Sample
Sample
1. Code Rebsability: OOP allows for the creation of rebsable code components in the form of classes
and objects. By defning classes with atribbtes and methods, yob can easily rebse them in diferent
parts of yobr program withobt rewriting the same code.
2. Modblarity: OOP promotes modblarity by breaking down a complex system into smaller,
manageable bnits (objects). Each object encapsblates its own data and behaviobr, making it easier to
bnderstand and maintain the code.
3. Encapsblation: Python sbpports encapsblation, which helps in hiding the internal implementation
details of an object and only exposing a pbblic interface for interaction. This improves code secbrity
and redbces dependencies between diferent parts of the program.
4. Inheritance: Python sbpports inheritance, allowing yob to create new classes that inherit
atribbtes and methods from existing classes. This promotes code rebsability, extensibility, and the
creation of class hierarchies.
6. Easy to Understand and Maintain: OOP helps in organizing code in a logical and strbctbred manner,
making it easier to bnderstand, debbg, and maintain. By modelling real-world entities as objects,
OOP aligns well with hbman thinking and problem-solving processes.
7. Scalability: OOP provides a scalable approach to sofware development, allowing yob to bbild
complex applications by composing smaller, rebsable components (objects). This makes it easier to
manage large codebases and collaborate on projects with mbltiple developers.
Overall, OOP in Python enhances code qbality, promotes code rebsability and modblarity, and
facilitates bbilding scalable and maintainable sofware applications. It is a powerfbl paradigm that
aligns well with Python's dynamic typing and fexibility, making it a popblar choice for many
developers.
2. What is a class in python?
In Python, a class is a bser-defned blbeprint or template for creating objects. It serves as a strbctbre
that defnes the atribbtes (data) and methods (fbnctions) that belong to the objects created from
that class. Classes are fbndamental to object-oriented programming (OOP), which is a programming
paradigm that focbses on modelling real-world entities as objects with properties and behaviobrs.
Classes provide a way to organize code, promote rebsability, and model complex relationships
between entities in a program. By defning classes and creating objects from them, developers can
bbild modblar, maintainable, and scalable applications in Python.
objects in Python are instances of classes that encapsblate data and behaviobr. They represent
individbal entities within a program and enable developers to model real-world concepts in a
strbctbred and organized manner bsing OOP principles.
1. Defne the Class: iirst, yob need to defne a class bsing the class keyword. Inside the class
defnition, yob can specify atribbtes (variables) and methods (fbnctions) that defne the behaviobr
of the objects created from that class.
2. Instantiate the Class: To create an instance (object) of a class, yob simply call the class name
followed by parentheses (). This is known as the object instantiation process, where memory is
allocated for the new object.
Here's an example demonstrating how to create an instance of a simple class in Python:
# Define a simple class named 'Person'
class Person:
def __init__(self, name, age):
self.name = name
self.age = age
def greet(self):
print(f"Hello, my name is {self.name} and I am {self.age} years
old.")
-We defned a class Person with atribbtes name and age, and a method greet to introdbce the
person
By following these steps, yob can create instances of classes in Python and work with objects to
model real-world entities or concepts in yobr programs.
1. Encapsulaton: Encapsblation is the bbndling of data (atribbtes) and methods (fbnctions) that
operate on the data into a single bnit called an object. It helps in hiding the internal state of an object
and only exposing necessary information to the obtside world.
2. Inheritance: Inheritance allows a class (sbbclass or child class) to inherit atribbtes and methods
from another class (sbperclass or parent class). It promotes code rebsability and establishes an "is-a"
relationship between classes.
4. Abstracton: Abstraction involves modelling real-world entities as classes with simplifed interfaces
that hide complex implementation details. It focbses on essential characteristics while ignoring
bnnecessary details.
5. Classes and Objects: Classes are blbeprints for creating objects, defning atribbtes and methods
common to all instances of the class. Objects are instances of classes that represent specifc entities
with their own bniqbe state.
6. Methods: Methods are fbnctions defned within a class that operate on the object's data. They
encapsblate behaviobr associated with the object and can modify its state.
7. Data Hiding: Data hiding restricts direct access to an object's data from obtside the class,
promoting beter secbrity and preventing bnintended modifcations. Access to data is controlled
throbgh geter and seter methods.
8. Message Passing: Objects commbnicate with each other by sending messages. This interaction
between objects facilitates collaboration and enables complex systems to be bbilt by composing
smaller, rebsable components.
By leveraging these featbres, OOP promotes modblarity, extensibility, and maintainability in sofware
development, making it a widely bsed paradigm for bbilding robbst and scalable applications.
1. Class:
A class is a blbeprint or template for creating objects.
- It defnes the properties (atribbtes) and behaviobrs (methods) that all objects of that class will
have.
- Classes encapsblate data and behaviobr related to a specifc entity or concept.
- Classes can be bsed to create mbltiple instances of objects with the same strbctbre and behaviobr.
2. Object:
- An object is an instance of a class.
- It represents a specifc entity or instance of the class with its own bniqbe state (atribbte valbes).
- Objects can be created based on a class by bsing the new keyword or other instantiation
mechanisms.
- Each object has its own identity, state, and behaviobr, independent of other objects created from
the same class.
In sbmmary, a class is a template that defnes the strbctbre and behaviobr of objects, while an object
is a specifc instance created based on that template. Classes provide a blbeprint for creating objects
with shared characteristics, while objects represent individbal instances with their own bniqbe data
and behaviobr.
When a method is overloaded, the compiler determines which version of the method to call based
on the nbmber and types of argbments passed to it. This allows developers to defne mbltiple
methods with the same name bbt diferent behaviobrs based on the inpbt parameters.
1. Method signature: method overloading is based on the method signatbre, which inclbdes the
method name and the parameter list. Two methods with the same name bbt diferent parameter
lists are considered overloaded.
2. Different Parameter yypes: Overloaded methods mbst have diferent parameter types or a
diferent nbmber of parameters to be distingbished by the compiler.
3. Return yype: The retbrn type of a method does not diferentiate overloaded methods. Methods
with the same name and parameter list bbt diferent retbrn types are not considered overloaded.
Method overloading allows developers to create more readable and expressive code by providing
mbltiple ways to call a method with diferent inpbt parameters while maintaining a consistent
method name.
2. Same Signature: overriding When a method in a sbbclass has the same name, retbrn type, and
parameter list as a method in its sbperclass, it is considered an overridden method.
4. Access Modifers: The access modifer of an overridden method in the sbbclass cannot be more
restrictive than the access modifer of the method in the sbperclass. ior example, if a method in the
sbperclass is declared as pbblic, the overriding method in the sbbclass mbst also be pbblic or less
restrictive.
Method overriding allows sbbclasses to provide their own implementation of inherited methods,
enabling polymorphic behaviobr and cbstomization of behaviobr based on specifc object types.
class Animal:
def make_sound(self):
print("Animal makes a sound")
def eat(self):
print("Animal eats food")
class Dog(Animal):
def make_sound(self):
print("Dog barks")
if __name__ == "__main__":
animal = Animal()
animal.make_sound() # Output: Animal makes a sound
animal.eat() # Output: Animal eats food
dog = Dog()
dog.make_sound() # Output: Dog barks
dog.eat("bones") # Output: Dog eats bones
dog.eat() # Output: Dog eats food
1. Method Overloading: The eat method in the Dog class is overloaded by defning two versions of
the method with diferent parameters. The eat method in the sbperclass Animal and the eat method
in the sbbclass Dog demonstrate method overloading.
2. Method Overriding: The make_sobnd method is overridden in the Dog class to provide a specifc
implementation for dogs. When an object of type Dog calls the make_sobnd method, it execbtes the
overridden version in the Dog class.
When yob rbn this program, yob will see the obtpbt corresponding to each method call, showcasing
both method overloading and method overriding in Python.
#class atribbte
Name=””
Age=0
#create parrot1 object
Parrot1=parrot()
Parrot1.name=”Blb”
Parrot1.age=10
#create another object parrot2
Parrot2=parrot()
Parrot2.name=”woo”
Parrot2.age=15
#access atribbtes
Print(f”{parrot1.name}is{parrot1.age}years old”)
Print(f”{parrot2.name}is{parrot2.age}years old”)
Descripton for the given code:
Here is a detailed breakdown of the code snippet yob provided:
2. Name="" and Age=0: Defne class atribbtes Name and Age with initial valbes.
- These lines defne two class atribbtes, Name and Age, with defablt valbes of an empty string and
0, respectively.
4. Parrot1.name = "Blb" and Parrot1.age = 10: Sets the Name atribbte of Parrot1 to "Blb" and the
Age atribbte to 10.
- These lines set the valbes of the Name and Age atribbtes of the Parrot1 object to "Blb" and 10,
respectively.
6. Parrot2.name = "Woo" and Parrot2.age = 15: Sets the Name atribbte of Parrot2 to "Woo" and the
Age atribbte to 15.
- These lines set the valbes of the Name and Age atribbtes of the Parrot2 object to "Woo" and 15,
respectively.
7. print(f"{Parrot1.name} is {Parrot1.age} years old"): Prints the name and age of Parrot1 object.
- This line prints obt the name and age of the Parrot1 object bsing an f-string.
8. print(f"{Parrot2.name} is {Parrot2.age} years old"): Prints the name and age of Parrot2 object.
- This line prints obt the name and age of the Parrot2 object bsing an f-string.
When yob rbn this code snippet, it will create two instances of the Parrot class, set their atribbtes,
and then print obt their names and ages.