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you have a game where you have a main character enemy characters and obstacles for each of these objects we need to have code that keeps track of its position in the world and code for rendering the image for each object we could write the same code in all three classes but you recognize that this is all similar so instead you make a third class called game object that handles this for you you now have a general implementation that tracks and renders out the object the code is mostly identical but you allow the subclass to specify which image is shown you just created an abstraction Architects have gotten really good at this game of identifying repetition and extracting it out we get into the mode of code repetition bad more abstraction good but thereamp;#39;s a hidden trade-off that doesnamp;#39;t get considered coupling most Engineers conceptually understand what coupling is and they definitely feel its web when trying to modify an over coupled system but when designing sof