Class is a blueprint or template that defines the characteristics and behaviors of a particular type of object in object-oriented programming. It encapsulates data (attributes) and functions (methods) into a single unit, serving as a foundation for creating instances or objects.
I need to create a new Class for the User object that includes fields for name, email, and password, plus methods for authentication and updating the profile. The project manager keeps asking me to add more features to the Product Class, but I'm tempted to tell them to go learn Java and do it themselves.
Martin Fowler dives into Eric Evans' classification of domain objects, including Classes, in his article on Evans Classification. He explains the differences between Entities, Value Objects, and Services, and how they relate to Classes.
Access modifiers are an essential aspect of defining Classes in object-oriented programming. In his article on Access Modifiers, Martin Fowler explains how different languages handle access control for Classes and their members, and why they're important for encapsulation.
If you want to go deeper into object-oriented design principles and best practices for creating effective Classes, check out the classic book "Design Patterns: Elements of Reusable Object-Oriented Software" by the Gang of Four (Gamma, Helm, Johnson, and Vlissides). It's a must-read for any serious software engineer.
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