CS 2 OOPS ASIGNMENT FULL SOLUTION

 

Q.1  What do you understand by Object oriented programming? Give any one real world scenario which demonstrates the concept of object-oriented programming paradigm?

A.1Object-Oriented Programming (OOP) is a programming paradigm or approach that organizes and structures code using objects. In OOP, an object is a self-contained unit that represents a real-world entity or concept and contains both data (attributes) and the functions (methods) that operate on the data. OOP promotes the concept of encapsulation, inheritance, and polymorphism.

 

Here's a simple explanation of some key concepts in OOP:

 

1. **Objects:** Objects are instances of classes and represent real-world entities. For example, if you're building software to model a car, you might have a `Car` class, and individual cars would be objects of that class.

 

2. **Classes:** A class is a blueprint or template for creating objects. It defines the attributes (data) and methods (functions) that objects of that class will have. In the car example, the `Car` class would define attributes like "make," "model," and "year," as well as methods like "start" and "stop."

 

3. **Encapsulation:** Encapsulation means bundling data (attributes) and methods (functions) that operate on that data into a single unit (object). It helps to hide the internal details of how an object works and allows for better control and data protection.

 

4. **Inheritance:** Inheritance allows you to create a new class (subclass or derived class) based on an existing class (superclass or base class). The subclass inherits the attributes and methods of the superclass and can extend or override them. For example, you could have a `SportsCar` class that inherits from the `Car` class.

 

5. **Polymorphism:** Polymorphism allows objects of different classes to be treated as objects of a common superclass. It enables flexibility and code reusability. For example, you can have a method that accepts a `Car` object, and it can work with any subclass of `Car`, such as a `SportsCar` or a `Sedan`.

 

**Real-world Scenario:**

 

Let's consider a real-world scenario to demonstrate the concept of OOP:

 

**Scenario:** Creating a Banking System

 

In a banking system, you can model various real-world entities using OOP:

 

1. **Customer:** Create a `Customer` class to represent bank customers. It can have attributes like `customerID`, `name`, `address`, and `accountList`. Methods might include `openAccount`, `closeAccount`, and `makeTransaction`.

 

2. **Account:** Create an `Account` class that represents bank accounts. It can have attributes like `accountNumber`, `balance`, and `accountType`. Methods might include `deposit`, `withdraw`, and `checkBalance`.

 

3. **SavingsAccount:** Extend the `Account` class to create a `SavingsAccount` subclass. This subclass inherits attributes and methods from the parent class but can also have additional features specific to savings accounts, such as `calculateInterest`.

 

4. **CheckingAccount:** Similarly, create a `CheckingAccount` subclass with features specific to checking accounts.

 

By using OOP in this scenario, you can model customers, their accounts, and the different types of accounts as objects and classes. This allows you to encapsulate data and functionality, use inheritance to reduce redundancy, and achieve polymorphism by working with different account types in a uniform way.

2. State the important features of Object Oriented Programming paradigm.

Object-Oriented Programming (OOP) is a programming paradigm that offers several important features and principles for structuring and organizing code. Here are some of the key features of the OOP paradigm:

 

1. **Objects:** Objects are the fundamental building blocks in OOP. They represent real-world entities or concepts and encapsulate both data (attributes) and the functions (methods) that operate on that data.

 

2. **Classes:** Classes serve as blueprints or templates for creating objects. They define the structure and behavior of objects by specifying attributes and methods. Objects are instances of classes.

 

3. **Encapsulation:** Encapsulation is the concept of bundling data (attributes) and the methods that operate on that data into a single unit (object). It helps hide the internal details of an object's implementation and exposes only the necessary interface to interact with it. This promotes data protection and reduces complexity.

 

4. **Inheritance:** Inheritance allows you to create new classes (subclasses or derived classes) based on existing classes (superclasses or base classes). Subclasses inherit the attributes and methods of their superclasses and can extend or override them. Inheritance promotes code reuse and hierarchy.

 

5. **Polymorphism:** Polymorphism means "many forms." It allows objects of different classes to be treated as objects of a common superclass. This enables flexibility in programming, as you can write code that works with objects of various types without knowing their specific classes. Polymorphism is typically achieved through method overriding and interfaces.

 

6. **Abstraction:** Abstraction is the process of simplifying complex systems by breaking them down into smaller, more manageable parts. In OOP, abstraction involves defining classes and objects at the right level of detail to focus on essential characteristics while hiding unnecessary details.

 

7. **Modularity:** OOP promotes modular code by organizing it into classes and objects. Each class is responsible for a specific aspect or functionality, making the code easier to understand, maintain, and extend.

 

8. **Message Passing:** In OOP, objects communicate with each other by sending messages. This involves invoking methods on objects to perform specific tasks. Message passing is a fundamental concept in OOP and enables the interaction between objects.

 

9. **Dynamic Binding:** OOP languages often support dynamic binding, also known as late binding or runtime polymorphism. This allows the selection of the appropriate method to be determined at runtime based on the actual type of the object.

 

10. **Reusability:** OOP promotes code reusability through inheritance and composition. You can create new classes by reusing and extending existing classes, reducing the need to write redundant code.

 

11. **Data Abstraction:** OOP allows you to abstract data and behavior into objects, making it easier to model and manipulate complex data structures and systems.

 

These features collectively contribute to the strengths of OOP, such as code organization, modularity, reusability, and the ability to model real-world scenarios effectively. OOP is widely used in software development to create well-structured, maintainable, and scalable applications.

3. Compare Object Oriented Programming methodology with Procedure Oriented Programming technique.

3. Object-Oriented Programming (OOP) and Procedure-Oriented Programming (POP) are two distinct programming methodologies, each with its own approach to structuring and organizing code. Here's a comparison of the two methodologies:

 

**1. Fundamental Unit of Programming:**

   - **OOP:** The fundamental unit in OOP is an object, which encapsulates both data (attributes) and methods (functions) that operate on that data. Objects are instances of classes.

   - **POP:** In POP, the fundamental unit is a function or procedure. The focus is on defining a series of functions that perform tasks, and data is typically global or passed as parameters to functions.

 

**2. Data Handling:**

   - **OOP:** Encourages encapsulation, where data and methods that manipulate the data are bundled together within objects. Objects have their own state (data) and behavior (methods).

   - **POP:** Data is often global or passed as parameters to functions. Functions operate on data, but there is no inherent connection between data and functions.

 

**3. Encapsulation:**

   - **OOP:** Encapsulation is a core principle, allowing you to hide the internal details of objects and expose a controlled interface for interaction. It promotes data protection and reduces complexity.

   - **POP:** While some level of encapsulation is possible through function abstraction, it is not as inherent or structured as in OOP.

 

**4. Reusability:**

   - **OOP:** Promotes code reusability through inheritance and composition. You can create new classes by reusing and extending existing classes.

   - **POP:** Reusability is achieved through the creation of functions, but it may not be as structured or modular as OOP.

 

**5. Modularity:**

   - **OOP:** Code is naturally organized into classes and objects, promoting modularity and making it easier to manage and maintain complex systems.

   - **POP:** Code is organized around functions, which can be grouped into modules, but the level of modularity may not be as pronounced as in OOP.

 

**6. Inheritance:**

   - **OOP:** Supports inheritance, allowing you to create new classes (subclasses) based on existing classes (superclasses). This promotes code reuse and hierarchy.

   - **POP:** Does not have a built-in mechanism for inheritance.

 

**7. Polymorphism:**

   - **OOP:** Supports polymorphism, allowing objects of different classes to be treated as objects of a common superclass. This enables flexibility and dynamic behavior.

   - **POP:** Polymorphism is limited and often achieved through function overloading or using different functions for different data types.

 

**8. Example Languages:**

   - **OOP:** Languages like Java, C++, Python, and C# are commonly used for OOP.

   - **POP:** Languages like C, Pascal, and Fortran are more aligned with POP.

 

**9. Real-World Analogy:**

   - **OOP:** Similar to how you model real-world entities as objects with attributes and behaviors.

   - **POP:** Similar to organizing tasks as a series of procedures or functions.

 

In summary, OOP and POP are different programming paradigms with distinct philosophies and approaches to code organization. OOP emphasizes objects, encapsulation, inheritance, and polymorphism, while POP focuses on procedures or functions and may use global data. The choice between the two depends on the specific requirements of a project, the problem domain, and programming language preferences.

4. Create an array of ten integers. Insert values in it given by the user. Display the values in ascending and descending order.

#include <iostream>

using namespace std;

int main()

{

    int num[10],i,j,temp;

    for(i=0;i<10;i++)

    {

    cout<<i+1<<" Enter any number : "   ;

    cin>>num[i];

    }

    for(i=0;i<10;i++){

        for(j=0;j<10;j++)

        {

            if(num[j]>num[j+1])

            {

//              num[j]=num[j+1];

                 temp = num[j];

                  num[j] = num[j+1];

                  num[j+1] = temp;

            }

        }

    }

    for(i=0;i<10;i++)

    {

        cout<<" "<<num[i];

    }

    return 0;

}

 

5. Explain iostream header file and its predefined functions. Give reason behind the use of std namespace in C++.

The `<iostream>` header file is an essential part of the C++ Standard Library, and it provides input and output stream functionality in C++. It includes predefined functions and objects that allow you to perform input and output operations conveniently.

 

Here are some of the key components and predefined functions provided by the `<iostream>` header file:

 

1. **`cin` and `cout`:** These are two of the most commonly used objects provided by `<iostream>`.

   - `cin` (short for "console input") is used to read input from the user or other sources.

   - `cout` (short for "console output") is used to display output to the console.

 

   ```cpp

   int number;

   std::cout << "Enter a number: ";

   std::cin >> number;

   ```

 

2. **`cerr` and `clog`:** These are also output streams, primarily used for error messages and logging.

   - `cerr` (short for "console error") is typically unbuffered, which means it displays error messages immediately without waiting for a newline character.

   - `clog` (short for "console log") is buffered, so it's often used for logging.

 

   ```cpp

   std::cerr << "An error occurred." << std::endl;

   std::clog << "Logging this message." << std::endl;

   ```

 

3. **Manipulators:** The `<iostream>` header also provides manipulators that allow you to control the formatting of input and output.

   - For example, `std::setw` allows you to set the width for the next output field, and `std::setprecision` controls the number of decimal places for floating-point numbers.

 

   ```cpp

   #include <iomanip>

   std::cout << std::setw(10) << 42 << std::endl;

   std::cout << std::fixed << std::setprecision(2) << 3.14159 << std::endl;

   ```

 

4. **Other Functions:** The `<iostream>` header provides various other functions and constants for stream operations. For example:

   - `std::endl` inserts a newline character into the output stream and flushes the buffer.

   - `std::cin.ignore()` is used to clear any remaining characters in the input buffer.

   - `std::cin.getline()` is used to read a line of text from the input stream.

 

Now, regarding the use of the `std` namespace in C++:

 

In C++, the Standard Library provides a vast number of functions, classes, and objects, and they are organized within namespaces to prevent naming conflicts. The `std` namespace (short for "standard") contains most of the C++ Standard Library components, including those provided by `<iostream>`.

 

When you use functions and objects from the Standard Library, you need to specify which namespace they belong to. For example, `std::cout` and `std::cin` are part of the `std` namespace.

 

To avoid having to prefix every Standard Library function or object with `std::`, you can either use the `using` directive or the `using` declaration to bring specific names from the `std` namespace into the current scope. For example:

 

```cpp

#include <iostream>

 

int main() {

    using namespace std; // Bring all names from the std namespace into scope

    cout << "Hello, World!" << endl;

    return 0;

}

```

 

Or, you can use a `using` declaration to bring specific names into scope:

 

```cpp

#include <iostream>

 

int main() {

    using std::cout;

    using std::endl;

   

    cout << "Hello, World!" << endl;

   

    return 0;

}

```

 

The reason for using the `std` namespace explicitly in C++ programs is to prevent naming conflicts between user-defined identifiers and Standard Library identifiers. It helps ensure that you don't accidentally override or clash with names used by the Standard Library, which could lead to unexpected behavior in your program.

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