What is OOP?

OOP is a design philosophy. It stands for Object Oriented Programming. Object-Oriented Programming (OOP) uses a different set of programming languages than old procedural programming languages (C, Pascal, etc.). Everything inOOP is grouped as self sustainable “objects“. Hence, you gain re-usability by means of four main object-oriented programming concepts.

Thank you for reading this post, don't forget to subscribe!

In order to clearly understand the object orientation, let’s take your “hand” as an example. The “hand” is a class. Your body has two objects of type hand, named left hand and right hand. Their main functions are controlled/ managed by a set of electrical signals sent through your shoulders (through an interface). So the shoulder is an interface which your body uses to interact with your hands. The hand is a well architected class. The hand is being re-used to create the left hand and the right hand by slightly changing the properties of it.

What is an Object?

An object can be considered a “thing” that can perform a set of related activities. The set of activities that the object performs defines the object’s behavior. For example, the hand can grip something or a Student (object) can give the name or address.

In pure OOP terms an object is an instance of a class.

What is a Class?

class.gif

class is simply a representation of a type of object. It is the blueprint/ plan/ template that describe the details of anobject. A class is the blueprint from which the individual objects are created. Class is composed of three things: a name, attributes, and operations.

public class Student
{
}

According to the sample given below we can say that the student object, named objectStudent, has created out of theStudent class.

Student objectStudent = new Student();

In real world, you’ll often find many individual objects all of the same kind. As an example, there may be thousands of other bicycles in existence, all of the same make and model. Each bicycle has built from the same blueprint. In object-oriented terms, we say that the bicycle is an instance of the class of objects known as bicycles.

In the software world, though you may not have realized it, you have already used classes. For example, the TextBoxcontrol, you always used, is made out of the TextBox class, which defines its appearance and capabilities. Each time you drag a TextBox control, you are actually creating a new instance of the TextBox class.

Members of a class

The first thing after finalising the class names is to identify the members of a class.

I will talk about Propertiesmethods and events. As we go on I will talk in greater detail about class members.

  • What is a property ?

A Property allows you to access an object’s data. Properties can be read-only, so they cannot be modified, while others can be changed. A Property defines the state of an object.It describes its individual data or unique configuration.

  • What is a method ?

A method allows you to perform an action with an object. Unlike properties, methods are used for actions that perform a distinct task and may  change the object’s state-property.

  • What is an event ?

An event provides notification that something has happened. Objects can fire events to trigger the code we have placed in the event-handling routines-methods. For example, if a user clicks on a button,the button object fires a Click event, which our code can react to.

What is Encapsulation (or information hiding)?

The encapsulation is the inclusion within a program object of all the resources need for the object to function – basically, the methods and the data. In OOP the encapsulation is mainly achieved by creating classes, the classes expose public methods and properties. The class is kind of a container or capsule or a cell, which encapsulate the set of methods, attribute and properties to provide its indented functionalities to other classes. In that sense, encapsulation also allows a class to change its internal implementation without hurting the overall functioning of the system. That idea of encapsulation is to hide how a class does it but to allow requesting what to do.

class.gif

In order to modularize/ define the functionality of a one class, that class can uses functions/ properties exposed by another class in many different ways. According to Object Oriented Programming there are several techniques, classes can use to link with each other and they are named association, aggregation, and composition.

Eg: we can consider a capsule. Encapsulation means hiding the internal details of an object, i.e. how an object does something. Here capsule is a single Unit contain many things. But we cant see what is there in side capsule.

This is the technique used to protect information about an object from other objects. Like variable we can set as private and property as Public. When we access the property then we validate and set it.

We can go through some other examples. Our Laptop. We can use Laptop but what operations are happening inside that we are not knowing. But we can use that. Same like mobile, TV etc.

We can conclude that a group of related properties, methods, and other members are treated as a single unit or object.An encapsulated object is often called an abstract data type.

There are several other ways that an encapsulation can be used, as an example we can take the usage of an interface. The interface can be used to hide the information of an implemented class.
//Declare as Private
private string _LegName;
// Property Set as publicpublic string LegName
{get{return _LegName;
}set
{
_LegName=value;
}

public class LegMain
{public static int Main(string[] args)
{
Leg L= new Leg();
d.LegName=”Right Leg”;
Console.WriteLine(“The Legis :{0}”,d.LegName);return 0;
}

Note: Encapsulation provides a way to protect data from accidental corruption.

What is an Abstraction?

Abstraction is “the process of identifying common patterns that have systematic variations; an abstraction represents the common pattern and provides a means for specifying which variation to use”.

An abstract class is a parent class that allows inheritance but can never be instantiated. Abstract classes contain one or more abstract methods that do not have implementation. Abstract classes allow specialization of inherited classes.

Figure 2 shows a Shape class, which is an abstract class. In the real world, you never calculate the area or perimeter of a generic shape, you must know what kind of geometric shape you have because each shape (eg. square, circle, rectangle, etc.) has its own area and perimeter formulas. The parent class shape forces all derived classes to define the behavior for CalculateArea() and CalculatePerimeter(). Another great example is a bank account. People own savings accounts, checking accounts, credit accounts, investment accounts, but not generic bank accounts. In this case, a bank account can be an abstract class and all the other specialized bank accounts inherit from bank account.

To create an abstract class in C#, the class declaration should be done as:

abstract class Shape

To create an abstract class in VB.NET, the class declaration should be done as:

MustInherit Class Shape

To following code shows a sample implementation of an abstract class:

/// C#
using System;
namespace DotNetTreats.OOSE.OOPSamples
{
public abstract class Shape
{
private float _area;
private System.Drawing.Color _color;
private float _perimeter;
public float Area
{
get
{
return _area;
}
set
{
_area = 
value;
}
}
public System.Drawing.Color Color
{
get
{
return _color;
}
set
{
_color = 
value;
}
}
public float Perimeter
{
get
{
return _perimeter;
}
set
{
_perimeter = 
value;
}
}
public abstract void CalculateArea();
public abstract void CalculatePerimeter();
}
}

Abstract classes, which declared with the abstract keyword, cannot be instantiated. It can only be used as a super-class for other classes that extend the abstract class. Abstract class is the concept and implementation gets completed when it is being realized by a subclass. In addition to this a class can inherit only from one abstract class (but a class may implement many interfaces) and must override all its abstract methods/ properties and may override virtual methods/ properties.

What is an Interface?

In summary the Interface separates the implementation and defines the structure, and this concept is very useful in cases where you need the implementation to be interchangeable. Apart from that an interface is very useful when the implementation changes frequently. Some say you should define all classes in terms of interfaces, but I think recommendation seems a bit extreme.

Interface can be used to define a generic template and then one or more abstract classes to define partial implementations of the interface. Interfaces just specify the method declaration (implicitly public and abstract) and can contain properties (which are also implicitly public and abstract). Interface definition begins with the keyword interface. An interface like that of an abstract class cannot be instantiated.

If a class that implements an interface does not define all the methods of the interface, then it must be declared abstract and the method definitions must be provided by the subclass that extends the abstract class. In addition to this an interfaces can inherit other interfaces.

  • An Interface is a group of constants and method declaration.
  • .Net supports multiple inheritance through Interface.
  • Interface states “what” to do, rather than “how” to do.
  • An interface defines only the members that will be made available by an implementing object. The definition of the interface states nothing about the implementation of the members, only the parameters they take and the types of values they will return. Implementation of an interface is left entirely to the implementing class. It is possible, therefore, for different objects to provide dramatically different implementations of the same members.
  • Example1, the Car object might implement the IDrivable interface (by convention, interfaces usually begin with I), which specifies the GoForward, GoBackward, and Halt methods. Other classes, such as Truck, Aircraft, Train or Boat might implement this interface and thus are able to interact with the Driver object. The Driver object is unaware of which interface implementation it is interacting with; it is only aware of the interface itself.
  • Example2, an interface named IShape, which defines a single method CalculateArea. A Circle class implementing this interface will calculate its area differently than a Square class implementing the same interface. However, an object that needs to interact with an IShape can call the CalculateArea method in either a Circle or a Square and obtain a valid result.
  • Practical Example

public interface IDrivable
{
void GoForward(int Speed);
}

public class Truck : IDrivable
{
public void GoForward(int Speed)
{
// Implementation omitted
}
}

public class Aircraft : IDrivable
{
public void GoForward(int Speed)
{
// Implementation omitted
}
}

public class Train : IDrivable
{
public void GoForward(int Speed)
{
// Implementation omitted
}
}

Extra

  • Each variable declared in interface must be assigned a constant value.
  • Every interface variable is implicitly public, static and final.
  • Every interface method is implicitly public and abstract.
  • Interfaces are allowed to extends other interfaces, but sub interface cannot define the methods declared in the super interface, as sub interface is still interface and not class.
  • If a class that implements an interface does not implements all the methods of the interface, then the class becomes an abstract class and cannot be instantiated.
  • Both classes and structures can implement interfaces, including multiple interfaces.

Mostly asked question in interview:-

What is the difference between an Abstraction and Encapsulation?
Abstraction
Encapsulation
1. Abstraction solves the problem in the design level.
1. Encapsulation solves the problem in the implementation level.
2. Abstraction is used for hiding the unwanted data and giving relevant data.
2. Encapsulation means hiding the code and data into a single unit to protect the data from outside world.
3. Abstraction lets you focus on what the object does instead of how it does it
3. Encapsulation means hiding the internal details or mechanics of how an object does something.
4. Abstraction– Outer layout, used in terms of design.
For Example:-
 Outer Look of a Mobile Phone, like it has a display screen and keypad buttons to dial a number.
4. Encapsulation– Inner layout, used in terms of implementation.
For Example:- Inner Implementation detail of a Mobile Phone, how keypad button and Display Screen are connect with each other using circuits.

What is the difference between an Interface and an Abstract class?

There are quite a big difference between an interface and an abstract class, even though both look similar.

    • Interface definition begins with a keyword interface so it is of type interface
    • Abstract classes are declared with the abstract keyword so it is of type class
    • Interface has no implementation, but they have to be implemented.
    • Abstract class’s methods can have implementations and they have to be extended.
    • Interfaces can only have method declaration (implicitly public and abstract) and fields (implicitly public static)
    • Abstract class’s methods can’t have implementation only when declared abstract.
    • Interface can inherit more than one interfaces
    • Abstract class can implement more than one interfaces, but can inherit only one class
    • Abstract class must override all abstract method and may override virtual methods
    • Interface can be used when the implementation is changing
    • Abstract class can be used to provide some default behavior for a base class.
    • Interface makes implementation interchangeable
    • Interface increase security by hiding the implementation
    • Abstract class can be used when implementing framework
    • Abstract classes are an excellent way to create planned inheritance hierarchies and also to use as non-leaf classes in class hierarchies.

Abstract classes let you define some behaviors; they force your subclasses to provide others. For example, if you have an application framework, an abstract class can be used to provide the default implementation of the services and all mandatory modules such as event logging and message handling etc. This approach allows the developers to develop the application within the guided help provided by the framework.

However, in practice when you come across with some application-specific functionality that only your application can perform, such as startup and shutdown tasks etc. The abstract base class can declare virtual shutdown and startup methods. The base class knows that it needs those methods, but an abstract class lets your class admit that it doesn’t know how to perform those actions; it only knows that it must initiate the actions. When it is time to start up, the abstract class can call the startup method. When the base class calls this method, it can execute the method defined by the child class.

What is Inheritance?

Ability of a new class to be created, from an existing class by extending it, is called inheritance.

Inheritance.gif

public class Exception
{
}

public class IOException : Exception
{
}

According to the above example the new class (IOException), which is called the derived class or subclass, inherits the members of an existing class (Exception), which is called the base class or super-class. The class IOException can extend the functionality of the class Exception by adding new types and methods and by overriding existing ones.

Just like abstraction is closely related with generalization, the inheritance is closely related with specialization. It is important to discuss those two concepts together with generalization to better understand and to reduce the complexity.

One of the most important relationships among objects in the real world is specialization, which can be described as the “is-a” relationship. When we say that a dog is a mammal, we mean that the dog is a specialized kind of mammal. It has all the characteristics of any mammal (it bears live young, nurses with milk, has hair), but it specializes these characteristics to the familiar characteristics of canis domesticus. A cat is also a mammal. As such, we expect it to share certain characteristics with the dog that are generalized in Mammal, but to differ in those characteristics that are specialized in cats.

The specialization and generalization relationships are both reciprocal and hierarchical. Specialization is just the other side of the generalization coin: Mammal generalizes what is common between dogs and cats, and dogs and cats specialize mammals to their own specific subtypes.

Similarly, as an example you can say that both IOException and SecurityException are of type Exception. They have all characteristics and behaviors of an Exception, That mean the IOException is a specialized kind of Exception. ASecurityException is also an Exception. As such, we expect it to share certain characteristic with IOException that are generalized in Exception, but to differ in those characteristics that are specialized in SecurityExceptions. In other words, Exception generalizes the shared characteristics of both IOException and SecurityException, while IOException andSecurityException specialize with their characteristics and behaviors.

In OOP, the specialization relationship is implemented using the principle called inheritance. This is the most common and most natural and widely accepted way of implement this relationship.

Using System;
Public class BaseClass
{
    Public BaseClass ()
    {
        Console.WriteLine (“Base Class Constructor executed”);
    }
    Public void Write ()
    {
        Console.WriteLine (“Write method in Base Class executed”);
    }
}
Public class ChildClass: BaseClass
{
    Public ChildClass ()
    {
        Console.WriteLine(“Child Class Constructor executed”);
    }
    Public static void Main ()
    {
        ChildClass CC = new ChildClass ();
        CC.Write ();
    }
}
In the Main () method in ChildClass we create an instance of childclass. Then we call the write () method. If you observe the ChildClass does not have a write() method in it. This write () method has been inherited from the parent BaseClass.
The output of the above program isOutput:
  Base Class Constructor executed
Child Class Constructor executed
Write method in Base Class executed
this output proves that when we create an instance of a child class, the base class constructor will automatically be called before the child class constructor. So in general Base classes are automatically instantiated before derived classes.
In C# the syntax for specifying BaseClass and ChildClass relationship is shown below. The base class is specified by adding a colon, “:”, after the derived class identifier and then specifying the base class name.
Syntax:  class ChildClassNameBaseClass
{
//Body
}
C# supports single class inheritance only. What this means is, your class can inherit from only one base class at a time. In the code snippet below, class C is trying to inherit from Class A and B at the same time. This is not allowed in C#. This will lead to a compile time
error: Class ‘C’ cannot have multiple base classes: ‘A’ and ‘B’.
public class A
{
}
public class B
{
}
public class C : A, B
{
}
In C# Multi-Level inheritance is possible. Code snippet below demonstrates mlti-level inheritance. Class B is derived from Class A. Class C is derived from Class B. So class C, will have access to all members present in both Class A and Class B. As a result of multi-level inheritance Class has access to A_Method(),B_Method() and C_Method().Note: Classes can inherit from multiple interfaces at the same time. Interview Question: How can you implement multiple inheritance in C#? Ans : Using Interfaces. We will talk about interfaces in our later article.
Using System;
Public class A
{
    Public void A_Method ()
    {
        Console.WriteLine (“Class A Method Called”);
    }
}
Public class B: A
{
    Public void B_Method ()
    {
        Console.WriteLine (“Class A Method Called”);
    }
}
Public class C: B
{
    Public void C_Method ()
    {
        Console.WriteLine (“Class A Method Called”);
    }
    Public static void Main ()
    {
        C C1 = new C ();
        C1.A_Method ();
        C1.B_Method ();
        C1.C_Method ();
    }
}
When you derive a class from a base class, the derived class will inherit all members of the base class except constructors. In the code snippet below class B will inherit both M1 and M2 from Class A, but you cannot access M2 because of the private access modifier. Class members declared with a private access modifier can be accessed only with in the class. We will talk about access modifiers in our later article.Common Interview Question: Are private class members inherited to the derived class?
Ans: Yes, the private members are also inherited in the derived class but we will not be able to access them. Trying to access a private base class member in the derived class will report a compile time error.
Using System;
Public class A
{
Public void M1 ()
{
}
Private void M2 ()
{
}
}
Public class B: A
{
Public static void Main ()
{
B B1 = new B ();
B1.M1 ();
//Error, Cannot access private member M2
//B1.M2 ();
}
}
Method Hiding and Inheritance We will look at an example of how to hide a method in C#. The Parent class has a write () method which is available to the child class. In the child class I have created a new write () method. So, now if I create an instance of child class and call the write () method, the child class write () method will be called. The child class is hiding the base class write () method. This is called method hiding.If we want to call the parent class write () method, we would have to type cast the child object to Parent type and then call the write () method as shown in the code snippet below.
Using System;
Public class Parent
{
    Public void Write ()
    {
        Console.WriteLine (“Parent Class write method”);
    }
}
Public class Child: Parent
{
    Public new void Write ()
    {
        Console.WriteLine (“Child Class write method”);
    }
    Public static void Main ()
    {
        Child C1 = new Child ();
        C1.Write ();
        //Type caste C1 to be of type Parent and call Write () method
        ((Parent) C1).Write ();
    }
}

What is Polymorphisms?

Polymorphisms is a generic term that means ‘many shapes’. More precisely Polymorphisms means the ability to request that the same operations be performed by a wide range of different types of things.

At times, I used to think that understanding Object Oriented Programming concepts have made it difficult since they have grouped under four main concepts, while each concept is closely related with one another. Hence one has to be extremely careful to correctly understand each concept separately, while understanding the way each related with other concepts.

In OOP the polymorphisms is achieved by using many different techniques named method overloading, operator overloading and method overriding,

Polymorphism is of two types:

  1. Compile time polymorphism/Overloading
  2. Runtime polymorphism/Overriding
Compile Time Polymorphism
Compile time polymorphism is method and operators overloading. It is also called early binding.
In method overloading method performs the different task at the different input parameters.
Runtime Time Polymorphism
Runtime time polymorphism is done using inheritance and virtual functions. Method overriding is called runtime polymorphism. It is also called late binding.
When overriding a method, you change the behavior of the method for the derived class.  Overloadinga method simply involves having another method with the same prototype.

-What is Method Overloading?

The method overloading is the ability to define several methods all with the same name.

Following are examples of methods having different overloads:

void area(int side);
void area(int l, int b);
void area(float radius);
Practical example of Method Overloading (Compile Time Polymorphism)

using System;

namespace method_overloading
{
    class Program
    {
        public class Print
        {
            public void display(string name)
            {
                Console.WriteLine (“Your name is : ” + name);
            }
            public void display(int age, float marks)
            {
                Console.WriteLine (“Your age is : ” + age);
                Console.WriteLine (“Your marks are :” + marks);
            }
        }
        static void Main(string[] args)
        {
            Print obj = new Print ();
            obj.display (“George”);
            obj.display (34, 76.50f);
            Console.ReadLine ();
        }
    }
}
Note: In the code if you observe display method is called two times. Display method will work according to the number of parameters and type of parameters.
When and why to use method overloading
Use method overloading in situation where you want a class to be able to do something, but there is more than one possibility for what information is supplied to the method that carries out the task.
You should consider overloading a method when you for some reason need a couple of methods that take different parameters, but conceptually do the same thing.
Method overloading showing many forms.

using System;

namespace method_overloading_polymorphism
{
    Class Program
    {
        Public class Shape
        {
            Public void Area (float r)
            {
                float a = (float)3.14 * r;
                // here we have used function overload with 1 parameter.
                Console.WriteLine (“Area of a circle: {0}”,a);
            }
            Public void Area(float l, float b)
            {
                float x = (float)l* b;
                // here we have used function overload with 2 parameters.
                Console.WriteLine (“Area of a rectangle: {0}”,x);
            }
            public void Area(float a, float b, float c)
            {
                float s = (float)(a*b*c)/2;
                // here we have used function overload with 3 parameters.
                Console.WriteLine (“Area of a circle: {0}”, s);
            }
        }
        Static void Main (string[] args)
        {
            Shape ob = new Shape ();
            ob.Area(2.0f);
            ob.Area(20.0f,30.0f);
            ob.Area(2.0f,3.0f,4.0f);
            Console.ReadLine ();
        }
    }
}
Things to keep in mind while method overloading
If you use overload for method, there are couple of restrictions that the compiler imposes.
The rule is that overloads must be different in their signature, which means the name and the number and type of parameters.
There is no limit to how many overload of a method you can have. You simply declare them in a class, just as if they were different methods that happened to have the same name.

-What is Method Overriding?

Method overriding is a language feature that allows a subclass to override a specific implementation of a method that is already provided by one of its super-classes.

A subclass can give its own definition of methods but need to have the same signature as the method in its super-class. This means that when overriding a method the subclass’s method has to have the same name and parameter list as the super-class’s overridden method.

Whereas Overriding means changing the functionality of a method without changing the signature. We can override a function in base class by creating a similar function in derived class. This is done by usingvirtual/override keywords.

Base class method has to be marked with virtual keyword and we can override it in derived class usingoverride keyword.

Derived class method will completely overrides base class method i.e. when we refer base class object created by casting derived class object a method in derived class will be called.

Example:

// Base class
public class BaseClass
{
public virtual void Method1()
{
Console.Write(“Base Class Method”);
}
}
// Derived class
public class DerivedClass : BaseClass
{
public override void Method1()
{
Console.Write(“Derived Class Method”);
}
}
// Using base and derived class
public class Sample
{
public void TestMethod()
{
// calling the overriden method
DerivedClass objDC = new DerivedClass();
objDC.Method1();
// calling the baesd class method
BaseClass objBC = (BaseClass)objDC;
objDC.Method1();
}
}

Output
———————

Derived Class Method

Derived Class Method

Constructors and Destructors:

Classes have complicated internal structures, including data and functions, object initialization and cleanup for classes is much more complicated than it is for simple data structures. Constructors and destructors are special member functions of classes that are used to construct and destroy class objects. Construction may involve memory allocation and initialization for objects. Destruction may involve cleanup and deallocation of memory for objects.
  • Constructors and destructors do not have return types nor can they return values.
  • References and pointers cannot be used on constructors and destructors because their addresses cannot be taken.
  • Constructors cannot be declared with the keyword virtual.
  • Constructors and destructors cannot be declared const, or volatile.
  • Unions cannot contain class objects that have constructors or destructors.
Constructors and destructors obey the same access rules as member functions. For example, if you declare a constructor with protected access, only derived classes and friends can use it to create class objects.
The compiler automatically calls constructors when defining class objects and calls destructors when class objects go out of scope. A constructor does not allocate memory for the class object it’s this pointer refers to, but may allocate storage for more objects than its class object refers to. If memory allocation is required for objects, constructors can explicitly call the new operator. During cleanup, a destructor may release objects allocated by the corresponding constructor. To release objects, use the delete operator.

Example of Constructor

class C

{
       private int x;
       private int y;
       public C (int i, int j)
       {
                 x = i;
                 y = j;
       }
       public void display ()
       {
               Console.WriteLine(x + “i+” + y);
       }

}

Constructors can be classified into 5 types

  1. Default Constructor
  2. Parameterized Constructor
  3. Copy Constructor
  4. Static Constructor
  5. Private Constructor

Default Constructor : A constructor without any parameters is called as default constructor. Drawback of default constructor is every instance of the class will be initialized to same values and it is not possible to initialize each instance of the class to different values.
Parameterized Constructor : A constructor with at least one parameter is called as parameterized constructor. Advantage of parameterized constructor is you can initialize each instance of the class to different values.

Class Leg()
{
//default Constructor
public Leg()
{
Name = “Left”;
Num = 2;
}

//Parametrized Constructor
public Leg(string Name, int Num)
{
LegName = Name;
LegNum = Num;
}
}

static void Main()
{

Leg L1 = new Leg();  //Default Constructor is called
Leg L2= new Leg(“Left”,2);//Parametrized Constructor is called

L1.Print();
L2.Print();

Console.Read();
}
Copy Constructor : A parametrized constructor that contains a parameter of same class type is called as copy constructor. Main purpose of copy constructor is to initialize new instance to the values of an existing instance.
class Leg
{
string A;
int B;
public Leg(string I, int J)
{
A = I;
B = J;
}

//Copy Constructor
public Leg(Leg T)
{
A = T.A;
B = T.B;
}

public void Print()
{

Console.WriteLine(“{0}{1}”, A, B);
}

}

class CopyConstructor
{
static void Main()
{

Leg L = new Leg (“Left”, 2);

//Invoking copy constructor
Leg T1 = new Leg (L);

L.Print();
L1.Print();
Console.Read();
}
}
Static Constructor : You can create a constructor as static and when a constructor is created as static, it will be invoked only once for any number of instances of the class and it is during the creation of first instance of the class or the first reference to a static member in the class. Static constructor is used to initialize static fields of the class and to write the code that needs to be executed only once.

Private Constructor You can also create a constructor as private. When a class contains at least one private constructor, then it is not possible to create an instance for the class. Private constructor is used to restrict the class from being instantiated when it contains every member as static.

  • A class can have any number of constructors.
  • A constructor doesn’t have any return type even void.
  • A static constructor can not be a parameterized constructor.
  • Within a class you can create only one static constructor.

Destructor  
A destructor is a special method of the class that is automatically invoked while an instance of the class is destroyed. Destructor is used to write the code that needs to be executed while an instance is destroyed. To create a destructor, create a method in the class with same name as class preceded with ~ symbol.

Example of Destructor

class D
{
        public D ()
        {
            // constructor
        }
        ~D ()
        {
           // Destructor
        }
}

Access Modifiers

Access Modifiers are keywords used to specify the declared accessibility of a member of a type.

Public is visible to everyone. A public member can be accessed using an instance of a class, by a class’s internal code, and by any descendants of a class.

oops1_1.gif
Public — Accessible outside the class through object reference.

 

Private is hidden and usable only by the class itself. No code using a class instance can access a private member directly and neither can a descendant class.

oops1_2.gif

Private — Accessible inside the class only through member functions.

 

 

Protected members are similar to private ones in that they are accessible only by the containing class. However, protected members also may be used by a descendant class. So members that are likely to be needed by a descendant class should be marked protected.

oops1_3.gif

Protected — Just like private but Accessible in derived classes also through member
functions.

Internal/Friend is public to the entire application but private to any outside applications. Internal is useful when you want to allow a class to be used by other applications but reserve special functionality for the application that contains the class. Internal is used by C# and Friend by VB .NET.

oops2_1.gif

Internal — Visible inside the assembly. Accessible through objects.

 

Protected Internal may be accessed only by a descendant class that’s contained in the same application as its base class. You use protected internal in situations where you want to deny access to parts of a class functionality to any descendant classes found in other applications.

oops2_2.gif
Protected Internal — Visible inside the assembly through objects and in derived classes outside the assembly through member functions.
Let’s try to understand by a practical example:-

public class Class1
    {
        int  i;                                         //No Access specifier means private
        public  int j;                                        // Public
        protected int k;                             //Protected data
        internal int m;                        // Internal means visible inside assembly
        protected internal int n;                   //inside assembly as well as to derived classes outside assembly
        static int x;                                 // This is also private
        public static int y;                       //Static means shared across objects
        public static extern int MyFoo();       //extern means declared in this assembly defined in some other assembly
        public void myFoo2()
        {
            //Within a class if you create an object of same class then you can access all data members through object reference even private data too
            Class1 obj = new Class1();
            obj.i =10;   //Error can’t access private data through object.But here it is accessible.:)
            obj.j =10;
            obj.k=10;
            obj.m=10;
            obj.n=10;
       //     obj.s =10;  //Errror Static data can be accessed by class names only
            Class1.x = 10;
         //   obj.y = 10; //Errror Static data can be accessed by class names only
            Class1.y = 10;
        }
    }
Now lets try to copy the same code inside Main method and try to compile
        static void Main()
        {
           //Access specifiers comes into picture only when you create object of class outside the class
            Class1 obj = new Class1();
       //     obj.i =10; //Error can’t access private data through object.
            obj.j =10;
      //      obj.k=10;     //Error can’t access protected data through object.
            obj.m=10;
            obj.n=10;
       //     obj.s =10;  //Errror Static data can be accessed by class names only
            Class1.x = 10;  //Error can’t access private data outside class
         //   obj.y = 10; //Errror Static data can be accessed by class names only
            Class1.y = 10;
        }
What if Main is inside another assembly
        static void Main()
        {
           //Access specifiers comes into picture only when you create object of class outside the class
            Class1 obj = new Class1();
       //     obj.i =10; //Error can’t access private data through object.
            obj.j =10;
      //      obj.k=10;     //Error can’t access protected data through object.
     //     obj.m=10; // Error can’t access internal data outside assembly
    //      obj.n=10; // Error can’t access internal data outside assembly
       //     obj.s =10;  //Errror Static data can be accessed by class names only
            Class1.x = 10;  //Error can’t access private data outside class
         //   obj.y = 10; //Errror Static data can be accessed by class names only
            Class1.y = 10;
        }