OOPS
About OOPS
Object
Oriented Programming (OOP) is a programming paradigm that relies on the
concept of classes and objects. It is used to structure a software
program into simple, reusable pieces of code blueprints (usually called
classes), which are used to create individual instances of objects.
There are many object-oriented programming languages including
JavaScript, C++, Java, and Python.
A class is an abstract
blueprint used to create more specific, concrete objects. Classes often
represent broad categories, like Cars or Dogs that share attributes. These
classes define what attributes an instance of this type will have, like
color, but not the value of those attributes for a specific object.
Why is OOPS important?
Object-oriented
programming aims to implement real-world entities like inheritance,
hiding, polymorphism, etc in programming. The main aim of OOP is to bind
together the data and the functions that operate on them so that no
other part of the code can access this data except that function. OOPs
Concepts: Polymorphism.
A few advantages of OOPS are
• OOP systems can be easily upgraded from small to large systems.
• It is possible that multiple instances of objects co-exist without any interference,
• It is very easy to partition the work into a project based on objects.
• It is possible to map the objects in the problem domain to those in the program.
•
The principle of data hiding helps the programmer to build secure
programs which cannot be invaded by the code in other parts of the
program.
• By using inheritance, we can eliminate redundant code and extend the use of existing classes.
•
Message passing techniques are used for communication between objects
which makes the interface descriptions with external systems much
simpler.
Who should take the OOPS Exam?
• Computer Programmer
• Software Developer
• IT professional
• Anyone who wants to assess their OOPS skills
• IT consultants
• Students
OOPS Certification Course Outline
1. Classes and Object
2. Inheritance
3. Access Control Modifiers
4. Getters and Setters
5. Constructors and Destructors
6. Friend Function & Friend Classes
7. Polymorphism
8. Templates