OOPS Topics


Object-Oriented Programming is a programming paradigm that focuses on designing and organizing code around objects, which are instances of classes. Here's an explanation of the key OOP concepts:


1. Class   : 
                A class is a blueprint or template for creating objects. It defines the properties (attributes) and behaviors (methods) that objects of that class will have.

2. Object   : 
                An object is an instance of a class. It represents a real-world entity and contains both data (attributes) and methods (functions) that operate on that data.

3. Encapsulation   :
                Encapsulation is the concept of bundling data (attributes) and the methods that operate on that data into a single unit (class). It helps in hiding the internal implementation details from the outside and providing controlled access to the data.

4. Inheritance   :    
              Inheritance allows a class (subclass or derived class) to inherit properties and behaviors from another class (superclass or base class). This promotes code reuse and hierarchical relationships between classes.

5. Polymorphism  : 
            Polymorphism allows objects of different classes to be treated as objects of a common superclass. It enables the use of a single interface to represent different types of objects and provides a way to implement functions that work on objects of various classes.

6. Abstraction  :
          Abstraction involves simplifying complex reality by modeling classes based on their essential attributes and behaviors. It helps in focusing on relevant details and ignoring unnecessary complexities.

7. Method Overriding  : 
            Method overriding occurs when a subclass provides a specific implementation for a method that is already defined in its superclass. This allows a subclass to customize or extend the behavior of the inherited method.

8. Method Overloading : 
            Method overloading refers to defining multiple methods in a class with the same name but different parameter lists. This allows a class to have methods that perform similar tasks but with varying input types or numbers of parameters.

9. Constructor : 
               A constructor is a special method that gets called when an object is created from a class. It initializes the object's attributes and performs any necessary setup.

10. Destructor :
            A destructor is a special method that gets called when an object is about to be destroyed or deallocated. It can be used to perform cleanup tasks or release resources held by the object.
 
11. Exception Handling :
  1. Handling Errors and Exceptions
  2. Custom Exception Classes
12. Object Serialization:
  1. Converting Objects to Byte Streams
  2. Saving and Loading Objects
13. Garbage Collection:
  1. Automatic Memory Management
  2. Destructors and Finalizers

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