Category Archives: OOPS

Interfaces in C# Explained

  Interface in C# contains definitions for a group of related features that a struct or a class can decide to implement. By implementing an interface, you are able to incorporate behaviours from different sources into your class. This feature is very useful particularly considering that C# does not support Inheritance from multiple classes. Also […]

OOPS Concepts Tips: Inheritance in C#

Inheritance is one of the key features in OOPS and C# does support the OOPs principles. Because of the principle of Inheritance you can create a new class that can extend, reuse or modify the behavior and operations of another class. The class whose members are inherited by another class is called the base class […]

Some Essential Elements on Design Patterns

Here are some Essential Elements of Design Patterns. It basically has four key elements. 1. The Name of the Pattern, that we use to describe and identify a design problem. 2. Secondly the Problem which describes when to apply the pattern. 3. The solution that describes the elements or artifacts that make up the design,and […]

OOPS Design Tips

Here are Three OOPS Design Tips for you to use. 1. Public fields should be converted to public properties. 2. Do not allow inheritance of custom attributes. 3. Abstract Types Should not have Public Constructors Was this Helpful? Why not post a comment below!!!

What is a good object oriented design?

Dependencies Dependencies are relations ships between two entities that that a change in specification of one thing may affect another thing Generalization Generalization is relationships specified in the class subclass scenario, it is shown when one entity inherits from other Association Aggregation is a type of association where there is a has a relation ship, […]


In object-oriented programming, inheritance is a way to form new classes (instances of which are called objects) using classes that have already been defined. The new classes, known as derived classes, take over (or inherit) attributes and behavior of the pre-existing classes, which are referred to as base classes (or ancestor classes). It is intended […]

Some Concepts on OOPS

Metaphors from the real life are important inspiration when we program the computer. It is limiting – and in fact counterproductive – to focus only on the technical computer concepts (bits, bytes, CPUs, memory words, USB ports, etc). According to my favorite dictionary (the American Heritage Dictionary of the English Language) a metaphor is “a […]


In simple terms, polymorphism lets you treat derived class members just like their parent class’ members. Polymorphism is the process of using an operator or function in different ways for different set of inputs given. More precisely, polymorphism (object-oriented programming theory) is the ability of objects belonging to different types to respond to method calls […]


Definitions: A class that is derived from another class is called a subclass (also a derived class, extended class, or child class). The class from which the subclass is derived is called a superclass (also a base class or a parent class). Excepting Object, which has no superclass, every class has one and only one […]


In object-oriented programming, encapsulation is the inclusion within a program object of all the resources need for the object to function – basically, the methods and the data. The object is said to “publish its interfaces.” Other objects adhere to these interfaces to use the object without having to be concerned with how the object […]