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C++ 2 MARKS SUGGESTION

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C++ SUGGESTION QUESTIONS

(2 MARKS QUESTION)

1. What is the need for the Object-Oriented Programming paradigm?

2. Define Encapsulation and Data hiding.

3. Define Data Abstraction.

4. Define Data members.

5. Define Member functions.

6. Define Inheritance.

7. Define Polymorphism.

This image contains 2-mark questions related to Classes and Objects. Here are the extracted
questions:

1. Define class and objects.

2. Write down the syntax and example to create a class.

3. Define reference variable. Give its syntax.

4. Define instance variables.

Object Oriented Paradigm

1. What is the need for Object-Oriented Programming paradigm?

o Object-Oriented Programming (OOP) allows modular, reusable, and maintainable


code by organizing it into objects. It helps to model real-world problems by using
concepts like classes, objects, inheritance, and polymorphism.

2. Define Encapsulation and Data Hiding.

o Encapsulation: The bundling of data and methods that operate on the data into a
single unit (class).

o Data Hiding: Restricting access to certain details of an object using access modifiers
like private or protected.

3. Define Data Abstraction.

o Data abstraction refers to hiding implementation details and showing only the
essential features of an object. For example, using an abstract class or interface in
Java.
4. Define Data Members.

o Data members are variables that are declared within a class to store object-specific
data.

5. Define Member Functions.

o Member functions are functions defined within a class that operate on the data
members of the class.

6. Define Inheritance.

o Inheritance is the process by which one class acquires the properties and methods
of another class. For example, class B extends class A in Java.

7. Define Polymorphism.

o Polymorphism allows objects to be treated as instances of their parent class, even if


they are instances of derived classes. It supports method overloading and
overriding.

Classes and Objects

1. Define class and objects.

o Class: A blueprint for creating objects; it defines properties (data members) and
behaviors (member functions).

o Object: An instance of a class that holds actual data and can call member functions.

2. Write down the syntax and example to create a class.

java

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class Example {

int number;

void display() {

System.out.println("Number: " + number);

public class Main {

public static void main(String[] args) {

Example obj = new Example();

obj.number = 10;
obj.display();

3. Define reference variable. Give its syntax.

o A reference variable is a variable that refers to an object.


Syntax:

java

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ClassName objRef;

objRef = new ClassName();

4. Define instance variables.

o Instance variables are variables declared inside a class but outside any method. They
are specific to an object and are initialized when the object is created.

This image shows a set of 2-mark questions related to the Object-Oriented Programming Paradigm.
Here are the questions extracted: What is the need for the Object-Oriented Programming paradigm?
Define Encapsulation and Data hiding. Define Data Abstraction. Define Data members. Define
Member functions. Define Inheritance. Define Polymorphism. Answer all this question for 2 marks
with example

1. What is the need for the Object-Oriented Programming paradigm?

OOP provides a modular approach to program design, making code reusable, scalable, and
maintainable. It models real-world entities through classes and objects.

Example:
Imagine a program for managing cars:

java

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class Car {

String model;

int speed;

void display() {

System.out.println(model + " speed: " + speed);

}
public class Main {

public static void main(String[] args) {

Car c1 = new Car();

c1.model = "Tesla";

c1.speed = 150;

c1.display();

Here, Car is a class, and c1 is an object that makes the code organized.

2. Define Encapsulation and Data Hiding.

 Encapsulation: Combining data and methods into a single unit (class).

 Data Hiding: Preventing access to internal details of a class by using access modifiers like
private.

Example:

java

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class Employee {

private int salary; // Data hiding

public void setSalary(int s) {

salary = s; // Encapsulation

public int getSalary() {

return salary;

Here, salary is hidden, and access is provided through methods.

3. Define Data Abstraction.

Data Abstraction is the process of hiding implementation details and exposing only the functionality
of a class.
Example:
Using an abstract class:

java

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abstract class Shape {

abstract void draw();

class Circle extends Shape {

void draw() {

System.out.println("Drawing Circle");

public class Main {

public static void main(String[] args) {

Shape s = new Circle();

s.draw();

The implementation of draw() is hidden; only functionality is exposed.

4. Define Data Members.

Data members are variables declared within a class to store object-related data.

Example:

java

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class Student {

int id; // Data member

String name;

Here, id and name are data members of the Student class.


5. Define Member Functions.

Member functions are functions defined within a class that perform operations on the data
members of the class.

Example:

java

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class Student {

int id;

String name;

void display() { // Member function

System.out.println("ID: " + id + ", Name: " + name);

Here, display() is a member function.

6. Define Inheritance.

Inheritance allows one class to acquire properties and methods of another class.

Example:

java

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class Animal {

void eat() {

System.out.println("This animal eats food.");

class Dog extends Animal {

void bark() {

System.out.println("Dog barks");

public class Main {


public static void main(String[] args) {

Dog d = new Dog();

d.eat(); // Inherited method

d.bark();

Here, Dog inherits the eat() method from the Animal class.

7. Define Polymorphism.

Polymorphism allows methods to take multiple forms (e.g., method overloading and overriding).

Example (Method Overloading):

java

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class MathOperation {

int add(int a, int b) { return a + b; }

int add(int a, int b, int c) { return a + b + c; }

public class Main {

public static void main(String[] args) {

MathOperation m = new MathOperation();

System.out.println(m.add(2, 3)); // 5

System.out.println(m.add(2, 3, 4)); // 9

Here, add() is overloaded with different arguments.

These answers with examples should be clear and precise for a 2-mark question format. Let me
know if you need further clarification!

4o

You said:

Define class and objects. Write down the syntax and example to create a class. Define reference
variable. Give its syntax. Define instance variables.
ChatGPT said:

ChatGPT

Here are the 2-mark answers with examples for your questions related to Classes and Objects:

1. Define Class and Objects.

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

 Object: An object is an instance of a class that contains real values for the properties defined
in the class.

Example:

java

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class Car {

String model; // Property

void display() {

System.out.println("Car model: " + model);

public class Main {

public static void main(String[] args) {

Car myCar = new Car(); // Object creation

myCar.model = "Tesla";

myCar.display();

Here, Car is the class and myCar is the object.

2. Write down the syntax and example to create a class.

 Syntax to create a class:

java

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class ClassName {

// Data members (variables)

// Member functions (methods)

 Example:

java

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class Student {

int id;

String name;

void display() {

System.out.println("ID: " + id + ", Name: " + name);

public class Main {

public static void main(String[] args) {

Student s1 = new Student(); // Object creation

s1.id = 101;

s1.name = "John";

s1.display();

Here, Student is a class, and s1 is an object.

3. Define Reference Variable. Give its Syntax.

 A reference variable is a variable that refers to an object of a class. It is used to access the
properties and methods of the object.

Syntax:

java

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ClassName refVariable;

refVariable = new ClassName();

Example:

java

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class Animal {

void sound() {

System.out.println("Animals make sounds.");

public class Main {

public static void main(String[] args) {

Animal a1; // Reference variable

a1 = new Animal(); // Assign object to reference

a1.sound(); // Access method

Here, a1 is the reference variable that refers to the object of the Animal class.

4. Define Instance Variables.

 Instance variables are variables defined within a class but outside any method. They are
specific to each object of the class and are initialized when the object is created.

Example:

java

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class Employee {

int empId; // Instance variable

String empName; // Instance variable

void show() {
System.out.println("ID: " + empId + ", Name: " + empName);

public class Main {

public static void main(String[] args) {

Employee e1 = new Employee(); // Object creation

e1.empId = 1001;

e1.empName = "Alice";

e1.show();

Here, empId and empName are instance variables as they belong to the object e1.

Let me know if you need further clarification or additional examples!

4o

You said:

ChatGPT said:

ChatGPT

Here are the answers for the 2-mark questions related to Object Initialization and Cleanup:

1. Discuss the use of public, private, and protected access specifiers and their visibility in the class.

 Public:

o Accessible from anywhere within the program (inside or outside the class).

o Used for methods or variables that need global access.


Example:

java

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class Demo {

public int number = 10; // Public variable

public void display() { // Public method

System.out.println("Number: " + number);

public class Main {

public static void main(String[] args) {

Demo obj = new Demo();

System.out.println(obj.number); // Accessible here

obj.display();

 Private:

o Accessible only within the class where it is declared.

o Used to hide data members or methods.


Example:

java

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class Demo {

private int number = 10; // Private variable

private void display() { // Private method

System.out.println("Number: " + number);

public void show() {

display(); // Accessible within the class

public class Main {

public static void main(String[] args) {

Demo obj = new Demo();


// obj.number = 5; // Error: private variable

obj.show();

 Protected:

o Accessible within the same package and by subclasses (even outside the package
through inheritance).

o Used for data members or methods to allow controlled access.


Example:

java

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class Parent {

protected int number = 10; // Protected variable

class Child extends Parent {

void display() {

System.out.println("Number: " + number); // Accessible through inheritance

public class Main {

public static void main(String[] args) {

Child c = new Child();

c.display();

2. What is a constructor?

A constructor is a special method in a class used to initialize objects. It has the same name as the
class and does not have a return type.

Features of a Constructor:

 It is called automatically when an object is created.

 It can be parameterized or default.


Example:

java

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class Student {

int id;

String name;

// Constructor

Student(int i, String n) {

id = i;

name = n;

void display() {

System.out.println("ID: " + id + ", Name: " + name);

public class Main {

public static void main(String[] args) {

Student s1 = new Student(101, "John"); // Constructor is called

s1.display();

Output:

yaml

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ID: 101, Name: John


1. What is the need for overloading operators and functions?

 Overloading allows operators and functions to behave differently based on the data types or
class objects being used.

 It makes code more readable and intuitive, allowing objects to use operators (like +, -)
naturally.

 It helps implement operations for user-defined data types (e.g., adding two objects of a
class).

 Function overloading allows multiple functions with the same name but different
arguments, making the code cleaner and reusable.

2. Example to overload unary and binary operators in C++

Here’s a simple example demonstrating unary and binary operator overloading:

cpp

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#include <iostream>

using namespace std;

class Example {

int value;

public:

Example(int v = 0) : value(v) {}

// Unary operator overloading (++ operator)

void operator++() {

value++;

// Binary operator overloading (+ operator)

Example operator+(const Example& obj) {

return Example(value + obj.value);

}
void display() {

cout << "Value: " << value << endl;

};

int main() {

Example obj1(5), obj2(10);

// Unary operator

++obj1;

cout << "After unary ++: ";

obj1.display();

// Binary operator

Example obj3 = obj1 + obj2;

cout << "After binary +: ";

obj3.display();

return 0;

Output:

mathematica

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After unary ++: Value: 6

After binary +: Value: 16

This demonstrates:

 Unary operator ++ increments the value of the object.

 Binary operator + adds values of two objects and returns a new object.
1. Compare and contrast error and exception

Aspect Error Exception

Errors are critical issues occurring at runtime Exceptions are issues that can be
Definition
or compile time that cannot be handled. handled during program execution.

Recoverable using exception


Recoverability Generally non-recoverable.
handling.

Syntax error, memory overflow, stack Division by zero, accessing invalid


Examples
overflow. memory, file not found.

Can be handled using try-catch


Handling Cannot be handled using code.
blocks.

2. Diagram to show Exception Handling Model in C++

Here is a simple textual representation of the exception handling model:

lua

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+-------------------------------+

| Start Program |

+-------------------------------+

+-------------------------------+

| try block |

| (Code that may throw an error)|

+-------------------------------+

+-------------------------------+

| throw statement |

| (If exception occurs, throw) |

+-------------------------------+

v
+-------------------------------+

| catch block |

| (Handle the exception) |

+-------------------------------+

+-------------------------------+

| Continue Program |

+-------------------------------+

In a program, try-catch blocks handle exceptions:

cpp

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#include <iostream>

using namespace std;

int main() {

try {

int x = 5, y = 0;

if (y == 0) {

throw "Division by zero error!";

cout << x / y << endl;

} catch (const char* msg) {

cout << "Exception caught: " << msg << endl;

return 0;

Output:

vbnet

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Exception caught: Division by zero error!


What is the need of abstract class in C++?(2 marks question)
ChatGPT said:

ChatGPT

An abstract class in C++ serves as a blueprint for other classes. It is used when you want to
enforce a common interface for derived classes while preventing the instantiation of the base
class itself.

Key reasons for using abstract classes:

1. Defining Interfaces: Abstract classes allow you to define pure virtual functions that
must be overridden in derived classes, ensuring a consistent behavior across different
implementations.
Example: virtual void draw() = 0; in a Shape class.
2. Encapsulation of Common Functionality: Abstract classes can include shared code
that derived classes can inherit, reducing duplication.

These help in designing robust, modular, and extensible object-oriented systems.

How string is used in C++ ? How can we create string object in C++?(for 2 marks question)
ChatGPT said:

ChatGPT

In C++, strings are used to store and manipulate text. They are provided through the
std::string class in the <string> header, which offers various methods for handling
strings efficiently.

How to Use Strings

1. Declaration and Initialization:

cpp
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#include <string>
std::string str = "Hello, World!";

2. Operations:
o Concatenation: str += " C++";
o Access characters: char c = str[0];
o Find substrings: size_t pos = str.find("World");
o Get length: size_t len = str.length();
How to Create a String Object

A string object can be created as follows:

cpp
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#include <iostream>
#include <string>

int main() {
std::string myString = "Hello, C++!";
std::cout << myString << std::endl;
return 0;
}

The std::string class simplifies working with text compared to traditional character arrays
(char[]).

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