Loading...
Please wait while we prepare your content
Please wait while we prepare your content
Solutions for Computer Applications, Class 10, ICSE
Write a short note on Object Oriented Programming.
Object Oriented Programming (OOP) is a programming paradigm which revolves around the behaviour of an object, and its interactions with other objects and classes. In OOP, the program is organised around data or objects rather than functions or procedures. It follows the design principles of Data Abstraction, Encapsulation, Inheritance, and Polymorphism.
Explain the phrase, "Everything is an object".
The world around us is made up of objects such as people, vehicles, buildings, streets, mobiles, television, etc. Each of these objects has the ability to perform specific actions and each of these actions influences the other objects in some way or the other. The objects around us can be divided into the following categories:
Tangible Objects — These are the objects that we can see and touch. For example, chair, pen, book, door, etc.
Conceptual Objects — These objects exists as a conceptual entity that we cannot touch. We may or may not be able to see them. For example, an email, a bank account, a song, patents, etc.
Roles — Roles played by people, such as a student, a teacher or a clerk.
Events — An event is something occurring in a system or an organisation. For example, a sale or a purchase in a departmental store, someone's birthday, etc.
What are the characteristics of object-oriented programming?
The characteristics of object-oriented programming are:
What are the limitations of object-oriented programming?
Limitations of object-oriented programming:
What do you mean by Abstraction? Give suitable examples.
Abstraction refers to the act of representing essential features without including the background details. For example, a building can be viewed as a single component (e.g., hospital) rather than separate components like cement, bricks, and rods. Abstraction is relative to the perspective of the viewer.
Explain the term Encapsulation using appropriate examples.
Encapsulation is a mechanism that binds together code and the data it manipulates. It keeps them both safe from the outside world, preventing any unauthorised access or misuse. Only member methods, which are wrapped inside the class, can access the data and other methods. For example, an ATM contains different denominations of currency notes and it provides a set operations to the user to withdraw money. The different denominations of currency notes is the data, the set of operations are the methods and the ATM encapsulates them into a single unit enabling us to withdraw cash conveniently.
What are the characteristics of procedural programming?
The characteristics of procedural programming are:
What are the limitations of procedural programming?
The limitations of procedural programming are:
Provide real-life examples to explain the term, Inheritance.
To explain Inheritance, let's take the example of traffic on the road. This traffic has some commonalities. It consists of things that can move on the road and transport people and goods from one place to another. We call these things vehicles. These vehicles differ from each other in certain aspects like whether it transports passengers or goods, how many passengers it can accommodate at a time, whether it is a two-wheeler or four-wheeler, etc. So, we have different types of vehicles like Cars, Bikes, Scooters, Auto rickshaw, Buses, Trucks, etc. We can represent this traffic using Inheritance as shown below. Here, Vehicle is the base class having the common characteristics and behaviours of all Vehicles. Then we have Car, Bike, Bus, Truck as subclasses of Vehicles.
Polymorphism means different forms. Explain Polymorphism in Java and provide examples to support your answer.
Polymorphism is the ability of a method or an object to take on multiple forms. In OOP, polymorphism allows an operation to exhibit different behaviour in different instances. The behaviour depends upon the type of data used in the operation. For example, consider the operation of addition. For two numbers, the operation will generate a sum. If the operands are strings, then the operation would produce a third string by concatenation.
Explain the difference between Inheritance and Encapsulation with suitable examples.
Encapsulation is a mechanism that binds together code and the data it manipulates whereas Inheritance is the mechanism by which a class acquires the properties and methods of another class. An ATM binding together the different denominations of currency notes and all the operations required to withdraw cash is an example of Encapsulation. Classifying Vehicles as Car, Bike, Bus, Truck, etc. is an example of Inheritance.
What are the differences between Procedural Programming and Object-oriented Programming?
Procedural Programming | Object-Oriented Programming |
---|---|
Follows a top-down approach | Follows a bottom-up approach |
Instruction Oriented | Data Oriented |
The abstraction is at procedure (function) level. | The abstraction is at object (class) level. |
The sequence of events in a large program is divided into functions. | Entire program is divided into objects. |
Interaction with program is via direct function calls. | Interaction with program is via functions defined in the class only. |
Real world is represented by 'procedures' operating on data. | Real world is represented by objects and the operations that can be performed on these objects. |
Data and functions are separate. | Data and functions are encapsulated into a single unit. |
Data security is less as it contains lesser features to protect the data. | It is more secure as one of its primary features include data hiding. |
A function can access any other function's data by calling that function. | Only the data whose access has been granted can be accessed by another function. |
Limited and difficult code reusability. | Versatile and easy code reusability. |
Code is difficult to modify, extend and maintain. | Code is easy to modify, extend and maintain. |
Some examples of Procedural Programming languages are C, COBOL, Pascal. | Some examples of Object Oriented languages are C++, Java, C#. |
What are objects? Give five examples.
Objects are identifiable entities that have a set of attributes, behaviour and state. Five examples of objects are car, pen, mobile, email, bank account.
Explain the following statement — "Class is a specification for objects".
As class describes the common attributes and behaviours of its objects in detail, hence we can say that a class is a specification for objects. It can be viewed as a template or blueprint for multiple objects with similar features.
Explain the following statement — "Abstraction is relative to the perspective of the viewer".
It means that there can be different abstractions of an entity depending on the viewpoint of the user. Lets take the example of a pet dog. From the viewpoint of the dog's owner, the things that are essential for the dog are his favorite food, the colour of his food bowl, his favorite game that he enjoys playing with his owner, his preferred time for walk, etc. From the viewpoint of the dog's vet (doctor for animals), the important things about the dog are whether the dog's body functions are normal or not to ensure that the dog is healthy. Like this, there can be two abstractions for the dog — one for the dog's owner and the other for the dog's vet.
Mention five possible attributes and three possible behaviours of the following entities:
i. Employee
Attributes | Behaviours |
---|---|
Name | Take leave |
Employee Number | Calculate Salary |
Pan Number | Calculate Income Tax |
Desgination | |
Address |
ii. Teacher
Attributes | Behaviours |
---|---|
Name | Teach Class |
School Name | Conduct Tests |
Subject | Maintain discipline in class |
Class | |
Address |
iii. Laptop
Attributes | Behaviours |
---|---|
Manufacturer | Start laptop |
Model | Shutdown laptop |
Processor | Run applications |
RAM | |
Hard Disk |
iv. Radio
Attributes | Behaviours |
---|---|
Manufacturer | Select Band (AM/FM) |
Model | Tune Station |
Bands (AM/FM) | Adjust Volume |
Antenna | |
Colour |
v. Table
Attributes | Behaviours |
---|---|
Type | Put things on Table |
Colour | Remove things from Table |
Weight | Clean Table |
Height | |
Width |
vi. Telephone
Attributes | Behaviours |
---|---|
Manufacturer | Make calls |
Model | Receive Calls |
Caller Id Display | Adjust Ringer Volume |
Type (Corded/Cordless) | |
Price |
vii. Dish Washer
Attributes | Behaviours |
---|---|
Manufacturer | Start Wash |
Model | Stop Wash |
Colour | Load Utensils |
Energy Rating | |
Noise Level |
viii. Microwave
Attributes | Behaviours |
---|---|
Manufacturer | Start Microwave |
Model | Stop Microwave |
Colour | Set heating time |
Energy Rating | |
Price |
ix. Aeroplane
Attributes | Behaviours |
---|---|
Manufacturer | Take off |
Model | Land |
Capacity | Auto pilot |
Engine | |
Airline |
x. Tree
Attributes | Behaviours |
---|---|
Name | Release Oxygen |
Age | Absorb Carbon dioxide |
Height | Grow new leaves |
Scientific Name | |
Diameter |
xi. Cloud
Attributes | Behaviours |
---|---|
Name | Rain |
Type | Lighting |
Altitude | Movement |
Texture | |
Shape |
Explain in detail how a class is different from an object.
The class is just a specification of the object. The attributes and methods in the class are thus declarations that do not contain any values. However, the object is a concrete instance of a class with properly defined values for each attribute and behaves as per the methods of the class.
Give the reason why a class is known as:
i. An object factory
A class is called an object factory because objects are created from the class that contains common attributes and behaviour. The class behaves like a specification for creating such similar objects.
ii. A composite data type
A class is composed of member variables which are of different data types. Hence, a class can be viewed as a composite data type.
iii. A user-defined data type
The entire data and the code, contained in an object, becomes a user-defined data type using the concept of a class. The class may be considered as a data type and an object as a variable of that data type. For example, once the Bird class has been defined, the statement
Bird parrot;
will create a parrot object belonging to the Bird class.
How are classes and objects inter-related? Support your answer with an example.
A Class is used to create various Objects that have different attributes and common behaviours. Each object follows all the features defined within a class. That is why class is also referred to as a blue print or prototype of an object. For example, a class representing a car will have the following characteristics and behaviours:
Attributes | Behaviours |
---|---|
Model | Start car |
Registration Number | Stop car |
Colour | Apply break |
We can create two objects of this class to represent a red i20 car and a white Baleno car as shown below:
Attributes | Behaviours | State |
---|---|---|
Model | Start car | Model: i20 |
Registration Number | Stop car | Registration Number: KA 01 AA 1234 |
Colour | Apply break | Colour: Red |
Attributes | Behaviours | State |
---|---|---|
Model | Start car | Model: Baleno |
Registration Number | Stop car | Registration Number: WB 01 AZ 6789 |
Colour | Apply break | Colour: White |
What do you understand by the phrase, "Objects encapsulate state and behaviour"?
An object stores its state in member variables and exposes its behaviour through the member methods. The member methods operate on member variables and serve as the primary mechanism to interact with the object. Only the member methods which are wrapped inside the class can access the data and change its state. Hence, the state and behaviour are said to be encapsulated by the object, hiding internal state and requiring all interaction to be performed through the methods of the object.
How do objects communicate with each other? Explain.
Objects communicate with each other by sending messages. The sender object requests the receiver object to perform an action.
If ClassA inherits from ClassB, which is a superclass? Which is a subclass?
ClassB is superclass and ClassA is subclass.
What are the other names for superclass and subclass?
superclass is also known as base class and subclass is also known as derived class.
If we have Student, Graduate, and PostGraduate classes, which one will be the superclass?
Student will be the superclass.
The term OOP stands for ...........
Object Oriented Programming mainly uses ...........
An object belonging to a particular class is known as a/an ........... of that class.
Objects that share the same attributes and behaviour are grouped together into a/an ...........
........... is the technique of binding both data and methods together to keep them safe from unauthorised access and misuse.
........... refers to the act of representing essential features without including the background details.
Procedure Oriented Programming mainly uses ...........
........... is the feature using which one class acquires the properties of another class.
The ability of a method or object to take on multiple forms is called ...........
An object has ...........
A class is ...........
........... represents an entity in the real-world with its identity and behaviour.
........... is a template to create similar objects that share common characteristics and behaviour.
The values of an object's ........... represent the state of the object.
The terms object and ........... are often interchangeable.
Procedure Oriented Programming gives importance to
High-level languages are closer to computer hardware.
False
Code and data are held separately in a procedural language.
True
Code and data are held separately in OOP.
False
When you wrap data and related methods into a single unit, it represents encapsulation.
True
The class that is derived from another class is called a subclass.
True
Classes can be derived from other classes.
True
Inheritance allows a class to acquire the properties of another class.
True
A class is a blueprint for the attributes and behaviours of a group of objects.
True
Objects from the same class do not share the same definition of attributes and behaviours.
False
A class is a specification about the object.
True
Only one instance can be created from a single class.
False
A class is a user-defined data type.
True
The terms object and instance are often interchangeable.
True
Collectively, the values of an object's attributes represent the state of the object.
True
Objects interact with each other through messages.
True