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Object-Oriented Programing(OOP) Concepts for Designing Sytems

Last Updated : 14 Jan, 2025
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Modeling real-world entities is a powerful way to build systems with object-oriented programming, or OOP. In order to write modular, reusable, and scalable code, it focuses on fundamental ideas like classes, objects, inheritance, and polymorphism. Building effective and maintainable systems is made simpler by OOP concepts, which we will explore in this post.

Object-Oriented-Programming(OOP)-for-System-Design
Object-Oriented Programing(OOP) Concepts for Designing Sytems

What is Object-Oriented Programming?

Software can be designed using object-oriented programming (OOP), which groups data and behaviors into "objects." These objects, which combine information (attributes) and actions (methods), represent actual entities, such as a person or a product. Applications may be developed, maintained, and scaled more easily when modular and reusable components are used in system design, which is made possible by OOP. By emphasizing concepts like inheritance, encapsulation, and polymorphism, OOP promotes efficient development and streamlines complicated systems.

Benefits of OOP in System Design

Object-oriented programming (OOP) is crucial in system design for several reasons such as:

  • Modularity and Encapsulation: OOP helps design systems by breaking them into smaller parts called objects. Each object keeps its data and actions private, sharing only what’s needed. This makes the code easier to understand, update, and manage.
  • Code Reusability: OOP encourages code reuse by using concepts like composition and inheritance. Through inheritance, developers may reuse code and expand on preexisting functionality by allowing new classes to inherit attributes and behaviors from existing classes.
  • Abstraction: OOP uses abstraction to represent real-world ideas in a simple way. It focuses on key details while hiding complex ones, making systems easier to understand and maintain. Abstraction also helps find common patterns and create reusable design tools.
  • Inheritance and Polymorphism: By allowing child classes to utilize parent classes' attributes and behaviors, inheritance establishes a hierarchy. Flexibility and simpler code management are made possible by polymorphism, which enables objects to operate through a common interface.
  • Scalability and Collaboration: OOP makes it possible for teams to collaborate on big projects, helping in the creation of scalable software systems. Teams can concentrate on creating smaller, more manageable components because the modular design promotes code reuse and parallel development.

Classes and Objects in OOP

Classes and objects are fundamental concepts in object-oriented programming (OOP), which is a system design approach used to simulate real-world items and their interactions:

1. Classes

A class is a template or blueprint used to create objects. It specifies the characteristics (properties) and actions (methods) that objects of that class will have.

  • Attributes: These are the variables or data members connected to a class. They depict an object's state and list its attributes. For instance, "make", "model", and "color" could be attributed in a "Car" class.
  • Methods: The functions that define a class's behavior are called methods. For instance, the methods "start_engine," "accelerate," and "turn_off_engine" may be found in a "Car" class.

Fields in are variables declared within a class, defining the characteristics or state of objects created from that class. They represent the data associated with objects and play a fundamental role in defining the structure and behavior of classes. Let's explore fields with a basic example of Car:

Java
public class Car {
    // Fields
    String make;
    String model;
    int year;
}
Python


In this example, we have a class named Car, which represents a car with three attributes: make, model, and year. These attributes are declared as fields within the class.

  • make is of type String, representing the make or manufacturer of the car.
  • model is of type String, representing the model name of the car.
  • year is of type int, representing the manufacturing year of the car.

Different types of fields:

  • Instance Fields
    • Instance fields belong to individual instances of a class. Each object created from the class has its own copy of instance fields. They are declared without the static keyword.
    • Instance fields define the unique characteristics or state of each object created from the class. Each instance of the class has its own set of instance fields, and changes to these fields affect only the specific instance.
  • Static Fields
    • Static fields are shared among all instances of a class. They are declared using the static keyword and are initialized only once, regardless of how many instances of the class are created.
    • They are useful for storing data or properties that are common to all instances of the class, such as constants or shared resources.
  • Final Fields
    • Final fields are constants; their values cannot be modified after initialization. They must be assigned a value either at the time of declaration or within a constructor.
    • They provide immutability and ensure that their values cannot be accidentally altered once initialized.

2. Objects

An object is an instance of a class. It is created based on the blueprint defined by the class.

  • Attributes: Objects have specific values for the attributes defined by their class. These values represent the state of the object. For example, an object of the "Car" class might have attributes like "make" = "Toyota," "model" = "Camry," and "year" = 2022.
  • Methods: To carry out certain tasks or processes, objects can call methods defined by their class. These methods can change the object's state and work with its data (attributes). The "start_engine," "accelerate," and "turn_off_engine" methods, for instance, can be used to manage the behavior of an object of the "Car" class.

Let's take an example of a student class:

class Student {
	
	int roll;
	String name;
  
  	void takeLeave() {
    	System.out.println("on leave");
    }
  
  	void bunkClass() {
    	System.out.println("Go out and play: ");
    }
};

class Main {
	
  	public static void main(String args[]) {
    	
      	Student sid = new Student();
      	sid.bunkClass();
      	sid.name = "Siddhartha Hazra";
      	System.out.println(sid.name);
    }
}

Output
Go out and play: 
Siddhartha Hazra

Constructors and their types

Let's delve into each type of constructor with detailed explanations and examples.

1. Default Constructor (No-Arg Constructor)

A default constructor is a special type of constructor that does not take any arguments. If a class does not have any constructors defined explicitly, Java automatically provides a default constructor. This constructor initializes the object with default values.

  • The default constructor is invoked implicitly when an object of the class is created using the new keyword.
  • It initializes instance variables to their default values. For example, numeric types are initialized to 0, boolean types to false, and reference types to null.
  • If a class has any constructors defined explicitly, including parameterized constructors, Java does not automatically provide a default constructor.

1. Example:

Default constructor without providing any initial values:

public class MyClass {
    int x; // Instance variable

    // Default constructor (no-arg constructor)
    public MyClass() {
        // No initialization tasks specified
        // 'x' remains uninitialized
    }

    public static void main(String[] args) {
        // Creating an object of MyClass
        MyClass obj = new MyClass();

        // Accessing instance variable 'x'
        System.out.println("Value of x: " + obj.x); // Output: 0 (default value)
    }
}

Output
Value of x: 0

In this example, the default constructor doesn't perform any initialization tasks for the instance variable x, so it remains uninitialized. When accessed, x will have its default value, which is 0 for numeric types.

2. Example:

Default constructor with initial values

public class MyClass {
    int x; // Instance variable

    // Default constructor (no-arg constructor)
    public MyClass() {
        // Initialization tasks
        x = 10; // Assigning a default value
    }

    public static void main(String[] args) {
        // Creating an object of MyClass
        MyClass obj = new MyClass();

        // Accessing instance variable 'x'
        System.out.println("Value of x: " + obj.x); // Output: 10
    }
}

Output
Value of x: 10

In this example, the default constructor initializes the instance variable x to 10.

2. Parameterized Constructor

A parameterized constructor is a constructor that accepts parameters. It allows objects to be initialized with specific values passed as arguments during object creation.

  • Unlike the default constructor, a parameterized constructor has one or more parameters in its declaration.
  • It provides flexibility in object initialization by allowing developers to specify initial values for object attributes during object creation.
  • Multiple parameterized constructors can be defined within the same class using constructor overloading, allowing different ways to initialize objects.

Example:

public class Student {
    String name;
    int age;

    // Parameterized constructor
    public Student(String name, int age) {
        this.name = name; // Initialize 'name' with the passed value
        this.age = age; // Initialize 'age' with the passed value
    }

    public static void main(String[] args) {
        // Creating objects of Student class using parameterized constructor
        Student student1 = new Student("Amit", 20);
        Student student2 = new Student("Punit", 22);

        // Accessing object attributes
        System.out.println("Student 1: Name - " + student1.name + ", Age - " + student1.age);
        System.out.println("Student 2: Name - " + student2.name + ", Age - " + student2.age);
    }
}

Output
Student 1: Name - Amit, Age - 20
Student 2: Name - Punit, Age - 22

In this example, the parameterized constructor initializes the name and age attributes of the Student class with values passed during object creation.

What is "this" Keyword?

this keyword refers to the current object within which it is used. It allows developers to access instance variables, invoke instance methods, and perform other object-related operations with clarity and precision. Essentially, "this" acts as a pointer to the current instance of the class, providing a means to distinguish between instance variables and local variables or parameters with the same name.

Practical Applications of "this" Keyword

Referring to Current Class Instance Variable:

"this" keyword can be used to refer to instance variables of the current class. This is particularly useful when there's a naming conflict between instance variables and local variables or parameters.

public class MyClass {
    private int value;

    public void setValue(int value) {
        this.value = value; // Assigning value to the instance variable
    }
}
  • Invoking Current Class Method (Implicitly): Inside a method, you can invoke another method of the same class implicitly using the this keyword.
  • Invoking Current Class Constructor: The this() constructor call can be used to invoke another constructor within the same class, facilitating constructor chaining.
  • Passing this as an Argument in Constructor Call: Similarly, this can be passed as an argument to other constructors within the same class, facilitating constructor invocation.
  • Returning the Current Class Instance from a Method: Methods can return the current class instance using the this keyword, enabling method chaining and fluent API design.

Access Modifiers

Access modifiers, as the name suggests, modify the access levels of classes, methods, and variables. They define the scope and visibility of these elements within the program. By using access modifiers, developers can restrict or allow access to certain parts of their code, thereby controlling how other classes or components interact with them.

Types of Access Modifiers

  • public Access Modifier:
    • The most permissive access modifier in Java.
    • Allows access from anywhere within the same package or from any other package.
    • Commonly used for classes and methods intended to be accessible from outside the class's package.
  • protected Access Modifier:
    • Restricts access to members within the same package or by subclasses of the class.
    • Used for instance variables and methods needed within the same package or by subclasses for inheritance.
  • private Access Modifier:
    • Restricts access to only within the same class.
    • Prevents access from any other class, including subclasses and classes within the same package.
    • Used for encapsulating internal implementation details and providing data hiding.
  • Default (Package-Private) Access Modifier:
    • When no access modifier is specified, it is considered as default access.
    • Also known as package-private access.
    • Members with default access are accessible only within the same package.
    • Used to restrict access to certain classes or members within the same package.

Method Overloading

Method overloading is a feature that allows a class to have multiple methods with the same name but different parameters. This enables developers to create methods that perform similar tasks but operate on different types of input or different numbers of parameters. Method overloading enhances code readability, flexibility, and reusability. Let's dive deeper into the concept of method overloading with detailed explanations and examples.

  • Method overloading is based on the signature of the method, which includes the method name and the parameter list.
  • Two methods are considered overloaded if they have the same name but different parameter lists.
  • The return type of the method does not play a role in overloading; it can be different or the same.

Example:

Let's consider an example of a class named Calculator that contains overloaded methods for addition.

public class Calculator {
    // Method for adding two integers
    public int add(int a, int b) {
        return a + b;
    }

    // Overloaded method for adding three integers
    public int add(int a, int b, int c) {
        return a + b + c;
    }

    // Overloaded method for adding two doubles
    public double add(double a, double b) {
        return a + b;
    }

    public static void main(String[] args) {
        Calculator myCalculator = new Calculator();

        // Example usage of the overloaded methods
        int sum1 = myCalculator.add(5, 3);
        int sum2 = myCalculator.add(4, 6, 2);
        double sum3 = myCalculator.add(3.5, 2.7);

        // Output the results
        System.out.println("Sum of 5 and 3: " + sum1);
        System.out.println("Sum of 4, 6, and 2: " + sum2);
        System.out.println("Sum of 3.5 and 2.7: " + sum3);
    }
}

Output
Sum of 5 and 3: 8
Sum of 4, 6, and 2: 12
Sum of 3.5 and 2.7: 6.2

In this example, the Calculator class contains three overloaded methods named add.

  • The first method accepts two integers as parameters, the second method accepts three integers, and the third method accepts two doubles.
  • All three methods perform addition, but they operate on different types or numbers of parameters.

Inheritance in OOP

A class (subclass or derived class) can inherit properties and methods from another class (superclass or base class) through inheritance. While retaining its common characteristics, the subclass has the ability to add or change the superclass's functionality.

  • Hierarchical Structure: Classes can be arranged hierarchically according to their relationships because of inheritance. The "is-a" relationship between classes is reflected in this hierarchical structure. A more general "Vehicle" class could be the parent of a "Car" class, for example.
  • Code Reusability: A subclass can reuse the methods and properties defined in a superclass without having to redefine them by inheriting from it.

Syntax of inheritance:

// Superclass
class Superclass {
// Superclass members
}

// Subclass
class Subclass extends Superclass {
// Subclass members
}

Need for Inheritance

  • Code Reusability: Inheritance allows subclasses to inherit attributes and methods from their superclass. This promotes code reuse
  • Modularity: Inheritance facilitates the creation of modular and hierarchical class structures. By organizing classes into a hierarchy based on their relationships, inheritance makes the codebase easier to understand and manage.
  • Extensibility: Subclasses can extend the functionality of their superclass by adding new attributes and methods or by overriding existing methods. This allows for flexible and scalable software design
  • Abstraction: Inheritance enables the creation of abstract classes and interfaces, which define common behaviors and characteristics shared by multiple subclasses.

Types of Inheritance

  • Single Inheritance: Single inheritance occurs when a subclass extends only one superclass. This is the most common type of inheritance:
  • Multilevel Inheritance: Multilevel inheritance involves a chain of inheritance where a subclass extends another subclass, forming a hierarchy. Each level in the hierarchy represents a specialization of the previous level.
  • Hierarchical Inheritance: Hierarchical inheritance occurs when multiple subclasses inherit from the same superclass. It allows for the creation of a diverse set of specialized classes sharing common attributes and behaviors.
  • Multiple Inheritance (Through Interfaces): Multiple inheritance refers to the ability of a class to inherit behaviors and characteristics from more than one superclass. While Java does not support multiple inheritance of classes due to the "diamond problem," it does allow multiple inheritance through interfaces.
  • Hybrid Inheritance: Hybrid inheritance combines multiple types of inheritance within a single class hierarchy. It can involve any combination of single, multilevel, hierarchical, and multiple inheritance.

Polymorphism in OOP

It makes code reuse, extension, and flexibility possible by treating objects of different classes as belonging to the same superclass. Through a standard interface, it enables uniform treatment of objects of various categories. It allows the same code to work with several kinds of objects.

  • Method Overriding: Method overriding, in which subclasses offer their own implementation of a method defined in their superclass, is a common way to establish polymorphism. Depending on the object's real type, the runtime environment chooses which implementation to call when a method is called on it.
  • Interface-Based Polymorphism: Another way to accomplish polymorphism is by using interfaces or abstract classes, in which case several classes extend the same abstract class or implement the same interface.

Data Hiding

Data hiding is a fundamental concept in object-oriented programming (OOP) that involves concealing the internal state of an object and only exposing the necessary functionalities through a well-defined interface.

Components of Data Hiding:

Data hiding encompasses two primary components:

  • Encapsulation:
    • Encapsulation is a key aspect of achieving data hiding in OOP.
    • It involves bundling data (attributes or fields) and methods (behaviors) together within a single unit, known as a class.
    • Encapsulation ensures that the internal state of an object is kept private and can only be accessed or modified through controlled methods.
  • Abstraction:
    • Abstraction involves representing the essential features of an object while hiding unnecessary details.
    • It allows developers to focus on the essential characteristics of an object and ignore the irrelevant complexities.
    • Abstraction is closely related to encapsulation, as encapsulation enables abstraction by hiding the internal implementation details of a class.

1. Abstraction in OOP

Abstraction is the process of concentrating on an object's or system's key features while disregarding unimportant elements. It enables programmers to produce models that simply and easily convey the core of real-world objects and ideas.

  • In OOP, abstraction is often achieved through class abstraction.
  • Classes encapsulate data (attributes) and behavior (methods) related to a specific entity or concept, abstracting away the implementation details.
  • Users of the class interact with it through its public interface, without needing to know how its functionality is implemented internally.

Real-Life Example:

An ATM exemplifies abstraction by providing a simple interface for users to perform tasks like withdrawing cash or checking balances. Users only see essential steps—insert card, enter PIN, select an action, and receive cash—while the complex processes, such as card verification, balance checks, database updates, and cash dispensing, are hidden. This allows users to focus on their tasks without worrying about internal operations, showcasing how abstraction simplifies complex systems.

We can achieve abstraction in two ways:

1. Abstract Class: Abstract classes in Java provide a way to create blueprints for objects without providing complete implementations. They serve as templates for other classes to inherit from, defining common behaviors and attributes that subclasses can extend and customize. Here are some key points about abstract classes:

  • Cannot be Instantiated: Abstract classes cannot be instantiated directly using the new keyword. They exist solely for the purpose of being inherited by subclasses.
  • May Contain Abstract Methods: Abstract classes may contain abstract methods, which are methods without a body. Subclasses must provide concrete implementations for all abstract methods, unless they are declared as abstract themselves.
  • Can Have Concrete Methods: Abstract classes can also have concrete methods, which are methods with a body. These methods provide default implementations that subclasses can override if needed.

Abstract Class Syntax:

abstract class ClassName {
// Fields, constructors, and methods
}

2. Using Interface: Interfaces serve as blueprints for classes, defining a set of method signatures without specifying their implementations. Unlike classes, interfaces cannot contain instance fields but can include constants. They provide a way to achieve abstraction and define a contract that implementing classes must adhere to.

Syntax of an Interface:

In Java, interfaces are declared using the interface keyword followed by the interface name and a code block containing method signatures and constant declarations. Here's an example:

public interface MyInterface {
void myMethod(); // Method signature
int MY_CONSTANT = 10; // Constant declaration
}

2. Encapsulation in OOP

Encapsulation is the process of combining data and methods for working with the data into a single unit called a class. It makes it possible to hide a class's implementation details from outside users who engage with the class via its public interface.

  • Class as a Unit of Encapsulation: Classes include information (attributes) and actions (methods) associated with a particular entity or concept. The class's public methods allow users to interact with it without having to understand the inner workings of those methods.
  • Access Modifiers: Access modifiers that regulate the visibility of class members (attributes and methods), such as public, private, and protected, are used to enforce encapsulation. Private members can only be reached from within the classroom, whilst public members can be reached from outside.

Relationships between Classes in OOPs

In OOP, relationships between classes are fundamental for designing systems that accurately model real-world scenarios. These relationships help define how classes interact with each other and how they collaborate to achieve the system's functionality.

Here are some common relationships between classes in OOP system design:

  1. Association:
    • Association represents a relationship between two classes where one class uses another class as part of its functionality. It can be either a one-to-one, one-to-many, or many-to-many relationship. For example, in a library management system, a "Library" class might be associated with multiple "Book" classes.
  2. Aggregation:
    • Aggregation is a type of association where one class represents a "whole" and contains instances of another class, which represents its "parts." The parts can exist independently of the whole. For example, a "Car" class may contain instances of a "Wheel" class.
  3. Composition:
    • Composition is a stronger form of aggregation where the parts are essential to the existence of the whole. If the whole is destroyed, the parts are also destroyed. For example, a "House" class may be composed of "Room" objects.
  4. Inheritance:
    • Inheritance represents an "is-a" relationship between classes, where one class (subclass or derived class) inherits properties and behaviors from another class (superclass or base class). It allows for code reuse and promotes a hierarchical organization of classes.
  5. Dependency:
    • Dependency represents a weaker relationship between classes where one class relies on another class, typically through method parameters or return types. Changes in the dependent class may affect the dependent class, but not vice versa.

SOLID Principles in OOPs for Designing Systems

The goal of the SOLID design principles in Object-Oriented Programming (OOP) is to produce software systems that are easier to maintain, more adaptable, and more scalable. An outline of the SOLID concepts is provided below:

  • Single Responsibility Principle (SRP): SRP states that a class should have only one reason to change, meaning it should have only one responsibility or job.
  • Open/Closed Principle (OCP): According to OCP, classes should be closed for changes but open for extensions. This implies that a class's behavior should be readily expandable without requiring changes to the source code.
  • Liskov Substitution Principle (LSP): According to LSP that objects of a superclass should be replaceable with objects of its subclasses without affecting the correctness of the program.
  • Interface Segregation Principle (ISP): According to the ISP, customers shouldn't be made to rely on interfaces they don't utilize. It promotes the development of more focused, smaller interfaces that are adapted to particular customer needs.
  • Dependency Inversion Principle (DIP): DIP states that high-level modules should not depend on low-level modules; both should depend on abstractions.

Real-world Examples of OOPs in System Design

here are some real-world examples of Object-Oriented Programming (OOP) used in system design:

  1. Banking System:
    • In a banking system, OOP principles are applied to model entities such as accounts, customers, transactions, and branches.
    • Each of these entities can be represented as objects with attributes and methods.
    • For example, a "BankAccount" class might have attributes like account number, balance, and owner, with methods for depositing, withdrawing, and transferring funds.
  2. E-commerce Platform:
    • In an e-commerce platform, OOP is used to model entities such as products, customers, orders, and payments.
    • Each product can be represented as an object with attributes like name, price, and quantity in stock.
    • Customers can be represented as objects with attributes like name, address, and payment information.
  3. Hospital Management System:
    • In a hospital management system, OOP principles are used to model entities such as patients, doctors, appointments, and medical records.
    • Each patient can be represented as an object with attributes like name, age, and medical history.
    • Doctors can be represented as objects with attributes like name, specialization, and availability.



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