What is the difference between LLD and Object Oriented Design? - oop

What is low level design and object oriented design? Design patterns are part of Object oriented design? Suggest me the best ways to learn about the low level design.
what are all the things will come under low level design?

According to resources online and my personal experience, the only design pattern from the 2 is Object Oriented Design.
In regards to Low Level Design, from what I understand, this is more reminiscent of a requirements/software specification. Basically, this means that LLD Document can be a guide to help the programmer understand the 'how' of a program . This is usually in a form to help the programmer very easily come up with an implementation and can include properties of the various programs/classes such as:
State in-variants
Detailed design assumptions
Exported types/constants
Data structures used
Edit: Please correct me if I have missed something.

Related

As OOAD is to OOP what is the equivalent for functional programming?

I've recently forayed into the world of functional programming (FP) and am wondering how to "think functionally" for even moderately sized applications? Especially w.r.t. the analysis and design of FPs.
With OOP we're trained to think in terms of objects, their attributes and relations. We model our analyses/designs using class and sequence diagrams. However, the same models seem to be a bad fit when designing for FPs. What are the equivalent modeling paradigms for functional programming? It seems DFDs maybe a good fit but I maybe wrong.
For example: I was thinking of designing a simulation of Monopoly, the board game using Haskell, just to learn the language. When doing OOAD you come up with classes like board contains items that have attributes/methods attached to it. You have player and various other objects and their associated relations that can be captured in a class diagram. And their interactions in a sequence diagram. However, these modeling paradigms doesn't seem to transfer well for functional programs. So just "how" do you model functionally?
Note: I'm looking for concrete references/examples that can explain how to analyze and design functional programs given that I'm coming from a heavily object-oriented way of thinking/modeling.
According to Simon Peyton Jones:
The language in which you write profoundly affects the design of
programs written in that language. For example, in the OO world, many
people use UML to sketch a design. In Haskell or ML, one writes type
signatures instead. Much of the initial design phase of a functional
program consists of writing type definitions. Unlike UML, though, all
this design is incorporated in the final product, and is
machine-checked throughout.
Source: Masterminds of Programming
So instead of drawing all the fancy UML diagrams, you actually write type definitions coupled with undefined in the design phase.
All of my programming these days consists of single-person projects. If I were collaborating on a project with other programmers, I think that writing type definitions and using undefined would be a good approach.
But I gather what you're really looking for is some advice about how you can learn to think functionally. So here are some thoughts.
When programming in Haskell, there are two ways I think about the program I'm writing.
If the program is mathematical, I think of the program as a set of equations.
Otherwise, I tend to think of the program as one or more chains of of data transformations. (So perhaps DFDs would be useful.)
So in your Monopoly example, my first thought would be to figure out how I'm going to represent the state of the board (e.g., which properties have houses, who owns them). Then I might have a function that transforms the board when someone buys a property, and other functions for other things players might do. (There's also monads for representing state, State and StateT. I might use them, if and when I feel they will make the code clearer, but I usually keep things basic to start.)
One of the mistakes I made most often as a beginner was to create a lot of unnecessary classes and data types.
Short answer: composition of smaller programs.
You first study the problem before you, then you develop a set of small operations (often in the form of combinators) that you reckon make sense in that problem's context, and finally you build the solution around those operations. I'm under the impression that all packages found on Hackage follow this approach.
In this way the final solution is (more often than not) simple, clear and elegant. As you can appreciate the aforementioned set of small operations you choose for your solution is critical; with practice, you'll develop the sensibility to pick it wisely.
My book suggestion is Pearls of Functional Algorithm Design, by Richard Bird, Google Books (preview). In this book you'll learn about the calculational approach to functional programming, which I think is most valuable.
Two books you might be interested in:
Structure and Interpretation of Computer Programs - a classic intro to CS textbook in Scheme. I think it's a must for programmers interested in FP.
How to Design Programs - similar to SICP, slightly more modern and focuses on design. The language of choice here is Racket.
If you want a hands-on project in Haskell, I'd recommend Write Yourself a Scheme in 48 Hours, a wonderful tutorial for implementing an interpreter for Scheme. AST manipulation is where FP (and especially Haskell) shines, so I think writing an interpreter is a good experience for new FP programmers.
My perspective regarding the FP vs OO analysis and design debate is the following:
OOAD and DDD (Domain-Driven Design) are very useful tools for software systems decomposition;
FP has types, OO has classes and interfaces: they are dual in different worlds;
FP has type instances, OO has class instances (aka, objects in OO);
Use composition in FP, where in OO you would use inheritance;
Both FP and OO languages come with polymorphic constructs;
Both FP and OO use collections (sets, lists and maps) to make connections between instances (of types in FP, and of classes in OO);
Associations in FP are typically implemented as collections of instance IDs, whereas absensein OO they are implemented as collections of references to the memory locations of objects. This comes from the immutability property of data structures in FP.
Most books in FP, like those referred in the other answers before mine, do not show you how to design (aka, decompose) complex real-world problems. They generally demonstrate FP's features with very short examples (e.g., compare them with the examples in Craig Larman's Applying UML and Patterns excelent book, and judge yourself).
For something more close to what could be called Functional-Oriented Analysis and Design (FOAD), I recommend these:
Elixir in Action
Domain Modeling Made Functional: Tackle Software Complexity with Domain-Driven Design and F#
Functional and Reactive Domain Modeling
Functional Programming in Scala
DDD, OOAD, and FOAD, can be implemented in any programming language, however some programming languages offer constructs that make these approaches easier or harder to implement, but they are perfectly practical. This is evident by the many sources you can find discussing DDD in the context of FP.
Dr. Alan Kay said this regarding the essence of OOP (here):
OOP to me means only messaging, local retention and protection and
hiding of state-process, and extreme late-binding of all things. It
can be done in Smalltalk and in LISP. There are possibly other systems
in which this is possible, but I'm not aware of them.
Following this statement, Joe Armstrong, one of Erlang's creator, an FP language with important uses in the industry (e.g., WhatsApp), argues that Erlang is perhaps the most OO language around (see this interview also featuring Ralph Johnson).
Also, some say that Erlang is the best language that captured the essence of OO programming: the passing of messages between objects.
Hope this was helpful.
I can only speak from the perspective of Erlang OTP. We think in terms of processes, which have a state and functions. So in the state the process will have all the "variables" and handler functions react to data the process receives in its message queue. They act on the received data, possibly alter their own state, possibly return some data and/or have some side effects. The state can be stored in a map or a record or any other valid data type. Usually we define a record called state() or loopData().

What is the difference between GRASP information expert and GRASP cohesion?

Both concepts are very similar it is hard to tell which is which.
Please give an example of how you would differentiate them.
All GRASP concepts are linked, so you should consider them all together:
"information expert" - question is "Which object should have needed
behavior?" (Please see
http://en.wikipedia.org/wiki/Domain-driven_design) like one of
the answers for this question.
"cohesion" - question is "How many different behaviors object have"
http://en.wikipedia.org/wiki/GRASP_(object-oriented_design)
You should not learn these concepts without coding practice, write code/make refactoring - and you will get it.
GRASP Design Patterns, as very rightly said here (Is Information Expert from GRASP and Modell from MVC the same?) are design principles and support you to evaluate your design decisions and implementation.
"Cohesion" in GRASP is an evaluative design pattern alongside "coupling". Thus you have to use them to analyse your design to figure out how cohesive and loosely coupled it is, which directly enhance re-usability and extensibility.
On the other hand, "Information Expert" can assist you in identifying which class should be given a particular responsibility. It tells you to assign a certain responsibility to the class which has the most information about it. |
Therefore in a simple shopping cart use case, you would give, A ShoppingItem to calculateItemPrice() based on quantity and unit price, and ShoppingCart to calculateTotalPrice().
This becomes a crucial factor, and note that most GOF design patterns actually are supporting this GRASP concept.
Most importantly. If you applied Information Expert pattern in your design, it should provide you with high cohesion in terms evaluating your design. Thats how Information Expert and Cohesion would go hand in hand, just like all other GRASP patterns.
Resources: http://www.cs.bgu.ac.il/~oosd051/uploads/stuff/ApplyingUMLandPatterns.pdf

The limit of OOP Paradigm in really complex system? [closed]

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I asked a question previously about Dataset vs Business Objects
.NET Dataset vs Business Object : Why the debate? Why not combine the two?
and I want to generalize the question here: where is the proof that OOP is really suitable for very complex problems ? Let's take a MMO Game Engine for example. I'm not specialist at all but as I read this article, it clearly stands that OOP is far from being enough:
http://t-machine.org/index.php/2007/11/11/entity-systems-are-the-future-of-mmog-development-part-2/
It concludes:
Programming well with Entity Systems is very close to programming with a Relational Database. It would not be unreasonable to call ES’s a form of “Relation Oriented Programming”.
So isn't OOP trying to get rid off something that is here to stay ?
OOP is non-linear, Relational is linear, both are necessary depending on the part of a system so why try to eliminate Relational just because it isn't "pure" Object. Is OOP an end by itself ?
My question is not is OOP usefull. OOP is usefull, my question is rather why the purists want to do "pure" OOP ?
As the author of the linked post, I thought I'd throw in a couple of thoughts.
FYI: I started seriously (i.e. for commercial work) using OOP / ORM / UML in 1997, and it took me about 5 years of day to day usage to get really good at it IMHO. I'd been programming in ASM and non-OOP languages for about 5 years by that point.
The question may be imperfectly phrased, but I think it's a good question to be asking yourself and investigating - once you understand how to phrase it better, you'll have learnt a lot useful about how this all hangs together.
"So isn't OOP trying to get rid off something that is here to stay ?"
First, read Bjarne's paper here: http://www.stroustrup.com/oopsla.pdf
IMHO, no-one should be taught any OOP without reading that paper (and re-reading after they've "learnt" OOP). So many many people misunderstand what they're dealing with.
IME, many university courses don't teach OOP well; they teach people how to write methods, and classes, and how to use objects. They teach poorly why you would do these things, where the ideas come from, etc. I think much of the mis-usage comes from that: almost a case of the blind leading the blind (they aren't blind in "how" to use OOP, they're just blind in "why" to use OOP).
To quote from the final paragraphs of the paper:
"how you support good programming techniques and good design techniques matters more than labels and buzz words. The fundamental idea is simply to improve design and programming through abstraction. You want to hide details, you want to exploit any commonality in a system, and you want to make this affordable.
I would like to encourage you not to make object-oriented a meaningless term. The notion of ‘‘object-oriented’’ is too frequently debased:
– by equating it with good,
– by equating it with a single language, or
– by accepting everything as object-oriented.
I have argued that there are–and must be–useful techniques beyond object-oriented programming and design. However, to avoid being totally misunderstood, I would like to emphasize that I wouldn’t attempt a serious project using a programming lan-
guage that didn’t at least support the classical notion of object-oriented programming. In addition to facilities that support object-oriented programming, I want –and C++ provides features that go beyond those in their support for direct expression of concepts and relationships."
Now ... I'd ask you ... of all the OOP programmers and OOP projects you've seen, how many of them can honestly claim to have adhered to what Bjarne requests there?
IME, less than the majority.
Bjarne states that:
"The fundamental idea is simply to improve design and programming through abstraction"
...and yet many people invent for themselves a different meaning, something like:
"The fundamental idea is that OOP is good, and everything-not-OOP is inferior"
Programmers who have programmed sequentially with ASM, then later ASM's, then pascal, then C, then C++, and have been exposed to the chaos that was programming pre-encapsulation etc tend to have better understanding of this stuff. They know why OOP came about, what it was trying to solve.
Funnily enough, OOP was not trying to solve every programming problem. Who'd have htought it, to say how it's talked about today?
It was aimed at a small number of problems that were hugely dangerous the bigger your project got, and which it turned out to be somewhere between "good" and "very good" at solving.
But even some of them it isn't any better than merely "good" at solving; there are other paradigms that are better...
All IMHO, of course ;)
Systems of any notable complexity are not linear. Even if you worked really hard to make a system one linear process, you're still relying on things like disks, memory and network connections that can be flaky, so you'll need to work around that.
I don't know that anyone thinks OOP is the final answer. It's just a way of dealing with complexity by trying to keep various problems confined to the smallest possible sphere so the damage they do when they blow up is minimized. My problem with your question is that it assumes perfection is possible. If it were, I could agree OOP isn't necessary. It is for me until someone comes up with a better way for me to minimize the number of mistakes I make.
Just read yr article about Entity Systems, which compares ES to OOP, and it is flagrantly wrong about several aspects of OOP. for e.g., When there are 100 instances of a class, OOP does not mandate that there be 100 copies of the classes methods loaded in memory, only one is necessary. Everything that ES purports to be able to do "better" than OOP because it has "Components", and "Systems", OOP supports as well using interfaces and static classes, (and/or Singletons).
And OOP more naturally fits with the real-world, as any real or imagined Problem Domain, consisting of multiple physical and/or non-physical items and abstractions, and the relationships between them, can be modeled with an appropriately designed hiearchical OOP class structure.
What we try to do is put an OO style on top of a relational system. In C# land this gets us a strongly typed system so that everything from end to end can be compiled and tested. The database has a hard time being tested, refactored, etc. OOP allows us to organize our application into layers and hiearchies which relational doesn't allow.
Well you've got a theoretical question.
Firstly let me agree with you that OOP is not a solve-all solution. It's good for somethings, it's not good for others. But that doesn't mean it doesn't scale up. Some horribly complex and huge systems have been designed using OOP.
I think OOP is so popular because it deserves to be. It solves some problems rather wonderfully, it is easy to think in terms of Objects because we can do that without re-programming ourselves.
So until we can all come up with a better alternatives that actually works in practical life, I think OOP is a pretty good idea and so are relational databases.
There is really no limit to what OOP can deal with - just as there is no real limit to what C can deal with, or assembler for that matter. All are Turing-complete, which is all you really need.
OOP simply gives you a higher-level way of breaking down the program, just as C is a higher-level than assembler.
The article about entity systems does not say that OO cannot do this - in fact, it sounds like they are using OOP to implement their Entities, Components, etc. In any complex domain there will be different ways of breaking it down, and using OOP you can break it down to the object/class level at some point. This does not preclude having higher-level conceptual frameworks which are used to design the OOP system.
The problem isn't the object oriented approach in most situations, the problem is performance and actual development of the underlying hardware.
The OO paradigm approach software development by providing us with a metaphor of the real world, were we have concepts which defines the common accepted and expected properties and behaivour of real objects in the world. Is the way that humans model things and we're able to solve most of the problems with it.
In theory you can define every aspect of a game, system or whatever using OO. In practice if you do, your program will simply behave too slow so the paradigm is messed up by optimizations which trade the simplicity of the model from performance.
In that way, relational databases are not object oriented so we build an object oriented layer between our code and the database... by doing so you lost some of the performance of the database and some of its expressiveness because, from the point of view of OO paradigm a relational database is a full class, is an very complex object that provides information.
From my point of view OO is an almost perfect approach in the theoretical sense of the word, as it maps closely to the way we, humans, think, but it doesn't fit well with the limited resources of the computational development... so we take shortcuts. At the and, performance is far more important than theoretical organization or clearness so this shortcuts become standards or usual practices.
That is, we are adapting the theoretical model to our current limitations. In the times of cobol in the late 70's object oriented was simply impossible... it would imply to many aspects and too little performance so we used a simplified approach, so simplified you didn't have objects or class, you had variables ... but the concept was, in that time, the same. Groups of variables described related concepts, properties that today will feet into an object. Control sequences based on a variable value where used to replace class hierarchies and so on.
I think we've been using OOP for a long time and that we'll continue using it for a long time. As hardware capabilities improve we'll be able to unsimplify the model so that it becomes more adaptable. If I describe perfectly (almost) the concept of a cat (which involves a lot of describing for a lot of concepts involved) that concept will be able to be reused everywhere... the problem here is not, as I've said, with the paradigm itself but with our limitations to implement it.
EDIT: To answer the question about why use pure OO. Every "science" wants to have a complete model to represent things. We have two physic models to describe nature, one at the microscopic level and one for the macroscopic one, and we want to have just one because it simplifies things it provides us with a better way to prove, test and develop things. With OO the same process applies. You can't analytically test and prove a system if the system doesn't follow a precise set of rules. If you are changing between paradigms in a program then your program cannot be properly analized, it has to be disected in each one, analized and then analized again to see that the interactions are correct. It makes a lot more difficult to understand a system because in fact you have two or three system that interact in different ways.
Guys, isn't the question more about ORM than OOP? OOP is a style of programming - the thing that actually gets compared is a Relational Database mapped onto objects.
OOP is actually more than just the ORM! It's also not just the inheritance and polymorphism! It's an extremly wide range of design patterns and above all it's the way we think about programming itself.
Jorge: it's ok that you've pointed out the opitimization part - what you didn't add is that this step should be done last and in 99% cases the slow part is not the OOP.
Now plain and simple: the OOP style with all the principals added to it (clean code, use of design patterns, not to deep inheritance structures and let's not forget unit testing!) it a way to make more people understand what you wrote. That in turn is needed for companies to keep their bussiness secure. That's also a recepie for small teams to have better understanding with the community. It's like a common meta language on top of the programming language itself.
It's always easier to talk about concepts from a purists point of view. Once you're faced with a real life problem things get trickier and the world is no longer just black and white. Just like the author of the article is very thorough in pointing out that they're not doing OOP the "OOP purist" tells you that OOP is the only way to go. The truth is somewhere in between.
There is no single answer, as long as you understand the different ways (OOP, entity systems, functional programming and many more) of doing things and can give good reason for why you're choosing one over the other in any given situation you're more likely to succeed.
About Entity Systems. It's an interesting conception but it brings nothing really new. For example it states:
OOP style would be for each Component to have zero or more methods, that some external thing has to invoke at some point. ES style is for each Component to have no methods but instead for the continuously running system to run it’s own internal methods against different Components one at a time.
But isn't it same as Martin Fowler's anti-pattern called "Anemic Domain Model" (which is extensively used nowadays, in fact) link ?
So basically ES is an "idea on the paper". For people to accept it, it MUST be proven with working code examples. There is not a single word in the article on how to implement this idea on practice. Nothing said about scalability concerns. Nothing said about fault tolerance...
As for your actual question I don't see how Entity Systems described in article can be similar to relational databases. Relational databases have no such thing as "aspects" that are described in the article. In fact, relational - based on tables data structure - is very limited when it comes to working with hierarchical data, for example. More limited than for example object databases...
Could you clarify what exactly you are trying to compare and prove here? OOP is a programming paradigm, one of the many. It's not perfect. It's not a silver bullet.
What does "Relation Oriented Programming" mean? Data-centric? Well, Microsoft was moving towards more data-centric style of programming until they given up on Linq2Sql and fully focused on their O/RM EntityFramework.
Also relational databases isn't everything. There is many different kinds of database architectures: hierarchical databases, network databases, object databases ect. And those can be even more efficient than relational. Relational are so popular for nearly the same reasons why OOP is so popular: it's simple, very easy to understand and most often efficient enough.
Ironically when oo programming arrived made it much easier to build larger systems, this was reflected in the ramp up in software to market.
Regarding scale and complexity, with good design you can build pretty complex systems.
see ddd Eric Evans for some principle patterns on handling complexity in oo.
However not all problem domains are best suited to all languages, if you have the freedom to choose a language choose one that suits your problem domain. or build a dsl if that's more appropriate.
We are software engineers after all, unless there is someone telling you how to do your job, just use the best tools for the job, or write them :)

Is there a cartoon guide to OOP?

I'm looking for some visuals for a presentation to illustrate the principles of oop in a simple-to-grasp way.
I want to avoid saying stuff like "an object is a software bundle of related state and behavior".
Has anyone seen a non-jargon-y illustrated guide to OOP?
O'Reilly's book Head First Object-Oriented Analysis and Design may fullfil your needs
The illustrations in Grady Booch's book Object Oriented Analysis & Design with Applications are pretty good , and quite funny!
Well, I just thought of cars as an example of OO design. There's a fixed interface: accelerator, brake, clutch, steering wheel, gears, lights, indicators and so on. There's also different implementations of the underlying 'object': petrol, hybrid, electric. Inheritance - manual transmission inherits from automatic transmission but adds a gear lever and clutch.

Database Guy Asks: Object-Oriented Design Theory?

I've worked with designing databases for a loooong time, and these days I'm working in C# too. OO makes sense to me, but I don't feel that I have a good grounding in the deep theory of OO design.
In database land, there's a lot of theory around how to design the structure of a database, the main notion being normalisation. Normalisation directly steers the structure of a database and to some extent dictates how to arrange entities in a database.
Are there any similar concepts behind how to design the structure of an Object-Oriented program?
What I'm reaching for is one or more underlying theoretical principles which naturally guide the developer into the "correct" design for the solution to a given problem.
Where can I look to find out more?
Is there a go-to work I should read?
Update:
Thanks to everyone for their answers.
What I'm reading seems to say that there is no "Grand Theory of OO Design", but there are a bunch of important principles - which are largely exemplified by design patterns.
Thanks again for your answers :)
Be careful some of the design patterns literature.
There are are several broad species of class definitions. Classes for persistent objects (which are like rows in relational tables) and collections (which are like the tables themselves) are one thing.
Some of the "Gang of Four" design patterns are more applicable to active, application objects, and less applicable to persistent objects. While you wrestle through something like Abstract Factory, you'll be missing some key points of OO design as it applies to persistent objects.
The Object Mentor What is Object-Oriented Design? page has mich of you really need to know to transition from relational design to OO design.
Normalization, BTW, isn't a blanket design principle that always applies to relational databases. Normalization applies when you have update transactions, to prevent update anomalies. It's a hack because relational databases are passive things; you either have to add processing (like methods in a class) or you have to pass a bunch of rules (normalization). In the data warehouse world, where updates are rare (or non-existent) that standard normalization rules aren't as relevant.
Consequently, there's no "normalize like this" for object data models.
In OO Design, perhaps the most important rule for designing persistent objects is the Single Responsibility Principle.
If you design your classes to have good fidelity to real-world objects, and you allocate responsibilities to those classes in a very focused way, you'll be happy with your object model. You'll be able to map it to a relational database with relatively few complexities.
Turns out, that when you look at things from a responsibility point of view, you find that 2NF and 3NF rules fit with sound responsibility assignment. Unique keys still matter. And derived data becomes the responsibility of a method function, not a persistent attribute.
The book "Design Patterns" is your next step.
http://www.amazon.com/Design-Patterns-Object-Oriented-Addison-Wesley-Professional/dp/0201633612
But, you don't have to use an OO approach to everything. Don't be religious about it. If a more procedural approach feels more straitforward, then go with that. People new to OO tend to overdue it for a while.
I think Agile Software Development, Principles, Patterns, and Practices is quite good.
It provides a lot of in-depth disccusion of OO principles listed here:
The principles of Object Oriented Design and Dependency Management
SRP — The Single Responsibility Principle
OCP — The Open Closed Principle
LSP — The Liskov Substitution Principle
DIP — The Dependency Inversion Principle
ISP — The Interface Segregation Principle
REP — The Reuse Release Equivalency Principle
CCP — The Common Closure Principle
CRP — The Common Reuse Principle
ADP — The Acyclic Dependencies Principle
SDP — The Stable Dependencies Principle
SAP — The Stable Abstractions Principle
If you're used to building normalized databases, then Object Oriented design should come naturally to you. Your class structures will end up looking a lot like your data structure, with the obvious exception that association tables turn into lists and lookup tables turn into enums within your classes.
All together, I'd say you're a lot better off coming into OO design with a background in Relational Databases than you would be going the other direction.
If you want to really get to grips with O-O, go play with Smalltalk. ST is a pure OO language, and quite in-your-face about it. Once you get over the paradigm hump you've learned OO as you can't really do Smalltalk without it. This is how I first learned OO.
Check the results of this. Learn from each question.
I really liked Head First Design Patterns, which is very approachable, and the excellent Object oriented Design Heuristics by Arthur J. Riel
This site lists 101 title... design patterns, refactoring and other... Have a look at it.. It will be a good starting point...
Go for Object Thinking by David West. An interesting read..
You're from the dark side though.. as per the book;) Database thinking has been the curse of OO programmers all over. They're opposite ends of a spectrum. For instance
Database thinking values the data attribues over everything else.. normalization and creating types based on how they fit into the DB Schema OR the ER diagram.. OO thinking creates types based on behavior and collaboration and does not recognize the data attributes as all important.
Databases come from the scientific people who value formalization and method over everything else. OO comes from the people who use heuristics and rules of thumb and value individuality and social interaction over a hard and fast process.
The point being a COBOL programmer can write COBOL programs even after moving onto a OO Language. Check out any book like Thinking in Java for the first section which invariably details out the tenets of OO (Apprentice).. Follow it up with Object Thinking (journeyman) and in due time.. a master.
Model your objects by keeping real world objects in mind.
We are currently developing automation software for machines. One of those machines has two load ports for feeding it raw material, while all others have only one. In all modules so far, we had the information of the ports (current settings, lot number currently assigned to it etc) as members in the class representing the machine.
We decided to create a new class that holds the information of the ports, and add two LoadPort members to this MachineXY class. If we had thought about it before, we would have done the same for all those single port machines...
You should look at UML, which is an entire process given to OOD.
I'd recommend getting a book (or a couple), because the theory is quite large, most people pick and choose the techniques most appropriate for the project at hand.
Start reading about design patters, from say Martin Fowler. :)
They are the most practical use of OOP.
I am guess you mean OO in the database world.
Object-oriented databases which store objects never did really catch one so you are currently looking mapping objects to relational database. ORM or Object-relational mapping is the term used to describe the software that does this mapping. Ideally this gives you the best of both worlds where developers can internact with the objects and in the database everything is stored in relational tables where standard tuning can take place.
in DBA slang: object-oriented design is nothing else but properly normalized data behind safe operation interfaces, safe meaning, look at the operations, not the data directly