Object Oriented Programming (OOP) — Pillars and Advantages: 26 flashcards

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1. What is Object-Oriented Programming (OOP)?

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A programming paradigm based on objects that combine data and methods, modeled on real-life entities like cars, humans, and books.

2. How does procedural programming differ from OOP?

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Procedural programming keeps data and functions separate and emphasizes functions; OOP unites data and functions inside an object and emphasizes data security and modularization.

3. Name the six pillars of OOP.

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Class, Object, Encapsulation, Abstraction, Inheritance, and Polymorphism.

4. What is a class?

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The blueprint of an object. It cannot hold data directly; it describes the attributes and behaviours that its objects will have.

5. What is an object?

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An instance of a class. It carries the class's attributes with its own values and uses the class's methods.

6. Give the source's example distinguishing a class from an object.

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A car design is the class; a red Toyota Corolla and a blue Honda Civic built from that design are objects.

7. What is encapsulation?

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Bundling data (variables) and methods (functions) into a single unit such as a class, while restricting direct access to some components using access modifiers like private and protected.

8. How does encapsulation expose functionality?

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Through public getter/setter methods, which ensure data integrity and enhanced security.

9. State the three advantages of encapsulation.

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Data security, maintainability, and flexibility.

10. What is abstraction?

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Hiding complex implementation details and showing only the essential features or functionalities to the user — focusing on what an object does rather than how it does it.

11. State the three advantages of abstraction.

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Reduced complexity, easy maintenance, and security.

12. What is inheritance?

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A mechanism where a new derived/child class acquires properties and methods from an existing base/parent class, promoting code reusability and establishing an 'is-a' relationship.

13. List the five types of inheritance named in the source.

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Single, multiple, multilevel, hierarchical, and hybrid inheritance.

14. What is polymorphism?

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It means 'many forms' — using the same interface to express various forms or behaviours. It is achieved through method overloading and method overriding.

15. State the three advantages of polymorphism.

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Flexibility, extensibility, and readability.

16. What is the key difference between encapsulation and abstraction?

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Encapsulation hides data (a mechanism using access modifiers and getters/setters); abstraction hides complexity (a design decision exposing only what matters).

17. How does the source's car example illustrate encapsulation?

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The driver presses the gas pedal to control speed but never rewires the internal engine — the engine is hidden data and the pedal is the controlled access method.

18. How does the source's remote example illustrate abstraction?

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You press the channel-change button and trust the channel changes, without knowing the signals or internal TV circuitry — the button is the abstraction.

19. How does the source's animal example illustrate polymorphism?

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Making a sound is one job, but a dog barks, a cat meows, and a bird chirps — same action, different implementations.

20. List the six advantages of OOP named in the source.

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Modular design, code reusability, easier maintenance, scalability, improved security, and reduced complexity.

21. Which pillar gives OOP its code reusability advantage?

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Inheritance — once-written code can be reused many times.

22. Which pillar gives OOP its improved security advantage?

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Encapsulation — data is secured by restricting direct access.

23. Which pillar gives OOP its reduced complexity advantage?

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Abstraction — programmers hide unnecessary details from users.

24. Which pillar keeps external code unchanged when a class's internal structure changes?

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Encapsulation — its maintainability advantage means external code stays unchanged even if internals change.

25. What relationship does inheritance establish between classes?

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An 'is-a' relationship — for example, a sports car is a car.

26. What are the two mechanisms that achieve polymorphism?

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Method overloading and method overriding.

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