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Original subtitles

In the last section, we started talking about the next application that we're going to be working on,

this application is going to have a heavy focus on object oriented programming, particularly on the

design aspect of how we set up the different classes inside of our application.

So to that end, I put together a diagram that's going to help walk us through a design approach for

designing our application.

So here's the diagram on the screen right here.

The diagram is a little bit confusing.

We start off first at the top left hand box.

Then we move over to the green one, to the right of that, and then we go down to the next row and

so on.

So inside this section, you and I are going to tackle this first row here.

We're going to start off by thinking about the different types of things that exist inside of our application.

And then we'll create a dart class to represent each of those things, then over time we'll start to

add on fields and add on methods to those classes as well.

Now, before we start walking through the design of this card's application, I just want to throw out

the really quick that inside of any object oriented programming approach program, there's not necessarily

one right way of doing things.

There might be several different designs that are totally appropriate to use inside this application

and throw out all the other apps that we're going to work on through this course.

So if you come up with your own design that you think works better, that's totally fine.

There's nothing to say that your design is right or my design is right.

They're just different approaches.

So with that in mind, let's think about some of the different types of things or classes essentially

that exist inside of our card's application.

Now, as I look at this diagram right here, I really see two separate things.

I think the first kind of thing that we might want to model inside of our application would be very

obvious.

It might be an individual card.

So we might have an individual card class that represents every single card inside of our application.

But then the second thing that kind of exists here that's kind of a little bit harder to see is the

overall collection of cards as well, or the overall deck of cards.

A card by itself is kind of meaningless.

A card by itself really just has a suit and a ring like the ace of diamonds.

It's only when we take a collection of cards and assemble them together do we get some actual meaning

out of our program.

So in total, I think we have two separate things here.

I think we have a deck class that's going to have some number of fields and methods tied to it.

And I think we're also going to have a card class that's also going to have some number of fields and

methods tied to it.

So with that in mind, let's move on on a diagram.

So the step two right here says that we're going to create a class to represent each type of thing that

we're going to have inside of our app.

So I'm going to flip back over to Arpad.

I've still got a bunch of code here if you want to.

You could certainly copy paste this over to some other file and save a reference to it.

But for me, I'm just going to highlight all of it and delete it and then I'll create two separate classes.

The first one is going to represent the deck of cards and then the second one will represent an individual

card by itself.

OK, so very humble beginnings here.

Let's take a pause and we'll continue with step two of this flow right here inside the next section.

So a quick break and I'll see you in just a minute.

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