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SOW - C++ - CSO - Chapter - 13 - 9e - Tagged

Chapter 13 of 'Starting Out with C++' introduces object-oriented programming (OOP) concepts, emphasizing the distinction between procedural and object-oriented approaches. It covers essential terminology, including classes, objects, access specifiers, and member functions, while explaining the importance of data protection and the use of constructors and destructors. The chapter also discusses the organization of class specifications and implementations, along with the benefits of inline functions and constructor overloading.
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0% found this document useful (0 votes)
10 views84 pages

SOW - C++ - CSO - Chapter - 13 - 9e - Tagged

Chapter 13 of 'Starting Out with C++' introduces object-oriented programming (OOP) concepts, emphasizing the distinction between procedural and object-oriented approaches. It covers essential terminology, including classes, objects, access specifiers, and member functions, while explaining the importance of data protection and the use of constructors and destructors. The chapter also discusses the organization of class specifications and implementations, along with the benefits of inline functions and constructor overloading.
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© © All Rights Reserved
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STARTING OUT WITH C++

9th Edition

Chapter 13
Introduction to Classes

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13.1
Procedural and Object-Oriented Programming

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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 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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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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Classes and Objects

• A Class is like a blueprint and objects are like


houses built from the blueprint

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Object-Oriented Programming
Terminology

• 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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13.2

Introduction to Classes

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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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13.3

Defining an Instance of a Class

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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 = nullptr;

• Can access public members via pointer:


rPtr = &otherRectangle;
rPtr->setLength(12.5);
cout << rPtr->getLength() << endl;

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Dynamically Allocating an Object

• We can also use a pointer to dynamically


allocate an object.

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13.4

Why Have Private Members?

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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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13.5

Separating Specification from Implementation

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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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13.6

Inline Member Functions

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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() const
16 { return width; }
17
18 double getLength() const
19 { return length; }
20
21 double getArea() const
22 { return width * length; }
23 };
24 #endif

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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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13.7

Constructors

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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

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Continues...
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Contents of Rectangle.ccp Version3

(continued)
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In-Place Initialization
• If you are using C++11 or later, you can initialize a
member variable in its declaration statement, just as
you can with a regular variable.
• This is known as in-place initialization. Here is an
example:
class Rectangle
{
private:
double width = 0.0;
double length = 0.0;
public:
Public member functions appear here…
};
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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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13.8

Passing Arguments to Constructors

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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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13.9

Destructors

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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

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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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13.10

Overloading Constructors

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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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Continues...
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Constructor Delegation
• Sometimes a class will have multiple constructors that perform a
similar set of steps. For example, look at the following Contact
class:

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Constructor Delegation
• Both constructors perform a similar operation: They assign values
to the name, email, and phone member variables.
• The default constructor assigns empty strings to the members, and
the parameterized constructor assigns specified values to the
members.

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Constructor Delegation
• In C++ 11, it is possible for one constructor to call another
constructor in the same class.
• This is known as constructor delegation.

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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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13.11

Using Private Member Functions

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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


ContactInfo.h (Version 2)

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13.12

Arrays of Objects

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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 13-14 (Continued)

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13.16

The Unified Modeling Language

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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

No return type listed for


constructors or destructors

Constructors

Destructor

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Copyright

This work is protected by United States copyright laws and is provided solely
for the use of instructions in teaching their courses and assessing student
learning. dissemination or sale of any part of this work (including on the
World Wide Web) will destroy the integrity of the work and is not permit-
ted. The work and materials from it should never be made available to
students except by instructors using the accompanying text in their
classes. All recipients of this work are expected to abide by these
restrictions and to honor the intended pedagogical purposes and the needs of
other instructors who rely on these materials.

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