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Copyright 2007 Pearson Education, Inc.

Publishing as Pearson Addison-Wesley

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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 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 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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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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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; 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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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 classs 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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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.cpp a.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 (). Right click on main.cpp & choose remove Right click on the project name & choose Add to Project Be sure to add all .cpp and .h files 3rd button from left
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Remove the main.cpp file

Add the required files

Click on Compile & Run

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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 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 // Specification file for the Rectangle class // This version uses some inline member functions. #ifndef RECTANGLE_H #define RECTANGLE_H class Rectangle { private: double width; double length; public: void setWidth(double); void setLength(double); double getWidth() const { return width; } double getLength() const { return length; } double getArea() const { return width * length; } }; #endif
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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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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

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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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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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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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 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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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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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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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 InventoryItem.h (Version 3)

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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 13-3 (Continued)

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13.15

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 functions 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 functions return value, place a colon followed by the name of the data type after the functions 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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13.16

Focus on Objects: Finding Classes and Their Responsibilities

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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


customer order, service event customer histories, payroll records

The results of a business event

Recordkeeping items

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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 items 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.

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