OOP

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Last updated 10:02 AM on 7/8/26
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25 Terms

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SRP

Single Responsibility Principle, a concept in object-oriented programming that states a class should have only one reason to change.

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OCP

Open-Closed Principle, states that software entities should be open for extension, but closed for modification.

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LSP

Liskov Substitution Principle, states that object of a superclass should be replaceble whit objects of its superclasses without breaking the application.

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ISP

Interface Segregetion Principle, states that no code should be forced to depend on methods it dose not use.

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DIP

Dependency Inversion Principle, is a software rule that dictate high-level, policy-making moudules should not depend on low-level utility modules.

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Composition over Inheritance

classes should achive polymopich behavor and code reuse thrugh containded objects (“has-a relationship) rather than extending base classes (“is-a” relationships)

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High Cohesion, Low Coupling

module or class focuses on one single, welldefined responsibility. Modules are independent,they interact only through minimal clear interfaces.

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Law of Demeter / Principle of Least Knowledge

an object should only interact with its immedate friends

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Defensive Programming

assume your code will recive invalid inputs,unexpected usage, or fail, and build safeguards to ensure the system remains stable.

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Command-Query Sepration Principle

Every method in a system should ether preform an action (a command) or return data (a query)but never both.

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Separation of Concern

Driving a system into distinct, self-contained modules where eatch addresses a specfic responsibility of feature.

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Factory (Method)

Crestional design pattern that provides an interface for creating objects in a superclass, but allows superclasses to alter the type of objects that will be craated.

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Template Method

behavoral design pattern that defines the skeleton of an algorithm in tha superclass butt lets subclasses override specific steps of the algorithm witout changing structure.

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Bridge

Structural design pattern that lets you split a large class or a set of closely related classes into two seperate hierarches-abstraction and implementation-whitch can be developed inpendently of each outer.

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State

behavioral design pattern thet lets an object alter its behavor whn its internal state changes. It appears as if the object changed its class.

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Strategy

Behavioral designpattern that lets you define a family of algorithms, put each of them into a seprate class, and meke their objects interchangeble.

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Module

implemnt the concept of software modules, defined by modular programing.

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Facade

Stuctual design pattern that provides a simplified interface to a library, a framework, or any other complex set of classes.

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Adapter

Structural design pattern that allows objects with incompatible interfacec to collaborate.

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MVC

atchitectual pattern that separates an application into three interconnected components:the Model (data and business logic), the View (user interface) and the Controller (intermediary).

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Observer

behvioral design pattern that lets you define a subscription mechanism to noteify multiple objects about any events that happen to the object they’re observing.

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Defensive Copying

create an independent duplicate of a mutable object when passing it into or out of class.

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Decorator

structural design pattern that lets yoy attach new behavors to objects by placing these object inside special wrapper objects that contain the behaviors.

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Singleton

creational design pattern that lets you ensure that a class has only one instance, while providing a global accsess point this instance.

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