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Object Oriented Programming

Programmer thinks about and defines the attributes and behavior of objects. Often the objects are modeled after realworld entities. Very different approach than function-based programming (like C).

Object Oriented Programming


Object-oriented programming (OOP)
Encapsulates data (attributes) and functions (behavior) into packages called classes.

So, Classes are user-defined (programmerdefined) types.


Data (data members) Functions (member functions or methods)

In other words, they are structures + functions

Classes in C++
Member access specifiers public: private:
can be accessed outside the class directly. The public stuff is the interface. Accessible only to member functions of class Private members and methods are for internal use only.

class Circle { private: double radius; public: Circle() { radius = 0.0;} Circle(int r); void setRadius(double r){radius = r;} double getDiameter(){ return radius *2;} double getArea(); double getCircumference(); }; void main() Circle::Circle(int r) { { Circle c(7); radius = r; Circle *cp1 = &c; } Circle *cp2 = new Circle(7); double Circle::getArea() cout<<The are of cp2: { <<cp2->getArea(); return radius * radius * (22.0/7); } double Circle:: getCircumference() } { return 2 * radius * (22.0/7); }

Another class Example


This class shows how to handle time parts.
class Time { private: int *hour,*minute,*second; public: Time(); Time(int h,int m,int s); void printTime(); void setTime(int h,int m,int s); int getHour(){return *hour;} int getMinute(){return *minute;} int getSecond(){return *second;} void setHour(int h){*hour = h;} void setMinute(int m){*minute = m;} void setSecond(int s){*second = s;} ~Time(); };

Destructor

Time::Time() { hour = new int; minute = new int; second = new int; *hour = *minute = *second = 0; }
Dynamic locations should be allocated to pointers first

Time::Time(int h,int m,int s) { hour = new int; minute = new int; second = new int; *hour = h; *minute = m; *second = s; } void Time::setTime(int h,int m,int s) { *hour = h; *minute = m; *second = s; }

void Time::printTime() { cout<<"The time is : ("<<*hour<<":"<<*minute<<":"<<*second<<")" <<endl; } Time::~Time() { delete hour; delete minute;delete second; } void main() { Time *t; t= new Time(3,55,54); t->printTime(); t->setHour(7); t->setMinute(17); t->setSecond(43); t->printTime(); delete t; }

Destructor: used here to deallocate memory locations

Output: The time is : (3:55:54) The time is : (7:17:43) Press any key to continue

When executed, the destructor is called

Reasons for OOP


1. Simplify programming 2. Interfaces Information hiding:
Implementation details hidden within classes themselves

1. Software reuse
Class objects included as members of other classes

Modules

First introduced scope rules for data .hiding Public part consists of variables and functions that are visible outside of the .module Private part consists of variables and .functions visible only within the module Modules may span multiple compilation (.units (files Modules generally lack any inheritance .mechanism

?Why OO-Programming

Reduces conceptual load by reducing amount of detail Provides fault containment


Cant use components (e.g., a class) in inappropriate ways

Provides independence between components


Design/development can be done by more than one person

The Evolution of OOPS

Global Variables -lifetime spans program .execution Local Variables - lifetime limited to execution .of a single routine .Nested Scopes - allow functions to be local .Static Variables - visible in single scope Modules - allow several subroutines to share .a set of static variables Module Types - multiple instances of an .abstraction .Classes - families of related abstractions

Keys to OO Programming

An instance of a class is know as an .Object Languages that are based on classes are .know as Object-Oriented
Eiffel ++C Modula-3 Ada 95 Java

Keys to OO Programming

(Encapsulation (data hiding


Enable programmer to group data & subroutines (methods) together, hiding irrelevant details from users

Inheritance
Enable a new abstraction (i.e., derived class) to be defined as an extension of an existing abstraction, retaining key characteristics

Dynamic method binding


Enable use of new abstraction (i.e., derived class) to exhibit new behavior in context of old abstraction

Classes in C++
A class definition begins with the keyword class. The body of the class is contained within a set of braces, { } ; (notice the semi-colon).
class class_name } . . . ;{ Any valid identifier Class body (data member + methods) methods

++Classes in C
Within the body, the keywords private: and public: specify the access level of the members of the class.
the default is private.

Usually, the data members of a class are declared in the private: section of the class and the member functions are in public: section.

Classes in C++
class class_name } :private public: ;{

private members or methods

Public members or methods

Class Example
This class example shows how we can encapsulate (gather) a circle information into one package (unit or class)
class Circle { private: double radius; public: void setRadius(double r); double getDiameter(); double getArea(); double getCircumference(); };

No need for others classes to access and retrieve its value directly. The class methods are responsible for that only.

They are accessible from outside the class, and they can access the member (radius)

Creating an object of a Class


Declaring a variable of a class type creates an object. You can have many variables of the same type (class).
Instantiation

Once an object of a certain class is instantiated, a new memory location is created for it to store its data members and code You can instantiate many objects from a class type. Ex) Circle c; Circle *c;

Special Member Functions


Constructor:
Public function member called when a new object is created (instantiated). Initialize data members. Same name as class No return type Several constructors
Function overloading

Special Member Functions


class Circle { private: double radius; public: Circle(); Circle(int r); void setRadius(double r); double getDiameter(); double getArea(); double getCircumference(); }; Constructor with no argument Constructor with one argument

Implementing class methods


Class implementation: writing the code of class methods. There are two ways:
1. Member functions defined outside class
Using Binary scope resolution operator (::) Ties member name to class name Uniquely identify functions of particular class Different classes can have member functions with same name

Format for defining member functions


ReturnType ClassName::MemberFunctionName( ){ }

Implementing class methods


2. Member functions defined inside class
Do not need scope resolution operator, class name;
class Circle { private: double radius; public: Circle() { radius = 0.0;} Circle(int r); void setRadius(double r){radius = r;} double getDiameter(){ return radius *2;} double getArea(); double getCircumference(); }; Defined inside class

class Circle { private: double radius; public: Circle() { radius = 0.0;} Circle(int r); void setRadius(double r){radius = r;} double getDiameter(){ return radius *2;} double getArea(); double getCircumference(); }; Circle::Circle(int r) { radius = r; } double Circle::getArea() { return radius * radius * (22.0/7); } double Circle:: getCircumference() { return 2 * radius * (22.0/7); }

Defined outside class

Accessing Class Members


Operators to access class members
Identical to those for structs Dot member selection operator (.)
Object Reference to object

Arrow member selection operator (->)


Pointers

class Circle { private: double radius; public: The first The second Circle() { radius = 0.0;} constructor is constructor is Circle(int r); called called void setRadius(double r){radius = r;} double getDiameter(){ return radius *2;} double getArea(); Since radius is a void main() double getCircumference(); private class data { }; Circle c1,c2(7); member Circle::Circle(int r) { cout<<The area of c1: <<c1.getArea()<<\n; radius = r; } //c1.raduis = 5;//syntax error double Circle::getArea() c1.setRadius(5); { return radius * radius * (22.0/7); cout<<The circumference of c1: } << c1.getCircumference()<<\n; double Circle:: getCircumference() { cout<<The Diameter of c2: <<c2.getDiameter()<<\n; return 2 * radius * (22.0/7); } }

Classes
Extends the scope rules of modules to .include inheritance Should private members of a base class be ?visible in derived classes Should public members of a base class always be public members of a derived .class How much control should a base class ?have over its members in derived classes

C++ Classes
Any class can limit the visibility of its :members
Public members are visible anywhere the class .is in scope Private members are visible only within the .classs methods Protected members are visible inside members .of the class and derived classes Friend classes are granted exceptions to .(some) of the rules

C++ Classes
Derived classes can further restrict visibility of :base class members, but not increase it
Private members of a base class are never visible in a .derived class Protected and public members of a public base class .are protected or public, respectively, in a derived class Protected and public members of a protected base class .are protected members of a derived class Protected and public members of a private base class .are private members of a derived class

C++ Classes
Derived classes that limit visibility of base class members can restore visibility by inserting a using .declaration in its protected or public sections Rules in other languages can be significantly .different

Dynamic Method Binding

Dynamic Method Binding

Member Lookup

Inheritance

Encapsulation
Encapsulation Requires that functions, :modules and classes
Have clearly defined external interfaces Hide implementation details
public functions private functions

private data

Abstract Data Types


Modularity
Keeps the complexity of a large program manageable by systematically controlling the interaction of its components Isolates errors

Abstract Data Types


)Modularity (Continued
Eliminates redundancies A modular program is
Easier to write Easier to read Easier to modify

Abstract Data Types


Procedural abstraction
Separates the purpose and use of a module from its implementation A modules specifications should
Detail how the module behaves Identify details that can be hidden within the module

Abstract Data Types


Information hiding
Hides certain implementation details within a module Makes these details inaccessible from outside the module

Abstract Data Types

Figure 3.1 Isolated tasks: the implementation of task T does not affect task Q

Abstract Data Types


The isolation of modules is not total
Functions specifications, or contracts, govern how they interact with each other

Figure 3.2 A slit in the wall

Abstract Data Types


Typical operations on data
Add data to a data collection Remove data from a data collection Ask questions about the data in a data collection

Abstract Data Types


Data abstraction
Asks you to think what you can do to a collection of data independently of how you do it Allows you to develop each data structure in relative isolation from the rest of the solution A natural extension of procedural abstraction

Abstract Data Types


)Abstract data type (ADT
An ADT is composed of
A collection of data A set of operations on that data

Specifications of an ADT indicate


What the ADT operations do, not how to implement them

Implementation of an ADT
Includes choosing a particular data structure

Abstract Data Types

Figure 3.4 A wall of ADT operations isolates a data structure from the program that uses it

The ADT List


Except for the first and last items, each item has a unique predecessor and a unique successor Head or front do not have a predecessor Tail or end do not have a successor

The ADT List


Items are referenced by their position within the list Specifications of the ADT operations
Define the contract for the ADT list Do not specify how to store the list or how to perform the operations

ADT operations can be used in an application without the knowledge of how the operations will be implemented

The ADT List


ADT List operations
Create an empty list Determine whether a list is empty Determine the number of items in a list Add an item at a given position in the list Remove the item at a given position in the list Remove all the items from the list Retrieve (get) item at a given position in the list

The ADT List


The ADT sorted list
Maintains items in sorted order Inserts and deletes items by their values, not their positions

The ADT List

Figure 3.7 The wall between displayList and the implementation of the ADT list

Designing an ADT
The design of an ADT should evolve naturally during the problem-solving process Questions to ask when designing an ADT
?What data does a problem require ?What operations does a problem require

Designing an ADT
For complex abstract data types, the behavior of the operations must be specified using axioms
Axiom: A mathematical rule Ex. : (aList.createList()).size() = 0

Implementing ADTs
Choosing the data structure to represent the ADTs data is a part of implementation
Choice of a data structure depends on
Details of the ADTs operations Context in which the operations will be used

Implementing ADTs
Implementation details should be hidden behind a wall of ADT operations
A program would only be able to access the data structure using the ADT operations

Implementing ADTs

Figure 3.8 ADT operations provide access to a data structure

Implementing ADTs

Figure 3.9 Violating the wall of ADT operations

C++ Classes
Encapsulation combines an ADTs data with its operations to form an object
An object is an instance of a class A class contains data members and member functions

By default, all members in a class are private

Inheritance Concept
{class Rectangle

Polygon
Rectangle

Triangle

:private ;int numVertices ;float *xCoord, *yCoord :public );void set(float *x, float *y, int nV ();float area ;{

{class Polygon :private ;int numVertices ;float *xCoord, *yCoord :public void set(float *x, float *y, int );nV ;{

{class Triangle :private ;int numVertices ;float *xCoord, *yCoord :public void set(float *x, float *y, int );nV ();float area

Inheritance Concept
Polygon
{class Polygon :protected ;int numVertices ;float *xCoord, float *yCoord :public );void set(float *x, float *y, int nV ;{ {class Rectangle :protected ;int numVertices ;float *xCoord, float *yCoord :public );void set(float *x, float *y, int nV ();float area ;{

Rectangle

Triangle

class Rectangle : public {Polygon :public ();float area ;{

Inheritance Concept
Polygon
{class Polygon :protected ;int numVertices ;float *xCoord, float *yCoord :public );void set(float *x, float *y, int nV ;{ {class Triangle :protected ;int numVertices ;float *xCoord, float *yCoord :public );void set(float *x, float *y, int nV ();float area ;{

Rectangle

Triangle

class Triangle : public {Polygon :public ();float area ;{

Inheritance Concept
Point Circle
x y r x y

3D-Point
x y z

{class Point :protected ;int x, y :public );void set (int a, int b ;{

{class Circle : public Point : private ;double r ;{

class 3D-Point: public {Point : private ;int z ;{

Inheritance Concept
Augmenting the original class
Polygon

Point

Rectangle

Triangle

Circle

3D-Point

Specializing the original class


ComplexNumbe r
real real imag

RealNumbe r

ImaginaryNumber

imag

?Why Inheritance
Inheritance is a mechanism for
building class types from existing class types defining new class types to be a specialization augmentation of existing types

Define a Class Hierarchy


:Syntax class DerivedClassName : access-level BaseClassName
where access-level specifies the type of derivation private by default, or public

Any class can serve as a base class


Thus a derived class can also be a base class

Class Derivation
Point 3D-Point Sphere
{class Point :protected ;int x, y :public );void set (int a, int b ;{

class 3D-Point : public class Sphere : public 3D{Point {Point : private : private ;double z ;double r ;{ ;{ Point is the base class of 3D-Point, while 3D-Point is the base class of Sphere

?What to inherit
In principle, every member of a base class is inherited by a derived class
just with different access permission

Access Control Over the Members


b a s e p a r e derive from

Two levels of access control c l a s s / s u over classl members p e r c a s s /


n t c l a s s
class definition inheritance type

members goes to

r i v e d c h i l d

l a s s c l a s s

{class Point ;protected: int x, y );public: void set(int a, int b / s u b c l a s s;{ {class Circle : public Point ;{

Access Rights or access specifiers of Derived Classes


Type of Inheritance private protected public private private Access Control for Members

private protected public

protected protected protected public

The type of inheritance defines the access level for the members of derived class that are inherited from the base class

Public Inheritance
class A : public B Class A now inherits the members// { of Class B with no change in the access// specifier for the inherited members// } public base class )(B public members protected members derived class )(A public protected inherited but

class A : protected B Class A now inherits the members// { of Class B with public members promoted to// protected but no other changes to the// } protected base derived class inherited members )class (B )(A public members protected protected protected members inherited but

Protected Inheritance

class A : private B Class A now inherits the members of// { Class B with public and protected members// promoted to private// } private base class )(B public members protected members derived class )(A private private inherited but

Private Inheritance

Class Derivation
{class mother ;protected: int mProc ;public: int mPubl ;private: int mPriv ;{ private/protected/public class daughter : --------{mother ;private: double dPriv (();public: void mFoo );public: void dFoo ;{ ( ){void daughter :: dFoo mPriv = 10; //error ;mProc = 20 ;{ class grandDaughter : public daughter { ;private: double gPriv ( );public: void gFoo ;{ () {int main /*.*/ {

?What to inherit
In principle, every member of a base class is inherited by a derived class
just with different access permission

However, there are exceptions for


constructor and destructor operator=() member friends

Since all these functions are classspecific

(Inheritance (continued
class Shape } :public ( ) ; int GetColor so derived classes can access it// :protected ;int color ;{ class Two_D : public Shape } put members specific to 2D shapes here// ;{ class Three_D : public Shape } put members specific to 3D shapes here// ;{

)Inheritance (continued
class Square : public Two_D } :public ( ) ; float getArea :protected ;float edge_length ;{ class Cube : public Three_D } :public ( ) ; float getVolume :protected ;float edge_length

)Inheritance (continued
( ) int main } ;Square mySquare ;Cube myCube Square inherits // ( ); mySquare.getColor ( ); mySquare.getArea )(Cube inherits getColor // ( ); myCube.getColor ( ); myCube.getVolume {

Define its Own Members


The derived class can also define its own members, in addition to the members inherited from the base class {class Point :protected ;int x, y :public );void set(int a, int b ;{
{class Circle :protected ;int x, y :private ;double r :public );void set(int a, int b );void set_r(double c ;{

Point
x y r

x y

Circle
{class Circle : public Point : private ;double r :public );void set_r(double c ;{

Even more
A derived class can override methods defined in its ,parent class. With overriding

the method in the subclass has the identical signature to the . method in the base class a subclass implements its own version of a base class . method {class A {class B : public A :protected : public ;int x, y ()void print :public ;}cout<<From B<<endl { ()void print ;{ ;}cout<<From A<<endl{ ;{

Access a Method
{class Point :protected ;int x, y :public )void set(int a, int b ;}x=a; y=b{ ();void foo ();void print ;{ {class Circle : public Point ;private: double r :public ) {void set (int a, int b, double c Point :: set(a, b); //same name function
call

;r = c { (); };void print ;Circle C C.set(10,10,100); // from class Circle C.foo (); // from base class Point C.print(); // from class Circle

;Point A A.set(30,50);
// from base class Point

A.print(); // from base class Point

Putting Them Together


Time Time is the base class ExtTime is the derived class with public inheritance The derived class can
inherit all members from the base class, except the constructor access all public and protected members of the base class define its private data member provide its own constructor define its public member functions override functions inherited from the base class

ExtTime

Take Home Message


Inheritance is a mechanism for defining new class types to be a specialization or .an augmentation of existing types In principle, every member of a base class is inherited by a derived class with different access permissions, except for the constructors

POLYMORPHISM

Polymorphism:Definition

.It is an important feature of OOPs .It simply means one name, multiple forms

Types of polymorphism
Primitively divided into two types
polymorphism

Compile-time polymorphism

Run-time polymorphism

Function Overloading

Operator overloading

Virtual functions

Compile time polymorphism


Binding of Function call and function definition is done during compile time. This .is known as static binding In function overloading and operator overloading static binding happens, hence they come under compile time .polymorphism

Run-time polymorphism
Binding of Function call and function definition is done during Run time. This is .known as late or dynamic binding If late binding happens in polymorphism it is known as run-time polymorphism C++ supports a mechanism known as virtual functions to achieve run-time .polymorphism

:Example

Class person } [;char name[30 ;float age :public (person)char *s,float a } (;strcpy)name,s ;age=a { (person& greater)person &x } (if)x.age>=age ;return x else ;return *this { (void display )void } ;cout<<name<<age { ;{

Abstract Classes
An abstract class represents an abstract concept in C++ (such as (Shape class Shape 1. Defines the interfaces that all of the concrete classes (subclasses( share 2. Does not define state and implementation unless it is common to all concrete classes 3. Cannot be instantiated

Circle

Polygon

Rectangle

()int main } );Person P1(john,32 );Person P2(ahmed,38 );Person P3(karthik,30 );Person p=P1.greater(P2 ;cout <<elder person ();p.display );p=P3.greater(P2 ;cout<<younger person ();p.display {

Abstract Classes
An abstract class represents an abstract concept in C++ (such as (Shape class Shape 1. Defines the interfaces that all of the concrete classes (subclasses( share 2. Does not define state and implementation unless it is common to all concrete classes 3. Cannot be instantiated

Circle

Polygon

Rectangle

Function Overloading
C++ supports writing more than one function with the same name but different argument :lists. This could include
different data types different number of arguments

The advantage is that the same apparent function can be called to perform similar but different tasks. The following will show an .example of this

Function Overloading
; )void swap (int *a, int *b ; )void swap (float *c, float *d ; )void swap (char *p, char *q ( ) int main } ; int a = 4, b = 6 ; float c = 16.7, d = -7.89 ;' char p = 'M' , q = 'n ) ;swap (&a, &b ; )swap (&c, &d

Function Overloading
)void swap (int *a, int *b ; }int temp; temp = *a; *a = *b; *b = temp{ )void swap (float *c, float *d } ;float temp; temp = *c; *c = *d; *d = temp { )void swap (char *p, char *q } ;char temp; temp = *p; *p = *q; *q = temp {

Friend functions, operator overloading


Friend functions, operator overloading

Its good to have friends


A friend function of a class is defined outside the classs scope (I.e. not member functions), yet has the right to access the non-public members of the .class Single functions or entire classes may be declared .as friends of a class These are commonly used in operator overloading. Perhaps the most common use of .friend functions is overloading << and >> for I/O

Friends
Basically, when you declare something as a friend, .you give it access to your private data members This is useful for a lot of things for very interrelated classes, it more efficient (faster) than using tons of get/set member function calls, and they increase encapsulation by allowing more .freedom is design options

Friends
A class doesn't control the scope of friend functions so friend function declarations are usually written at the beginning of a .h file. Public . and private don't apply to them

)Friends (a few gory details


.Friendship is not inherited, transitive, or reciprocal
Derived classes dont receive the privileges of friendship (more on )this when we get to inheritance in a few classes The privileges of friendship arent transitive. If class A declares class B as a friend, and class B declares class C as a friend, class .C doesnt necessarily have any special access rights to class A If class A declares class B as a friend (so class B can see class As private members), class A is not automatically a friend of class B (so class A cannot necessarily see the private data members of ).class B

Friends
{class someClass
);friend void setX( someClass&, int ;int someNumber }rest of class definition a function called setX defined in a program// ) {void setX( someClass &c, int val ; }c.someNumber = val inside a main function// ;someClass myClass //this will work, since we declared setX (myClass, 5); // setX as a friend

ass Declarations n be declared within the scope of another class ass." Nested classes are considered to be withi are available for use within that scope. To refer er than its immediate enclosing scope, you mu

value class Outside { value class Inside { }; }; In the same way, you can nest as many classes as you wish in another class and you can nest as many classes inside of other nested classes if you judge it necessary. Just as you would manage any other class so can you exercise control on a nested class. For example, you can declare all necessary variables or methods in the nested class or in the nesting class. When you create one class inside of another, there is no special programmatic relationship between both classes: just because a class is nested doesn't mean that the nested class has immediate access to the members of the nesting class. They are two different classes and . they can be used separately The name of a nested class is not "visible" outside of the nesting class. To access a nested class outside of the nesting class, you must qualify the name of the nested class anywhere you want to use it. This is done using the :: operator. For example, if you want to declare an Inside variable somewhere in the program but outside of Outside, you must :qualify its name. Here is an example

; using namespace System value class COutside } ()public: void ShowOutside


} =-="); Console::WriteLine(L"=-= Outside { value class CInside } () public: void ShowInside -=-"); Console::WriteLine(L"-=- Inside { ;{ ;{ {

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