Top 10 OOPs interview question and answer in Java

  1. 1. What is an Object-Oriented Programming (OOP) paradigm, and what are its key concepts?


Answer: Object-Oriented Programming is a programming paradigm that is based on the concept of objects. Objects are instances of classes, which contain data (attributes) and behavior (methods). The key concepts of OOP are:


  • Encapsulation: Encapsulation refers to the process of hiding data and methods within a class, so that they are not directly accessible from outside the class. This helps to ensure that data is kept safe from unauthorized access or modification.


  • Inheritance: Inheritance is a mechanism that allows one class to inherit the attributes and methods of another class. This helps to reduce code duplication and makes it easier to manage complex code structures.


  • Polymorphism: Polymorphism is the ability of objects to take on different forms, depending on the context in which they are used. This helps to make code more flexible and reusable.


Example: In Java, the Object-Oriented paradigm is implemented through the use of classes and objects. For example, you might create a class called "Car" that contains attributes such as "make", "model", and "year", as well as methods such as "start" and "stop". You can then create objects of this class, such as a red Ford Mustang from 2015, and use the methods to control its behavior.


  1. 2. What is the difference between a class and an object in Java?


Answer: A class is a blueprint or template for creating objects, while an object is an instance of a class. In other words, a class defines the properties and methods that an object will have, but it is not an object itself.


Example: Continuing with the "Car" class example from the previous question, you might create multiple objects of this class, each with different attributes and behaviors. For example, you might create a blue Toyota Prius from 2019 and a black BMW M5 from 2020, both of which would be objects of the "Car" class.


  1. 3. What is the difference between abstraction and encapsulation in Java?


Answer: Abstraction is the process of focusing on the essential features of an object, while ignoring the non-essential details. Encapsulation, on the other hand, is the process of hiding the internal details of an object from the outside world.


Example: If you were designing a class to represent a bank account, you might use abstraction to focus on the essential features of the account, such as the account balance, interest rate, and account holder information. You would then use encapsulation to hide the implementation details of the account, such as the specific algorithms used to calculate interest or track transactions.


  1. 4. What is inheritance in Java, and how is it useful?


Answer: Inheritance is a mechanism that allows one class to inherit the attributes and methods of another class. This can be useful because it allows you to create new classes that are based on existing classes, without having to re-implement all of the functionality of the existing class.


Example: Continuing with the "Car" class example from earlier, you might create a new class called "SportsCar" that inherits from the "Car" class. The "SportsCar" class could then add additional attributes and methods that are specific to sports cars, such as "topSpeed" and "turboBoost". By inheriting from the "Car" class, the "SportsCar" class can reuse all of the attributes and methods that are already defined in the "Car" class, without having to redefine them.


  1. 5. What is polymorphism in Java, and how is it useful?


Answer: Polymorphism is the ability of objects to take on different forms, depending on the context in which they are used. This can be useful because it allows you to write code that can work with objects of different classes, as long as those classes share a common interface or parent class.


Example: Continuing with the "Car" class example, you might create a method called "drive" that takes an object of the "Car" class as a parameter. This method could then call the "start" method of the "Car" object, regardless of whether that object is an instance of the "Car" class, the "SportsCar" class, or any other class that inherits from the "Car" class. This is because all of these classes share a common interface (i.e. they all have a "start" method), which allows them to be treated polymorphically.


  1. 6. What is a constructor in Java, and how does it work?


Answer: A constructor is a special method that is used to create an object of a class. It is called automatically when an object is created, and it is used to initialize the attributes of the object to default or user-defined values.


Example: Continuing with the "Car" class example, you might create a constructor for the class that takes parameters for the "make", "model", and "year" attributes, and uses these parameters to initialize the corresponding attributes of the object. When you create a new object of the "Car" class, the constructor will be called automatically, and the attributes of the object will be initialized to the values that you specified.


  1. 7. What is method overloading in Java, and how does it work?


Answer: Method overloading is the process of defining multiple methods with the same name, but with different parameter lists. When a method is called, the Java compiler determines which version of the method to call based on the number and types of the arguments that are passed.


Example: Continuing with the "Car" class example, you might define two versions of the "start" method: one that takes no parameters and simply starts the car, and another that takes a parameter for the desired speed and accelerates the car to that speed. When you call the "start" method, the Java compiler will determine which version of the method to call based on whether or not a parameter is passed.


  1. 8. What is method overriding in Java, and how does it work?


Answer: Method overriding is the process of redefining a method in a subclass that was already defined in the parent class. When a method is called on an object of the subclass, the overridden method in the subclass is called instead of the original method in the parent class.


Example: Continuing with the "Car" class example, you might define a method called "stop" in the "Car" class that simply stops the car. You could then override this method in the "SportsCar" class to provide a more aggressive stopping mechanism, such as an emergency brake or a drift. When you call the "stop" method on an object of the "SportsCar" class, the overridden method in the subclass will be called instead of the original method in the parent class.


  1. 9. What is the difference between the "equals" method and the "==" operator in Java?


Answer: The "equals" method is used to compare the values of two objects for equality, while the "==" operator is used to compare the references of two objects to see if they refer to the same memory location.


Example: Continuing with the "Car" class example, you might create two objects of the "Car" class that have the same make, model, and year. If you use the "equals" method to compare these objects, they will be considered equal because they have the same values for their attributes. However, if you use the "==" operator to compare these objects, they will be considered different because they are two separate objects with different memory locations.


  1. 10. What is the difference between an abstract class and an interface in Java?


Answer: An abstract class is a class that cannot be instantiated, and is used as a base class for other classes to inherit from. An interface is a collection of abstract methods that define a set of behaviors that a class can implement.


Example: Continuing with the "Car" class example, you might create an abstract class called "Vehicle" that defines common behaviors for all vehicles, such as "start", "stop", and "accelerate". You could then create a subclass called "Car" that inherits from the "Vehicle" class and provides more specific behaviors for cars, such as "shiftGears" and "turnSignal". On the other hand, you might create an interface called "ElectricVehicle" that defines a single abstract method called "charge", which is implemented by classes that represent electric vehicles. By implementing the "ElectricVehicle" interface, a class can guarantee that it has the "charge" behavior, regardless of what other behaviors it might have.