Oops-in-less-than-10-minutes
Object Oriented Programming Test Automation

Object-Oriented Programming in Less than 10 Minutes๐Ÿ’ก

Object-oriented programming (OOP) is a way of structuring programs where we organize things into groups called “classes” and “objects“.

With this approach, we gather related functions and information together in organized and reusable units. This makes it easier to understand and work with the code.


๐Ÿ‘‰ A class serves as a template or blueprint for creating objects.

๐Ÿ‘‰ Classes define the properties and methods of an object, while objects are distinct instances of a class.

For example๐Ÿ‘‡ 

In a game where you take care of pets, you’d have a “Pet” blueprint. 

You could have a “Pet” class that specifies the attributes of each pet (such as “name” and “age”), as well as the actions they can perform (such as “speak” and “eat”).

Class Property 1

You can create objects or instances of this class for each specific pet. Each object can have its own values for each property.

For example๐Ÿ‘‡

You might have a 2-year-old pet named “Reo” and a 1-year-old pet named “Raja”, both created using the “Pet” class.

object-instance-property-class

โžก๏ธThe Output:ย 

Class Property Output

Principles of Object-Oriented Programmingโœ๏ธ

๐Ÿ‘‰Object-oriented programming has 4 main principles: encapsulation, inheritance, abstraction, and polymorphism.

Oops Principles

1๏ธโƒฃ ๐„๐ง๐œ๐š๐ฉ๐ฌ๐ฎ๐ฅ๐š๐ญ๐ข๐จ๐ง

  • Encapsulation encapsulates the data and methods within a class, preventing direct access from outside and ensuring that the data is accessed and modified only through defined methods. It provides data security and helps maintain code integrity.
  • Example๐Ÿ‘‡
    • A player can view a pet’s age without accidentally changing it, but they can still utilize methods available on the public interface to change a pet’s name.
๐„๐ง๐œ๐š๐ฉ๐ฌ๐ฎ๐ฅ๐š๐ญ๐ข๐จ๐ง

โžก๏ธThe Output:

๐„๐ง๐œ๐š๐ฉ๐ฌ๐ฎ๐ฅ๐š๐ญ๐ข๐จ๐ง Output

2๏ธโƒฃ ๐ˆ๐ง๐ก๐ž๐ซ๐ข๐ญ๐š๐ง๐œ๐ž 

  • Inheritance allows a class to inherit properties and methods from another class, promoting code reuse and creating a hierarchical relationship between classes.
  • Example๐Ÿ‘‡
    • A “SuperPet” class that extends from “Pet” and inherits “age”, “name”, “eat”, and “speak”, while also defining new behavior like “fly”.
Inheritance Snippet

โžก๏ธ The Output:

Inheritance Output

3๏ธโƒฃ Polymorphism

  • Polymorphism is a principle that allows objects to alter their form by extending or overriding existing methods.

Polymorphism = Many Forms

  • Example๐Ÿ‘‡
    • A “Dog” & “Cat” class that extends from the “Pet”, shouldn’t share the same “speak” method. You’d override it to have its own logic like “woof” or “meow”

โžก๏ธ The Output:

Polymorphism Output

4๏ธโƒฃ Abstraction

  • Abstraction focuses on hiding unnecessary details and only exposing the essential features of an object or system. It allows for easier understanding and maintenance of code.
  • Example๐Ÿ‘‡
    • 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.

โžก๏ธ The Output:

Abstraction Output

Conclusion:

๐Ÿ‘‰ Object-Oriented Programming (OOP) is like a way to organize your computer programs so that they are:

  • Easier to understand (like following a recipe),
  • Safer to use (like having a lock on a door),
  • More organized (like putting things in labeled boxes), and
  • Simple for others to work with (like explaining a game to a friend).

๐Ÿ‘‰ But, like anything, it also has some downsides. Some people say that it can make things too complicated and take up too much space, especially when making really big programs.

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