Object-Oriented Design
Design clean, maintainable object-oriented systems.
Object-Oriented Design
Master the principles of Object-Oriented Design (OOD) to build robust, scalable, and maintainable software systems.
What You'll Learn
- Core OOD Concepts: Encapsulation, Abstraction, Inheritance, Polymorphism
- SOLID Principles: Single Responsibility, Open/Closed, Liskov Substitution, Interface Segregation, Dependency Inversion
- Design Patterns: Creational, Structural, and Behavioral patterns
- UML Diagrams: Visualize system architecture and class relationships
- Clean Code Practices: Write readable, testable, and maintainable code
Preview Chapter: SOLID Principles
The SOLID principles are a set of five design principles intended to make software designs more understandable, flexible, and maintainable.
1. Single Responsibility Principle (SRP)
Definition: A class should have only one reason to change, meaning it should have a single, well-defined responsibility.
Incorrect Example:
classDiagram
class Employee {
- String name
- double salary
+ calculateSalary()
+ generatePayrollReport()
}
Issue: The Employee
class handles both salary calculation and report generation, violating SRP.
Correct Example:
classDiagram
class Employee {
- String name
- double salary
+ calculateSalary()
}
class PayrollReportGenerator {
+ generatePayrollReport(Employee employee)
}
Employee --o PayrollReportGenerator : uses
Solution: Separate concerns into Employee
and PayrollReportGenerator
classes.
2. Open/Closed Principle (OCP)
Definition: Software entities (e.g., classes, modules) should be open for extension but closed for modification.
Incorrect Example:
classDiagram
class AreaCalculator {
+ calculateRectangleArea(Rectangle r)
+ calculateCircleArea(Circle c)
}
class Rectangle {
- int width
- int height
}
class Circle {
- int radius
}
AreaCalculator ..> Rectangle : depends
AreaCalculator ..> Circle : depends
Issue: Adding a new shape requires modifying AreaCalculator
.
Correct Example:
classDiagram
class Shape {
<<abstract>>
+ abstract calculateArea()
}
class Rectangle {
- int width
- int height
+ calculateArea()
}
class Circle {
- int radius
+ calculateArea()
}
Shape <|-- Rectangle
Shape <|-- Circle
Solution: Use an abstract Shape
class and extend it for new shapes.
3. Liskov Substitution Principle (LSP)
Definition: Subtypes (derived classes) must be substitutable for their base types (parent classes) without altering the correctness of the program.
Incorrect Example:
classDiagram
class Bird {
+ fly()
}
class Ostrich {
+ fly()
}
Bird <|-- Ostrich
Issue: An Ostrich
cannot fly, so substituting Ostrich
for Bird
breaks the fly()
contract.
Correct Example:
classDiagram
class Bird {
+ move()
}
class FlyingBird {
+ fly()
}
class Ostrich {
+ move()
}
Bird <|-- FlyingBird
Bird <|-- Ostrich
FlyingBird <|-- Eagle
Solution: Create a FlyingBird
subtype for birds that can fly.
4. Interface Segregation Principle (ISP)
Definition: Clients should not be forced to depend on interfaces they don't use.
Incorrect Example:
classDiagram
interface Worker {
+ work()
+ eat()
+ sleep()
}
class HumanWorker {
+ work()
+ eat()
+ sleep()
}
class RobotWorker {
+ work()
+ eat()
+ sleep()
}
Worker <|.. HumanWorker
Worker <|.. RobotWorker
Issue: RobotWorker
is forced to implement eat()
and sleep()
.
Correct Example:
classDiagram
interface Workable {
+ work()
}
interface Eatable {
+ eat()
}
interface Sleepable {
+ sleep()
}
class HumanWorker {
+ work()
+ eat()
+ sleep()
}
class RobotWorker {
+ work()
}
Workable <|.. HumanWorker
Eatable <|.. HumanWorker
Sleepable <|.. HumanWorker
Workable <|.. RobotWorker
Solution: Break down the Worker
interface into smaller, role-specific interfaces.
5. Dependency Inversion Principle (DIP)
Definition: High-level modules should not depend on low-level modules; both should depend on abstractions.
Incorrect Example:
classDiagram
class LightBulb {
+ turnOn()
+ turnOff()
}
class Switch {
- LightBulb bulb
+ operate()
}
Switch ..> LightBulb : depends
Issue: Switch
(high-level) directly depends on LightBulb
(low-level concrete).
Correct Example:
classDiagram
interface SwitchableDevice {
+ turnOn()
+ turnOff()
}
class LightBulb {
+ turnOn()
+ turnOff()
}
class Switch {
- SwitchableDevice device
+ operate()
}
SwitchableDevice <|.. LightBulb
Switch ..> SwitchableDevice : depends
Solution: Introduce SwitchableDevice
interface, making Switch
depend on the abstraction.
Course Structure
1. Introduction to OOD (30 minutes)
- What is OOP?
- Why OOD matters
- Core principles: Encapsulation, Abstraction, Inheritance, Polymorphism
2. Mastering SOLID Principles (1.5 hours)
- Deep dive into each of the 5 principles with examples
- Identifying violations and refactoring
- Practical application in real-world scenarios
3. Common Design Patterns (1 hour)
- Creational: Singleton, Factory, Abstract Factory, Builder, Prototype
- Structural: Adapter, Decorator, Facade, Proxy
- Behavioral: Observer, Strategy, Command, Iterator
4. UML Diagrams for OOD (30 minutes)
- Class diagrams
- Sequence diagrams
- Component diagrams
- Best practices for modeling
5. Case Studies & Practice (1 hour)
- Design a Parking Lot system
- Design a Library Management system
- Design a Vending Machine
- Code reviews and refactoring exercises
What's Next
After mastering Object-Oriented Design, you'll be able to write code that is not only functional but also highly maintainable, scalable, and easy to extend. You'll have a strong foundation for tackling complex software engineering challenges and contributing to large codebases with confidence.
Object-Oriented Design
Design clean, maintainable object-oriented systems.