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Object-Oriented Design

Design clean, maintainable object-oriented systems.

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design-patterns
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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 | DevDiagrams