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Ch13 Gaddis5

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Page 1: Ch13 Gaddis5

Slide 13- 1Copyright © 2007 Pearson Education, Inc. Publishing as Pearson Addison-Wesley

Page 2: Ch13 Gaddis5

Copyright © 2007 Pearson Education, Inc. Publishing as Pearson Addison-Wesley

Chapter

Introduction to Classes13

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Procedural and Object-Oriented Programming

13.1

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Procedural and Object-Oriented Programming

Procedural programming focuses on the process/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 Abstract Data Types (ADTs) that represent the data and its functions

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Limitations of Procedural Programming

If the data structures change, many functions must also be changed

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

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Data Encapsulation & Data Hiding Procedural programming worked well for many

years. As Programs became larger and more complex,

the data and the code that operates on the data tend to separate. This causes problems.

In Object Oriented programming, we encapsulate the data with the functions that operate on that data into a class or object.

The data format is hidden from the rest of the program.

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Classes

Classes include data and the functions (called methods) that operate on the data.

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Object-Oriented ProgrammingTerminology

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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Classes and Objects A Class is like a blueprint and objects are like

houses built from the blueprint

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Object-Oriented ProgrammingTerminology

attributes: members of a class

methods or behaviors: member functions of a class

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More on Objects data hiding: restricting access to certain 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

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Object Reusability

An object includes data and the methods that operate on it.

An object is not a stand-alone program. Objects are used by programs that need their

services. A house designer might need a rectangle object,

or a room object, which needs a rectangle object. Programs are modular, including required

objects.

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The String Class

The format of the data is hidden. The methods perform required actions.

string firstName = “Paula”;string lastName = “Kurtenbach”;string name = firstName + lastName;

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Introduction to Classes13.2

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Introduction to Classes

Objects are created from a class Format:

class ClassName{

declaration;declaration;

};

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Class Example

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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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Class Example

Private Members

Public Members

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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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Using const With Member Functions

const appearing after the parentheses in a member function declaration specifies that the function will not change any data in the calling object.

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Defining a Member Function

When defining a member function: Put prototype in class declaration Define function using class name and scope

resolution operator (::)

int Rectangle::setWidth(double w){

width = w;}

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Accessors and Mutators

Mutator: a member function that stores a value in a private member variable, or changes its value in some way

Accessor: function that retrieves a value from a private member variable. Accessors do not change an object's data, so they should be marked const.

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Defining an Instance of a Class13.3

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Defining an Instance of a Class

An object is an instance of a class Defined like structure variables:

Rectangle r; Access members using dot operator:

r.setWidth(5.2);cout << r.getWidth();

Compiler error if attempt to access private member using dot operator

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Program 13-1 (Continued)

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Program 13-1 (Continued)

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Program 13-1 (Continued)

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Avoiding Stale Data Some data is the result of a calculation. In the Rectangle class the area of a rectangle is

calculated. length x width

If we were to use an area variable here in the Rectangle class, its value would be dependent on the length and the width.

If we change length or width without updating area, then area would become stale.

To avoid stale data, it is best to calculate the value of that data within a member function rather than store it in a variable.

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Pointer to an Object

Can define a pointer to an object:Rectangle *rPtr;

Can access public members via pointer:rPtr = &otherRectangle;rPtr->setLength(12.5);cout << rPtr->getLenght() << endl;

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Dynamically Allocating an Object

We can also use a pointer to dynamically allocate an object.

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Why Have Private Members?13.4

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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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Code outside the class must use the class's public member functions to interact with the object.

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Separating Specification from Implementation

13.5

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Separating Specification from Implementation

Place class declaration in a header file that serves as the class specification file. Name the file ClassName.h, for example, Rectangle.h

Place member function definitions in ClassName.cpp, for example, Rectangle.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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Example with Separate Files

Rectangle Version 1 rectangle.h, rectangle.cpp, Pr13-4.cpp rectangle.cpp and Pr13-4.cpp include

rectangle.h rectangle.h uses #ifndef RECTANGLE_H to

ensure that it is only included once.

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Compiling with Separate Files

Compiling Separate Files in Linux Make sure all .cpp and .h files are in the same

folder. Type the g++ comand, including all .cpp files in

the compile & link command. Type a.out to run the compiled program. Ex:

g++ Pr13-4.cpp rectangle.cppa.out

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Compiling with Separate Files Compiling Separate Files with DevC++

Create a New Project Choose Console Application Choose a project name similar to the name of the file that

contains main (). Remove the main.cpp file

Right click on main.cpp & choose remove Add the required files

Right click on the project name & choose Add to Project Be sure to add all .cpp and .h files

Click on ‘Compile & Run’ 3rd button from left

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Inline Member Functions13.6

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Inline Member Functions

Member functions can be defined inline: in class declaration after the class declaration

Inline appropriate for short function bodies:int getWidth() const { return width; }

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Rectangle Class with Inline Member Functions 1 // Specification file for the Rectangle class 2 // This version uses some inline member functions. 3 #ifndef RECTANGLE_H 4 #define RECTANGLE_H 5 6 class Rectangle 7 { 8 private: 9 double width;10 double length;11 public:12 void setWidth(double);13 void setLength(double);14 15 double getWidth() const16 { return width; }17 18 double getLength() const19 { return length; }20 21 double getArea() const22 { return width * length; }23 };24 #endif

Rectangle Version 2

rectangle.h

rectangle.cpp

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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.

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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Constructors13.7

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Constructors

Member function that is automatically called when an object is created

Purpose is to construct an object

Constructor function name is class name

Has no return type

Program 13-5

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Rectangle Version 3

Program 13-6

rectangle.h

rectangle.cpp

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Continues...

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Contents of Rectangle.ccp Version3 (continued)

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Default Constructors A default constructor is a constructor that takes no

arguments.

If you write a class with no constructor at all, C++ will write a default constructor for you, one that does nothing.

A simple instantiation of a class (with no arguments) calls the default constructor:

Rectangle r;

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Default Constructors and Dynamically Allocated Objects

Rectangle *rectPtr;rectPtr = new Rectangle;

When the Rectangle object is created by the new operator, its default constructor is automatically executed.

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Passing Arguments to Constructors13.8

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Passing Arguments to Constructors

To create a constructor that takes arguments: indicate parameters in prototype:

Rectangle(double, double);

Use parameters in the definition:

Rectangle::Rectangle(double w, double len){ width = w; length = len;}

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Passing Arguments to Constructors

You can pass arguments to the constructor when you create an object:

Rectangle r(10, 5);

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More About Default Constructors If all of a constructor's parameters have default

arguments, then it is a default constructor. For example:

Rectangle(double = 0, double = 0);

Creating an object and passing no arguments will cause this constructor to execute:

Rectangle r;

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Classes with No Default Constructor

When all of a class's constructors require arguments, then the class has NO default constructor.

When this is the case, you must pass the required arguments to the constructor when creating an object.

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Rectangle Version 4

Rectangle.h Rectangle.cpp Program 13-7

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Sale Class

Sale Version 1

Constructors may have default arguments. The default is passes automatically if no argument is given. Sale Version 2

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Destructors13.9

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Destructors Member function automatically called when an

object is destroyed Destructor name is ~classname, e.g., ~Rectangle

Has no return type; takes no arguments Only one destructor per class, i.e., it cannot be

overloaded If constructor allocates dynamic memory,

destructor should release it Program 13-10

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Contents of InventoryItem.h Version1 (Continued)

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Constructors, Destructors, and Dynamically Allocated Objects When an object is dynamically allocated with the

new operator, its constructor executes:

Rectangle *r = new Rectangle(10, 20);

When the object is destroyed, its destructor executes:

delete r;

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Overloading Constructors13.10

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Overloading Constructors

A class can have more than one constructor

Overloaded constructors in a class must have different parameter lists:

Rectangle();Rectangle(double);Rectangle(double, double);

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From InventoryItem.h (Version 2)

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From InventoryItem.h (Version 2)

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From InventoryItem.h (Version 2)

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Only One Default Constructor and One Destructor

Do not provide more than one 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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Member Function Overloading

Non-constructor member functions can also be overloaded:void setCost(double);void setCost(char *);

Must have unique parameter lists as for constructors

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Using Private Member Functions13.11

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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

See the createDescription function in InventoryItem.h (Version 3)

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Arrays of Objects13.12

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Arrays of Objects

Objects can be the elements of an array:

InventoryItem inventory[40];

Default constructor for object is used when array is defined

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Arrays of Objects

Must use initializer list to invoke constructor that takes arguments:

InventoryItem inventory[3] ={ "Hammer", "Wrench", "Pliers" };

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Arrays of Objects

If the constructor requires more than one argument, the initializer must take the form of a function call:

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Arrays of Objects

It isn't necessary to call the same constructor for each object in an array:

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Accessing Objects in an Array

Objects in an array are referenced using subscripts

Member functions are referenced using dot notation:

inventory[2].setUnits(30);cout << inventory[2].getUnits();

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Program 13-3 (Continued)

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The Unified Modeling Language13.15

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The Unified Modeling Language

UML stands for Unified Modeling Language.

The UML provides a set of standard diagrams for graphically depicting object-oriented systems

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UML Class Diagram

A UML diagram for a class has three main sections.

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Example: A Rectangle Class

class Rectangle{ private: double width; double length; public: bool setWidth(double); bool setLength(double); double getWidth() const; double getLength() const; double getArea() const;};

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UML Access Specification Notation

In UML you indicate a private member with a minus (-) and a public member with a plus(+).

These member variables are private.

These member functions are public.

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UML Data Type Notation

To indicate the data type of a member variable, place a colon followed by the name of the data type after the name of the variable.

- width : double- length : double

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UML Parameter Type Notation

To indicate the data type of a function’s parameter variable, place a colon followed by the name of the data type after the name of the variable.

+ setWidth(w : double)

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UML Function Return Type Notation

To indicate the data type of a function’s return value, place a colon followed by the name of the data type after the function’s parameter list.

+ setWidth(w : double) : void

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The Rectangle Class

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Showing Constructors and Destructors

Constructors

Destructor

No return type listed for constructors or destructors

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Focus on Objects: Finding Classes and Their Responsibilities

13.16

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Design: Finding the Classes

Get a written description of the problem domain.

Identify all the nouns in the description. Include pronouns and noun phrases. Each of these is a potential class.

Refine the list to include only classes that are relevant to the problem.

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Writing a Problem Domain Description

Include: Physical objects such as vehicles, machines,

or products. Any role played by a person.

manager, employee, customer, teacher, student The results of a business event

customer order, service event Recordkeeping items

customer histories, payroll records

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Refining the List of Nouns Eliminate nouns that represent the same thing. Eliminate nouns that represent objects not

needed to solve the problem. Eliminate nouns that represent objects, not

classes. Eliminate nouns that might represent simple

values. These can be stored in a variable and do not require a class. Does the noun require any actions? Would you use a group of related values to represent

the item’s state?

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Identifying a Classes Responsibilities

Things that the class is responsible for knowing

Actions that the class is responsible for doing.