Showing posts with label OOPs. Show all posts
Showing posts with label OOPs. Show all posts

Friday, March 27, 2009

OOPs Interview Questions Part IV

Question: What is an interface? How to implement an interface? 
Answer: An Interface is a collection of semantically related abstract members. An interface expresses through the members it defines, the behaviors that a class needs to support. An interface is defined using the keyword interface. The members defined in an interface contain only definition, no implementation. The members of an interface are all public by default, any other access specifier cannot be used. 

An interface is implemented using implements keyword. A class may implement more than one keyword. 

When a class inherits and implements at the same time, the inherited parent class name is written first, followed by the names of the interfaces to be implemented. 

Question: Is multiple inheritance possible in .NET? 
Answer: No. Multiple inheritance is not possible in .NET. This means it is not possible for one class to inherit from multiple classes. However, a class may implement multiple interfaces. We may also declare objects of different classes in a class. This way, the encapsulated class may be instantiated in other classes. 

OOPs Interview Questions Part III

Question: What is the difference between abstract class and interface?
Answer: If a class is to serve the purpose of providing common fields and members to all subclasses, we create an Abstract class. For creating an abstract class, we make use of the abstract keyword. Such a class cannot be instantiated. Syntax below: 
abstract public class Vehicle { } 
Above, an abstract class named Vehicle has been defined. We may use the fields, properties and member functions defined within this abstract class to create child classes like Car, Truck, Bike etc. that inherit the features defined within the abstract class. To prevent directly creating an instance of the class Vehicle, we make use of the abstract keyword. To use the definitions defined in the abstract class, the child class inherits from the abstract class, and then instances of the Child class may be easily created.
Further, we may define abstract methods within an abstract class (analogous to C++ pure virtual functions) when we wish to define a method that does not have any default implementation. Its then in the hands of the descendant class to provide the details of the method. There may be any number of abstract methods in an abstract class. We define an abstract method using the abstract keyword. If we do not use the abstract keyword, and use the virtual keyword instead, we may provide an implementation of the method that can be used by the child class, but this is not an abstract method.
Remember, abstract class can have an abstract method, that does not have any implementation, for which we use the abstract keyword, OR the abstract class may have a virtual method, that can have an implementation, and can be overriden in the child class as well, using the override keyword. Read example below 
Example: Abstract Class with Abstract method?
namespace Automobiles
{
public abstract class Vehicle
{
public abstract void Speed() //No Implementation here, only definition
}
}

Example: Abstract Class with Virtual method
namespace Automobiles
{
public abstract class Vehicle
{
public virtual void Speed() //Can have an implementation, that may be overriden in child class
{ 
...
}
}

Public class Car : Vehicle
{
Public override void Speed() 
//Here, we override whatever implementation is there in the abstract class 
{
... //Child class implementation of the method Speed()
}
}
}

An Interface is a collection of semantically related abstract members. An interface expresses through the members it defines, the behaviors that a class needs to support. An interface is defined using the keyword interface. The members defined in an interface contain only definition, no implementation. The members of an interface are all public by default, any other access specifier cannot be used. See code below: 
Public interface IVehicle //As a convention, an interface is prefixed by letter I
{
Boolean HasFourWheels()
}

Question: Difference between Abstract Class and Interface
Answer: 1) A class may inherit only one abstract class, but may implement multiple number of Interfaces. Say a class named Car needs to inherit some basic features of a vehicle, it may inherit from an Aabstract class named Vehicle. A car may be of any kind, it may be a vintage car, a sedan, a coupe, or a racing car. For these kind of requirements, say a car needs to have only two seats (means it is a coupe), then the class Car needs to implement a member field from an interface, that we make, say ICoupe.
2) Members of an abstract class may have any access modifier, but members of an interface are public by default, and cant have any other access modifier.
3) Abstract class methods may OR may not have an implementation, while methods in an Interface only have a definition, no implementation. 
Question: What is Delegate
Answer: 
Definition:
Delegate is type which holds the method(s) reference in an object. It is also reffered as a type safe function pointers.
Advantages:
Encapsulating the method's call from caller. 
Effective use of Delegat improves the performance of application. 
Used to call a method asynchronously.
Declaration:
public delegate type_of_delegate delegate_name()
Example : public delegate int mydelegate(int delvar1,int delvar2)
Note:
you can use delegeate without parameter or with parameter list. 
you should follow the same syntax as in the method.
(if you are reffering the method with two int parameters and int return type the delegate which you are declaring should be the same format.This is how it is reffered as type safe function pointer)
Sample Program using Delegate :
public delegate double Delegate_Prod(int a,int b);
class Class1
{
static double fn_Prodvalues(int val1,int val2)
{
return val1*val2;
}
static void Main(string[] args)
{
//Creating the Delegate Instance
Delegate_Prod delObj = new Delegate_Prod(fn_Prodvalues);

Console.Write("Please Enter Values");
int v1 = Int32.Parse(Console.ReadLine());
int v2 = Int32.Parse(Console.ReadLine());
//use a delegate for processing
double res = delObj(v1,v2);
Console.WriteLine ("Result :"+res);
Console.ReadLine();
}
}
Explanation:
Here I have used a small program which demonstrates the use of delegate.
The delegate "Delegate_Prod" is declared with double return type and which accepts only two interger parameters.
Inside the Class the method named fn_Prodvalues is defined with double return type and two integer parameters.(The delegate and method is having the same signature and 
parameters type)
Inside the Main method the delegate instance is created and the function name is passed to the delegae instace as following.
Delegate_Prod delObj = new Delegate_Prod(fn_Prodvalues);
After this we are accepting the two values from the user and passing those values to the delegate as we do using method .
delObj(v1,v2);
Here delegate object encapsulates the method functionalities and return the result as we specified in the method. 
Multicast Delegate

It is a Delegate which holds the reference of more than one methods.

Multicast delegates must contain only methods that return void, else there is a run-time exception.
Simple Program using Multicast Delegate
delegate void Delegate_Multicast(int x, int y);
Class Class2
{
static void Method1(int x, int y) {
Console.WriteLine("You r in Method 1");
}
static void Method2(int x, int y) {
Console.WriteLine("You r in Method 2");
}
public static void Main() 
{
Delegate_Multicast func = new Delegate_Multicast(Method1);
func += new Delegate_Multicast(Method2);
func(1,2); // Method1 and Method2 are called
func -= new Delegate_Multicast(Method1);
func(2,3); // Only Method2 is called
}
} 
Explanation:
In the above example you can see that two methods are defined named method1 and method2 whchi takes two integer parameters and return type as void.
In the main method the Delegate object is created using the following statement
Delegate_Multicast func = new Delegate_Multicast(Method1);
Then the Delegate is added using the += operator and removed using -= operator.

OOPs Interview Questions Part II

Question: What is the difference between Shared and Static?
Answer: They both mean the same. Shared is used in VB.NET. Static is used in C#.
When the static keyword is used to declare a class, the member in context must be directly invoked from the class, rather than from the instance. Consider the following example 
//Consider writing the following line of code...
Console obj = new Console(); 
obj.Writeline("Vishal likes static members"); //This line does'nt print

//This does'nt work, because WriteLine is a static method defined in the class Console
//The Console class is a static class 
To use static members, give a reference to the exact class, as an instance in this case won't work. 
To make this work, write...
Console.Writeline("Vishal likes static members"); 
To work with members of static classes, no need to create their instances.
Static Member - A class member declared with the keyword static is a static member. A static member is owned by the class, not by its instances (objects of the class). 
Note that static members are actually class members, while non-static members are instance members (means they are owned by the instances). Both in C# & VB.NET, we may create static/shared events, properties, fields and functions. 
Note Indexers in C# cannot be declared static.
Note Static member functions cannot access non-static members directly.
Virtual - If a base class method is to be overriden, it is defined using the keyword virtual (otherwise the sealed keyword is used to prevent overriding). 
Note that the class member method may be overriden even if the virtual keyword is not used, but its usage makes the code more transparent & meaningful. In VB.NET, we may use the overridable keyword for this purpose. 

When the override keyword is used to override the virtual method, in a scenario where the base class method is required in a child class along with the overriden method, then the base keyword may be used to access the parent class member. The following code example will make the usage more clear. 
public class Employee
{
public virtual void SetBasic(float money) //This method may be overriden
{ Basic += money; }
}


public class Manager : Employee
{
public override void SetBasic(float money) //This method is being overriden
{
float managerIncentive = 10000;
base.SetSalary(money + managerIncentive); //Calling base class method
}
}
Question: Explain overridable, overrides, notoverridable,mustoverride 
Answer: These keywords are used in VB.NET.

Overridable -The Overridable keyword is used when defining a property or method of an inherited class, as overridable by the inheriting class. 

Overides - The Overides keyword allows the inheriting class to disregard the property or method of the inherited class and implements ts own code. 

NotOverridable - The NotOverridable keyword explicitly declares a property or method as not overridable by an inheriting class, and all properties are "not overridable" by default. The only real advantage to using this keyword is to make your code more readable. 

MustOverride - The MustOverride keyword forces the inheriting class to implement its own code for the property or method. 
Question: What is the difference between Overriding and Shadowing?
Answer: Both Overriding and Shadowing are ways to alter the behaviour of members of a base class. Shadowing is a VB.NET concept. In C#, this concept is called Hiding, though there is a difference between the two.

When we do shadowing, we provide a new implementation to the base class member without overriding it. We may shadow a base class member in a derived class, by using the keyword shadows. The access level, return type, and the signature (means the datatypes of the arguments passed & the order of the types) of the derived class members which are shadowed, may differ from the base class. 

In C#, we may achieve shadowing using the keyword new. However, when Hiding in C#, the access level, the signature, return type of the derived class must be same as the base class. 

Overriding is the concept of providing a new implementation of derived class member as compared to its based class. In VB.NET, we do overriding using the overrides keyword, while in C#, overriding is achieved using the override keyword. For a class member to be overridable, we use the keyword virtual while defining it (in C#), and we use the keyword overridable (in VB.NET), though if we leave out specifying the overridable keyword, the member is overridable by default. 

Question: What is a static constructor? 
Answer: Static Constructor - It is a special type of constructor, introduced with C#. It gets called before the creation of the first object of a class(probably at the time of loading an assembly). See example below. 
Example:
public class SomeClass()
{
static SomeClass()
{
//Static members may be accessed from here
//Code for Initialization
}
}
While creating a static constructor, a few things need to be kept in mind:
* There is no access modifier require to define a static constructor
* There may be only one static constructor in a class
* The static constructor may not have any parameters
* This constructor may only access the static members of the class
* We may create more than one static constructor for a class

Question: Can a class be created without a constructor? 
Answer: No. In case we dont define the constructor, the class will access the no-argument constructor from its base class. The compiler will make this happen during compilation. 

OOPS Interview Questions Part 1

Question: What is Encapsulation? 
Answer: Encapsulation - is the ability of an object to hide its data and methods from the rest of the world. It is one of the fundamental principles of OOPs. 
Say we create a class, named Calculations. This class may contain a few members in the form of properties, events, fields or methods. Once the class is created, we may instantiate the class by creating an object out of it. The object acts as an instance of this class, the members of the class are not exposed to the outer world directly, rather, they are encapsulated by the class. 
Example:
Public class Calculations
{
private void fnMultiply(int x, int y)
{
return x * y;
}
}
...
...
Calculations obj;
int Result;
Result = obj.fnMultiply(5,10); 

Question: What is Class? 
Answer: A class is an organized store-house in object-oriented programming that gives coherent functional abilities to a group of related code. It is the definition of an object, made up of software code. Using classes, we may wrap data and behaviour together (Encapsulation). We may define classes in terms of classes (Inheritance). We can also override the behaviour of a class using an alternate behaviour (Polymorphism).
A Base Class is a class that is inherited by another class. In .NET, a class may inherit from only one class. 

Question: What is inheritance? 
Answer: Inheritance - is the concept of passing the traits of a class to another class. 
A class comprises of a collection of types of encapsulated instance variables and types of methods, events, properties, possibly with implementation of those types together with a constructor function that can be used to create objects of the class. A class is a cohesive package that comprises of a particular kind of compile-time metadata. A Class describes the rules by which objects behave; these objects are referred to as "instances" of that class. (Reference)

Classes can inherit from another class. This is accomplished by putting a colon after the class name when declaring the class, and naming the class to inherit from—the base class—after the colon.

Question: What is a class member? What is an object? 
Answer: The entities like events, properties, fields and functions encapsulated within a class are called class members. A constructor of a class that resides within it is also a form of a class member. 

When we instantiate a class in order to use its encapsulated class members, this instantiated class entity is called the object. 

Question: Whats the difference between a class and an object? 
Answer: In any object Oriented language, an object is the backbone of everything that we see. A class is a blueprint that describes how an instance of it (object) will behave. To create a class, we define it in a "Code File", with an extension *.cs or *.vb. We make use of the keyword class. 
Example
Lets create a class named Laptop
public class Laptop
{
private string sbrand;
public Laptop() {}
public Laptop(string name)
{
sbrand = name;
}
}

From our code that references this class, we write...
Laptop lp = new Laptop("Lenovo"); //Passing a variable to the class constructor
Once the class object is created, the object may be used to invoke the member functions defined within the class. We may allocate any number of objects using the new keyword. The new keyword returns a reference to an object on the heap. This reference is not to the actual object itself. The variable being refered is stored on a stack for usage in the application. When we allocate an object to a heap, its managed by the .NET runtime. The garbage collector takes care of the object by removing it from the heap, when it is no longer reachable by any part of the code. 

Question: What is polymorphism? 
Answer: Polymorphism means allowing a single definition to be used with different types of data (specifically, different classes of objects). For example, a polymorphic function definition can replace several type-specific ones, and a single polymorphic operator can act in expressions of various types. Many programming languages implement some forms of polymorphism. 

The concept of polymorphism applies to data types in addition to functions. A function that can evaluate to and be applied to values of different types is known as a polymorphic function. A data type that contains elements of different types is known as a polymorphic data type. 

Polymorphism may be achieved by overloading a function, overloading an operator, changing the order of types, changing the types using the same name for the member in context. 
Example:
Public Class Calc
{
public void fnMultiply(int x, int y)
{ return x * y; }
public void fnMultiply(int x, int y, int z)
{ return x * y * z; }
}
...
...
Calc obj;
int Result;
Result = obj.fnMultiply(2,3,4); // The second fnMultiply would be called
Result = obj.fnMultiply(3,4); // The first fnMultiply would be called
//Here, the call depends on the number of parameters passed, polymorphism is achieved using overloading 

Question: What is Overloading? What is Overloads? What is Overload? 
Answer: Overloading - is the concept of using one function or class in different ways by changing the signature of its parameters. We can define a function with multiple signatures without using the keyword Overloads, but if you use the Overloads keyword in one, you must use it in all of the function's Overloaded signatures. 
The Overloads keyword is used in VB.NET, while the Overload keyword is used in C# (There is no other difference). The Overloads property allows a function to be described using deferent combinations of parameters. Each combination is considered a signature, thereby uniquely defining an instance of the method being defined. 
Overloading is a way through which polymorphism is achieved.

Sunday, January 20, 2008

.net Framework OOPS

1. What are the OOPS concepts?
1) Encapsulation: It is the mechanism that binds together code and data in manipulates, and keeps both safe from outside interference and misuse. In short it isolates a particular code and data from all other codes and data. A well-defined interface controls the access to that particular code and data.
2) Inheritance: It is the process by which one object acquires the properties of another object. This supports the hierarchical classification. Without the use of hierarchies, each object would need to define all its characteristics explicitly. However, by use of inheritance, an object need only define those qualities that make it unique within its class. It can inherit its general attributes from its parent. A new sub-class inherits all of the attributes of all of its ancestors.
3) Polymorphism: It is a feature that allows one interface to be used for general class of actions. The specific action is determined by the exact nature of the situation. In general polymorphism means "one interface, multiple methods", This means that it is possible to design a generic interface to a group of related activities. This helps reduce complexity by allowing the same interface to be used to specify a general class of action. It is the compiler's job to select the specific action (that is, method) as it applies to each situation.
2. What is the difference between a Struct and a Class?
o The struct type is suitable for representing lightweight objects such as Point, Rectangle, and Color. Although it is possible to represent a point as a class, a struct is more efficient in some scenarios. For example, if you declare an array of 1000 Point objects, you will allocate additional memory for referencing each object. In this case, the struct is less expensive.
o When you create a struct object using the new operator, it gets created and the appropriate constructor is called. Unlike classes, structs can be instantiated without using the new operator. If you do not use new, the fields will remain unassigned and the object cannot be used until all of the fields are initialized.
o It is an error to declare a default (parameterless) constructor for a struct. A default constructor is always provided to initialize the struct members to their default values.
o It is an error to initialize an instance field in a struct.
o There is no inheritance for structs as there is for classes. A struct cannot inherit from another struct or class, and it cannot be the base of a class. Structs, however, inherit from the base class Object. A struct can implement interfaces, and it does that exactly as classes do.
o A struct is a value type, while a class is a reference type.
3. Value type & reference types difference? Example from .NET. Integer & struct are value types or reference types in .NET?
Most programming languages provide built-in data types, such as integers and floating-point numbers, that are copied when they are passed as arguments (that is, they are passed by value). In the .NET Framework, these are called value types. The runtime supports two kinds of value types:
• Built-in value types
The .NET Framework defines built-in value types, such as System.Int32 and System.Boolean, which correspond and are identical to primitive data types used by programming languages.
• User-defined value types
Your language will provide ways to define your own value types, which derive from System.ValueType. If you want to define a type representing a value that is small, such as a complex number (using two floating-point numbers), you might choose to define it as a value type because you can pass the value type efficiently by value. If the type you are defining would be more efficiently passed by reference, you should define it as a class instead.
Variables of reference types, referred to as objects, store references to the actual data. This following are the reference types:
• class
• interface
• delegate
This following are the built-in reference types:
• object
• string
4. What is Inheritance, Multiple Inheritance, Shared and Repeatable Inheritance?
**
5. What is Method overloading?
Method overloading occurs when a class contains two methods with the same name, but different signatures.
6. What is Method Overriding? How to override a function in C#?
Use the override modifier to modify a method, a property, an indexer, or an event. An override method provides a new implementation of a member inherited from a base class. The method overridden by an override declaration is known as the overridden base method. The overridden base method must have the same signature as the override method.
You cannot override a non-virtual or static method. The overridden base method must be virtual, abstract, or override.
7. Can we call a base class method without creating instance?
Its possible If its a static method.
Its possible by inheriting from that class also.
Its possible from derived classes using base keyword.
8. You have one base class virtual function how will call that function from derived class?
Ans:

9. class a
10. {
11. public virtual int m()
12. {
13. return 1;
14. }
15. }
16. class b:a
17. {
18. public int j()
19. {
20. return m();
21. }
}
22. In which cases you use override and new base?
Use the new modifier to explicitly hide a member inherited from a base class. To hide an inherited member, declare it in the derived class using the same name, and modify it with the new modifier.
C# Language features
23. 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)
24. What is Polymorphism? How does VB.NET/C# achieve polymorphism?
**
25. class Token
26. {
27. public string Display()
28. {
29. //Implementation goes here
30. return "base";
31. }
32. }
33. class IdentifierToken:Token
34. {
35. public new string Display() //What is the use of new keyword
36. {
37. //Implementation goes here
38. return "derive";
39. }
40. }
41. static void Method(Token t)
42. {
43. Console.Write(t.Display());
44. }
45. public static void Main()
46. {
47. IdentifierToken Variable=new IdentifierToken();
48. Method(Variable); //Which Class Method is called here
49. Console.ReadLine();
50. }
51. For the above code What is the "new" keyword and Which Class Method is
52. called here
A: it will call base class Display method
53. class Token
54. {
55. public virtual string Display()
56. {
57. //Implementation goes here
58. return "base";
59. }
60. }
61. class IdentifierToken:Token
62. {
63. public override string Display() //What is the use of new keyword
64. {
65. //Implementation goes here
66. return "derive";
67. }
68. }
69. static void Method(Token t)
70. {
71. Console.Write(t.Display());
72. }
73. public static void Main()
74. {
75. IdentifierToken Variable=new IdentifierToken();
76. Method(Variable); //Which Class Method is called here
77. Console.ReadLine();
78. }
79. A: Derive
80. 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.
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. You can use them and it is not obvious where they are coming from since the qualification is optional. Both instance and static constants are possible. Both static and instance intialiser code are also possible to compute the constants.
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 one stick of code in common with the existing implementations. 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. You must use the abstract class as-is for the code base, with all its attendant baggage, good or bad. The abstract class author 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/subclasses 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 implementations 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 code talks only in terms of an interface, you can easily change the concrete implementation behind it, using a factory method. Just like an interface, if 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 interface abstract. They are all presumed so. 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.
Adding functionality If you add a new method to an interface, you must track down all implementations 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.
81. see the code
82. interface ICommon
83. {
84. int getCommon();
85. }
86. interface ICommonImplements1:ICommon
87. {
88. }
89. interface ICommonImplements2:ICommon
90. {
91. }
92. public class a:ICommonImplements1,ICommonImplements2
93. {
}
How to implement getCommon method in class a? Are you seeing any problem in the implementation?
Ans:
public class a:ICommonImplements1,ICommonImplements2
{
public int getCommon()
{
return 1;
}
}
94. interface IWeather
95. {
96. void display();
97. }
98. public class A:IWeather
99. {
100. public void display()
101. {
102. MessageBox.Show("A");
103. }
104. }
105. public class B:A
106. {
107. }
108. public class C:B,IWeather
109. {
110. public void display()
111. {
112. MessageBox.Show("C");
113. }
114. }
115. When I instantiate C.display(), will it work?
116. interface IPrint
117. {
118. string Display();
119. }
120. interface IWrite
121. {
122. string Display();
123. }
124. class PrintDoc:IPrint,IWrite
125. {
126. //Here is implementation
127. }
how to implement the Display in the class printDoc (How to resolve the naming Conflict) A: no naming conflicts
class PrintDoc:IPrint,IWrite
{
public string Display()
{
return "s";
}
}
128. interface IList
129. {
130. int Count { get; set; }
131. }
132. interface ICounter
133. {
134. void Count(int i);
135. }
136. interface IListCounter: IList, ICounter {}
137. class C
138. {
139. void Test(IListCounter x)
140. {
141. x.Count(1); // Error
142. x.Count = 1; // Error
143. ((IList)x).Count = 1; // Ok, invokes IList.Count.set
144. ((ICounter)x).Count(1); // Ok, invokes ICounter.Count
145. }
146. }
147. Write one code example for compile time binding and one for run time binding? What is early/late binding?
An object is early bound when it is assigned to a variable declared to be of a specific object type. Early bound objects allow the compiler to allocate memory and perform other optimizations before an application executes.
' Create a variable to hold a new object.
Dim FS As FileStream
' Assign a new object to the variable.
FS = New FileStream("C:\tmp.txt", FileMode.Open)
By contrast, an object is late bound when it is assigned to a variable declared to be of type Object. Objects of this type can hold references to any object, but lack many of the advantages of early-bound objects.
Dim xlApp As Object
xlApp = CreateObject("Excel.Application")
148. Can you explain what inheritance is and an example of when you might use it?
149. How can you write a class to restrict that only one object of this class can be created (Singleton class)?
150. What are the access-specifiers available in c#?
Private, Protected, Public, Internal, Protected Internal.
151. Explain about Protected and protected internal, “internal” access-specifier?
protected - Access is limited to the containing class or types derived from the containing class.
internal - Access is limited to the current assembly.
protected internal - Access is limited to the current assembly or types derived from the containing class.

Object Oriented Interview Questions

What do you mean by analysis and design?
Analysis:
Basically, it is the process of determining what needs to be done before how it should be done. In order to accomplish this, the developer refers the existing systems and documents. So, simply it is an art of discovery.
Design:
It is the process of adopting/choosing the one among the many, which best accomplishes the users needs. So, simply, it is compromising mechanism.

What are the steps involved in designing?
Before getting into the design the designer should go through the SRS prepared by the System Analyst.
The main tasks of design are Architectural Design and Detailed Design.
In Architectural Design we find what are the main modules in the problem domain.
In Detailed Design we find what should be done within each module.

What are the main underlying concepts of object orientation?
Objects, messages, class, inheritance and polymorphism are the main concepts of object orientation.

What do u meant by "SBI" of an object?
SBI stands for State, Behavior and Identity. Since every object has the above three.
• State:
It is just a value to the attribute of an object at a particular time.
• Behaviour:
It describes the actions and their reactions of that object.
• Identity:
An object has an identity that characterizes its own existence. The identity makes it possible to distinguish any object in an unambiguous way, and independently from its state.

Differentiate persistent & non-persistent objects?
Persistent refers to an object's ability to transcend time or space. A persistent object stores/saves its state in a permanent storage system with out losing the information represented by the object.
A non-persistent object is said to be transient or ephemeral. By default objects are considered as non-persistent.

What do you meant by active and passive objects?
Active objects are one which instigate an interaction which owns a thread and they are responsible for handling control to other objects. In simple words it can be referred as client.
Passive objects are one, which passively waits for the message to be processed. It waits for another object that requires its services. In simple words it can be referred as server.

Diagram:
client server
(Active) (Passive)

What is meant by software development method?
Software development method describes how to model and build software systems in a reliable and reproducible way. To put it simple, methods that are used to represent ones' thinking using graphical notations.

What are models and meta models?
Model:
It is a complete description of something (i.e. system).
Meta model:
It describes the model elements, syntax and semantics of the notation that allows their manipulation.

What do you meant by static and dynamic modeling?
Static modeling is used to specify structure of the objects that exist in the problem domain. These are expressed using class, object and USECASE diagrams.
But Dynamic modeling refers representing the object interactions during runtime. It is represented by sequence, activity, collaboration and statechart diagrams.

How to represent the interaction between the modeling elements?
Model element is just a notation to represent (Graphically) the entities that exist in the problem domain. e.g. for modeling element is class notation, object notation etc.
Relationships are used to represent the interaction between the modeling elements.
The following are the Relationships.

• Association: Its' just a semantic connection two classes.
e.g.:

• Aggregation: Its' the relationship between two classes which are related in the fashion that master and slave. The master takes full rights than the slave. Since the slave works under the master. It is represented as line with diamond in the master area.
ex:
car contains wheels, etc.
car

• Containment: This relationship is applied when the part contained with in the whole part, dies when the whole part dies.
It is represented as darked diamond at the whole part.
example:
class A{
//some code
};

class B
{
A aa; // an object of class A;
// some code for class B;
};
In the above example we see that an object of class A is instantiated with in the class B. so the object class A dies when the object class B dies.we can represnt it in diagram like this.

• Generalization: This relationship used when we want represents a class, which captures the common states of objects of different classes. It is represented as arrow line pointed at the class, which has captured the common states.

• Dependency: It is the relationship between dependent and independent classes. Any change in the independent class will affect the states of the dependent class.
DIAGRAM:
class A class B

Why generalization is very strong?
Even though Generalization satisfies Structural, Interface, Behaviour properties. It is mathematically very strong, as it is Antisymmetric and Transitive.
Antisymmetric: employee is a person, but not all persons are employees. Mathematically all As’ are B, but all Bs’ not A.
Transitive: A=>B, B=>c then A=>c.
A. Salesman.
B. Employee.
C. Person.
Note: All the other relationships satisfy all the properties like Structural properties, Interface properties, Behaviour properties.

Differentiate Aggregation and containment?
Aggregation is the relationship between the whole and a part. We can add/subtract some properties in the part (slave) side. It won't affect the whole part.
Best example is Car, which contains the wheels and some extra parts. Even though the parts are not there we can call it as car.
But, in the case of containment the whole part is affected when the part within that got affected. The human body is an apt example for this relationship. When the whole body dies the parts (heart etc) are died.

Can link and Association applied interchangeably?
No, You cannot apply the link and Association interchangeably. Since link is used represent the relationship between the two objects.
But Association is used represent the relationship between the two classes.
link :: student:Abhilash course:MCA
Association:: student course

what is meant by "method-wars"?
Before 1994 there were different methodologies like Rumbaugh, Booch, Jacobson, Meyer etc who followed their own notations to model the systems. The developers were in a dilemma to choose the method which best accomplishes their needs. This particular span was called as "method-wars"

Whether unified method and unified modeling language are same or different?
Unified method is convergence of the Rumbaugh and Booch.
Unified modeling lang. is the fusion of Rumbaugh, Booch and Jacobson as well as Betrand Meyer (whose contribution is "sequence diagram"). Its' the superset of all the methodologies.

Who were the three famous amigos and what was their contribution to the object community?
The Three amigos namely,
• James Rumbaugh (OMT): A veteran in analysis who came up with an idea about the objects and their Relationships (in particular Associations).
• Grady Booch: A veteran in design who came up with an idea about partitioning of systems into subsystems.

• Ivar Jacobson (Objectory): The father of USECASES, who described about the user and system interaction.

Differentiate the class representation of Booch, Rumbaugh and UML?
If you look at the class representaiton of Rumbaugh and UML, It is some what similar and both are very easy to draw.
Representation: OMT UML.
Diagram:

Booch: In this method classes are represented as "Clouds" which are not very easy to draw as for as the developer's view is concern.
Diagram:

What is an USECASE? Why it is needed?
A Use Case is a description of a set of sequence of actions that a system performs that yields an observable result of value to a particular action.
In SSAD process <=> In OOAD USECASE. It is represented elliptically.
Representation:

Who is an Actor?
An Actor is someone or something that must interact with the system.In addition to that an Actor initiates the process(that is USECASE).
It is represented as a stickman .

What is guard condition?
Guard condition is one, which acts as a firewall. The access from a particular object can be made only when the particular condition is met.
For Example,
customer check customer number ATM.
Here the object on the customer accesses the ATM facility only when the guard condition is met.

Differentiate the following notations?
I: :obj1 :obj2

II: :obj1 :obj2


In the above representation I, obj1 sends message to obj2. But in the case of II the data is transferred from obj1 to obj2.

USECASE is an implementation independent notation. How will the designer give the implementation details of a particular USECASE to the programmer?
This can be accomplished by specifying the relationship called "refinement” which talks about the two different abstraction of the same thing.
Or example,

calculate pay calculate

class1 class2 class3

Suppose a class acts an Actor in the problem domain, how to represent it in the static model?
In this scenario you can use “stereotype”. Since stereotype is just a string that gives extra semantic to the particular entity/model element. It is given with in the << >>.

class A
<<>>
attributes

methods.

Why does the function arguments are called as "signatures"?
The arguments distinguish functions with the same name (functional polymorphism). The name alone does not necessarily identify a unique function. However, the name and its arguments (signatures) will uniquely identify a function.
In real life we see suppose, in class there are two guys with same name, but they can be easily identified by their signatures. The same concept is applied here.
ex:
class person
{
public:
char getsex();
void setsex(char);
void setsex(int);
};
In the above example we see that there is a function setsex() with same name but with different signature.