.
For each instance of value type separate memory is allocated.
Stored in a Stack.
It Provides Quick Access, because of value located on stack.
Reference Type
As name suggest Reference Type stores reference to the value.
For eg:
Vector X, Y; //Object is defined. (No memory is allocated.)
X = new Vector(); //Memory is allocated to Object.//(new is responsible for allocating memory.)
X.value = 30; //Initialising value field in a vector class.
Y = X; //Both X and Y points to same memory location.//No memory is created for Y.
Console.writeline(Y.value); //displays 30, as both points to same memory
Y.value = 50;
Console.writeline(X.value); //displays 50.
Note: If a variable is reference it is possible to indicate that it does not refer to any object by setting its
value to null;
Reference type are stored on Heap.
It provides comparatively slower access, as value located on heap.
ref keyword
Passing variables by value is the default. However, we can force the value parameter to be passed by
reference. Note: variable must be initialized before it is passed into a method.
out keyword
out keyword is used for passing a variable for output purpose. It has same concept as ref keyword, but
passing a ref parameter needs variable to be initialized while out parameter is passed without initialized.
It is useful when we want to return more than one value from the method.
Note: You must assigned value to out parameter in method body, otherwise the method wont
compiled.

Boxing and Un-Boxing
Boxing: means converting value-type to reference-type.
Eg:
int I = 20;
string s = I.ToSting();
UnBoxing: means converting reference-type to value-type.
Eg:
int I = 20;
string s = I.ToString(); //Box the int
int J = Convert.ToInt32(s); //UnBox it back to an int.
Note: Performance Overheads due to boxing and unboxing as the boxing makes a copy of value type
from stack and place it inside an object of type System.Object in the heap.
Inheritance
The process of sub-classing a class to extend its functionality is called Inheritance.
It provides idea of reusability.
Order of Constructor execution in Inheritance
constructors are called in the order from the top to the bottom (parent to child class) in inheritance
hierarchy.
Order of Destructor execution in Inheritance
The destructors are called in the reverse order, i.e., from the bottom to the top (child to parent class) in
the inheritance hierarchy.
What are Sealed Classes in C#?
The sealed modifier is used to prevent derivation from a class. A compile-time error occurs if a sealed
class is specified as the base class of another class. (A sealed class cannot also be an abstract class)
Can you prevent your class from being inherited by another class?
Yes. The keyword sealed will prevent the class from being inherited.

Can you allow a class to be inherited, but prevent the method from being over-ridden?
Yes. Just leave the class public and make the method sealed.
Fast Facts of Inheritance
Multiple inheritance of classes is not allowed in C#.
In C# you can implements more than one interface, thus multiple inheritance is achieved through
interface.
The Object class defined in the System namespace is implicitly the ultimate base class of all the classes in
C# (and the .NET framework)
Structures (struct) in C# does not support inheritance, it can only implements interfaces.
Polymorphism
Polymorphism means same operation may behave differently on different classes.
Eg:
Method Overloading is an example of Compile Time Polymorphism.
Method Overriding is an example of Run Time Polymorphism
Does C#.net supports multiple inheritance?
No. A class can inherit from only one base class, however a class can implements many interface, which
servers some of the same purpose without increasing complexity.
How many types of Access Modifiers.
1) Public Allows the members to be globally accessible.
2) Private Limits the members access to only the containing type.
3) Protected Limits the members access to the containing type and all classes derived from the
containing type.
4) Internal Limits the members access to within the current project.
Method Overloading
Method with same name but with different arguments is called method overloading.
Method Overloading forms compile-time polymorphism.
Eg:
class A1
{
void hello()
{ Console.WriteLine(Hello); }
void hello(string s)
{ Console.WriteLine(Hello {0},s); }
}
Method Overriding
Method overriding occurs when child class declares a method that has the same type arguments as a
method declared by one of its superclass.
Method overriding forms Run-time polymorphism.
Note: By default functions are not virtual in C# and so you need to write virtual explicitly. While by
default in Java each function are virtual.
Eg1:
Class parent
{
virtual void hello()
{ Console.WriteLine(Hello from Parent); }
}
Class child : parent
{
override void hello()
{ Console.WriteLine(Hello from Child); }
}
static void main()
{
parent objParent = new child();
objParent.hello();
}
//Output
Hello from Child.
Virtual Method
By declaring base class function as virtual, we allow the function to be overridden in any of derived class.
Eg:
Class parent
{
virtual void hello()
{ Console.WriteLine(Hello from Parent); }
}
Class child : parent
{
override void hello()
{ Console.WriteLine(Hello from Child); }
}
static void main()
{
parent objParent = new child();
objParent.hello();
}
//Output
Hello from Child.


Concept of Interface
What is Interface
An Interface is a group of constants and method declaration.
.Net supports multiple inheritance through Interface.
Interface states what to do, rather than how to do.
An interface defines only the members that will be made available by an implementing
object. The definition of the interface states nothing about the implementation of the members,
only the parameters they take and the types of values they will return. Implementation of an
interface is left entirely to the implementing class. It is possible, therefore, for different objects
to provide dramatically different implementations of the same members.
Example1, the Car object might implement the IDrivable interface (by convention,
interfaces usually begin with I), which specifies the GoForward, GoBackward, and Halt methods.
Other classes, such as Truck, Aircraft, Train or Boat might implement this interface and thus are
able to interact with the Driver object. The Driver object is unaware of which interface
implementation it is interacting with; it is only aware of the interface itself.
Example2, an interface named IShape, which defines a single method CalculateArea. A
Circle class implementing this interface will calculate its area differently than a Square class
implementing the same interface. However, an object that needs to interact with an IShape can
call the CalculateArea method in either a Circle or a Square and obtain a valid result.
Practical Example
public interface IDrivable
{
void GoForward(int Speed);
}

public class Truck : IDrivable
{
public void GoForward(int Speed)
{
// Implementation omitted
}
}

public class Aircraft : IDrivable
{
public void GoForward(int Speed)
{
// Implementation omitted
}
}
public class Train : IDrivable
{
public void GoForward(int Speed)
{
// Implementation omitted
}
}
Extra
Each variable declared in interface must be assigned a constant value.
Every interface variable is implicitly public, static and final.
Every interface method is implicitly public and abstract.
Interfaces are allowed to extends other interfaces, but sub interface cannot define the
methods declared in the super interface, as sub interface is still interface and not class.
If a class that implements an interface does not implements all the methods of the
interface, then the class becomes an abstract class and cannot be instantiated.
Both classes and structures can implement interfaces, including multiple interfaces.

Making choice between Interface and Abstract Class
In which Scenario you will go for Interface or Abstract Class?

Interfaces, like classes, define a set of properties, methods, and events. But unlike classes, interfaces
do not provide implementation. They are implemented by classes, and defined as separate entities from
classes. Even though class inheritance allows your classes to inherit implementation from a base class, it
also forces you to make most of your design decisions when the class is first published.

Abstract classes are useful when creating components because they allow you specify an invariant level
of functionality in some methods, but leave the implementation of other methods until a specific
implementation of that class is needed. They also version well, because if additional functionality is
needed in derived classes, it can be added to the base class without breaking code.

Difference between Interface and Abstract Class
Interfaces vs. Abstract Classes
Feature Interface Abstract class
Multiple inheritance A class may
implement
several
interfaces.
A class may extend only
one abstract class.
Default implementation An interface
cannot provide
any code at all,
much less
default code.
An abstract class can
provide complete code,
default code, and/or
just stubs that have to
be overridden.
Constants Static final
constants only,
can use them
without
qualification in
classes that
implement the
interface. On
the other paw,
these
unqualified
names pollute
the namespace.
Both instance and static
constants are possible.
Both static and instance
intialiser code are also
possible to compute the
constants.
You can use
them and it is
not obvious
where they are
coming from
since the
qualification is
optional.
Third party convenience An interface
implementation
may be added
to any existing
third party class.
A third party class must
be rewritten to extend
only from the abstract
class.
Is-a vs -able or can-do Interfaces are
often used to
describe the
peripheral
abilities of a
class, not its
central identity,
e.g. an
Automobile
class might
implement the
Recyclable
interface, which
could apply to
many otherwise
totally
unrelated
objects.
An abstract class
defines the core
identity of its
descendants. If you
defined a Dog abstract
class then Damamation
descendants are Dogs,
they are not merely
dogable. Implemented
interfaces enumerate
the general things a
class can do, not the
things a class is.
Plug-in You can write a
new
replacement
module for an
interface that
contains not
You must use the
abstract class as-is for
the code base, with all
its attendant baggage,
good or bad. The
abstract class author
one stick of
code in
common with
the existing
implementation
s. When you
implement the
interface, you
start from
scratch without
any default
implementation
. You have to
obtain your
tools from other
classes; nothing
comes with the
interface other
than a few
constants. This
gives you
freedom to
implement a
radically
different
internal design.
has imposed structure
on you. Depending on
the cleverness of the
author of the abstract
class, this may be good
or bad. Another issue
that's important is what
I call "heterogeneous
vs. homogeneous." If
implementors/subclass
es are homogeneous,
tend towards an
abstract base class. If
they are
heterogeneous, use an
interface. (Now all I
have to do is come up
with a good definition
of
hetero/homogeneous in
this context.) If the
various objects are all
of-a-kind, and share a
common state and
behavior, then tend
towards a common
base class. If all they
share is a set of method
signatures, then tend
towards an interface.
Homogeneity If all the various
implementation
s share is the
method
signatures, then
an interface
works best.
If the various
implementations are all
of a kind and share a
common status and
behavior, usually an
abstract class works
best.
Maintenance If your client Just like an interface, if
code talks only
in terms of an
interface, you
can easily
change the
concrete
implementation
behind it, using
a factory
method.
your client code talks
only in terms of an
abstract class, you can
easily change the
concrete
implementation behind
it, using a factory
method.
Speed Slow, requires
extra indirection
to find the
corresponding
method in the
actual class.
Modern JVMs
are discovering
ways to reduce
this speed
penalty.
Fast
Terseness The constant
declarations in
an interface are
all presumed
public static
final, so you
may leave that
part out. You
can't call any
methods to
compute the
initial values of
your constants.
You need not
declare
individual
methods of an
You can put shared
code into an abstract
class, where you cannot
into an interface. If
interfaces want to share
code, you will have to
write other bubblegum
to arrange that. You
may use methods to
compute the initial
values of your constants
and variables, both
instance and static. You
must declare all the
individual methods of
an abstract class
abstract.
interface
abstract. They
are all
presumed so.
Adding functionality If you add a new
method to an
interface, you
must track
down all
implementation
s of that
interface in the
universe and
provide them
with a concrete
implementation
of that method.
If you add a new
method to an abstract
class, you have the
option of providing a
default implementation
of it. Then all existing
code will continue to
work without change.

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