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Sum02 Final Exam Review: Whiz-O Toys

"We usually have multiple teams of developers working on different parts of the programs at once. How does object-orientation help us with that?"

By extracting code into different objects, teams can more easily split up work. One team can be given UI, while the other works on backend problems: They work independantly, and so long as the design is reasonably well planned, integration will not be too bloody. Nigel O'Rear

What about encapsulation. Does that help? Barbara Ericson


"We rely heavily on simulation when developing sophisticated toys. What would be absolutely perfect would be if we could take parts of our simulation and use it in the code for the real toy. Can we do that? How?"

Design the simulation's code and characteristics to be similar, if not directly descended from, the actual toy's code. Inheritance can solve this problem, or even simply using the toy's code as the simulation itself. Nigel O'Rear

"What happens if we develop add-ons for a toy, like a new Laser Gun for our Omega Video Game System? Or if we develop a new variation on a toy, like the Phaser Range Finder Gun (which is like the Laser Gun)? Can O-O help our productivity in doing this?".

Let's look at an example: Say your Video Game system had coded into it the ability to accept input from an object of type Controller. Now, at release, this is a simple, console-style control pad. When you create the add-on, have it inherit it's functionality from Controller, yet expound upon how it gets it's input. It still sends the same data; a direction and action. It simply gets it's data a different way. This different way, however, is an internal method, and this is unimportant so long as it gets the correct data. This can interface with the game system already, with no code alteration to it's sending methods. Gah....roundabout, but I hope this gets across what I'm thinking. Nigel O'Rear

Nigel's solution is brilliant, it made my heart bounce

Thanks 8) Nigel O'Rear

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