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The document provides 5 multiple choice questions to test object-oriented programming (OOP) concepts. It asks about the four pillars of OOP, encapsulation, polymorphism, inheritance, and benefits of OOP. The answers identify modularity as not a pillar of OOP, making data accessible as not an example of encapsulation, using static methods as not polymorphic, a base class inheriting from a derived class as invalid inheritance, and reduced development time and cost as not necessarily a benefit of OOP.

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Mohamed Elsayed
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0% found this document useful (0 votes)
19 views3 pages

Nots

The document provides 5 multiple choice questions to test object-oriented programming (OOP) concepts. It asks about the four pillars of OOP, encapsulation, polymorphism, inheritance, and benefits of OOP. The answers identify modularity as not a pillar of OOP, making data accessible as not an example of encapsulation, using static methods as not polymorphic, a base class inheriting from a derived class as invalid inheritance, and reduced development time and cost as not necessarily a benefit of OOP.

Uploaded by

Mohamed Elsayed
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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object oriented programming (OOP) multiple choice questions (MCQs) and answers:

Question 1: Which of the following is not a pillar of OOP?

* A. Abstraction
* B. Encapsulation
* C. Polymorphism
* D. Modularity

Answer: D. Modularity is not a pillar of OOP. The four pillars of OOP are
abstraction, encapsulation, polymorphism, and inheritance.

Question 2: Which of the following is not an example of encapsulation?

* A. Hiding the implementation details of a class from the user


* B. Providing only the necessary methods and properties to the user
* C. Making the data and methods of a class accessible to the user
* D. Keeping the data and methods of a class secure

Answer: C. Encapsulation is the process of hiding the implementation details of a


class from the user. This means that the user only has access to the necessary
methods and properties of the class, and the data and methods of the class are kept
secure.

Question 3: Which of the following is not an example of polymorphism?

* A. Overriding a method in a derived class


* B. Overloading a method in a class
* C. Using a virtual function in a class
* D. Using a static method in a class

Answer: D. Static methods are not polymorphic. Polymorphism is the ability of a


function to be called in different ways, depending on the type of the object that
it is called on. Static methods are not called on objects, so they cannot be
polymorphic.

Question 4: Which of the following is not an example of inheritance?

* A. A derived class inheriting from a base class


* B. A base class inheriting from a derived class
* C. A class inheriting from an interface
* D. A class inheriting from an abstract class

Answer: B. A base class cannot inherit from a derived class. In OOP, inheritance is
always from a base class to a derived class.

Question 5: Which of the following is not a benefit of OOP?

* A. Increased code reusability


* B. Improved code readability and maintainability
* C. Increased flexibility and adaptability
* D. Reduced development time and cost

Answer: D. OOP does not necessarily reduce development time and cost. In fact, OOP
can sometimes increase development time and cost, especially if the project is not
well-planned. However, OOP can also reduce development time and cost in the long
run, by increasing code reusability, improving code readability and
maintainability, and increasing flexibility and adaptability.
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notes on Object-Oriented Programming (OOP):

1. Definition of OOP: Object-Oriented Programming is a programming paradigm that


organizes code into objects, which are instances of classes. It emphasizes the
concepts of encapsulation, inheritance, and polymorphism.

2. Classes and Objects: A class is a blueprint or template for creating objects. It


defines the attributes (data) and behaviors (methods) that objects of that class
will have. An object is an instance of a class, representing a specific entity.

3. Encapsulation: Encapsulation is the practice of bundling data and methods


together within a class, hiding internal implementation details and providing a
clean interface for interacting with objects. It helps in achieving data
abstraction and data security.

4. Inheritance: Inheritance is a mechanism that allows a class (called a derived or


child class) to inherit properties and behaviors from another class (called a base
or parent class). It promotes code reuse, extensibility, and the creation of
specialized classes.

5. Polymorphism: Polymorphism means the ability of objects of different classes to


respond to the same method or message in different ways. It allows objects to be
treated as instances of their own class or instances of any of their ancestor
classes. Polymorphism enables code flexibility and supports the concept of "one
interface, multiple implementations."

6. Abstraction: Abstraction focuses on representing essential features without


including the implementation details. It allows programmers to create simplified
models of real-world entities by defining classes with relevant attributes and
behaviors.

7. Modularity: Modularity refers to the practice of breaking down a program into


smaller, self-contained modules or classes. Each module/class focuses on a specific
functionality, promoting code organization, reusability, and maintainability.

8. Key Concepts: Some key concepts in OOP include constructors (special methods
used for object initialization), instance variables (attributes that hold object-
specific data), methods (functions that define object behaviors), inheritance
hierarchies, and interfaces (contractual agreements specifying method signatures).

9. Design Patterns: Design patterns are proven solutions to common programming


problems. They provide reusable templates for structuring code and solving design
issues in an efficient and maintainable way. Examples include the Singleton
pattern, Factory pattern, and Observer pattern.

10. Examples of OOP Languages: Popular programming languages that support OOP
concepts include Java, C++, Python, C#, and Ruby. These languages provide built-in
features and syntax for defining classes,
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notes on Object-Oriented Programming (OOP) in C++:

1. Classes and Objects: In C++, you define classes using the class keyword. A class
defines the blueprint for creating objects. Objects are instances of classes and
represent specific entities in your program.

2. Access Specifiers: C++ provides three access specifiers: public, private, and
protected. Access specifiers determine the visibility and accessibility of class
members (attributes and methods) from outside the class.

3. Constructor and Destructor: A constructor is a special member function that is


called automatically when an object of a class is created. It is used to initialize
the object's data members. In C++, a constructor has the same name as the class and
no return type. A destructor is another special member function that is called when
an object is destroyed. It is used to clean up resources allocated by the object.

4. Member Functions: Member functions are functions defined within a class. They
operate on the data members of the class and define the behavior of objects. Member
functions can be defined inside the class declaration or outside the class using
the scope resolution operator ::.

5. Inheritance: In C++, you can create derived classes that inherit properties and
behaviors from a base class. The derived class extends the base class by adding new
features or overriding existing ones. Inheritance is specified using the class
keyword followed by a colon and the access specifier.

6. Polymorphism: Polymorphism allows objects of different classes to be treated as


objects of a common base class. In C++, polymorphism is achieved through virtual
functions and function overriding. Virtual functions are declared in the base class
and can be overridden in derived classes to provide different implementations.

7. Static Members: Static members are shared among all objects of a class. They are
declared using the static keyword and exist independently of any object. Static
data members have a single copy shared by all objects, while static member
functions can be called using the class name without creating an object.

8. Operator Overloading: C++ allows you to redefine the behavior of operators for
user-defined types. This is known as operator overloading. By overloading
operators, you can define how objects of your class interact with operators such as
+, -, *, /, and more.

9. Namespaces: Namespaces in C++ provide a way to organize code into logical groups
and prevent naming conflicts. They allow you to define a scope for identifiers and
avoid clashes between identifiers with the same name in different contexts.

10. Templates: C++ templates enable generic programming, where algorithms and data
structures can be written in a way that works with different data types. Templates
allow you to define functions and classes that can work with multiple types without
code duplication.

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