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Advanced OOP Concepts: Encapsulation, Abstraction, Polymorphism

Who this is for

  • Grade 8–9 students who already know classes, objects, and inheritance.
  • You'll learn how to design cleaner, safer, and more flexible code using three big OOP ideas.

Big picture (in one sentence each)

  • Encapsulation: Keep data safe inside a class and control how it's changed.
  • Abstraction: Hide messy details and expose only what users of your class need.
  • Polymorphism: Call the same method on different objects and get different correct behavior.

1) Encapsulation

Idea

  • Think of a class like a gaming console. The inside (wires) is hidden; you use buttons (methods) to interact safely.
  • In Python, we use:
    • A leading underscore (_) to say "this is internal; don't touch it directly."
    • Double underscore (__name) for name-mangling (harder to access).
    • Properties (@property) to control reading/writing with validation.

Example: Safe BankAccount

We protect balance so it can't go negative and can only be changed through methods.

Code:

class BankAccount: def __init__(self, owner, balance=0): self.owner = owner self.__balance = 0 self.balance = balance # go through setter to validate @property def balance(self): return self.__balance @balance.setter def balance(self, value): if value < 0: raise ValueError("Balance cannot be negative.") self.__balance = value def deposit(self, amount): if amount <= 0: raise ValueError("Deposit must be positive.") self.__balance += amount def withdraw(self, amount): if amount <= 0: raise ValueError("Withdraw must be positive.") if amount > self.__balance: raise ValueError("Not enough funds.") self.__balance -= amount # Try it acct = BankAccount("Ava", 100) acct.deposit(50) print(acct.balance) # 150 # acct.__balance # AttributeError: it's encapsulated

Why this matters

Encapsulation protects your class from invalid states and weird bugs caused by outside code.

2) Abstraction

Idea

  • Abstraction separates "what something does" from "how it does it."
  • In Python, we use abstract base classes (ABCs) with @abstractmethod to define a required interface while leaving details to subclasses.

Example: Abstract Character (we'll reuse this in the project)

We define what every Character must be able to do, but not how.

Code:

from abc import ABC, abstractmethod class Character(ABC): def __init__(self, name): self.name = name @abstractmethod def attack(self, target): pass # subclasses must override this # You cannot create Character() directly because it's abstract.

Why this matters

Abstraction sets rules. Subclasses must follow them, which keeps your program consistent.

3) Polymorphism

Idea

  • "Many forms." Different classes can share the same method name and be used interchangeably.
  • You write code that uses the method name without caring about the exact class.

Quick example:

class Dog: def speak(self): return "Woof!" class Robot: def speak(self): return "Beep." def make_it_talk(thing): print(thing.speak()) make_it_talk(Dog()) # Woof! make_it_talk(Robot()) # Beep.

Why this matters

Polymorphism makes your code flexible. You can add new classes without changing the code that uses them.

How they fit together

  • Encapsulation: Keep each object's data safe (e.g., health points).
  • Abstraction: Define the rules for your system (e.g., every character must attack).
  • Polymorphism: Use objects through their common interface (e.g., call attack() on any character).

Hands-on Project: Mini Battle Game

Goal

Build a tiny turn-based battle that uses all three concepts.

What you'll learn

  • Encapsulation: Health is private and validated.
  • Abstraction: Abstract Character with required attack() method.
  • Polymorphism: Different character types attack differently, but the battle engine treats them the same.

Full code (run this as a single script)

import random from abc import ABC, abstractmethod # Abstraction + Encapsulation class Character(ABC): def __init__(self, name, max_hp): self.name = name self.__max_hp = max_hp self.__hp = max_hp # encapsulated: do not set directly # Encapsulated health with safe access @property def hp(self): return self.__hp @property def max_hp(self): return self.__max_hp def is_alive(self): return self.__hp > 0 def take_damage(self, amount): # Validate and clamp damage amount = max(0, int(amount)) self.__hp = max(0, self.__hp - amount) print(f"{self.name} takes {amount} damage. HP: {self.__hp}/{self.__max_hp}") def heal(self, amount): amount = max(0, int(amount)) self.__hp = min(self.__max_hp, self.__hp + amount) print(f"{self.name} heals {amount}. HP: {self.__hp}/{self.__max_hp}") @abstractmethod def attack(self, target): # Abstraction: all characters must implement attack pass # Polymorphism: different behaviors, same method name class Warrior(Character): def attack(self, target): dmg = random.randint(8, 12) print(f"{self.name} slashes {target.name}!") target.take_damage(dmg) class Wizard(Character): def attack(self, target): # Chance for a big hit (crit) if random.random() < 0.30: dmg = random.randint(14, 20) print(f"{self.name} casts a CRITICAL fireball at {target.name}!") else: dmg = random.randint(4, 8) print(f"{self.name} casts a magic bolt at {target.name}.") target.take_damage(dmg) class Archer(Character): def attack(self, target): # Two light shots print(f"{self.name} fires two arrows at {target.name}.") for _ in range(2): dmg = random.randint(3, 6) target.take_damage(dmg) # Bonus: a Healer that uses the same interface but supports allies class Healer(Character): def attack(self, target): # Healer "attacks" by healing itself if below half, else poke attack if self.hp < self.max_hp // 2: print(f"{self.name} uses healing pulse!") self.heal(random.randint(6, 10)) else: print(f"{self.name} pokes {target.name} with a staff.") target.take_damage(random.randint(2, 4)) def battle_round(team_a, team_b): # Each alive character from A attacks a random alive character from B (and vice versa) print("\n--- New Round ---") alive_a = [c for c in team_a if c.is_alive()] alive_b = [c for c in team_b if c.is_alive()] if not alive_a or not alive_b: return # Team A attacks for attacker in alive_a: if not alive_b: # check after each hit break target = random.choice(alive_b) attacker.attack(target) # polymorphism here alive_b = [c for c in alive_b if c.is_alive()] # Team B attacks alive_a = [c for c in team_a if c.is_alive()] if not alive_a or not alive_b: return for attacker in alive_b: if not alive_a: break target = random.choice(alive_a) attacker.attack(target) alive_a = [c for c in alive_a if c.is_alive()] def winner(team_a, team_b): a_alive = any(c.is_alive() for c in team_a) b_alive = any(c.is_alive() for c in team_b) if a_alive and not b_alive: return "Team A wins!" elif b_alive and not a_alive: return "Team B wins!" elif not a_alive and not b_alive: return "It's a draw!" else: return None def show_status(team, name): print(f"{name} status:") for c in team: print(f" - {c.name}: {c.hp}/{c.max_hp} HP") def main(): # Create teams team_a = [Warrior("Aria", 40), Wizard("Bram", 30)] team_b = [Archer("Cyra", 32), Healer("Dax", 28)] round_count = 0 print("Battle start!") show_status(team_a, "Team A") show_status(team_b, "Team B") while not winner(team_a, team_b): round_count += 1 battle_round(team_a, team_b) show_status(team_a, "Team A") show_status(team_b, "Team B") print("\n" + winner(team_a, team_b)) print(f"Rounds: {round_count}") if __name__ == "__main__": main()

Where the concepts show up

  • Encapsulation: hp and max_hp are private; only methods safely modify them.
  • Abstraction: Character is an abstract base class with an abstract attack() method.
  • Polymorphism: The battle engine doesn't care if it's a Warrior, Wizard, Archer, or Healer; it just calls attack().

Try this (activity)

  • Add a new class Rogue with a chance to dodge incoming attacks.
    • Hint: override take_damage in Rogue to sometimes ignore damage.
  • Add a special ability cooldown to Warrior using encapsulation (private counter and a property).
  • Make the battle fairer: if a team loses a member, the next round they get a small team heal.
  • Replace Healer's attack() with logic that heals the weakest teammate instead of self.
    • You'll need to change battle_round to pass allies/enemies or redesign attack to accept (allies, enemies).

Short, separate examples to reinforce learning

Encapsulation with a property:

class Temperature: def __init__(self, celsius=0): self.celsius = celsius @property def celsius(self): return self.__c @celsius.setter def celsius(self, value): if value < -273.15: raise ValueError("Below absolute zero!") self.__c = float(value)

Abstraction with an interface-like ABC:

from abc import ABC, abstractmethod class Payment(ABC): @abstractmethod def pay(self, amount): pass class CardPayment(Payment): def pay(self, amount): print(f"Charging card: ${amount}") class CashPayment(Payment): def pay(self, amount): print(f"Taking cash: ${amount}") def checkout(payment_method, amount): payment_method.pay(amount) # polymorphism again

Polymorphism with duck typing (no inheritance needed):

class Pencil: def draw(self): return "Drawing with graphite" class Brush: def draw(self): return "Painting with bristles" def art_tool_demo(tool): print(tool.draw()) art_tool_demo(Pencil()) art_tool_demo(Brush())

Summary

  • Encapsulation keeps data safe and consistent. Use private attributes and properties to validate changes.
  • Abstraction defines what must exist without showing how. Use abstract base classes and @abstractmethod.
  • Polymorphism lets you write flexible code that works with different types through the same interface.
  • Together, these make your programs easier to expand, safer to use, and cleaner to read.

Next steps

  • Convert parts of your existing projects to use properties for validation.
  • Introduce an abstract base class in a project that has multiple "kinds" of the same thing.
  • Practice by adding new classes that fit the same interface and see if the rest of your code works without changes.

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