In today’s rapidly changing software development world, Object-Oriented Analysis and Design (OOAD) has become a key component of programming approaches. Currently, businesses are in search of more efficient and scalable solutions thus, mastering OOAD principles is an invaluable skill for any developer who hopes to join the field of programming.
Important Interview Questions for OOAD
- What is the Observer Pattern, and when would you use it?
- Explain the Decorator Pattern and how it differs from inheritance.
- Describe the Singleton pattern. When should it be used?
- Explain the Factory Method Design Pattern and its advantages over simple object creation.
- What is the Adapter Design Pattern, and how does it promote code reusability?
- Explain the different types of relationships in UML (association, aggregation, composition, inheritance).
- How would you represent a Dependency Relationship between classes in a UML diagram?
- What is the purpose of a Sequence Diagram in UML? Provide an example scenario where it would be useful.
- Explain the difference between an abstract class and an interface in UML.
- How would you model a generalization/specialization relationship in a UML class diagram?
- How do you ensure that your object-oriented design is scalable and maintainable?
- How do you approach the analysis of a software system for OOAD?
- How do you design a library management system using Object-Oriented Principles.
- How do you design an E-commerce system that supports multiple payment gateways.
- How do you design a Real-Time Chat Application using Object-Oriented Principles.
- Explain the Single Responsibility Principle (SRP) and provide an example where it is violated and how to refactor it.
- What is the Open-Closed Principle (OCP)? How can it be applied in a practical scenario?
- Describe the Liskov Substitution Principle (LSP) and its importance in object-oriented design.
- Explain the Interface Segregation Principle (ISP) and its benefits.
- How does the Dependency Inversion Principle (DIP) contribute to loose coupling in a system?
- What is Cohesion and Coupling while designing systems? Explain the difference between high and low cohesion and tight and loose coupling.
- What are the four pillars of object-oriented programming?
- How does encapsulation contribute to data hiding and code modularization?
- Explain the concept of inheritance and its benefits in object-oriented design.
- How does abstraction help in managing complexity in object-oriented systems?
1. What is the Observer Pattern, and when would you use it?
The Observer Pattern is a Behavioral Design Pattern that defines a one-to-many dependency between objects, allowing multiple observers to be notified when the state of a subject-object changes. It is commonly used in event-driven systems, where objects need to be notified when certain events occur.
2. Explain the Decorator Pattern and how it differs from inheritance
The Decorator Pattern is a Structural Design Pattern that allows behavior to be added to an individual object dynamically, without affecting the behavior of other objects from the same class. It is used to extend or decorate the functionality of an object at runtime.
The key difference between Decorator and inheritance is that inheritance is static and achieves code reuse through an is-a relationship, while the Decorator pattern achieves code reuse through a has-a relationship at runtime.
3. Describe the Singleton pattern. When should it be used?
The Singleton Pattern is a Creational Design Pattern that ensures a class has only one instance and provides a global point of access to it. It is used when you need to ensure that a class has only one instance and that instance is easily accessible from anywhere in the application.
The Singleton pattern should be used when:
- You need to control the instantiation of a class and ensure that only one instance exists.
- You need a global access point to that instance.
4. Explain the Factory Method Design Pattern and its advantages over simple object creation
The Factory Method Design Pattern is a Creational Design Pattern that defines an interface for creating objects but lets subclasses decide which class to instantiate. It provides a way to delegate the instantiation logic to child classes.
Advantages over simple object creation:
- Follows the Open/Closed Principle, allowing new object types to be introduced without modifying existing code
- Decouples object creation from object usage, improving code flexibility and maintainability
- Promotes loose coupling by removing the need for concrete class references in client code
- Can be combined with other patterns like Abstract Factory or Prototype for more complex object creation scenarios
5. What is the Adapter Design Pattern, and how does it promote code reusability?
The Adapter Design Pattern is a Structural Design Pattern that allows incompatible interfaces to work together. It acts as a bridge between two incompatible interfaces by converting the interface of one class into another interface that the client expects.
- The Adapter pattern promotes code reusability by allowing existing classes to be reused and integrated with new or different systems, even if their interfaces are not compatible.
- It achieves this by creating an adapter class that acts as a translator between the existing interface and the expected interface.
6. Explain the different types of relationships in UML (association, aggregation, composition, inheritance)
- Association : A relationship between two classes that indicates a connection or link between their objects.
- Aggregation : A special type of association that represents a "has-a" or "part-of" relationship, where one class is a part of another class, but they have separate lifetimes.
- Composition : A stronger form of aggregation, where the contained object's lifecycle is dependent on the container object.
- Inheritance : A relationship where one class (subclass) inherits the structure and behavior of another class (superclass), enabling code reuse and specialization.
7. How would you represent a Dependency Relationship between classes in a UML diagram?
In UML, a Dependency Relationship between classes is represented by a dashed arrow pointing from the dependent class to the class it depends on. The arrow is annotated with the stereotype <<use>> to indicate the direction of the dependency.
8. What is the purpose of a Sequence Diagram in UML? Provide an example scenario where it would be useful
A Sequence Diagram in UML is used to model the interaction between objects in a system over time. It shows the sequence of messages exchanged between objects, as well as the lifelines of the objects involved.
Example scenario: Modeling the flow of a user registration process in a web application. The sequence diagram would show the interactions between the user interface, controllers, services, and database components as the user enters their information and the system processes the registration.
9. Explain the difference between an abstract class and an interface in UML
- An Abstract Class is represented by a class symbol with the name in italics. It can have both abstract and concrete methods and may contain implementation details.
- An interface is represented by a circle or a circle with the stereotype <<interface>>. It defines a contract or a set of methods that must be implemented by any class that implements the interface. Interfaces cannot have any implementation details.
The main difference is that a class can inherit from only one abstract class but can implement multiple interfaces.
10. How would you model a generalization/specialization relationship in a UML class diagram?
In a UML Class Diagram, a generalization/specialization relationship is represented using inheritance. The parent or superclass or generalized class is placed at the top, and the child or Sub Classes are connected to it with a solid line and an empty arrowhead pointing towards the superclass. This relationship indicates that the subclasses inherit the attributes and methods from the superclass.
11. How do you ensure that your object-oriented design is scalable and maintainable?
To ensure that an object-oriented design is scalable and maintainable, several principles and practices should be followed :
- Apply SOLID Principles: Single Responsibility, Open/Closed, Liskov Substitution, Interface Segregation, and Dependency Inversion principles promote modular, extensible, and maintainable code.
- Favor composition over inheritance: Composition is more flexible and promotes code reuse through delegation rather than inheritance hierarchies.
- Encapsulate and hide implementation details: Encapsulation helps manage complexity by hiding internal details and exposing a clean, stable interface.
- Separate concerns: Separate the application into logical layers (e.g., presentation, business logic, data access) to improve modularity and maintainability.
- Use Design Patterns: Appropriate use of design patterns can improve code structure, reusability, and flexibility.
- Write clean, self-documenting code: Follow coding best practices, use meaningful names, and add comments where necessary for better understandability and maintainability.
- Implement unit testing: Well-designed unit tests help catch regressions and facilitate refactoring and future changes.
12. How do you approach the analysis of a software system for OOAD?
When approaching the analysis of a software system for object-oriented analysis and design (OOAD), the following steps can be followed :
- Step 1: Gather requirements: Understand the problem domain, system requirements, and constraints through stakeholder interviews, documentation review, and other techniques.
- Step 2: Identify key objects and concepts: Based on the requirements, identify the key objects, entities, and concepts that make up the problem domain.
- Step 3: Define object responsibilities: For each identified object, define its responsibilities, behaviors, and attributes.
- Step 4: Establish relationships: Identify the relationships between objects, such as associations, aggregations, and inheritances.
- Step 5: Create Class Diagrams: Using UML notation, create class diagrams to visually represent the identified objects, their relationships, and their respective attributes and methods.
- Step 6: Identify Use Cases: Determine the main use cases or scenarios that the system needs to support, and map them to the identified objects and their interactions.
- Step 7: Create Sequence and State Machine Diagrams: Use sequence diagrams to model the interactions between objects for each use case, and state diagrams to represent the different states an object can be in and the transitions between them.
- Step 8: Refine and iterate: Review the design, identify potential issues or areas for improvement, and iterate until a satisfactory solution is achieved.
- Step 9: Consider Design Principles and Patterns: Apply object-oriented design principles (e.g., SOLID) and design patterns (e.g., Factory, Observer, Decorator) to enhance the design's modularity, extensibility, and maintainability.
This iterative approach, involving requirements gathering, object identification, relationship modeling, and diagramming, helps create a robust and maintainable object-oriented design for the software system.
13. How do you design a library management system using Object-Oriented Principles?
Here's a high-level object-oriented design for a Library Management system:
1. Key objects:
- Library: Manages the overall library operations, including catalogs, members, and book lending/returning.
- Book: Represents a book in the library, with properties like title, author, ISBN, and availability status.
- Member: Represents a library member with personal information and the ability to borrow and return books.
- Catalog: Manages the collection of books in the library, including search and retrieval operations.
- LendingRecord: Tracks the lending history of a book, including the member who borrowed it and the due date.
2. Relationships:
- The Library has a Catalog of Books.
- The Library has a collection of Members.
- A Member can borrow multiple Books, and a Book can be borrowed by multiple Members over time.
- A LendingRecord is created when a Member borrows a Book from the Library.
3. Key operations:
- Library: addMember(), removeMember(), lendBook(), returnBook(), viewCatalog()
- Book: updateAvailability()
- Member: borrowBook(), returnBook(), viewBorrowedBooks()
- Catalog: addBook(), removeBook(), searchBooks()
- LendingRecord: calculateDueDate(), extendDueDate(), markReturned()
4. Design patterns:
- Singleton pattern for the Library and Catalog classes to ensure only one instance exists.
- Observer pattern to notify Members when a book they want becomes available.
- Factory pattern for creating different types of Members (e.g., StudentMember, FacultyMember).
This design follows object-oriented principles like encapsulation, abstraction, and polymorphism, and can be further extended to include additional features like book reservations, overdue fines, and reporting functionalities.
14. How do you design an E-commerce system that supports multiple payment gateways?
Here's a high-level object-oriented design for an e-commerce system with support for multiple payment gateways :
1. Key objects:
- Customer: Represents a customer with personal information and a shopping cart.
- Product: Represents a product offered for sale, with properties like name, description, price, and inventory.
- Order: Represents a customer's order, containing ordered products, total cost, and payment details.
- PaymentGateway: An interface that defines methods for processing payments.
- ConcretePaymentGateway: Concrete implementations of the PaymentGateway interface for different payment providers (e.g., PayPal, Stripe, CreditCard).
- ShoppingCart: Manages the products added by a customer for purchase.
- Inventory: Manages the available stock of products.
2. Relationships:
- A Customer has a ShoppingCart and can place Orders.
- An Order contains multiple Products and is associated with a Customer.
- A PaymentGateway processes the payment for an Order.
- The Inventory manages the stock of Products.
3. Key operations:
- Customer: addToCart(), removeFromCart(), placeOrder(), makePayment()
- Product: updatePrice(), updateInventory()
- Order: calculateTotal(), processPayment()
- PaymentGateway: processPayment()
- ShoppingCart: addProduct(), removeProduct(), checkout()
- Inventory: updateStock()
4. Design Patterns:
- Strategy pattern for implementing different payment gateways (PayPal, Stripe, CreditCard) and allowing the system to switch between them easily.
- Observer pattern to notify customers about order status updates or product availability changes.
- Facade pattern to provide a unified interface for managing orders, payments, and inventory.
- Decorator pattern to add additional functionality to products (e.g., gift wrapping, express shipping).
This design separates concerns, promotes modularity, and allows for easy integration of new payment gateways or extensions to the system's functionality.
15. How do you design a Real-Time Chat Application using Object-Oriented Principles?
Here's a high-level object-oriented design for a real-time chat application:
1. Key objects:
- User: Represents a user in the chat application, with properties like username and online status.
- ChatRoom: Represents a chat room where users can exchange messages.
- Message: Represents a message sent by a user in a chat room, with properties like sender, content, and timestamp.
- ChatServer: Manages the overall chat application, handling user connections, chat rooms, and message broadcasting.
2. Relationships:
- A User can join multiple ChatRooms.
- A ChatRoom has multiple Users and contains a collection of Messages.
- A Message is sent by a User and belongs to a ChatRoom.
- The ChatServer manages Users, ChatRooms, and Message broadcasting.
3. Key operations:
- User: sendMessage(), joinChatRoom(), leaveChatRoom()
- ChatRoom: broadcastMessage(), addUser(), removeUser()
- Message: getContent(), getSender(), getTimestamp()
- ChatServer: registerUser(), unregisterUser(), createChatRoom(), joinChatRoom(), broadcastMessage()
4. Design patterns:
- Observer pattern to notify users about new messages in a chat room they have joined.
- Singleton pattern for the ChatServer to ensure only one instance exists.
- Proxy pattern for handling user authentication and authorization.
- Facade pattern to provide a unified interface for managing chat rooms, users, and messaging.
- Decorator pattern to add additional functionality to messages (e.g., file attachments, emoji reactions).
This design follows object-oriented principles like encapsulation, abstraction, and polymorphism, and can be further extended to include features like private messaging, user presence tracking, and message history persistence.
16. Explain the Single Responsibility Principle (SRP) and provide an example where it is violated and how to refactor it
The Single Responsibility Principle (SRP) states that a class should have only one reason to change, or in other words, it should have a single responsibility or job to do.
Let's understand Single Responsibility Principle using an example of Employee class with attributes name, email, salary and functionalities of generatePdfReport() and sendEmail().
Below is the example of violation of Single Responsibility Principle(SRP):
In the below example code, the Employee class violates the SRP because it has multiple responsibilities: managing employee data, generating PDF reports, and sending emails. These responsibilities are not cohesive and may change for different reasons.
class Employee {
private String name;
private String email;
private double salary;
// Methods related to employee data
// Method to generate PDF report
public void generatePdfReport() {
// Code to generate PDF report
}
// Method to send email
public void sendEmail() {
// Code to send email
}
}
Refactoring using SRP:
In the below refactored code, the responsibilities are separated into different classes: Employee for managing employee data, ReportGenerator for generating reports, and EmailSender for sending emails. Each class now has a single responsibility, improving maintainability and flexibility.
class Employee {
private String name;
private String email;
private double salary;
// Methods related to employee data
}
class ReportGenerator {
public void generatePdfReport(Employee employee) {
// Code to generate PDF report using employee data
}
}
class EmailSender {
public void sendEmail(String recipient, String message) {
// Code to send email
}
}
17. What is the Open-Closed Principle (OCP)? How can it be applied in a practical scenario?
The Open-Closed Principle (OCP) states that software entities (classes, modules, functions, etc.) should be open for extension but closed for modification. This means that the behavior of existing code should be able to be extended without modifying its source code.
Let's understand a practical scenario where OCP can be applied is in a payment processing system that needs to support multiple payment gateways.
Without OCP:
In the below example, the `PaymentProcessor` class violates the OCP because every time a new payment type needs to be supported, the `processPayment` method needs to be modified, which is against the principle of being closed for modification.
class PaymentProcessor {
public void processPayment(String paymentType, double amount) {
if (paymentType.equals("credit card")) {
// Process credit card payment
} else if (paymentType.equals("paypal")) {
// Process PayPal payment
} else if (paymentType.equals("bitcoin")) {
// Process Bitcoin payment
}
// ... more payment types
}
}
With OCP:
In the below refactored solution, the PaymentGateway interface defines the contract for processing payments, and concrete implementations like CreditCardGateway, PayPalGateway, and BitcoinGateway provide the specific implementation for each payment type. The PaymentProcessor class is now open for extension by adding new PaymentGateway implementations without modifying its existing code.
interface PaymentGateway {
void processPayment(double amount);
}
class CreditCardGateway implements PaymentGateway {
public void processPayment(double amount) {
// Process credit card payment
}
}
class PayPalGateway implements PaymentGateway {
public void processPayment(double amount) {
// Process PayPal payment
}
}
class BitcoinGateway implements PaymentGateway {
public void processPayment(double amount) {
// Process Bitcoin payment
}
}
class PaymentProcessor {
private PaymentGateway gateway;
public PaymentProcessor(PaymentGateway gateway) {
this.gateway = gateway;
}
public void processPayment(double amount) {
gateway.processPayment(amount);
}
}
By following the OCP, the payment processing system becomes more flexible and maintainable, as new payment types can be added without modifying existing code.
18. Describe the Liskov Substitution Principle (LSP) and its importance in object-oriented design.
The Liskov Substitution Principle (LSP) is a principle in object-oriented programming that states that subtypes (derived classes) should be substitutable for their base types (parent classes) without affecting the correctness of the program. In other words, if a class B is a subtype of class A, then objects of class B should be able to be used in place of objects of class A without causing any unexpected behavior or breaking the functionality of the program.
- The importance of LSP in object-oriented design is that it promotes code reusability, extensibility, and maintainability.
- By ensuring that subtypes are substitutable for their base types, developers can write code that works with base class objects and be confident that it will work correctly with any of its subtype objects as well.
19. Explain the Interface Segregation Principle (ISP) and its benefits.
The Interface Segregation Principle (ISP) states that clients should not be forced to depend on interfaces they do not use. In other words, it is better to have multiple smaller interfaces than a single monolithic interface that includes methods that not all clients need.
The benefits of following the ISP include:
- Reduced Coupling: By segregating interfaces into smaller, more specific ones, clients only depend on the interfaces they actually need, reducing coupling between components.
- Improved Maintainability: With smaller and more cohesive interfaces, changes to one interface are less likely to impact other parts of the system, making the code easier to maintain and evolve.
- Better Reusability: Smaller interfaces are more reusable across different parts of the system or even across different systems, as they are less specific to a particular use case.
- Avoidance of Fat Interfaces: A large, monolithic interface with many methods can become difficult to understand, implement, and maintain, especially if not all clients need all the methods.
20. How does the Dependency Inversion Principle (DIP) contribute to loose coupling in a system?
The Dependency Inversion Principle (DIP) is one of the SOLID principles that states that high-level modules should not depend on low-level modules; both should depend on abstractions. Abstractions should not depend on details, but details should depend on abstractions.
- The DIP contributes to loose coupling in a system by introducing an abstraction layer between the high-level and low-level modules.
- Instead of directly depending on concrete implementations, the high-level modules depend on abstractions (interfaces or abstract classes) defined by the low-level modules.
- This way, the high-level modules are decoupled from the specific implementation details of the low-level modules.
By following the DIP, the low-level modules can be easily replaced or extended without affecting the high-level modules, as long as the new implementations adhere to the defined abstraction. This promotes loose coupling, modularity, and flexibility in the system.
21. What is Cohesion and Coupling while designing systems? Explain the difference between high and low cohesion and tight and loose coupling
Cohesion and Coupling are two important concepts in object-oriented design that are closely related to the quality and maintainability of a software system.
1. Cohesion
Cohesion refers to the degree to which the responsibilities of a single module or class are related to each other. High cohesion means that a class or module has a well-defined, focused responsibility, and its methods and data are closely related to that responsibility. Low cohesion, on the other hand, means that a class or module has multiple, unrelated responsibilities, making it harder to understand, maintain, and reuse.
- High cohesion is desirable because it promotes modularity, reusability, and maintainability. Classes or modules with high cohesion are easier to understand, modify, and test in isolation.
- Low cohesion can lead to code that is harder to understand, modify, and maintain, as changes in one part of the code can have unintended consequences on other, unrelated parts.
2. Coupling
Coupling refers to the degree of interdependence between modules or classes in a software system.
- Tight coupling means that modules or classes are highly dependent on each other, making it difficult to make changes without affecting other parts of the system.
- Loose coupling, on the other hand, means that modules or classes have minimal dependencies on each other, making it easier to modify or replace them without affecting the rest of the system. Loose coupling is desirable because it promotes modularity, flexibility, and maintainability.
In general, the goal of good object-oriented design is to strive for high cohesion and loose coupling. This means creating classes or modules with well-defined, focused responsibilities (high cohesion) and minimizing dependencies between them (loose coupling). This promotes code that is easier to understand, maintain, and extend over time.
22. What are the four pillars of object-oriented programming?
The four pillars of object-oriented programming (OOP) are :
- Encapsulation:
- Encapsulation is the mechanism of binding data (properties) and the code that operates on that data (methods) together into a single unit, called a class.
- It hides the internal implementation details of an object from the outside world and provides a well-defined interface for interacting with the object.
- This helps in achieving data abstraction and information hiding.
- Abstraction:
- Abstraction is the process of identifying the essential features of an object and ignoring the non-essential details.
- It allows us to focus on the relevant aspects of an object and provides a simplified view of the object.
- In OOP, abstraction is achieved through the use of abstract classes and interfaces.
- Inheritance:
- Inheritance is a mechanism that allows a new class (derived class or subclass) to be based on an existing class (base class or superclass).
- The derived class inherits properties and methods from the base class, allowing code reuse and the creation of hierarchical relationships between classes.
- This promotes the concept of "is-a" relationships between objects.
- Polymorphism:
- Polymorphism is the ability of an object to take on many forms or to exhibit different behaviors based on its context.
- It allows objects of different classes to be treated as objects of a common superclass.
- Polymorphism can be achieved through method overriding (in inheritance) and method overloading (in the same class).
These four pillars work together to provide the fundamental principles and concepts of object-oriented programming. Encapsulation and abstraction help in achieving modularity and information hiding, while inheritance and polymorphism enable code reuse and flexibility in object-oriented systems.
23. How does encapsulation contribute to data hiding and code modularization?
Encapsulation is a fundamental principle of object-oriented programming that contributes to data hiding and code modularization in the following ways :
Data Hiding:
Encapsulation allows the internal implementation details of an object to be hidden from the outside world. This is achieved by making the object's data (properties or fields) private, and providing public methods (getters and setters) to access and modify that data in a controlled manner. By hiding the internal data, encapsulation helps to:
- Prevent direct access and modification of an object's data from outside the object, ensuring data integrity and consistency.
- Provide a well-defined interface for interacting with the object, promoting abstraction and information hiding.
- Protect the object's internal state from unintended modifications, reducing the risk of bugs and errors.
Code Modularization:
Encapsulation promotes code modularization by organizing related data and behavior into self-contained units called classes. Each class represents a distinct module or component of the system, with a well-defined interface (public methods) and a hidden implementation (private data and methods). This modularization:
- Facilitates code reuse, as individual classes can be reused across different parts of the system or different systems altogether.
- Allows for easier testing and debugging, as classes can be tested and verified in isolation, without being affected by external dependencies.
- Enables parallel development, as different developers can work on different classes simultaneously, as long as they adhere to the defined interfaces.
24. Explain the concept of inheritance and its benefits in object-oriented design
Inheritance is a fundamental concept in object-oriented programming (OOP) that allows a new class (derived class or subclass) to be based on an existing class (base class or superclass). The derived class inherits properties and methods from the base class, enabling code reuse and the creation of hierarchical relationships between classes.
The benefits of inheritance in object-oriented design include :
- Code Reuse: By inheriting from a base class, the derived class can reuse the existing code, reducing duplication and promoting code reusability. This can save development time and effort.
- Extensibility: Inheritance allows for the creation of specialized or more specific classes (subclasses) based on a general class (superclass). Subclasses can extend or override the behavior of the superclass, providing additional functionality or customizations.
- Polymorphism: Inheritance supports polymorphism, which allows objects of different subclasses to be treated as objects of the superclass. This enables writing more generalized and flexible code that can work with objects of different types.
- Hierarchical Classification: Inheritance allows for the creation of hierarchical relationships between classes, modeling real-world relationships and classification structures. This can help in organizing and understanding complex systems.
However, it's important to note that inheritance should be used judiciously and not overused, as excessive inheritance can lead to complex hierarchies that are difficult to maintain and understand (known as the "inheritance hell" or "fragile base class" problem). In some cases, composition (the "has-a" relationship) may be a better alternative than inheritance (the "is-a" relationship).
25. How does abstraction help in managing complexity in object-oriented systems?
Abstraction is a fundamental concept in object-oriented programming (OOP) that helps in managing complexity in object-oriented systems. It allows developers to focus on the essential features and behaviors of an object while hiding the unnecessary implementation details. Abstraction helps in managing complexity in the following ways:
- Separation of Concerns: Abstraction enables the separation of concerns by dividing a complex system into smaller, more manageable parts. Each abstraction (class, interface, or module) encapsulates a specific set of responsibilities, making the system easier to understand, maintain, and extend.
- Information Hiding: Abstraction provides a mechanism for hiding the internal implementation details of an object or module from the outside world. This reduces the complexity of the system by exposing only the necessary information and behaviors through well-defined interfaces, while hiding the intricate details.
- Layered Architecture: Abstraction supports the creation of layered architectures, where higher-level abstractions depend on lower-level abstractions. This hierarchical structure helps in managing complexity by allowing developers to work at different levels of abstraction, focusing on the relevant details at each level.
- Code Reusability: Abstraction promotes code reusability by defining common interfaces or abstract classes that can be implemented by multiple concrete classes. This allows for creating generalized solutions that can be easily adapted and reused in different parts of the system.
- Extensibility: Abstraction facilitates extensibility by providing a stable base for adding new functionality or modifying existing behavior without affecting the entire system. This is achieved through the use of abstract classes and interfaces, which define the contract for derived classes or implementing classes.