Hey there, techies! If you’re a budding software developer looking to make it big in the world of object-oriented programming (OOP), then you’ve come to the right place! From inheritance to polymorphism, OOP is full of buzzwords and concepts that can be a bit tricky to wrap your head around. But fear not, because we’ve got you covered with some of the most common OOP interview questions you’re likely to encounter in a senior-level technical interview. So grab a cup of tea and get ready to dive into the exciting world of OOP!
Junior-level questions
(click the question to see the answer)
–> What is OOP?
Object-oriented programming is a programming paradigm, or classification, that organizes a group of data attributes with functions or methods into a unit, known as an object. OOP is a programming paradigm that organizes software design around data, or objects, rather than functions and logic. Objects are instances of classes, which define their structure and behavior. Classes are templates that define the properties and methods of objects, and they can be extended and inherited to create more specialized classes. OOP has 4 main pillars: Abstraction, Polymorphism, Inheritance and Encapsulation.
–> What is object-oriented programming, and how is it used in Java?
Object-oriented programming is a programming paradigm that emphasises the use of objects to represent data and behaviour. In Java, OOP is used extensively to create reusable and modular code. It’s a powerful and flexible approach that allows developers to create complex software systems with ease.
–> What is the difference between a class and an object in Java?
A class is a blueprint or template for creating objects, while an object is an instance of a class. A class defines the properties and behaviour of an object, while an object represents a specific instance of that class. It’s like having a recipe for a cake (the class) and then baking the actual cake (the object).
–> What is abstraction in Java, and how is it used to simplify complex systems?
Abstraction is a technique in Java that simplifies complex systems by hiding unnecessary details and exposing only what is needed. It’s used to create more flexible and maintainable code.
–> What is inheritance in Java, and how is it used to create subclasses and superclasses?
Inheritance is a mechanism in Java that allows one class to inherit properties and methods from another class. It’s used to create subclasses (child classes) and superclasses (parent classes). The child classes can add new properties and methods or override the ones inherited from the parent class. It’s like having a family tree, where the child inherits some traits from the parents.
–> What is polymorphism in Java, and how is it used to implement dynamic method dispatch and method overriding?
Polymorphism is a concept in Java that allows objects to take on many forms or behaviors. It’s implemented using dynamic method dispatch and method overriding. Dynamic method dispatch means that the JVM decides which method to call at runtime, based on the actual type of the object. Method overriding means that a subclass can provide its own implementation of a method defined in the superclass.
–> What is encapsulation in Java, and how is it used to protect the internal state of objects and ensure data integrity?
Encapsulation is a technique in Java that hides the implementation details of an object from other parts of the program. It’s used to protect the internal state of an object and ensure data integrity. It’s like having a locked safe, where the only way to access the contents is through the designated methods.
–> What is OOP, and how does it differ from procedural programming?
OOP is a programming paradigm that uses objects to represent data and behavior, while procedural programming uses functions to manipulate data. OOP is more modular, reusable, and flexible than procedural programming, and it enables developers to create more complex applications with ease.
–> What are the advantages and disadvantages of using OOP over other programming paradigms?
OOP is a programming paradigm that uses objects to represent data and behavior, while procedural programming uses functions to manipulate data. OOP is more modular, reusable, and flexible than procedural programming, and it enables developers to create more complex applications with ease.
OOP also has some disadvantages, such as a steep learning curve, complex design patterns, potential performance overhead, and difficulty in testing and debugging. Additionally, OOP may not be suitable for all types of problems, such as mathematical or scientific computations.
SENIOR-level questions
–> What is the difference between composition and inheritance in OOP, and when would you use each one?
Composition in OOP is a way of creating complex objects by combining simpler objects or parts. Inheritance, on the other hand, is a way of creating new classes that reuse properties and methods of existing classes. Composition is often preferred over inheritance because it allows for more flexibility and modularity.
–> What is the Open-Closed Principle in OOP, and how does it relate to design patterns?
The Open-Closed Principle in OOP states that software entities should be open for extension but closed for modification. This means that you should be able to extend the behavior of a system without modifying its existing code. Design patterns, such as the Strategy pattern, are used to implement the Open-Closed Principle.
–> What is the Liskov Substitution Principle in OOP, and how does it ensure the correct behavior of polymorphic objects?
The Liskov Substitution Principle in OOP states that objects of a superclass should be replaceable with objects of a subclass without affecting the correctness of the program. This ensures that polymorphic objects behave correctly and that the program is robust and maintainable.
–> What is the Single Responsibility Principle in OOP, and how does it relate to code maintainability?
The Single Responsibility Principle in OOP states that a class should have only one reason to change. This means that a class should have only one responsibility or concern, which makes it easier to maintain and modify in the future.
–> What is the Dependency Inversion Principle in OOP, and how does it promote loose coupling?
The Dependency Inversion Principle in OOP states that high-level modules should not depend on low-level modules, but both should depend on abstractions. This promotes loose coupling, which allows for more flexibility and modularity in the code.
–> What is the Factory pattern in OOP, and how does it relate to object creation?
The Factory pattern in OOP is a creational pattern that provides an interface for creating objects, but allows subclasses to decide which class to instantiate. This allows for more flexibility and modularity in object creation.
–> What is the Factory pattern in OOP, and how does it relate to object creation?
The Observer pattern in OOP is a behavioural pattern that allows objects to subscribe to and receive notifications from a subject when its state changes. This is commonly used in event-driven programming to implement event handling and communication between objects.
–> What is the Decorator pattern in OOP, and how does it relate to adding behaviour to objects at runtime?
The Decorator pattern in OOP is a structural pattern that allows behaviour to be added to an individual object at runtime, without affecting the behaviour of other objects in the same class. This allows for more flexibility and modularity in object behaviour.
–> What is the Builder pattern in OOP, and how does it relate to object creation and configuration?
The Builder pattern in OOP is a creational pattern that separates the construction of a complex object from its representation, allowing the same construction process to create different representations. This allows for more flexibility and modularity in object creation and configuration.
–> What is the Proxy pattern in OOP, and how does it relate to controlling access to objects?
The Proxy pattern in OOP is a structural pattern that provides a placeholder or surrogate for another object, allowing for controlled access to the object or its functionality. This is commonly used for access control, security, and performance optimisation.
–> What is the difference between early binding and late binding in OOP, and when would you use each one?
Early binding in OOP is when the type of an object is determined at compile-time, while late binding is when the type of an object is determined at runtime. Early binding is more efficient, but less flexible, while late binding is more flexible, but less efficient. You would use early binding for static or simple scenarios, and late binding for dynamic or complex scenarios.
–> What is the difference between static and dynamic polymorphism in OOP, and when would you use each one?
Static polymorphism in OOP is when the behaviour of an object is determined at compile-time, while dynamic polymorphism is when the behaviour of an object is determined at runtime. Static polymorphism is used in method overloading, while dynamic polymorphism is used in method overriding. You would use static polymorphism for simple or fixed scenarios, and dynamic polymorphism for complex or dynamic scenarios.
–> What is the difference between abstract classes and interfaces in OOP, and when would you use each one?
Abstract classes in OOP are classes that cannot be instantiated and may contain abstract methods, while interfaces in OOP are contracts that specify a set of methods that a class must implement. Abstract classes provide a base for derived classes, while interfaces provide a way to achieve multiple inheritance. You would use abstract classes for defining a base class or a template for derived classes, and interfaces for defining a contract or a set of behaviours that a class must implement.
–> What is the difference between coupling and cohesion in OOP, and why are they important for code maintainability?
Coupling in OOP is the degree of interdependence between two classes or modules, while cohesion in OOP is the degree to which a class or module focuses on a single responsibility or concern. High coupling and low cohesion can lead to complex and hard-to-maintain code, while low coupling and high cohesion can lead to modular and maintainable code.
–> What is the difference between a shallow copy and a deep copy in OOP, and how would you implement each one?
A shallow copy in OOP is a copy of an object that shares its data with the original object, while a deep copy is a copy of an object that has its own data. You would implement a shallow copy by copying the object’s references, and a deep copy by creating new instances of the object’s data.
–> What is the difference between a thread and a process in OOP, and how would you implement each one?
A thread in OOP is a lightweight process that runs within a process and shares its memory and resources, while a process is a self-contained program that runs in its own memory space and has its own resources. You would implement a thread by extending the Thread class or implementing the Runnable interface, and a process by creating a new instance of the Process class.
–> What is the difference between a static and an instance variable in Java, and how are they stored in memory?
A static variable in Java is a variable that belongs to the class and is shared by all instances of the class, while an instance variable is a variable that belongs to a specific instance of the class. Static variables are stored in the static memory area, while instance variables are stored in the heap memory area.
–> What is the difference between a thread-safe and a non-thread-safe object in Java, and how would you ensure thread safety in code?
A thread-safe object in Java is an object that can be accessed by multiple threads without causing race conditions or other synchronisation issues, while a non-thread-safe object is an object that can only be accessed by one thread at a time. You would ensure thread safety by using synchronisation mechanisms such as locks, semaphores, or monitors, or by using thread-safe data structures such as ConcurrentHashMap or CopyOnWriteArrayList.
