Top 50 Object-Oriented Programming (OOP) Interview Questions & Answers

Object-Oriented Programming (OOP) is a fundamental concept in software development, and many technical interviews include OOP-related questions. To help you prepare, here’s a comprehensive list of the top 50 OOP interview questions and their answers. These questions cover the four pillars of OOP (Encapsulation, Inheritance, Polymorphism, and Abstraction) as well as other advanced topics.



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

Answer: OOP is a programming paradigm based on the concept of "objects," which contain data (fields, attributes) and methods (functions). The four key principles of OOP are Encapsulation, Inheritance, Polymorphism, and Abstraction.


2. What are the main principles of OOP?

Answer:

  • Encapsulation: Hiding the internal state of an object and providing access through public methods.
  • Abstraction: Hiding complex implementation details and exposing only essential features.
  • Inheritance: Deriving new classes from existing ones to reuse, extend, or modify behavior.
  • Polymorphism: Allowing objects to be treated as instances of their parent class while maintaining their own unique behavior.

3. What is a class in OOP?

Answer: A class is a blueprint or template for creating objects. It defines the attributes and behaviors (methods) that the objects created from the class will have.


4. What is an object in OOP?

Answer: An object is an instance of a class. It represents a real-world entity that can store data (attributes) and perform actions (methods).


5. What is Encapsulation? Why is it important?

Answer: Encapsulation is the concept of bundling data and methods that operate on the data into a single unit (class) and restricting access to some of the object's components. It is important because it helps protect the integrity of data and prevents unintended interference from external code.


6. What is Inheritance?

Answer: Inheritance is a mechanism where one class (child/subclass) inherits the properties and behaviors (methods) of another class (parent/superclass). It allows code reuse and extends functionality without modifying the original class.


7. What is Polymorphism in OOP?

Answer: Polymorphism allows objects to be treated as instances of their parent class, making the same operation behave differently on different objects. It comes in two forms:

  • Compile-time Polymorphism (Method Overloading)
  • Run-time Polymorphism (Method Overriding)

8. What is Abstraction?

Answer: Abstraction is the concept of hiding complex implementation details and showing only the essential features of an object. It helps in reducing complexity and increases the focus on what an object does rather than how it does it.


9. What is the difference between class and object?

Answer: A class is a blueprint for creating objects, whereas an object is an instance of a class. A class defines the structure and behavior (methods) that the objects created from it will have.


10. What is Method Overloading?

Answer: Method overloading allows a class to have multiple methods with the same name but different signatures (parameters). This is an example of compile-time polymorphism.


11. What is Method Overriding?

Answer: Method overriding allows a subclass to provide a specific implementation of a method that is already defined in its parent class. It occurs at runtime and is an example of runtime polymorphism.


12. What is the difference between Overloading and Overriding?

Answer:

  • Overloading occurs when multiple methods share the same name but have different parameter lists (compile-time polymorphism).
  • Overriding occurs when a subclass provides a specific implementation of a method already defined in its superclass (runtime polymorphism).

13. What is the “this” keyword in OOP?

Answer: The this keyword refers to the current object instance within a class method. It is used to differentiate between class attributes and parameters or other variables with the same name.


14. What is a Constructor?

Answer: A constructor is a special method in a class that is automatically invoked when an object is instantiated. It is typically used to initialize the object's state (attributes).


15. What is a Destructor?

Answer: A destructor is a method that is called automatically when an object is destroyed to release resources or perform cleanup tasks. It is more relevant in languages that don't have automatic garbage collection (e.g., C++).


16. What is Multiple Inheritance?

Answer: Multiple inheritance occurs when a class can inherit attributes and methods from more than one parent class. It is supported in some languages like C++, but not in others like Java (which provides interfaces as a workaround).


17. What is an Interface?

Answer: An interface is a contract that defines a set of methods that a class must implement, without providing the actual implementation. In languages like Java, interfaces allow for a form of multiple inheritance.


18. What is an Abstract Class?

Answer: An abstract class is a class that cannot be instantiated and may contain abstract methods (methods without implementations). Subclasses of the abstract class must provide implementations for these methods.


19. What is the difference between an Abstract Class and an Interface?

Answer:

  • Abstract Class: Can have both abstract and concrete methods. It allows you to define common behavior.
  • Interface: Only contains abstract methods (in languages like Java), acting as a contract for classes to implement.

20. What is a Singleton Class?

Answer: A Singleton class is a class that can only have one instance throughout the application's lifetime. It ensures that only one object is created and provides a global point of access to that object.


21. What is the difference between Composition and Inheritance?

Answer:

  • Inheritance represents an "is-a" relationship and involves a subclass inheriting attributes and methods from a parent class.
  • Composition represents a "has-a" relationship and involves building complex objects by combining simpler ones (e.g., a Car class "has-a" Engine object).

22. What is Encapsulation and how does it promote security?

Answer: Encapsulation restricts direct access to certain parts of an object, making data private and accessible only through public methods. This prevents unintended interference with an object's internal state.


23. What is the purpose of the final keyword in Java?

Answer: The final keyword in Java can be applied to variables, methods, or classes. A final variable cannot be modified once initialized, a final method cannot be overridden, and a final class cannot be subclassed.


24. Can you have multiple constructors in a class?

Answer: Yes, a class can have multiple constructors through constructor overloading. Each constructor will have a different signature (parameter list).


25. What is the difference between public, private, and protected access modifiers?

Answer:

  • Public: The member is accessible from any class.
  • Private: The member is only accessible within the same class.
  • Protected: The member is accessible within the same package and by subclasses.

26. What is Dynamic Binding in OOP?

Answer: Dynamic binding, also known as late binding, is the process where the method that is invoked is determined at runtime, not compile time. It is typically associated with method overriding and polymorphism.


27. What is a Static Method?

Answer: A static method belongs to the class rather than any instance of the class. It can be called without creating an object of the class and cannot access non-static variables or methods.


28. What is the difference between Shallow Copy and Deep Copy?

Answer:

  • Shallow Copy: Copies an object’s reference, meaning changes to one object affect the other.
  • Deep Copy: Creates a new object and copies all fields, meaning changes to one object don't affect the other.

29. What is a Virtual Function in C++?

Answer: A virtual function is a function that is declared in a base class and overridden in a derived class. It allows for dynamic binding, where the correct function is called at runtime.


30. What is the difference between a Class and a Struct in C++?

Answer: In C++, the main difference between a class and a struct is that struct members are public by default, while class members are private by default.


31. What is the purpose of the super keyword in Java?

Answer: The super keyword is used to refer to the parent class. It is commonly used to call the constructor or methods of the parent class.


32. What is Constructor Chaining?

Answer: Constructor chaining is the process of calling one constructor from another constructor within the same class or from a subclass to a parent class constructor.


33. Can a constructor be private?

Answer: Yes, a constructor can be private. This is typically used in the Singleton design pattern to restrict the instantiation of a class.


34. What is a Pure Virtual Function?

Answer: A pure virtual function is a function that has no implementation in the base class and must be overridden in derived classes. In C++, a pure virtual function is declared by assigning 0 to the function declaration.


35. What is Downcasting in OOP?

Answer: Downcasting is the process of converting a reference of a parent class type to a reference of a child class type. It requires an explicit cast and is risky because it can lead to runtime errors if the object isn’t actually of the derived type.


36. What is Upcasting in OOP?

Answer: Upcasting is the process of converting a reference of a subclass type to a reference of a parent class type. It is usually safe and doesn’t require an explicit cast.


37. What is Object Cloning?

Answer: Object cloning refers to creating a copy of an object using the clone() method in Java or a similar mechanism in other languages. It creates an exact replica of the object, either through a shallow or deep copy.


38. What is a Copy Constructor?

Answer: A copy constructor is a special constructor in languages like C++ that creates a new object as a copy of an existing object. It is called when an object is passed by value to a function or returned by value.


39. What is the Liskov Substitution Principle?

Answer: The Liskov Substitution Principle (LSP) states that objects of a subclass should be able to replace objects of the superclass without altering the correctness of the program.


40. What is the Open/Closed Principle?

Answer: The Open/Closed Principle states that a class should be open for extension but closed for modification. This encourages adding new functionality by extending classes rather than modifying existing ones.


41. What is a Cohesion in OOP?

Answer: Cohesion refers to how closely related the responsibilities of a single class are. High cohesion means that a class is focused on a single task, which is a good design practice.


42. What is Coupling in OOP?

Answer: Coupling refers to the degree of interdependence between classes or components. Low coupling is desirable as it makes systems easier to maintain and modify.


43. What is Dependency Injection?

Answer: Dependency Injection is a design pattern where an object's dependencies are provided externally rather than being created internally. This promotes loose coupling and improves testability.


44. What is a Design Pattern in OOP?

Answer: A design pattern is a reusable solution to common software design problems. Examples include the Singleton, Observer, Factory, and Strategy patterns.


45. What is the difference between Aggregation and Composition?

Answer:

  • Aggregation: A weaker form of association where the child can exist independently of the parent (e.g., a Team has Players, but a Player can exist without a Team).
  • Composition: A stronger form of association where the child cannot exist independently of the parent (e.g., a House has Rooms, and a Room cannot exist without the House).

46. What is an Association in OOP?

Answer: Association represents a relationship between two objects. It can be one-to-one, one-to-many, many-to-one, or many-to-many.


47. What is the SOLID Principle in OOP?

Answer: The SOLID principles are a set of design principles that promote good object-oriented design:

  • S: Single Responsibility Principle
  • O: Open/Closed Principle
  • L: Liskov Substitution Principle
  • I: Interface Segregation Principle
  • D: Dependency Inversion Principle

48. What is an Adapter Pattern in OOP?

Answer: The Adapter Pattern allows objects with incompatible interfaces to work together by providing a wrapper or intermediary between them.


49. What is an Observer Pattern in OOP?

Answer: The Observer Pattern defines a one-to-many relationship between objects so that when one object changes state, all of its dependents are notified and updated automatically.


50. What is the difference between Early Binding and Late Binding?

Answer:

  • Early Binding: The method to be executed is determined at compile time (e.g., method overloading).
  • Late Binding: The method to be executed is determined at runtime (e.g., method overriding).

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