1. What is object-oriented programming (OOP)?
OOP is a technique to develop logical modules, such as classes
that contain properties, methods, fields, and events. An object is created in
the program to represent a class. Therefore, an object encapsulates all the
features, such as data and behavior that are associated to a class. OOP allows
developers to develop modular programs and assemble them as software. Objects
are used to access data and behaviors of different software modules, such as
classes, namespaces, and sharable assemblies. .NET Framework supports only OOP
languages, such as Visual Basic .NET, Visual C#, and Visual C++.
2. What is a class?
A class describes all the attributes of objects, as well as the
methods that implement the behavior of member objects. It is a comprehensive
data type, which represents a blue print of objects. It is a template of
object.
A class can be defined as the primary building block of OOP. It also serves as a template that describes the properties, state, and behaviors common to a particular group of objects.
A class contains data and behavior of an entity. For example, the aircraft class can contain data, such as model number, category, and color and behavior, such as duration of flight, speed, and number of passengers. A class inherits the data members and behaviors of other classes by extending from them.
A class can be defined as the primary building block of OOP. It also serves as a template that describes the properties, state, and behaviors common to a particular group of objects.
A class contains data and behavior of an entity. For example, the aircraft class can contain data, such as model number, category, and color and behavior, such as duration of flight, speed, and number of passengers. A class inherits the data members and behaviors of other classes by extending from them.
3. What is an object?
They are instance of classes. It is a basic unit of a system. An
object is an entity that has attributes, behavior, and identity. Attributes and
behavior of an object are defined by the class definition.
4. What is the relationship between a class and an object?
A class acts as a blue-print that defines the properties,
states, and behaviors that are common to a number of objects. An object is an
instance of the class. For example, you have a class called Vehicle and Car is the object
of that class. You can create any number of objects for the class named Vehicle, such as Van, Truck, and Auto.
The new operator is used to create an object of a class. When an object of a class is instantiated, the system allocates memory for every data member that is present in the class.
The new operator is used to create an object of a class. When an object of a class is instantiated, the system allocates memory for every data member that is present in the class.
5. Explain the basic features of OOPs.
The following are the four basic features of OOP:
·
Abstraction - Refers to the process of
exposing only the relevant and essential data to the users without showing
unnecessary information.
·
Polymorphism - Allows you to use an entity
in multiple forms.
·
Encapsulation - Prevents the data from
unwanted access by binding of code and data in a single unit called object.
·
Inheritance - Promotes the reusability of
code and eliminates the use of redundant code. It is the property through which
a child class obtains all the features defined in its parent class. When a
class inherits the common properties of another class, the class inheriting the
properties is called a derived class and the class that allows inheritance of
its common properties is called a base class.
6. What is the difference between arrays and collection?
Array:
1. You need to specify the size of an
array at the time of its declaration. It cannot be resized dynamically.
2. The members of an array should be of
the same data type.
Collection:
1. The size of a collection can be
adjusted dynamically, as per the user's requirement. It does not have fixed
size.
2. Collection can have elements of
different types.
7. What
are collections and generics?
A collection can be defined as a group of related items that can
be referred to as a single unit. The System.Collections namespace
provides you with many classes and interfaces. Some of them are - ArrayList, List, Stack, ICollection,IEnumerable, and IDictionary. Generics provide
the type-safety to your class at the compile time. While creating a data
structure, you never need to specify the data type at the time of declaration.
The System.Collections.Generic namespace contains all the
generic collections.
8. How
can you prevent your class to be inherited further?
You can prevent a class from being inherited further by defining
it with the sealedkeyword.
9. What
is the index value of the first element in an array?
In an array, the index value of the
first element is 0 (zero).
10. Can
you specify the accessibility modifier for methods inside the interface?
All the methods inside an interface
are always public, by default. You cannot specify any other access modifier for
them.
11. Is it
possible for a class to inherit the constructor of its base class?
No, a class cannot inherit the
constructor of its base class.
12. How
is method overriding different from method overloading?
Overriding involves the creation of two or more methods with the
same name and same signature in different classes (one of them should be parent
class and other should be child).
Overloading is a concept of using a method at different places with same name and different signatures within the same class.
Overloading is a concept of using a method at different places with same name and different signatures within the same class.
13. What is the difference between a class and a structure?
Class:
1. A class is a reference type.
2. The members of a class are private by default.
3. While instantiating a class, CLR
allocates memory for its instance in heap.
4. Classes support inheritance.
5. Variables of a class can be assigned
as null.
6. Class can contain
constructor/destructor.
Structure:
1. A structure is a value type.
2. The members of a structure are public by default
3. In structure, memory is allocated on
stack.
4. Structures do not support
inheritance.
5. Structure members cannot have null
values.
6. Structure does not require
constructor/destructor and members can be initialized automatically.
14. What are similarities between a class and a structure.
Structures and classes are the two most important data
structures that are used by programmers to build modular programs by using OOP
languages, such as Visual Basic .NET, and Visual C#. The following are some of
the similarities between a class and a structure:
·
Access specifiers, such as public, private, and protected, are identically
used in structures and classes to restrict the access of their data and methods
outside their body.
·
Both can have constructors, methods, properties, fields,
constants, enumerations, events, and event handlers.
·
Both structures and classes can implement interfaces to use
multiple-inheritance in code.
·
Both structures and classes can have constructors with
parameter.
·
Both structures and classes can have delegates and events.
15. What is a multicast delegate?
Each delegate object holds reference to a single method.
However, it is possible for a delegate object to hold references of and invoke
multiple methods. Such delegate objects are called multicast delegates or
combinable delegates.
16. Can you declare an overridden method to be static if the
original method is not static?
No. Two virtual methods must have the same signature.
17. Why is the virtual keyword used in code?
The virtual keyword is used while defining a class to specify that the
methods and the properties of that class can be overridden in derived classes.
18. Can you allow a class to be inherited, but prevent a method
from being overridden in C#?
Yes. Just declare the class public and make the
method sealed.
19. Define enumeration?
Enumeration is defined as a value type that consists of a set of
named values. These values are constants and are called enumerators. An
enumeration type is declared using the enumkeyword. Each
enumerator in an enumeration is associated with an underlying type that is set,
by default, on the enumerator. The following is an example that creates an
enumeration to store different varieties of fruits:
enum Fruits {Mango, Apple, orange, Guava};
In the preceding example, an enumeration Fruits is created, where number 0 is associated with Mango, number 1 with Apple, number 2 with Orange, and number 3 with Guava. You can access the enumerators of an enumeration by these values.
enum Fruits {Mango, Apple, orange, Guava};
In the preceding example, an enumeration Fruits is created, where number 0 is associated with Mango, number 1 with Apple, number 2 with Orange, and number 3 with Guava. You can access the enumerators of an enumeration by these values.
20. In which namespace, all .NET collection classes are
contained?
The System.Collections namespace contains all the
collection classes.
21. Is it a good practice to handle exceptions in code?
Yes, you must handle exceptions in code so that you can deal
with any unexpected situations that occur when a program is running. For
example, dividing a number by zero or passing a string value to a variable that
holds an integer value would result in an exception.
22. Explain the concept of constructor?
Constructor is a special method of a class, which is called
automatically when the instance of a class is created. It is created with the
same name as the class and initializes all class members, whenever you access
the class. The main features of a constructor are as follows:
·
Constructors do not have any return type
·
Constructors are always public
·
It is not mandatory to declare a constructor; it is invoked
automatically by .NET Framework.
23. Can you inherit private members of a class?
No, you cannot inherit private members of a
class because private members are accessible only to that class and not outside
that class.
24. Does .NET support multiple inheritance?
.NET does not support multiple inheritance directly because in
.NET, a class cannot inherit from more than one class. .NET supports multiple
inheritance through interfaces.
25. How has exception handling changed in .NET Framework 4.0?
In .NET 4.0, a new namespace, System.Runtime.ExceptionServices, has been
introduced which contains the following classes for handling exceptions in a
better and advanced manner:
·
HandleProcessCorruptedStateExceptionsAttribute Class -
Enables managed code to handle the corrupted state exceptions that occur in an
operating system. These exceptions cannot be caught by specifying the try...catch block. To
handle such exceptions, you can apply this attribute to the method that is
assigned to handle these exceptions.
·
FirstChanceExceptionEventArgs Class - Generates an event
whenever a managed exception first occurs in your code, before the common
language runtime begins searching for event handlers.
26. What is a delegate?
A delegate is similar to a class that is used for storing the
reference to a method and invoking that method at runtime, as required. A
delegate can hold the reference of only those methods whose signatures are same
as that of the delegate. Some of the examples of delegates are type-safe
functions, pointers, or callbacks.
27. What is the syntax to inherit from a class in C#?
When a class is derived from another class, then the members of
the base class become the members of the derived class. The access modifier
used while accessing members of the base class specifies the access status of
the base class members inside the derived class.
The syntax to inherit a class from another class in C# is as follows:
class MyNewClass : MyBaseclass
The syntax to inherit a class from another class in C# is as follows:
class MyNewClass : MyBaseclass
28. State the features of an interface.
An interface is a template that contains only the signature of
methods. The signature of a method consists of the numbers of parameters, the
type of parameter (value, reference, or output), and the order of parameters.
An interface has no implementation on its own because it contains only the
definition of methods without any method body. An interface is defined using
the interface keyword. Moreover, you cannot instantiate an interface.
The various features of an interface are as follows:
·
An interface is used to implement multiple inheritance in code.
This feature of an interface is quite different from that of abstract classes
because a class cannot derive the features of more than one class but can
easily implement multiple interfaces.
·
It defines a specific set of methods and their arguments.
·
Variables in interface must be declared as public, static, and final while methods
must be public and abstract.
·
A class implementing an interface must implement all of its
methods.
·
An interface can derive from more than one interface.
29. Can you use the 'throws' clause to raise an exception?
No, the throws clause cannot be used to raise
an exception. The throw statement signals the occurrence of an exception during
the execution of a program. When the program encounters athrow statement,
the method terminates and returns the error to the calling method.
30. Define an array.
An array is defined as a homogeneous collection of elements,
stored at contiguous memory locations, which can be referred by the same
variable name. All the elements of an array variable can be accessed by index
values. An Index value specifies the position of a particular element in an
array variable.
31. What are methods?
Methods are the building blocks of a class, in which they are
linked together to share and process data to produce the result. In other
words, a method is a block of code that contains a series of statements and
represents the behavior of a class. While declaring a method you need to
specify the access specifier, the return value, the name of the method, and the
method parameters. All these combined together is called the signature of the
method.
32. What is a namespace?
Namespace is considered as a container that contains
functionally related group of classes and other types.
33. Do events have return type?
No, events do not have return type.
34. What is the function of the Try-Catch-Finally block?
The try block encloses those statements that can cause exception
and the catch block handles the exception, if it occurs. Catch block
contains the statements that have to be executed, when an exception occurs. The finally block always
executes, irrespective of the fact whether or not an exception has occurred.
The finally block is generally used to perform the cleanup process. If
any exception occurs in the try block, the
program control directly transfers to its corresponding catch block and
later to the finally block. If no exception occurs inside thetry block, then
the program control transfers directly to the finally block.
35. How can you prevent a class from overriding in C# and Visual
Basic?
You can prevent a class from overriding in C# by using the sealed keyword;
whereas, theNotInheritable keyword is used to prevent a class from overriding
in Visual Basic.
36. What are abstract classes? What are the distinct
characteristics of an abstract class?
An abstract class is a class that cannot be instantiated and is
always used as a base class.
The following are the characteristics of an abstract class:
The following are the characteristics of an abstract class:
·
You cannot instantiate an abstract class directly. This implies
that you cannot create an object of the abstract class; it must be inherited.
·
You can have abstract as well as non-abstract members in an
abstract class.
·
You must declare at least one abstract method in the abstract
class.
·
An abstract class is always public.
·
An abstract class is declared using the abstract keyword.
The basic purpose of an abstract class is to provide a common definition of the base class that multiple derived classes can share.
37. Give a brief description of properties in C# and the
advantages that are obtained by using them in programs.
In C#, a property is a way to expose an internal data element of
a class in a simple and intuitive manner. In other words, it is a simple
extension of data fields. You can create a property by defining an externally
available name and then writing the set and get property
accessors. The get property accessor is used to return the property value. The
set property accessor is used to assign a new value to the property.
38. Explain different types of inheritance.
Inheritance in OOP is of four types:
·
Single inheritance - Contains one base class and
one derived class
·
Hierarchical inheritance - Contains one base class and
multiple derived classes of the same base class
·
Multilevel inheritance - Contains a class derived from
a derived class
·
Multiple inheritance - Contains several base classes
and a derived class
All .NET languages supports single, hierarchical, and multilevel
inheritance. They do not support multiple inheritance because in these
languages, a derived class cannot have more than one base class. However, you
can implement multiple inheritance in.NET through interfaces.
39. You have defined a destructor in a class that you have
developed by using the C# programming language, but the destructor never
executed. Why did the destructor not execute?
The runtime environment automatically invokes the destructor of
a class to release the resources that are occupied by variables and methods of
an object. However, in C#, programmers cannot control the timing for invoking
destructors, as Garbage Collector is only responsible for releasing the
resources used by an object. Garbage Collector automatically gets information
about unreferenced objects from .NET's runtime environment and then invokes theFinalize() method.
Although, it is not preferable to force Garbage Collector to perform garbage collection and retrieve all inaccessible memory, programmers can use the Collect() method of the Garbage Collector class to forcefully execute Garbage Collector.
Although, it is not preferable to force Garbage Collector to perform garbage collection and retrieve all inaccessible memory, programmers can use the Collect() method of the Garbage Collector class to forcefully execute Garbage Collector.
40. What is a hashtable?
Hashtable is a data structure that implements the IDictionary interface. It
is used to store multiple items and each of these items is associated with a
unique string key. Each item can be accessed using the key associated with it.
In short, hashtable is an object holding the key-value pairs.
41. Can users define their own exceptions in code?
Yes, customized exceptions can be defined in code by deriving
from the System.Exceptionclass.
42. Is it possible to execute two catch blocks?
You are allowed to include more than one catch block in your
program; however, it is not possible to execute them in one go. Whenever, an
exception occurs in your program, the correctcatch block is
executed and the control goes to the finally block.
43. What do you mean by data encapsulation?
Data encapsulation is a concept of binding data and code in
single unit called object and hiding all the implementation details of a class
from the user. It prevents unauthorized access of data and restricts the user
to use the necessary data only.
44. What is the difference between procedural and
object-oriented programming?
Procedural programming is based upon the modular approach in
which the larger programs are broken into procedures. Each procedure is a set
of instructions that are executed one after another. On the other hand, OOP is
based upon objects. An object consists of various elements, such as methods and
variables.
Access modifiers are not used in procedural programming, which implies that the entire data can be accessed freely anywhere in the program. In OOP, you can specify the scope of a particular data by using access modifiers - public, private, internal, protected, andprotected internal.
Access modifiers are not used in procedural programming, which implies that the entire data can be accessed freely anywhere in the program. In OOP, you can specify the scope of a particular data by using access modifiers - public, private, internal, protected, andprotected internal.
45. Explain the concept of destructor?
A destructor is a special method for a class and is invoked automatically
when an object is finally destroyed. The name of the destructor is also same as
that of the class but is followed by a prefix tilde (~).
A destructor is used to free the dynamic allocated memory and release the resources. You can, however, implement a custom method that allows you to control object destruction by calling the destructor.
The main features of a destructor are as follows:
A destructor is used to free the dynamic allocated memory and release the resources. You can, however, implement a custom method that allows you to control object destruction by calling the destructor.
The main features of a destructor are as follows:
·
Destructors do not have any return type
·
Similar to constructors, destructors are also always public
·
Destructors cannot be overloaded.
46. Can you declare a private class in a namespace?
The classes in a namespace are internal, by default.
However, you can explicitly declare them as public only and not
as private, protected, or protected internal. The nested classes can be declared
as private, protected, or protected internal.
47. A structure in C# can implement one or more interfaces. Is
it true or false?
Yes, it is true. Like classes, in C#, structures can implement
one or more interfaces.
48. What is a static constructor?
Static constructors are introduced with C# to initialize the
static data of a class. CLR calls the static constructor before the first
instance is created.
The static constructor has the following features:
The static constructor has the following features:
·
No access specifier is required to define it.
·
You cannot pass parameters in static constructor.
·
A class can have only one static constructor.
·
It can access only static members of the class.
·
It is invoked only once, when the program execution begins.
49. What are the different ways a method can be overloaded?
The different ways to overload a method are given as follows:
·
By changing the number of parameters used
·
By changing the order of parameters
·
By using different data types for the parameters
50. Differentiate between an abstract class and an interface.
Abstract Class:
1. A class can extend only one abstract
class
2. The members of abstract class can be
private as well as protected.
3. Abstract classes should have
subclasses
4. Any class can extend an abstract
class.
5. Methods in abstract class can be
abstract as well as concrete.
6. There can be a constructor for
abstract class.
7. The class extending the abstract
class may or may not implement any of its method.
8. An abstract class can implement
methods.
Interface
1. A class can implement several
interfaces
2. An interface can only have public
members.
3. Interfaces must have implementations
by classes
4. Only an interface can extend another
interface.
5. All methods in an interface should be
abstract
6. Interface does not have constructor.
7. All methods of interface need to be
implemented by a class implementing that interface.
8. Interfaces cannot contain body of any
of its method.
51. What are queues and stacks?
Stacks refer to a list in which all items are accessed and
processed on the Last-In-First-Out (LIFO) basis. In a stack, elements are
inserted (push operation) and deleted (pop operation) from the same end called top.
Queues refer to a list in which insertion and deletion of an item is done on the First-In-First-Out (FIFO) basis. The items in a queue are inserted from the one end, called the rear end, and are deleted from the other end, called the front end of the queue.
Queues refer to a list in which insertion and deletion of an item is done on the First-In-First-Out (FIFO) basis. The items in a queue are inserted from the one end, called the rear end, and are deleted from the other end, called the front end of the queue.
52. Define an event.
Whenever an action takes place in a class, that class provides a
notification to other classes or objects that are assigned to perform
particular tasks. These notifications are called events. For example, when a
button is clicked, the class generates an event called Click. An event can be
declared with the help of the event keyword.
53. What are structures?
Structure is a heterogeneous collection of elements referenced
by the same name. A structure is declared using the struct keyword. The
following is an example that creates a structure to store an employee's
information:
struct emp
{
fixed int empID[15];
fixed char name[30];
fixed char addr[50];
fixed char dept[15];
fixed char desig[15];
}
The preceding example defines a structure emp and the
members of this structure specify the information of an employee.
54. When do you really need to create an abstract class?
We define abstract classes when we define a template that needs
to be followed by all the derived classes.
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