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1 Chapter 13 Introduction to Classes

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Page 1: 1 Chapter 13 Introduction to Classes. 2 Topics 12.1 Procedural and Object-Oriented Programming 12.2 Introduction to Classes 12.3 Defining an Instance

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Chapter 13

Introduction to Classes

Page 2: 1 Chapter 13 Introduction to Classes. 2 Topics 12.1 Procedural and Object-Oriented Programming 12.2 Introduction to Classes 12.3 Defining an Instance

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Topics

12.1 Procedural and Object-Oriented Programming12.2 Introduction to Classes12.3 Defining an Instance of a Class12.4 Why Have Private Members?12.5 Software Design Considerations12.6 Using Private Member Functions12.7 Inline Member Functions12.8 Constructors

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Topics

12.9 Destructors

12.10 Constructors That Accept Arguments12.11 Input Validation Objects12.12 Overloading Constructors12.13 Only One Default Constructor and One Destructor12.14 Arrays of Objects12.17 An Object-Oriented System Development Primer

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12.1 Procedural and Object- Oriented Programming

Procedural programming:

focuses on the processes/actions that occur in a program

Object-Oriented programming:

is based on the data and the functions that operate on it.

Objects are instances of ADTs that represent the data and its functions

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Problems with Procedural Programming

global variables versus complex function hierarchies

Use of global data may allow data corruption

Programs based on complex function hierarchies are: difficult to understand and maintain difficult to modify and extend easy to break

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Object-Oriented Programming Terminology

class:

like a struct (allows bundling of related variables), but variables and functions in the class can have different properties than in a struct

object:

an instance of a class, in the same way that a variable can be an instance of a struct

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Object-Oriented Programming Terminology

attributes: member data of a class

behaviors: member functions of a class

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More on Objects data hiding:

restricting access to certain data members of an object

public interface: members of an object that are available outside of the

object.

This allows the object to provide access to some data and functions without sharing its internal details and design, and provides some protection from data corruption

objects can be general-purpose or application-specific

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Member Variablesfloat width;float length;float area;

Member Functionsvoid setData(float w, float l){ … function code … }

void calcArea(void){ … function code … }

float getWidth(void){ … function code … }

float getLength(void){ … function code … }

float getArea(void){ … function code … }

Encapsulation

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Figure 12-2

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General Purpose Objects

Creating data types that are improvements on C++’s built-in data types. For example, an array object could be created that works like a regular array, but additionally provides bounds-checking. ( Vector )

Creating data types that are missing from C++. For instance, an object could be designed to process currencies or dates as if they were built-in data types.The string class provides an alternative to using C-string.

Creating objects that perform commonly needed tasks, such as input validation and screen output in a graphical user interface.

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12.2 Introduction to Classes

Objects are created from a class (instances of a class)

Format:class <class name>

{

member data declarations

member function declarations

};

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Class Example

class Square{

private:int side;

public:void setSide(int s){ side = s; }

int getSide(){ return side; }

};

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Access Specifiers

Used to control access to members of the class

public: can be accessed by functions outside of the class

private: can only be called by or accessed by functions that are

members of the class

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More on Access Specifiers

Can be listed in any order in a class

Can appear multiple times in a class

If not specified, the default is private

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// This program demonstrates a simple class.#include <iostream>using namespace std;

// Rectangle class declaration.

class Rectangle // class declaration{

private: // private member datafloat width;float length;

public: // public member functionsvoid setWidth(float);void setLength(float);float getWidth();float getLength();float getArea();

};

FunctionPrototypes

private data

public functions

Example

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<ReturnType> <ClassName>::<functionName>(ParameterList)

// setData copies the argument w to private member // width and len to private member length.

void Rectangle::setWidth(float w){

width = w; }

void Rectangle::setLength(float len){

length = len; }

Example (Cont.)Scope resolution

operator

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// getWidth returns the value in the private member width.float Rectangle::getWidth(void){

return width;}

// getLength returns the value in the private member length.float Rectangle::getLength( ){

return length;}

// getArea returns the value in the private member area.float Rectangle::getArea( ){

return length * width;}

Example (Cont.)

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int main( ){

Rectangle box;float rectWidth, rectLength;

cout << "This program will calculate the area of a\n";cout << "rectangle. What is the width? ";cin >> rectWidth;cout << "What is the length? ";cin >> rectLength;

box.setWidth(rectWidth);box.setLength(rectLength);

cout << "Here is the rectangle's data:\n";cout << "width: " << box.getWidth() << endl;cout << "length: " << box.getLength() << endl;cout << "area: " << box.getArea() << endl;

return 0;}

Example (Cont.)

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Program Output

This program will calculate the area of arectangle. What is the width? 10 [Enter]What is the length? 5 [Enter]Here is the rectangle's data:width: 10length: 5area: 50

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12.3 Defining an Instance of a Class

Class objects must to be defined after the class is declared An object is an instance of a class Defined like structure variables:

Square sq1, sq2; Access public members using dot operator:

sq1.setSide(5);cout << sq2.getSide();

A compiler error is generated if you attempt to access a private member using a dot operator

Example: Prog 12-1

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Pointer to an Object

Can define a pointer to an object:Square *sqPtr;

Can access public members via pointer:sqPtr = &sq1;

sqPtr->setSide(12);

sqPtr = &sq2;

sqPtr->setSide(sq1.getSide());

cout << sqPtr->getSide();

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12.4 Why Have Private Members?

Making data members private provides data protection

Data can be accessed only through public functions

Public functions define the class’s public interface

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Set versus Get Functions

Set function: function that stores a value in a private member

variable

Get function: function that retrieves a value from a private member

variable

Common class design practice: make all member variables private, provide public

set and get functions

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12.5 Software Design Considerations

Place class declaration in a header file that serves as the class specification file. Name the file “classname.h”, for example, square.h

Place member function definitions in “classname.cpp”, for example, square.cpp

File should #include the class specification file

Programs that use the class must #include the class specification file, and be compiled and linked with the member function definitions

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Software Design Considerations

Usually: class declarations are stored in their own

header files. ( .h )

Member function definitions are stored in their own source files. ( .cpp )

The #ifndef directive allows statements to be

conditionally compiled. This prevents a header file from accidentally being included more than once.

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Contents of Rectangle.h

#ifndef RECTANGLE_H#define RECTANGLE_H// Rectangle class declaration.class Rectangle{

private:float width;float length;float area;

public:void setData(float, float);void calcArea( );float getWidth( );float getLength( );float getArea( );

};#endif

Example

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Contents of Rectangle.cpp

#include “Rectangle.h" // Rectangle Class Declaration

// Rectangle Class member function definitions follow// setData copies the argument w to private member width and// l to private member length.void Rectangle::setData(float w, float l){

width = w;length = l;

}

...

Example Cont.

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Defining a Member Function

When defining a member function: Put the function prototype in the class declaration

Define the function outside of the class declaration using class name and scope resolution operator

(::)

int Square::getSide(){

return side;}

Example: .h file, .cpp file, main file

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Input/Output with Objects Class should be designed to provide functions to

store and retrieve data

Functions that use objects of a class should perform input/output operations, not class member functions

There can be exceptions to these rules: a class can be designed to display a menu, or

specifically to perform I/O

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12.6 Using Private Member Functions

A private member function can only be called by another member function

It is used for internal processing by the class, not for use outside of the class

A private member function is also referred to as a utility function

Example: .h file, .cpp file, main file

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12.7 Inline Member Functions

Member functions can be defined in the class declaration ( inline ) after the class declaration

Inline member functions are appropriate for short function bodies:

int getSide() { return side; }

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Tradeoffs: Inline vs. Regular Member Functions

Regular functions: when called, compiler stores return address of call,

allocates memory for local variables, etc.

Inline functions: Code for an inline function is copied into program in

place of call – larger executable program, but no function call overhead, hence faster execution

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12.8 Constructors

Member function that is called when an object is created

Called automatically

Constructor function name is class name

Has no return type ( not even void )

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Constructor Example

class Square{

private:int side;

public:Square(); //constructor prototype...

};

Square::Square() //function header{

side = 1;}

Example: Progs 12-4, 12-5

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12.9 Destructors

Member function automatically called when an object is destroyed

Destructor name is ~classname, e.g., ~Square

~ character is called the tilde

Has no return type; takes no arguments

Only 1 destructor per class, i.e., it cannot be overloaded

If constructor allocates dynamic memory, destructor should release it

Example: Prog 12-7

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12.10 Constructors That Accept Arguments

Default constructor: constructor that takes no arguments

To create an object using the default constructor, use no argument list and no ():

Square square1;

To create a constructor that takes arguments: indicate parameters in prototype( if used ) , definition provide arguments when object is created:

Square square2(12);

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Constructors That Accept Arguments

Constructor may have default arguments:

Square(int = 1); // prototype

Square::Square(int s) // heading{ side = s;

}

Example: .h file, main file, .h file, main file

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12.11 Input Validation Objects

Objects can be designed to validate user input:

Acceptable menu choice Test score in range of valid scores etc.

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12.12 Overloading Constructors

A class can have more than 1 constructor

Overloaded constructors ( like any overloaded function ) in a class must have different parameter lists:

Square();

Square(int);

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Member Function Overloading

Non-constructor member functions can also be overloaded:

void setSide();

void setSide(int);

Must have unique parameter lists as for constructors

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12.13 Only One Default Constructor and One Destructor Do not provide > 1 default constructor for a class:

one that takes no arguments and one that has default arguments for all parameters

Square();

Square(int = 0); // will not compile

Since a destructor takes no arguments, there can only be one destructor for a class

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12.14 Arrays of Objects

Objects can be the elements of an array:Square lottaSquares[10];

Default constructor for object is used when array is defined

Must use initializer list to invoke constructor that takes arguments:Square triSqu[3] = {5,7,11};

More complex initialization if constructor takes > 1 argument

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Accessing Objects in an Array

Objects in an array are referenced using subscripts

Member functions are referenced using dot notation:

lottaSquares[3].setSide(6);

cout << triSqu[i].getSide();

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12.17 An Object-Oriented System Development Primer Procedural Programming:

program is made up of procedures: sets of programming statements that perform tasks

Object-Oriented Programming: program is made up of objects: entities that

contain data (attributes) and actions (methods)

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Benefits of Object-Oriented Programming

Simplification of software development for graphical (GUI) applications visual components (menus, text boxes, etc.)

modeled as objects visual components (e.g., windows) may be

made up of multiple objects some objects (e.g., buttons) may have

methods associated with them

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Benefits of Object-Oriented Programming Simplification of software development for

non-GUI applications - the problem: procedural programming enforces separation

between code and data changes in data format require extensive

analysis, testing to ensure program functionality

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Benefits of Object-Oriented Programming Simplification of software development for

non-GUI applications - a solution: OO programming addresses the problem

through encapsulation: combination of data and actions in

an object data hiding: protection of an object’s data by its

public member functions

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Component Reusability

Component: a software object that performs a well-defined task or that provides a service

Component Reusability: the ability to use a component in multiple programs without (or with little) modification

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Relationships Between Objects

A program may contain objects of different classes

Objects may be related by one of the following: Access (‘knows’ relationship) Ownership (‘has a’ relationship) Inheritance (‘is a’ relationship)

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Messages and Polymorphism

Message: request to an object to perform a task. Implemented as a member function call

Polymorphism: ability to take many forms. Sending the same message to different objects may produce different behaviors

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Object Oriented Analysis

Used to create the logical design of a system, what the system is to do

Usually includes examine the problem domain; model the system

from within that perspective identify the objects that exist within the boundaries

of that system identify the relationships between the objects realize that there may be many ‘right’ solutions

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Object Oriented Design

Used to determine how requirements from OO Analysis will be implemented

Usually includes determine hierarchical relation between

objects determine object ownership of attributes implement and test; refine as required