Chris Staudinger
Chris Staudinger

@ChrisStaud

2 Tweets 35 reads Sep 14, 2023
Object-oriented programming in under 5 minutes:
Object-oriented programming (OOP) is a programming paradigm in which programs are designed using ๐—ฐ๐—น๐—ฎ๐˜€๐˜€๐—ฒ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—ผ๐—ฏ๐—ท๐—ฒ๐—ฐ๐˜๐˜€. This design allows related functions and data to be grouped together in ๐˜€๐—ฒ๐—น๐—ณ-๐—ฐ๐—ผ๐—ป๐˜๐—ฎ๐—ถ๐—ป๐—ฒ๐—ฑ ๐—ฎ๐—ป๐—ฑ ๐—ฟ๐—ฒ๐˜‚๐˜€๐—ฎ๐—ฏ๐—น๐—ฒ ๐˜‚๐—ป๐—ถ๐˜๐˜€.
A class is a template or blueprint from which objects are made from. Classes define the properties and methods that an object can have, and objects are unique instances of a class.
For example, let's say you want to create a life simulation game where players can adopt and raise pets. You would have a "Pet" class that defines the properties of each pet (like "name" and "age"), as well as behaviors they can do (like "speak" and "eat").
You could then create objects, or instances, of this class for each specific pet. Each object could have its own values for each property. For example, you could have a 2-year-old pet named "Winston", & a 1-year-old pet named "Wesley"; both initialized from the "Pet" class.
๐—ข๐—ฏ๐—ท๐—ฒ๐—ฐ๐˜-๐—ผ๐—ฟ๐—ถ๐—ฒ๐—ป๐˜๐—ฒ๐—ฑ ๐—ฝ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฎ๐—บ๐—บ๐—ถ๐—ป๐—ด ๐—ต๐—ฎ๐˜€ ๐Ÿฐ ๐—บ๐—ฎ๐—ถ๐—ป ๐—ฝ๐—ฟ๐—ถ๐—ป๐—ฐ๐—ถ๐—ฝ๐—น๐—ฒ๐˜€; ๐—ฒ๐—ป๐—ฐ๐—ฎ๐—ฝ๐˜€๐˜‚๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป, ๐—ถ๐—ป๐—ต๐—ฒ๐—ฟ๐—ถ๐˜๐—ฎ๐—ป๐—ฐ๐—ฒ, ๐—ฎ๐—ฏ๐˜€๐˜๐—ฟ๐—ฎ๐—ฐ๐˜๐—ถ๐—ผ๐—ป, ๐—ฎ๐—ป๐—ฑ ๐—ฝ๐—ผ๐—น๐˜†๐—บ๐—ผ๐—ฟ๐—ฝ๐—ต๐—ถ๐˜€๐—บ.
๐—˜๐—ป๐—ฐ๐—ฎ๐—ฝ๐˜€๐˜‚๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป hides internal details but exposes data & methods via a public interface, preventing unintentional changes. E.g. โ€” a player can view a pet's age but can't accidentally change it. But they can run methods avail on the public interface like changing a pet's name.
๐—œ๐—ป๐—ต๐—ฒ๐—ฟ๐—ถ๐˜๐—ฎ๐—ป๐—ฐ๐—ฒ allows classes to inherit properties and methods from other classes, making code reusable and organized. E.g. โ€” A "SuperPet" class that extends from "Pet "and would inherit "age", "name", "eat", and "speak"; while defining new behaviors like "fly"
๐—ฃ๐—ผ๐—น๐˜†๐—บ๐—ผ๐—ฟ๐—ฝ๐—ต๐—ถ๐˜€๐—บ is a principle that enables objects to change their form by extending or overriding existing methods. E.g. A "Dog" & "Cat" class that extended from the "Pet", shouldn't share the same "speak" method. You'd override it to have its own logic like "woof" or "meow"
๐—”๐—ฏ๐˜€๐˜๐—ฟ๐—ฎ๐—ฐ๐˜๐—ถ๐—ผ๐—ป reduces complexity by only surfacing the information needed for a given context or use case. E.g. A โ€œPlayerโ€ class doesnโ€™t need to know how the โ€œeatโ€ method works in the โ€œPetโ€ class, it just needs to know how to interact with it โ€” i.e. its input and output.
OOP provides a way to design your program that makes it ๐—ฟ๐—ฒ๐˜‚๐˜€๐—ฎ๐—ฏ๐—น๐—ฒ, ๐˜€๐—ฒ๐—ฐ๐˜‚๐—ฟ๐—ฒ, ๐˜€๐˜๐—ฎ๐—ฏ๐—น๐—ฒ, ๐—ฎ๐—ป๐—ฑ ๐—ฒ๐—ฎ๐˜€๐˜† ๐˜๐—ผ ๐˜‚๐—ป๐—ฑ๐—ฒ๐—ฟ๐˜€๐˜๐—ฎ๐—ป๐—ฑ. But it isn't without disadvantages. A couple of arguments against it are that it can lead to over-engineering and complexity on a large scale.
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