Design Principles

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SOLID

Single responsibility Open/closed Liskov substitution Interface segregation Dependency inversion

Class

The class is a group of similar entities. It is only an logical component and not the physical entity. For example, if you had a class called "Expensive Cars" it could have objects like Mercedes, BMW, Toyota, etc. Its properties(data) can be price or speed of these cars. While the methods may be performed with these cars are driving, reverse, braking etc. an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods).

Q15. Define a Java Class.

A class in Java is a blueprint which includes all your data. A class contains fields (variables) and methods to describe the behavior of an object. Let's have a look at the syntax of a class.

Single Responsibility Principle

A class should have only one reason to change. In this context a responsibility is considered to be one reason to change. This principle states that if we have 2 reasons to change for a class, we have to split the functionality in two classes. Each class will handle only one responsibility and on future if we need to make one change we are going to make it in the class which handle it. When we need to make a change in a class having more responsibilities the change might affect the other functionality of the classes. Single Responsibility Principle was introduced Tom DeMarco in his book Structured Analysis and Systems Specification, 1979. Robert Martin reinterpreted the concept and defined the responsibility as a reason to change.

Composition

A composition is a specialized form of Aggregation. It is also called "death" relationship. Child objects do not have their lifecycle so when parent object deletes all child object will also delete automatically. For that, let's take an example of House and rooms. Any house can have several rooms. One room can't become part of two different houses. So, if you delete the house room will also be deleted.

Q3. What is abstraction in Java?

Abstraction refers to the quality of dealing with ideas rather than events. It basically deals with hiding the details and showing the essential things to the user. Thus you can say that abstraction in Java is the process of hiding the implementation details from the user and revealing only the functionality to them. Abstraction can be achieved in two ways: Abstract Classes (0-100% of abstraction can be achieved) Interfaces (100% of abstraction can be achieved) - abstraction done in interface(parent)

Abstraction

An abstraction is an act of representing essential features without including background details. It is a technique of creating a new data type that is suited for a specific application. For example, while driving a car, you do not have to be concerned with its internal working. Here you just need to concern about parts like steering wheel, Gears, accelerator, etc.

Q4. What do you mean by an interface in Java?

An interface in Java is a blueprint of a class or you can say it is a collection of abstract methods and static constants. In an interface, each method is public and abstract but it does not contain any constructor. Thus, interface basically is a group of related methods with empty bodies. Example: public interface Animal { public void eat(); public void sleep(); public void run(); }

Object

An object can be defined as an instance of a class, and there can be multiple instances of a class in a program. An Object contains both the data and the function, which operates on the data. For example - chair, bike, marker, pen, table, car, etc.

Q16. What is an object in Java and how is it created?

An object is a real-world entity that has a state and behavior. An object has three characteristics: State Behavior Identity

Association

Association is a relationship between two objects. It defines the diversity between objects. In this OOP concept, all object have their separate lifecycle, and there is no owner. For example, many students can associate with one teacher while one student can also associate with multiple teachers.

Liskov's Substitution Principle

Derived types must be completely substitutable for their base types. This principle is just an extension of the Open Close Principle in terms of behavior meaning that we must make sure that new derived classes are extending the base classes without changing their behavior. The new derived classes should be able to replace the base classes without any change in the code. Liskov's Substitution Principle was introduced by Barbara Liskov in a 1987 Conference on Object Oriented Programming Systems Languages and Applications, in Data abstraction and hierarchy

Interface Segregation Principle

Clients should not be forced to depend upon interfaces that they don't use. This principle teaches us to take care how we write our interfaces. When we write our interfaces we should take care to add only methods that should be there. If we add methods that should not be there the classes implementing the interface will have to implement those methods as well. For example if we create an interface called Worker and add a method lunch break, all the workers will have to implement it. What if the worker is a robot? As a conclusion Interfaces containing methods that are not specific to it are called polluted or fat interfaces. We should avoid them.

Encapsulation advantages

Data Hiding: The user will have no idea about the inner implementation of the class. It will not be visible to the user that how the class is storing values in the variables. He only knows that we are passing the values to a setter method and variables are getting initialized with that value. Increased Flexibility: We can make the variables of the class as read-only or write-only depending on our requirement. If we wish to make the variables as read-only then we have to omit the setter methods like setName(), setAge() etc. from the above program or if we wish to make the variables as write-only then we have to omit the get methods like getName(), getAge() etc. from the above program Reusability: Encapsulation also improves the re-usability and easy to change with new requirements. Testing code is easy: Encapsulated code is easy to test for unit testing.

Encapsulation

Encapsulation is an OOP technique of wrapping the data and code. In this OOPS concept, the variables of a class are always hidden from other classes. It can only be accessed using the methods of their current class. For example - in school, a student cannot exist without a class.

Encapsulation vs Data Abstraction

Encapsulation is data hiding(information hiding) while Abstraction is detail hiding(implementation hiding). While encapsulation groups together data and methods that act upon the data, data abstraction deals with exposing the interface to the user and hiding the details of implementation.

Difference between abstraction and encapsulation?

Encapsulation is hiding the implementation details which may or may not be for generic or specialized behavior(s). Abstraction is providing a generalization (say, over a set of behaviors).

Dependency Inversion Principle

High-level modules should not depend on low-level modules. Both should depend on abstractions. Abstractions should not depend on details. Details should depend on abstractions. Dependency Inversion Principle states that we should decouple high level modules from low level modules, introducing an abstraction layer between the high level classes and low level classes. Further more it inverts the dependency: instead of writing our abstractions based on details, the we should write the details based on abstractions. Dependency Inversion or Inversion of Control are better know terms referring to the way in which the dependencies are realized. In the classical way when a software module(class, framework, ) need some other module, it initializes and holds a direct reference to it. This will make the 2 modules tight coupled. In order to decouple them the first module will provide a hook(a property, parameter, ) and an external module controlling the dependencies will inject the reference to the second one. By applying the Dependency Inversion the modules can be easily changed by other modules just changing the dependency module. Factories and Abstract Factories can be used as dependency frameworks, but there are specialized frameworks for that, known as Inversion of Control Container.

Aggregation

In this technique, all objects have their separate lifecycle. However, there is ownership such that child object can't belong to another parent object. For example consider class/objects department and teacher. Here, a single teacher can't belong to multiple departments, but even if we delete the department, the teacher object will never be destroyed.

Inheritance

Inheritance is an OOPS concept in which one object acquires the properties and behaviors of the parent object. It's creating a parent-child relationship between two classes. It offers robust and natural mechanism for organizing and structure of any software.

Advantages of Abstraction

It reduces the complexity of viewing the things. Avoids code duplication and increases reusability. Helps to increase security of an application or program as only important details are provided to the user.

Q12. What is an association?

No ownership, own lifecycle Association is a relationship where all object have their own lifecycle and there is no owner. Let's take the example of Teacher and Student. Multiple students can associate with a single teacher and a single student can associate with multiple teachers but there is no ownership between the objects and both have their own lifecycle. These relationships can be one to one, one to many, many to one and many to many.

Advantages of OOPS

OOP offers easy to understand and a clear modular structure for programs. Objects created for Object-Oriented Programs can be reused in other programs. Thus it saves significant development cost. Large programs are difficult to write, but if the development and designing team follow OOPS concept then they can better design with minimum flaws. It also enhances program modularity because every object exists independently.

What is OOPS

Object Oriented Programming is a programming concept that works on the principle that objects are the most important part of your program. It allows users create the objects that they want and then create methods to handle those objects. Manipulating these objects to get results is the goal of Object Oriented Programming. Object Oriented Programming popularly known as OOP, is used in a modern programming language like Java

Q18. What are the main concepts of OOPs in Java?

Object-Oriented Programming or OOPs is a programming style that is associated with concepts like: Inheritance: Inheritance is a process where one class acquires the properties of another. Encapsulation: Encapsulation in Java is a mechanism of wrapping up the data and code together as a single unit. Abstraction: Abstraction is the methodology of hiding the implementation details from the user and only providing the functionality to the users. Polymorphism: Polymorphism is the ability of a variable, function or object to take multiple forms.

Q17. What is Object Oriented Programming?

Object-oriented programming or popularly known as OOPs is a programming model or approach where the programs are organized around objects rather than logic and functions. In other words, OOP mainly focuses on the objects that are required to be manipulated instead of logic. This approach is ideal for the programs large and complex codes and needs to be actively updated or maintained.

Q1. What is Polymorphism?

Polymorphism means to process objects differently based on their data type. Polymorphism is briefly described as "one interface, many implementations". Polymorphism is a characteristic of being able to assign a different meaning or usage to something in different contexts - specifically, to allow an entity such as a variable, a function, or an object to have more than one form. There are two types of polymorphism:

Polymorphism

Polymorphism refers to the ability of a variable, object or function to take on multiple forms. For example, in English, the verb run has a different meaning if you use it with a laptop, a foot race, and business. Here, we understand the meaning of run based on the other words used along with it.The same also applied to Polymorphism.

Q5: What is the difference between procedural and object-oriented programming?

Procedural programming is based upon the modular approach in which the larger programs are broken into procedures. Each procedure is a set of instructions that are executed one after another. On the other hand, OOP is based upon objects. An object consists of various elements, such as methods and variables. Access modifiers are not used in procedural programming, which implies that the entire data can be accessed freely anywhere in the program. In OOP, you can specify the scope of a particular data by using access modifiers - public, private, internal, protected, and protected internal.

Q7. What are the different types of inheritance in Java? 4 types

Single Inheritance: In single inheritance, one class inherits the properties of another i.e there will be only one parent as well as one child class. Multilevel Inheritance: When a class is derived from a class which is also derived from another class, i.e. a class having more than one parent class but at different levels, such type of inheritance is called Multilevel Inheritance. Hierarchical Inheritance: When a class has more than one child classes (subclasses) or in other words, more than one child classes have the same parent class, then such kind of inheritance is known as hierarchical. Hybrid Inheritance: Hybrid inheritance is a combination of two or more types of inheritance.

What are Software Design Principles?

Software design principles represent a set of guidelines that helps us to avoid having a bad design. The design principles are associated to Robert Martin who gathered them in "Agile Software Development: Principles, Patterns, and Practices". According to Robert Martin there are 3 important characteristics of a bad design that should be avoided: Rigidity - It is hard to change because every change affects too many other parts of the system. Fragility - When you make a change, unexpected parts of the system break. Immobility - It is hard to reuse in another application because it cannot be disentangled from the current application.

Open Close Principle

Software entities like classes, modules and functions should be open for extension but closed for modification OPC is a generic principle. You can consider it when writing your classes to make sure that when you need to extend their behavior you dont have to change the class but to extend it. The same principle can be applied for modules, packages, libraries. If you have a library containing a set of classes there are many reasons for which youll prefer to extend it without changing the code that was already written (backward compatibility, regression testing, ). This is why we have to make sure our modules follow Open Closed Principle. When referring to the classes Open Close Principle can be ensured by use of Abstract Classes and concrete classes for implementing their behavior. This will enforce having Concrete Classes extending Abstract Classes instead of changing them. Some particular cases of this are Template Pattern and Strategy Pattern.

Comparison of OOPS with other programming styles?

Unstructured Programming Languages: The most primitive of all programming languages having sequentially flow of control. Code is repeated through out the program Structured Programming Languages: Has non-sequentially flow of control. Use of functions allows for re-use of code. Object Oriented Programming: Combines Data & Action Together.

Q14. What is composition in Java?

ownership , not own lifecycle Composition is again a specialized form of Aggregation and we can call this as a "death" relationship. It is a strong type of Aggregation. Child object does not have their lifecycle and if parent object deletes all child object will also be deleted. Let's take again an example of a relationship between House and rooms. House can contain multiple rooms there is no independent life of room and any room can not belongs to two different houses if we delete the house room will automatically delete.

Q13. What do you mean by aggregation?

ownership , own lifecycle An aggregation is a specialized form of Association where all object has their own lifecycle but there is ownership and child object can not belong to another parent object. Let's take an example of Department and teacher. A single teacher can not belong to multiple departments, but if we delete the department teacher object will not destroy.


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