Object-Oriented Design Process Explained

After reading through the object-oriented design process, I would say that it could simply just be translated and summarized into three categories. That is portability, flexibility, and interconnectivity. Let me explain.

First of all, portability means that object-oriented programs are extraordinarily lightweight and transferable within a cross-platform environment. The benefit of that is its modularity because it is much easier to move one particular “chunk,” “slab,” or class of code rather than copying the entire project over to a different machine. Hence, that encapsulation makes debugging and testing in a multi-development and cross-platform environment a total breeze.

Secondly, flexibility means that it makes it easier to distribute programs based on this design. For example, as we know, most game development studios utilize C++ as their development platform. In fact, the Windows operating system itself was coded based on a combination of C++, C#, and the base C language. Therefore, when they want to push an update to the user’s local programs, all they have to do is to update the particular “module” of the user’s local copy of the program rather than having to redownload everything again and override them all together.

Last but not least, programs based on object-oriented languages are vastly interconnected. This is similar to the idea of SQL. In the SQL database, every table is interconnected in some way, shape, or form. Therefore, you are able to join or “combine” two tables together to perform a joint task. Although it doesn’t expand functionalities, it does, however, make it very robust for data analytical work because you are able to make some meaningful link between two sets of data that may otherwise seem independent from each other. Circling back to object-oriented languages, every module is interconnected with each other to perform and achieve expanded functionality, but, they are, otherwise programmable and usable in a standalone fashion.

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