KnowledgeBoat Logo
OPEN IN APP

Chapter 1

Object Oriented Programming Concepts

Class 10 - Logix Kips ICSE Computer Applications with BlueJ



Multiple Choice Questions

Question 1

The term OOP stands for ...........

  1. Object Oriented Procedure
  2. Object Oriented Packet
  3. Object Oriented Programming ✓
  4. Object Orientation Procedure

Explanation

Short form of Object Oriented Programming is OOP

Question 2

Object Oriented Programming mainly uses ...........

  1. Top-down approach
  2. Top-down and bottom-up approach
  3. Bottom-up approach ✓
  4. None of these

Explanation

In Bottom-up approach to programming, the smallest individual parts of the system are first identified and specified in detail. These individual parts are then linked together to form larger and larger components until the entire program is ready. Object Oriented Programming follows bottom-up approach because in OOP we first identify the smallest parts of the program i.e. the objects. We then combine these objects to develop the complete program.

Question 3

An object belonging to a particular class is known as a/an ........... of that class.

  1. Interface
  2. Instance ✓
  3. Alias
  4. Member

Explanation

The terms object and instance are often interchangeable.

Question 4

Objects that share the same attributes and behaviour are grouped together into a/an ...........

  1. Interface
  2. Instance
  3. Alias
  4. Class ✓

Explanation

A class is a template or blueprint for multiple objects with similar features and maybe regarded as a specification for creating similar objects.

Question 5

........... is the technique of binding both data and methods together to keep them safe from unauthorised access and misuse.

  1. Abstraction
  2. Inheritance
  3. Encapsulation ✓
  4. Polymorphism

Explanation

This is the definition of Encapsulation.

Question 6

........... refers to the act of representing essential features without including the background details.

  1. Abstraction ✓
  2. Inheritance
  3. Encapsulation
  4. Polymorphism

Explanation

This is the definition of Abstraction.

Question 7

Procedure Oriented Programming mainly uses ...........

  1. Top-down approach ✓
  2. Top-down and bottom-up approach
  3. Bottom-up approach
  4. None of these

Explanation

In Top-down approach, we first list down the main steps involved in solving a problem. After that we break up each of those steps into their sub-steps and so on. This is similar to Procedure Oriented Programming where we first write a main function and then call sub-functions from the main function to perform each of these steps.

Question 8

........... is the feature using which one class acquires the properties of another class.

  1. Abstraction
  2. Inheritance ✓
  3. Encapsulation
  4. Polymorphism

Explanation

This is the definition of Inheritance.

Question 9

The ability of a method or object to take on multiple forms is called ...........

  1. Abstraction
  2. Inheritance
  3. Encapsulation
  4. Polymorphism ✓

Explanation

This is the definition of Polymorphism.

Question 10

An object has ...........

  1. Attributes
  2. State
  3. Behaviour
  4. All of these ✓

Explanation

An object is an identifiable entity that has a set of attributes, behaviour and state. So all of the options are applicable for objects.

Question 11

A class is ...........

  1. An object factory
  2. A blueprint to create objects
  3. A specification for objects
  4. All of these ✓

Explanation

A class is a template or blueprint for multiple objects with similar features and maybe regarded as a specification for creating similar objects. So all of the options are applicable for class.

Question 12

........... represents an entity in the real-world with its identity and behaviour.

  1. A class
  2. An object ✓
  3. A procedure
  4. A method

Explanation

An object is an identifiable entity with a set of attributes, behaviour and state.

Question 13

........... is a template to create similar objects that share common characteristics and behaviour.

  1. A method
  2. A procedure
  3. An attribute
  4. A class ✓

Explanation

A class is a template or blueprint for multiple objects with similar features and maybe regarded as a specification for creating similar objects.

Question 14

The values of an object's ........... represent the state of the object.

  1. methods
  2. procedures
  3. attributes ✓
  4. classes

Explanation

Attributes of an object define its state.

Question 15

The terms object and ........... are often interchangeable.

  1. instance ✓
  2. behaviour
  3. attribute
  4. state

Explanation

The terms object and instance are often interchangeable.

Question 16

Procedure Oriented Programming gives importance to

  1. Instructions only ✓
  2. Instructions and data
  3. Data only
  4. None of these

Explanation

Procedure Oriented Programming is focussed on the steps involved in solving a problem so it gives importance to instructions only.

State whether the given statements are True or False

Question 1

High-level languages are closer to computer hardware.
False

Question 2

Code and data are held separately in a procedural language.
True

Question 3

Code and data are held separately in OOP.
False

Question 4

When you wrap data and related methods into a single unit, it represents encapsulation.
True

Question 5

The class that is derived from another class is called a subclass.
True

Question 6

Classes can be derived from other classes.
True

Question 7

Inheritance allows a class to acquire the properties of another class.
True

Question 8

A class is a blueprint for the attributes and behaviours of a group of objects.
True

Question 9

Objects from the same class do not share the same definition of attributes and behaviours.
False

Question 10

A class is a specification about the object.
True

Question 11

Only one instance can be created from a single class.
False

Question 12

A class is a user-defined data type.
True

Question 13

The terms object and instance are often interchangeable.
True

Question 14

Collectively, the values of an object's attributes represent the state of the object.
True

Question 15

Objects interact with each other through messages.
True

Assignment Questions

Question 1

Write a short note on Object Oriented Programming.

Answer

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.

Question 2

Explain the phrase, "Everything is an object".

Answer

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:

  1. Tangible Objects — These are the objects that we can see and touch. For example, chair, pen, book, door, etc.

  2. 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.

  3. Roles — Roles played by people, such as a student, a teacher or a clerk.

  4. 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.

Question 3

What are the characteristics of object-oriented programming?

Answer

The characteristics of object-oriented programming are:

  1. It follows a bottom-up approach.
  2. The program resulting from object-oriented programming is a collection of objects. Each object has its own data and a set of operations.
  3. OOP restricts the free movement of data and the functions that operate on it.
  4. A properly defined class can be reused, giving way to code reusability.
  5. The concept of object-oriented programming models real-world entities very well.
  6. Due to its object-oriented approach, it is extremely useful in solving complex problems.

Question 4

What are the limitations of object-oriented programming?

Answer

Limitations of object-oriented programming:

  1. The size of the programs created using this approach may become larger than the programs written using procedure-oriented programming approach.
  2. Software developed using this approach requires a substantial amount of pre-work and planning.
  3. OOP code is difficult to understand if you do not have the corresponding class documentation.
  4. In certain scenarios, these programs can consume a large amount of memory.

Question 5

What do you mean by Abstraction? Give suitable examples.

Answer

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.

Question 6

Explain the term Encapsulation using appropriate examples.

Answer

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.

Question 7

What are the characteristics of procedural programming?

Answer

The characteristics of procedural programming are:

  1. Procedural programming follows a top-down approach.
  2. The program is divided into blocks of codes called functions, where each function performs a specific task.
  3. Procedural programs model real-world processes as 'procedures' operating on 'data'.
  4. The data and functions are detached from each other.
  5. The data moves freely in a program.
  6. It is easy to follow the logic of a program.
  7. A function can access other function's data by calling that function.

Question 8

What are the limitations of procedural programming?

Answer

The limitations of procedural programming are:

  1. Procedural programming mainly focuses on procedures or functions. Less attention is given to the data.
  2. The data and functions are separate from each other.
  3. Global data is freely moving and is shared among various functions. Thus, it becomes difficult for programmers to identify and fix issues in a program that originate due to incorrect data handling.
  4. Changes in data types need to be carried out manually all over the program and in the functions using the same data type.
  5. Limited and difficult code reusability.
  6. It does not model real-world entities (e.g., car, table, bank account, loan) very well where we as a human being, perceive everything as an object.
  7. The procedural programming approach does not work well for large and complex systems.

Question 9

Provide real-life examples to explain the term, Inheritance.

Answer

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.

ICSE Logix class 10 solutions Vehicle class hierarchy as example of Inheritance

Question 10

Polymorphism means different forms. Explain Polymorphism in Java and provide examples to support your answer.

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.

Question 11

Explain the difference between Inheritance and Encapsulation with suitable examples.

Answer

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.

Question 12

What are the differences between Procedural Programming and Object-oriented Programming?

Answer

Procedural ProgrammingObject-Oriented Programming
Follows a top-down approachFollows a bottom-up approach
Instruction OrientedData 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#.

Question 13

What are objects? Give five examples.

Answer

Objects are identifiable entities that have a set of attributes, behaviour and state. Five examples of objects are car, pen, mobile, email, bank account.

Question 14

Explain the following statement — "Class is a specification for objects".

Answer

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.

Question 15

Explain the following statement — "Abstraction is relative to the perspective of the viewer".

Answer

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.

Question 16

Mention five possible attributes and three possible behaviours of the following entities:

i. Employee

Answer

AttributesBehaviours
NameTake leave
Employee NumberCalculate Salary
Pan NumberCalculate Income Tax
Desgination 
Address 

ii. Teacher

Answer

AttributesBehaviours
NameTeach Class
School NameConduct Tests
SubjectMaintain discipline in class
Class 
Address 

iii. Laptop

Answer

AttributesBehaviours
ManufacturerStart laptop
ModelShutdown laptop
ProcessorRun applications
RAM 
Hard Disk 

iv. Radio

Answer

AttributesBehaviours
ManufacturerSelect Band (AM/FM)
ModelTune Station
Bands (AM/FM)Adjust Volume
Antenna 
Colour 

v. Table

Answer

AttributesBehaviours
TypePut things on Table
ColourRemove things from Table
WeightClean Table
Height 
Width 

vi. Telephone

Answer

AttributesBehaviours
ManufacturerMake calls
ModelReceive Calls
Caller Id DisplayAdjust Ringer Volume
Type (Corded/Cordless) 
Price 

vii. Dish Washer

Answer

AttributesBehaviours
ManufacturerStart Wash
ModelStop Wash
ColourLoad Utensils
Energy Rating 
Noise Level 

viii. Microwave

Answer

AttributesBehaviours
ManufacturerStart Microwave
ModelStop Microwave
ColourSet heating time
Energy Rating 
Price 

ix. Aeroplane

Answer

AttributesBehaviours
ManufacturerTake off
ModelLand
CapacityAuto pilot
Engine 
Airline 

x. Tree

Answer

AttributesBehaviours
NameRelease Oxygen
AgeAbsorb Carbon dioxide
HeightGrow new leaves
Scientific Name 
Diameter 

xi. Cloud

Answer

AttributesBehaviours
NameRain
TypeLighting
AltitudeMovement
Texture
Shape

Question 17

Explain in detail how a class is different from an object.

Answer

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.

Question 18

Give the reason why a class is known as:

i. An object factory

Answer

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

Answer

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

Answer

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.

Question 19

How are classes and objects inter-related? Support your answer with an example.

Answer

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:

AttributesBehaviours
ModelStart car
Registration NumberStop car
ColourApply break

We can create two objects of this class to represent a red i20 car and a white Baleno car as shown below:

AttributesBehavioursState
ModelStart carModel: i20
Registration NumberStop carRegistration Number: KA 01 AA 1234
ColourApply breakColour: Red
AttributesBehavioursState
ModelStart carModel: Baleno
Registration NumberStop carRegistration Number: WB 01 AZ 6789
ColourApply breakColour: White

Question 20

What do you understand by the phrase, "Objects encapsulate state and behaviour"?

Answer

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.

Question 21

How do objects communicate with each other? Explain.

Answer

Objects communicate with each other by sending messages. The sender object requests the receiver object to perform an action.

Question 22

If ClassA inherits from ClassB, which is a superclass? Which is a subclass?

Answer

ClassB is superclass and ClassA is subclass.

Question 23

What are the other names for superclass and subclass?

Answer

superclass is also known as base class and subclass is also known as derived class.

Question 24

If we have Student, Graduate, and PostGraduate classes, which one will be the superclass?

Answer

Student will be the superclass.

Video Explanations

PrevNext