Introduction
What is the series about?
Using a practical application, like a game, helps understand object-oriented principles better and makes them relatable.
Focusing on the "why" behind object-oriented programming is essential, as it is often overlooked.
The example game simplifies the concepts by using real-world animal entities and their behaviors.
The series gradually improves the code by incorporating object-oriented principles, ensuring maintainability and extensibility.
UI and graphics are not the focus; instead, the emphasis is on building a hierarchy and classification of entities.
The concepts discussed in the series are applicable to any programming language that supports object-oriented programming.
The example game can be helpful for interview preparation, as object-oriented programming is a common topic.
Requirements of the fictitious game:
The attributes and behaviours of the Animals!
Cat
Has a name
can eat
can climb on roofs
Dog
Has a name
can eat
can climb on steps
Parrot
Has a name
can eat
can climb on trees
can fly
What the App must do for now:
Upon starting all the animals must do what they know!
Later
The parrot can sing,
A new animal, an eagle, needs to be introduced. Eagle cannot sing!
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