Z Score,T Score, Percential Rank and Box Plot Graph
Ganesh groups
1. Inheritance and Its types
Reusability
Inheritance
Re-usability is yet another imperative attribute of OOP. It is always fine if we could reuse
something that already exists rather than construct it again. It helps in saving time and money. It
also avoids the frustration and increase the reliability. Fortunately, C++ powerfully supports the
conception of reusability. The C++ classes can be reused in numerous ways. Once a class has
written and tested, it can be modified by other programmers to suit their requirements.
Inheritance is the idea to inherit the properties of one set to another set. This has also known as
class composition again. For example, classes A contains two-member function ads and subtracts
and class b contain two different functions multiply and divide. We want to use all these function
with one object then we need to use inheritance where class B inherits all the property of class,
which is public, but class B cannot use the private properties of class A. There are following
types of inheritance:
1. Single class Inheritance:
Single Class Inheritance
The derived class inherits some or all of the traits from the base class. A class can also inherit
properties from more than one class or from more than one level. A derived class with only one
2. base case is celled single inheritance. When class A has inherited in class has known as base
class and B class is know as derived class. Here only two classes have connected to each other.
2. Multilevel Inheritance:
Multilevel Inheritance
In this type of inheritance, there are number of level and it has used in that cases where we want
to use all properties in number of levels according to the requirement. It is not unusual that a
class is derived from another derived class. The class a serves as a base class for the derived
class B, which in turn serves as a base class for the derived class C. The class B is known as
intermediary base class since it provides a connection for the inheritance between A and C.
3. Multiple Inheritances:
3. Multiple Inheritances:
A class can inherit the attributes of two or more classes. This is known as multiple inheritances.
Multiple inheritances allow us to join the features of a number of existing classes as a starting
point for defining new classes. It is like a child inheriting the physical features of one parent and
the brainpower of another.
4. Hierarchical Inheritance:
3. Hierarchical Inheritance:
This type of inheritance helps us to generate a baseless for number of classes and those numbers
of classes can have promoted their branches of number of class.
5. Hybrid Inheritance:
Hybrid Inheritance:
In this type of inheritance, we can have combination of number of inheritances but this can
produce an error of using same name function from no of classes, which will bother the compiler
to how to use the functions. Therefore, it will generate errors in the program. This has known as
ambiguity o
Java Final Keyword
22/05/2008
A java variable can be declared using the keyword final. Then the final variable can be assigned
only once.
A variable that is declared as final and not initialized is called a blank final variable. A blank final
variable forces the constructors to initialise it.
Java classes declared as final cannot be extended. Restricting inheritance!
Methods declared as final cannot be overridden. In methods private is equal to final, but in
variables it is not.
final parameters – values of the parameters cannot be changed after initialization. Do a small
java exercise to find out the implications of final parameters in method overriding.
Java local classes can only reference local variables and parameters that are declared as final.
4. A visible advantage of declaring a java variable as static final is, the compiled java class results in
faster performance.
ACESS SPECIFIERS
So here the Laptop is an object that is designed to hide its complexity.
How to abstract: - By using Access Specifiers
.Net has five access Specifiers
Public -- Accessible outside the class through object reference.
Private -- Accessible inside the class only through member functions.
Protected -- Just like private but Accessible in derived classes also through
member
functions.
Internal -- Visible inside the assembly. Accessible through objects.
Protected Internal -- Visible inside the assembly through objects and in derived
classes outside the assembly through member functions.
Inheritance:
Inheritance is a process of deriving the new class from already existing class
C# is a complete object oriented programming language. Inheritance is one of the primary
concepts of object-oriented programming. It allows you to reuse existing code. Through
effective use of inheritance, you can save lot of time in your programming and also reduce
errors, which in turn will increase the quality of work and productivity. A simple example to
understand inheritance in C#.
Using System;
PublicclassBaseClass
{
PublicBaseClass ()
{
Console.WriteLine ("Base Class Constructor executed");
}
5. Publicvoid Write ()
{
Console.WriteLine ("Write method in Base Class executed");
}
}
PublicclassChildClass: BaseClass
{
PublicChildClass ()
{
Console.WriteLine("Child Class Constructor executed");
}
Publicstaticvoid Main ()
{
ChildClass CC = newChildClass ();
CC.Write ();
}
}
In the Main () method in ChildClass we create an instance of childclass. Then we call the
write () method. If you observe the ChildClass does not have a write() method in it. This
write () method has been inherited from the parent BaseClass.
The output of the above program is
Output:
6. Base Class Constructor executed
Child Class Constructor executed
Write method in Base Class executed
this output proves that when we create an instance of a child class, the base class
constructor will automatically be called before the child class constructor. So in general Base
classes are automatically instantiated before derived classes.
In C# the syntax for specifying BaseClass and ChildClass relationship is shown below. The
base class is specified by adding a colon, ":", after the derived class identifier and then
specifying the base class name.
Syntax: class ChildClassName: BaseClass
{
//Body
}
C# supports single class inheritance only. What this means is, your class can inherit from
only one base class at a time. In the code snippet below, class C is trying to inherit from
Class A and B at the same time. This is not allowed in C#. This will lead to a compile time
error: Class 'C' cannot have multiple base classes: 'A' and 'B'.
publicclassA
{
}
publicclassB
{
}
publicclassC : A, B
{
}
7. In C# Multi-Level inheritance is possible. Code snippet below demonstrates mlti-level
inheritance. Class B is derived from Class A. Class C is derived from Class B. So class C, will
have access to all members present in both Class A and Class B. As a result of multi-level
inheritance Class has access to A_Method(),B_Method() and C_Method().
Note: Classes can inherit from multiple interfaces at the same time. Interview Question:
How can you implement multiple inheritance in C#? Ans :Using Interfaces. We will talk
about interfaces in our later article.
Using System;
PublicclassA
{
PublicvoidA_Method ()
{
Console.WriteLine ("Class A Method Called");
}
}
PublicclassB: A
{
PublicvoidB_Method ()
{
Console.WriteLine ("Class A Method Called");
}
}
PublicclassC: B
{
PublicvoidC_Method ()
{
Console.WriteLine ("Class A Method Called");
8. }
Publicstaticvoid Main ()
{
C C1 = newC ();
C1.A_Method ();
C1.B_Method ();
C1.C_Method ();
}
}
When you derive a class from a base class, the derived class will inherit all members of the
base class except constructors. In the code snippet below class B will inherit both M1 and
M2 from Class A, but you cannot access M2 because of the private access modifier. Class
members declared with a private access modifier can be accessed only with in the class. We
will talk about access modifiers in our later article.
Common Interview Question: Are private class members inherited to the derived
class?
Ans: Yes, the private members are also inherited in the derived class but we will not be
able to access them. Trying to access a private base class member in the derived class will
report a compile time error.
Using System;
PublicclassA
{
Publicvoid M1 ()
{
}
Privatevoid M2 ()
{
9. }
}
PublicclassB: A
{
Publicstaticvoid Main ()
{
B B1 = newB ();
B1.M1 ();
//Error, Cannot access private member M2
//B1.M2 ();
}
}
Method Hiding and Inheritance We will look at an example of how to hide a method in C#.
The Parent class has a write () method which is available to the child class. In the child class
I have created a new write () method. So, now if I create an instance of child class and call
the write () method, the child class write () method will be called. The child class is hiding
the base class write () method. This is called method hiding.
If we want to call the parent class write () method, we would have to type cast the child
object to Parent type and then call the write () method as shown in the code snippet below.
Using System;
PublicclassParent
{
Publicvoid Write ()
{
Console.WriteLine ("Parent Class write method");
}
10. }
PublicclassChild: Parent
{
Publicnewvoid Write ()
{
Console.WriteLine ("Child Class write method");
}
Publicstaticvoid Main ()
{
Child C1 = newChild ();
C1.Write ();
//Type caste C1 to be of type Parent and call Write () method
((Parent) C1).Write ();
}
}
Polymorphism:
When a message can be processed in different ways is called polymorphism. Polymorphism
means many forms.
Polymorphism is one of the fundamental concepts of OOP.
Polymorphism provides following features:
11. It allows you to invoke methods of derived class through base class reference during
runtime.
It has the ability for classes to provide different implementations of methods that are
called through the same name.
Polymorphism is of two types:
1. Compile time polymorphism/Overloading
2. Runtime polymorphism/Overriding
Compile Time Polymorphism
Compile time polymorphism is method and operators overloading. It is also called early
binding.
In method overloading method performs the different task at the different input
parameters.
Runtime Time Polymorphism
Runtime time polymorphism is done using inheritance and virtual functions. Method
overriding is called runtime polymorphism. It is also called late binding.
When overriding a method, you change the behavior of the method for the derived class.
Overloading a method simply involves having another method with the same prototype.
Caution:Don't confused method overloading with method overriding, they are different,
unrelated concepts. But they sound similar.
Method overloading has nothing to do with inheritance or virtual methods.
Following are examples of methods having different overloads:
void area(int side);
12. void area(int l, int b);
void area(float radius);
Practical example of Method Overloading (Compile Time Polymorphism)
using System;
namespacemethod_overloading
{
classProgram
{
publicclassPrint
{
publicvoid display(string name)
{
Console.WriteLine ("Your name is : " + name);
}
publicvoid display(int age, float marks)
{
Console.WriteLine ("Your age is : " + age);
Console.WriteLine ("Your marks are :" + marks);
}
}
staticvoid Main(string[] args)
13. {
Printobj = newPrint ();
obj.display ("George");
obj.display (34, 76.50f);
Console.ReadLine ();
}
}
}
Note:In the code if you observe display method is called two times. Display method will
work according to the number of parameters and type of parameters.
When and why to use method overloading
Use method overloading in situation where you want a class to be able to do something, but
there is more than one possibility for what information is supplied to the method that carries
out the task.
You should consider overloading a method when you for some reason need a couple of
methods that take different parameters, but conceptually do the same thing.
Method overloading showing many forms.
using System;
namespacemethod_overloading_polymorphism
{
ClassProgram
14. {
PublicclassShape
{
Publicvoid Area (float r)
{
float a = (float)3.14 * r;
// here we have used function overload with 1 parameter.
Console.WriteLine ("Area of a circle: {0}",a);
}
PublicvoidArea(float l, float b)
{
float x = (float)l* b;
// here we have used function overload with 2 parameters.
Console.WriteLine ("Area of a rectangle: {0}",x);
}
publicvoid Area(float a, float b, float c)
{
float s = (float)(a*b*c)/2;
// here we have used function overload with 3 parameters.
Console.WriteLine ("Area of a circle: {0}", s);
}
}
Staticvoid Main (string[] args)
15. {
Shapeob = newShape ();
ob.Area(2.0f);
ob.Area(20.0f,30.0f);
ob.Area(2.0f,3.0f,4.0f);
Console.ReadLine ();
}
}
}
Things to keep in mind while method overloading
If you use overload for method, there are couple of restrictions that the compiler imposes.
The rule is that overloads must be different in their signature, which means the name and
the number and type of parameters.
There is no limit to how many overload of a method you can have. You simply declare them
in a class, just as if they were different methods that happened to have the same name.
Method Overriding:
Whereas Overridingmeans changing the functionality of a method without changing the
signature. We can override a function in base class by creating a similar function in derived
class. This is done by using virtual/overridekeywords.
Base class method has to be marked with virtual keyword and we can override it in derived
class using override keyword.
Derived class method will completely overrides base class method i.e. when we refer base
class object created by casting derived class object a method in derived class will be called.
16. Example:
// Base class
publicclassBaseClass
{
publicvirtualvoid Method1()
{
Console.Write("Base Class Method");
}
}
// Derived class
publicclassDerivedClass : BaseClass
{
publicoverridevoid Method1()
{
Console.Write("Derived Class Method");
}
}
// Using base and derived class
publicclassSample
{
publicvoidTestMethod()
{
// calling the overriden method
DerivedClassobjDC = newDerivedClass();
objDC.Method1();
// calling the baesd class method
BaseClassobjBC = (BaseClass)objDC;
objDC.Method1();
}
}
Output
---------------------
Derived Class Method
Derived Class Method
Constructors and Destructors:
Classes have complicated internal structures, including data and functions, object
initialization and cleanup for classes is much more complicated than it is for simple data
structures. Constructors and destructors are special member functions of classes that are
used to construct and destroy class objects. Construction may involve memory allocation
and initialization for objects. Destruction may involve cleanup and deallocation of memory
for objects.
17. Constructors and destructors do not have return types nor can they return values.
References and pointers cannot be used on constructors and destructors because
their addresses cannot be taken.
Constructors cannot be declared with the keyword virtual.
Constructors and destructors cannot be declared const, or volatile.
Unions cannot contain class objects that have constructors or destructors.
Constructors and destructors obey the same access rules as member functions. For
example, if you declare a constructor with protected access, only derived classes and friends
can use it to create class objects.
The compiler automatically calls constructors when defining class objects and calls
destructors when class objects go out of scope. A constructor does not allocate memory for
the class object it’s this pointer refers to, but may allocate storage for more objects than its
class object refers to. If memory allocation is required for objects, constructors can
explicitly call the new operator. During cleanup, a destructor may release objects allocated
by the corresponding constructor. To release objects, use the delete operator.
Example of Constructor
classC
{
privateint x;
privateint y;
public C (int i, int j)
{
x = i;
y = j;
}
publicvoid display ()
{
Console.WriteLine(x + "i+" + y);
}
}
Example of Destructor
classD
18. {
public D ()
{
// constructor
}
~D ()
{
// Destructor
}
}anoop and explain its principles in java?
What is an oop and explain its principles in java?
Answer:
Java is an object oriented programming language. The main concepts used in Java are:
Class
Defines the abstract characteristics of a thing (object), including the thing's characteristics (its attributes,
fields or properties) and the thing's behaviors (the things it can do, or methods, operations or features).
One might say that a class is a blueprint or factory that describes the nature of something. For example,
the class Dog would consist of traits shared by all dogs, such as breed and fur color (characteristics), and
the ability to bark and sit (behaviors). Classes provide modularity and structure in an object-oriented
computer program. A class should typically be recognizable to a non-programmer familiar with the
problem domain, meaning that the characteristics of the class should make sense in context. Also, the
code for a class should be relatively self-contained (generally using encapsulation). Collectively, the
properties and methods defined by a class are called members.
Object
A pattern (exemplar) of a class. The class of Dog defines all possible dogs by listing the characteristics
and behaviors they can have; the object Lassie is one particular dog, with particular versions of the
characteristics. A Dog has fur; Lassie has brown-and-white fur.
Instance
One can have an instance of a class or a particular object. The instance is the actual object created at
runtime. In programmer jargon, the Lassie object is an instance of the Dog class. The set of values of the
attributes of a particular object is called its state. The object consists of state and the behaviour that's
19. defined in the object's class.
Method
An object's abilities. In language, methods (sometimes referred to as "functions") are verbs. Lassie,
being a Dog, has the ability to bark. So bark() is one of Lassie's methods. She may have other methods as
well, for example sit() or eat() or walk() or save_timmy(). Within the program, using a method usually
affects only one particular object; all Dogs can bark, but you need only one particular dog to do the
barking.
Message passing
"The process by which an object sends data to another object or asks the other object to invoke a
method."Also known to some programming languages as interfacing. For example, the object called
Breeder may tell the Lassie object to sit by passing a "sit" message which invokes Lassie's "sit" method.
The syntax varies between languages, for example: [Lassie sit] in Objective-C. In Java, code-level
message passing corresponds to "method calling". Some dynamic languages use double-dispatch or
multi-dispatch to find and pass messages.
Inheritance
"Subclasses" are more specialized versions of a class, which inherit attributes and behaviors from their
parent classes, and can introduce their own.
For example, the class Dog might have sub-classes called Collie, Chihuahua, and GoldenRetriever. In this
case, Lassie would be an instance of the Collie subclass. Suppose the Dog class defines a method called
bark() and a property called furColor. Each of its sub-classes (Collie, Chihuahua, and GoldenRetriever)
will inherit these members, meaning that the programmer only needs to write the code for them once.
Each subclass can alter its inherited traits. For example, the Collie class might specify that the default
furColor for a collie is brown-and-white. The Chihuahua subclass might specify that the bark() method
produces a high pitch by default. Subclasses can also add new members. The Chihuahua subclass could
add a method called tremble(). So an individual chihuahua instance would use a high-pitched bark()
from the Chihuahua subclass, which in turn inherited the usual bark() from Dog. The chihuahua object
would also have the tremble() method, but Lassie would not, because she is a Collie, not a Chihuahua. In
fact, inheritance is an "a... is a" relationship between classes, while instantiation is an "is a" relationship
between an object and a class: a Collie is a Dog ("a... is a"), but Lassie is a Collie ("is a"). Thus, the object
named Lassie has the methods from both classes Collie and Dog.
Multiple inheritance is inheritance from more than one ancestor class, neither of these ancestors being
an ancestor of the other. For example, independent classes could define Dogs and Cats, and a Chimera
object could be created from these two which inherits all the (multiple) behavior of cats and dogs. This
is not always supported, as it can be hard both to implement and to use well.
Abstraction
Abstraction is simplifying complex reality by modelling classes appropriate to the problem, and working
at the most appropriate level of inheritance for a given aspect of the problem.
For example, Lassie the Dog may be treated as a Dog much of the time, a Collie when necessary to
20. access Collie-specific attributes or behaviors, and as an Animal (perhaps the parent class of Dog) when
counting Timmy's pets.
Abstraction is also achieved through Composition. For example, a class Car would be made up of an
Engine, Gearbox, Steering objects, and many more components. To build the Car class, one does not
need to know how the different components work internally, but only how to interface with them, i.e.,
send messages to them, receive messages from them, and perhaps make the different objects
composing the class interact with each other.
Encapsulation
Encapsulation conceals the functional details of a class from objects that send messages to it.
For example, the Dog class has a bark() method. The code for the bark() method defines exactly how a
bark happens (e.g., by inhale() and then exhale(), at a particular pitch and volume). Timmy, Lassie's
friend, however, does not need to know exactly how she barks. Encapsulation is achieved by specifying
which classes may use the members of an object. The result is that each object exposes to any class a
certain interface - those members accessible to that class. The reason for encapsulation is to prevent
clients of an interface from depending on those parts of the implementation that are likely to change in
future, thereby allowing those changes to be made more easily, that is, without changes to clients. For
example, an interface can ensure that puppies can only be added to an object of the class Dog by code
in that class. Members are often specified as public, protected or private, determining whether they are
available to all classes, sub-classes or only the defining class. Some languages go further: Java uses the
default access modifier to restrict access also to classes in the same package, C# and VB.NET reserve
some members to classes in the same assembly using keywords internal (C#) or Friend (VB.NET), and
Eiffel and C++ allow one to specify which classes may access any member.
Polymorphism
Polymorphism allows the programmer to treat derived class members just like their parent class'
members. More precisely, Polymorphism in object-oriented programming is the ability of objects
belonging to different data types to respond to method calls of methods of the same name, each one
according to an appropriate type-specific behavior. One method, or an operator such as +, -, or *, can be
abstractly applied in many different situations. If a Dog is commanded to speak(), this may elicit a bark().
However, if a Pig is commanded to speak(), this may elicit an oink(). They both inherit speak() from
Animal, but their derived class methods override the methods of the parent class; this is Overriding
Polymorphism. Overloading Polymorphism is the use of one method signature, or one operator such as
"+", to perform several different functions depending on the implementation. The "+" operator, for
example, may be used to perform integer addition, float addition, list concatenation, or string
concatenation. Any two subclasses of Number, such as Integer and Double, are expected to add
together properly in an OOP language. The language must therefore overload the addition operator, "+",
to work this way. This helps improve code readability. How this is implemented varies from language to
language, but most OOP languages support at least some level of overloading polymorphism. Many OOP
languages also support Parametric Polymorphism, where code is written without mention of any specific
type and thus can be used transparently with any number of new types. Pointers are an example of a
simple polymorphic routine that can be used with many different types of objects.
21. Decoupling
Decoupling allows for the separation of object interactions from classes and inheritance into distinct
layers of abstraction. A common use of decoupling is to polymorphically decouple the encapsulation,
which is the practice of using reusable code to prevent discrete code modules from interacting with
each other. However, in practice decoupling often involves trade-offs with regard to which patterns of
change to favor. The science of measuring these trade-offs in respect to actual change in an objective
way is still in its infancy.