Object-Oriented Programming

Modelling a problem as objects that hold their own data and behaviour.

3 subjects · 41 topics

Subjects covering this category

3 subjects
  • Subject · Beginner to Advanced

    Recognising the 23 classic design patterns from a class diagram or from code, and implementing each in Python, Java and TypeScript.

    • Foundations
    • Creational Patterns
    • Structural Patterns
    28 topics · 225 cardsnot started
  • Subject · Beginner to Advanced

    Recognising object-oriented code that will be hard to change, and restructuring it with the five SOLID principles.

    • Design Rot and the Five SOLID Principles
    • Single Responsibility Principle
    • Open/Closed Principle
    7 topics · 58 cardsnot started
  • Subject · Beginner to Advanced

    Writing Java that compiles, runs, and models a problem with objects.

    • The Language
    • Objects
    • When Things Go Wrong
    15 topics · 131 cardsnot started

In Object-Oriented Programming itself

41 topics
  • Java

    Java inheritance: what extends gives a subclass, constructor order, overriding against overloading, super, private fields and final.

    Intermediate to Advanced10 cards · 5 qnot started

  • Java

    Java classes and objects: classes as descriptions, creating objects with new, constructors, this, and static against instance members.

    Beginner to Intermediate9 cards · 6 qnot started

  • Java

    Java polymorphism: how the runtime object chooses which overridden method runs, what the declared type decides, hiding, casts and instanceof.

    Intermediate to Advanced9 cards · 5 qnot started

  • SOLID Principles

    Design rot and the SOLID principles: why working object-oriented code becomes hard to change, and the five principles that answer it.

    Beginner to Intermediate9 cards · 7 qnot started

  • SOLID Principles

    The Liskov substitution principle in SOLID: a subclass must work anywhere its parent does, keeping every promise the parent makes.

    Beginner to Intermediate9 cards · 5 qnot started

  • SOLID Principles

    The dependency inversion principle in SOLID: make business rules depend on abstractions they own, so databases and services can be swapped and faked in tests.

    Beginner to Intermediate9 cards · 5 qnot started

  • Design Patterns

    The Factory Method pattern: letting subclasses decide which class of object to create, so the code that uses the object never names it.

    Intermediate to Advanced9 cards · 4 qnot started

  • Design Patterns

    The Builder pattern: constructing a complex object step by step, so a constructor with a dozen optional parameters is never needed.

    Intermediate to Advanced9 cards · 4 qnot started

  • Design Patterns

    The Singleton pattern: guaranteeing a class has exactly one instance with a global access point, and why it is the most criticised of the 23.

    Intermediate to Advanced9 cards · 4 qnot started

  • Design Patterns

    The Proxy pattern: a stand-in with the same interface as a real object that controls when and whether calls reach it, and the self-call it never sees.

    Intermediate to Advanced9 cards · 4 qnot started

  • Design Patterns

    The Strategy pattern: putting each interchangeable algorithm behind one interface so the caller chooses it, and why in Python the strategy is often a function.

    Intermediate to Advanced9 cards · 4 qnot started

  • Design Patterns

    The Observer pattern: letting many objects subscribe to one and be told when it changes, and the listener that is never unsubscribed.

    Intermediate to Advanced9 cards · 4 qnot started

  • Design Patterns

    The Command pattern: turning a request into an object that can be queued, logged or undone, and what each command must remember to undo itself.

    Intermediate to Advanced9 cards · 4 qnot started

  • Design Patterns

    The Template Method pattern: fixing the order of an algorithm's steps in a base class and letting subclasses supply the steps that differ.

    Intermediate to Advanced9 cards · 4 qnot started

  • Design Patterns

    The Iterator pattern: walking a collection one element at a time without knowing how it is stored, and why a Python generator can be walked only once.

    Intermediate to Advanced9 cards · 4 qnot started

  • Design Patterns

    The Visitor pattern: adding operations over a fixed set of classes as separate visitor classes, how double dispatch finds the right method, and why a new element class is costly.

    Intermediate to Advanced9 cards · 4 qnot started

  • Java

    Java interfaces and abstract classes: naming a capability, sharing state, default methods, and choosing between the two.

    Intermediate to Advanced8 cards · 5 qnot started

  • Java

    Java encapsulation: private fields, the four access levels, references that leak through getters and constructors, and composition against inheritance.

    Intermediate to Advanced8 cards · 5 qnot started

  • SOLID Principles

    The single responsibility principle in SOLID: give each class one reason to change, by splitting it along the people who ask for changes.

    Beginner to Intermediate8 cards · 4 qnot started

  • SOLID Principles

    The open/closed principle in SOLID: add new behaviour as new code, without editing classes that already work.

    Beginner to Intermediate8 cards · 4 qnot started

  • SOLID Principles

    The interface segregation principle in SOLID: give each client a small interface holding only the methods it calls.

    Beginner to Intermediate8 cards · 4 qnot started

  • Design Patterns

    What design patterns are: named, reusable solutions to recurring object-oriented design problems, how the 23 classic ones are grouped, and when one costs more than it saves.

    Beginner to Intermediate8 cards · 5 qnot started

  • Design Patterns

    Reading UML class diagrams: the boxes, lines and arrowheads every design pattern is drawn with, and how each relationship looks in code.

    Beginner to Intermediate8 cards · 5 qnot started

  • Design Patterns

    The Abstract Factory pattern: creating whole families of related objects through one interface, so a program can switch every product at once.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The Prototype pattern: creating new objects by copying a configured one, and the shallow copy trap that comes with it.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The Adapter pattern: wrapping an existing class so it fits the interface a client already expects, without changing either side.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The Decorator pattern: adding behaviour to an object by wrapping it in others with the same interface, and how it differs from Python's @ syntax.

    Intermediate to Advanced8 cards · 5 qnot started

  • Design Patterns

    The Facade pattern: one simple interface in front of a complex subsystem, with the subsystem's classes still there for the cases the facade does not cover.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The Composite pattern: treating a single object and a group of objects the same way, as in files and folders.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The Bridge pattern: splitting what something is from how it is done into two hierarchies, so they grow without multiplying classes.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The Flyweight pattern: sharing the common part of many small objects so that a program holding millions of them still fits in memory.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The State pattern: giving each state of an object its own class, so behaviour changes when the state changes, and deciding which class chooses the next state.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The Chain of Responsibility pattern: passing a request along a chain of handlers until one deals with it, and ending every chain with an answer for requests nobody accepts.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The Mediator pattern: routing the communication between many objects through one coordinator, and counting the links it removes.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The Memento pattern: saving an object's state as a snapshot only that object can read, so it can be restored later, and keeping the snapshots from filling the memory.

    Intermediate to Advanced8 cards · 4 qnot started

  • Design Patterns

    The Interpreter pattern: representing each rule of a small language as a class, evaluating a sentence as a tree of those objects, and knowing that parsing is a separate job.

    Intermediate to Advanced8 cards · 4 qnot started

  • Java

    Java equals, hashCode and toString: the defaults every object inherits, the contract between equals and hashCode, and how hash maps lose keys.

    Intermediate to Advanced8 cards · 6 qnot started

  • SOLID Principles

    Applying the SOLID principles together: diagnosing a class that breaks several, refactoring it safely behind tests, and knowing when to stop.

    Intermediate to Advanced7 cards · 5 qnot started

  • Design Patterns

    Choosing a creational design pattern: telling Factory Method, Abstract Factory, Builder, Prototype and Singleton apart, and when a plain constructor is enough.

    Intermediate to Advanced5 cards · 4 qnot started

  • Design Patterns

    Choosing a structural design pattern: telling Adapter, Decorator, Facade, Proxy, Composite, Bridge and Flyweight apart by what each wrapper is for.

    Intermediate to Advanced5 cards · 4 qnot started

  • Design Patterns

    Choosing a behavioural design pattern: telling Strategy, State, Template Method, Command, Observer, Mediator, Chain of Responsibility and Decorator apart by who decides and how many objects take part.

    Intermediate to Advanced5 cards · 5 qnot started