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Questions and Answers
Which of the following best describes the core idea behind designing with independent components in object-oriented design?
Which of the following best describes the core idea behind designing with independent components in object-oriented design?
- Ensuring that all components are tightly coupled to guarantee system-wide consistency.
- Creating mini-programs that perform specific tasks and can be combined to build larger systems. (correct)
- Maximizing the use of global variables to enhance data sharing between components.
- Focusing on creating monolithic programs to reduce the complexity of deployment.
What is the primary purpose of encapsulation in object-oriented programming?
What is the primary purpose of encapsulation in object-oriented programming?
- To allow direct access to an object's data from anywhere in the program.
- To enable the creation of global functions that can operate on any object.
- To increase the complexity of interactions between different parts of the system.
- To bundle data and methods that operate on that data into a single unit, and restrict direct access to some of the object's components. (correct)
What is the main benefit of information hiding in object-oriented design?
What is the main benefit of information hiding in object-oriented design?
- It increases the number of dependencies between objects, making the system more robust.
- It encourages the use of global variables to share state across different objects.
- It limits interactions between components, protecting object integrity by hiding internal details and reducing combinatorial explosion. (correct)
- It makes all internal details of an object publicly accessible for easier debugging.
In object-oriented programming, what does inheritance enable?
In object-oriented programming, what does inheritance enable?
What is the primary focus of polymorphism in object-oriented programming?
What is the primary focus of polymorphism in object-oriented programming?
What is the main goal of abstraction in software design?
What is the main goal of abstraction in software design?
Which principle is most directly violated when a class has multiple reasons to change?
Which principle is most directly violated when a class has multiple reasons to change?
What is the primary goal of the Open/Closed Principle?
What is the primary goal of the Open/Closed Principle?
Which of the following best describes the Liskov Substitution Principle (LSP)?
Which of the following best describes the Liskov Substitution Principle (LSP)?
What is a 'code smell'?
What is a 'code smell'?
Which code smell involves duplicating the same code in multiple locations?
Which code smell involves duplicating the same code in multiple locations?
What is the 'Don't Repeat Yourself' (DRY) principle primarily aimed at preventing?
What is the 'Don't Repeat Yourself' (DRY) principle primarily aimed at preventing?
What does the 'Primitive Obsession' code smell indicate?
What does the 'Primitive Obsession' code smell indicate?
What design principle is most directly violated by the 'Feature Envy' code smell?
What design principle is most directly violated by the 'Feature Envy' code smell?
What is the primary solution recommended for addressing 'Conditional Complexity'?
What is the primary solution recommended for addressing 'Conditional Complexity'?
What does 'Shotgun Surgery' generally indicate about code?
What does 'Shotgun Surgery' generally indicate about code?
What is the recommended solution for the 'Lazy Class' code smell?
What is the recommended solution for the 'Lazy Class' code smell?
Which of the following best describes the 'Data Class' or 'Anemic Domain Model' code smell?
Which of the following best describes the 'Data Class' or 'Anemic Domain Model' code smell?
What does the YAGNI principle suggest?
What does the YAGNI principle suggest?
What does DTSTTCPW stand for?
What does DTSTTCPW stand for?
Flashcards
Encapsulation
Encapsulation
Bundles data and methods into a single unit, restricting direct access and providing controlled interaction.
Information Hiding
Information Hiding
Hiding internal details to limit interactions between components and protect object integrity.
Object-Oriented Programming
Object-Oriented Programming
A programming paradigm where software is structured around objects that combine data and behavior.
Inheritance
Inheritance
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Polymorphism
Polymorphism
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Abstraction
Abstraction
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Composition
Composition
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Delegation
Delegation
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Information Expert
Information Expert
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Separation of Concerns
Separation of Concerns
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Open/Closed Principle
Open/Closed Principle
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Liskov Substitution Principle
Liskov Substitution Principle
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Duplicate Behavior
Duplicate Behavior
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Long Methods & Large Classes
Long Methods & Large Classes
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Primitive Obsession
Primitive Obsession
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Divergent Change
Divergent Change
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Feature Envy
Feature Envy
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Anemic Domain Model
Anemic Domain Model
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Null Object
Null Object
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Structural Patterns
Structural Patterns
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Study Notes
- These notes cover key concepts in object-oriented design and common code smells, along with design patterns and related terms.
Object-Oriented Design (OOD)
- A software design approach structuring code around "objects" with data (attributes) and behavior (methods).
- OOD mirrors real-world entities, promoting modularity, reusability, and maintainability.
Independent Components
- Used to avoid combinatorial explosion, as each element can exponentially grow software complexity.
- Objects are mini-programs with their data and operations (similar to Unix utilities combined for larger tasks).
- Object-oriented programming involves making small, simple, specialized programs and combining them.
Encapsulation
- Bundles data and methods into a single unit, restricting direct access and controlling interaction.
- Information hiding limits interactions between components, preventing combinatorial explosion and protecting object integrity.
- An object exposes only necessary information at the appropriate level.
Inheritance
- Enables a class (child) to inherit properties and behavior from another class (parent) for code reuse and hierarchy.
- Allows extending or overriding parent functionality.
Polymorphism
- Allows methods to be implemented differently based on the object type.
- Supports overriding in derived classes and providing a unified interface.
Composition
- Builds objects by combining simpler ones in a "has-a" relationship.
Delegation
- Assigns tasks to helper objects directly, promoting modularity and avoiding deep inheritance.
Abstraction
- Hides complex implementation details, exposing only essential functionalities.
Information Expert
- Assigns responsibility to the class with the information needed to fulfill a task.
Separation of Concerns
- Divides a program into distinct sections, each addressing a separate concern to enhance modularity and reduce complexity.
Package Coupling Principles
- Aims to minimize dependencies between packages, promoting independent development and reducing ripple effects from changes.
Package Cohesion Principles
- Organizes related classes and components into logical groupings for clarity and consistency.
- Facilitates easier maintenance and scalability.
Favor Composition Over Inheritance
- Promotes the use of composition ("has-a" relationship) over inheritance ("is-a") for flexibility and reduced dependency.
Single Responsibility Principle (SRP)
- A class should have only one reason to change, ensuring a focused purpose.
- SRP simplifies debugging, maintenance, and reduces code duplication.
Liskov Substitution Principle (LSP)
- Derived classes must be substitutable for base classes without altering program correctness.
- LSP ensures derived classes maintain the behavior of base classes and promotes robust, extensible designs.
- Violating the LSP results in brittle systems with unexpected side effects from new derived classes.
Open/Closed Principle
- Software entities should be open for extension but closed for modification for scalability.
- Reduces the risk of introducing bugs.
Code Smells
- Indicators of potential problems in code.
Duplicate Behavior
- Involves duplicated code blocks, leading to maintenance issues, potential bugs, and difficulty adapting to change.
- Solve by applying the Don't Repeat Yourself (DRY) principle, using methods, composition, or inheritance to unify similar pieces of logic.
Large Methods & Large Classes
- Indicated by excessive code length, scrolling, or numerous fields.
- Make the code hard to understand, maintain, and reuse while violating OOP principles.
Primitive Obsession
- Refers to over-reliance on built-in data types instead of creating classes.
Data Clump
- Data that is often found together.
Long Parameter Lists
- Make code harder to maintain and can indicate the method is in the wrong class.
- Use Cohesion (encapsulate a data clump into a meaningful class).
Divergent Change
- Occurs when a class is modified for different, unrelated reasons.
- Solution: Break up the class so it only does one concern.
Shotgun Surgery
- Occurs when a single change requires modifications in multiple classes.
Feature Envy
- A method accesses data from another class more than its own.
- Move the method to the class where the data it uses resides.
Conditional Complexity
- Refers to large and growing if-else and switch statements.
- Solution: Use Polymorphism.
Parallel Inheritance Hierarchies
- Every time class is added to one package, a class gets added to another package
Lazy Class
- A code class that has very little functionality
Middle Man
- When a class delegates the majority of work functionality elsewhere
Data Class or Anemic Domain Model
- A class that only contains state and no behavior
Alternative Classes with Different Interfaces
- Classes that do not share the same supertype
Speculative Generality
- Code written to handle future cases or eventualities
God Class/Method
- A class or method that is too large and attempts to perform too many functions
Temporary Field
- Class or instance fields that are temporarily set for method operations
Message Chains or Train Wrecks
- Reaching into an object's attributes to call the attribute's methods.
Refactoring
- Involves improving code without adding new functionality.
- Dirty code is a result of shortcuts
Design Patterns
- Typical solutions to common problems in software design.
- Design patterns are a toolkit of tried and tested solutions to common problems in software design.
Creational Patterns
- Deal with object creation mechanisms
Structural Patterns
- Focus on class and object composition
Behavioral Patterns
- Handle object interaction and responsibilities
Creational Patterns
- Abstracts the instantiation process, decoupling object creation from client code
Structural Patterns
- Simplifying the structure of complex systems through flexible class and object composition
Behavioral Patterns
- Concerned with object interaction, communication, and responsibility delegation
Utility Class/Helper Class
- Groups together related static methods that perform common tasks
Template View (SSR)
- Uses server-side templates to render HTML pages.
Transform View (CSR)
- Renders content on the client side, often using JavaScript frameworks.
Key Design Patterns
- Provide standardized solutions to design issues
- Enhance code readability, maintainability, and flexibility
Creational Patterns
- Factory Method
- Abstract Factory
- Builder
- Prototype
- Singleton
Structural
- Adapter
- Bridge
- Composite
- Decorator
- Facade
- Flyweight
- Proxy
Behavioral
- Chain of Responsibility
- Command
- Iterator
- Mediator
- Observer
- State
- Strategy
- Template Method
- Visitor
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