Object Oriented Programming with C++

C++ Object Oriented

One person found this helpful. Kindle Edition Verified Purchase. The writing is thorough and easy to read. However, the book is written with frequent examples of code to illustrate the points being made. These code sections are very difficult to read because the lines wrap around due to the book page being wider than the Kindle screen.

Computer code, of all things, has to be very precise, and the unfortunate formatting harms the readability and prevents the reader from being able to develop a feel for what good code should look like. Still, the book has been helpful in spite of the examples, and I would recommend it. PS - Setting the Kindle to display horizontally and shrinking the font will pretty much eliminate the wrapping problems.

This is a good solution if you can tolerate reading the rest of the text in this mode as well. Changing the settings for every example would be tedious at best because the examples are so frequent. I bought this book long time ago when I was a student, but had not read it seriously. However, I started to read this book a month ago because of my job duty.

The reasons why I am thinking like that are as below. Each chapter starts off with some possible real-programming issues that we may face, then moves to fundamental and essential concepts, which make me think about some applications of the contents. Example codes which are shown in this book are very easy and clear, but very helpful for understanding concepts and principles which are very essential. I Have used his books since , and would be at a loss without them.

I read the chapter then copy his examples and work with them until I get them to run successfully. Finally working the exercises at the end of each chapter puts the iceing on the cake. I have tried other authors, but they don't come near presenting the material as clearly as Robert. See all 62 reviews. Amazon Giveaway allows you to run promotional giveaways in order to create buzz, reward your audience, and attract new followers and customers.

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Similarly, a car is assembled from parts and components, such as chassis, doors, engine, wheels, brake, and transmission. The components are reusable, e. Can you "assemble" a software application by picking a routine here, a routine there, and expect the program to run? The answer is obviously no! Unlike hardware, it is very difficult to "assemble" an application from software components. Since the advent of computer 60 years ago, we have written tons and tons of programs. However, for each new application, we have to re-invent the wheels and write the program from scratch. Can we do this in traditional procedural-oriented programming language such as C, Fortran, Cobol, or Pascal?

Traditional procedural-oriented languages such as C and Pascal suffer some notable drawbacks in creating reusable software components:. In brief, the traditional procedural-languages separate the data structures and algorithms of the software entities. In the early s, the US Department of Defense DoD commissioned a task force to investigate why its IT budget always went out of control; but without much to show for.

Subsequently, DoD replaces over computer languages, which were then used to build DoD systems, with an object-oriented language called Ada. As an example, suppose you wish to write a computer soccer games which I consider as a complex application. It is quite difficult to model the game in procedural-oriented languages. But using OOP languages, you can easily model the program accordingly to the "real things" appear in the soccer games.

Buckys C++ Programming Tutorials - 12 - Introduction to Classes and Objects

Most importantly, some of these classes such as Ball and Audience can be reused in another application, e. The procedural-oriented languages focus on procedures, with function as the basic unit. You need to first figure out all the functions and then think about how to represent data. The object-oriented languages focus on components that the user perceives, with objects as the basic unit. You figure out all the objects by putting all the data and operations that describe the user's interaction with the data.

A class is a definition of objects of the same kind. In other words, a class is a blueprint, template, or prototype that defines and describes the static attributes and dynamic behaviors common to all objects of the same kind. An instance is a realization of a particular item of a class. In other words, an instance is an instantiation of a class. All the instances of a class have similar properties, as described in the class definition.

For example, you can define a class called " Student " and create three instances of the class " Student " for " Peter ", " Paul " and " Pauline ". The term " object " usually refers to instance. But it is often used quite loosely, which may refer to a class or an instance.

In other words, a class encapsulates the static attributes data and dynamic behaviors operations that operate on the data in a box. The data members and member functions are collectively called class members. The following figure shows two instances of the class Student , identified as " paul " and " peter ".

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Object oriented programming – As the name suggests uses objects in programming. Object oriented programming aims to implement real world entities like. Object-oriented programming is a paradigm in programming that represents real- life objects or entities in code, For starters, there are two basic.

The above class diagrams are drawn according to the UML notations. A class is represented as a 3-compartment box, containing name, data members variables , and member functions, respectively. An instance object is also represented as a 3-compartment box, with instance name shown as instanceName: There are two sections in the class declaration: A classname shall be a noun or a noun phrase made up of several words. All the words shall be initial-capitalized camel-case. Use a singular noun for classname.

Choose a meaningful and self-descriptive classname. For examples, suppose that we have a class called Circle , we can create instances of Circle as follows:. For example, suppose that we have a class called Circle , with two data members radius and color and two functions getRadius and getArea. We have created three instances of the class Circle , namely, c1 , c2 and c3. To invoke the function getArea , you must first identity the instance of interest, says c2 , then use the dot operator , in the form of c2.

Calling getArea without identifying the instance is meaningless, as the radius is unknown there could be many instances of Circle - each maintaining its own radius. In general, suppose there is a class called AClass with a data member called aData and a member function called aFunction.

An instance called anInstance is constructed for AClass. A data member variable has a name or identifier and a type ; and holds a value of that particular type as descried in the earlier chapter. A data member can also be an instance of a certain class to be discussed later. Data Member Naming Convention: A data member name shall be a noun or a noun phrase made up of several words. The first word is in lowercase and the rest of the words are initial-capitalized camel-case , e.

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Take note that variable name begins with an lowercase, while classname begins with an uppercase. Member Function Naming Convention: A function name shall be a verb, or a verb phrase made up of several words. The first word is in lowercase and the rest of the words are initial-capitalized camel-case. For example, getRadius , getParameterValues. Take note that data member name is a noun denoting a static attribute , while function name is a verb denoting an action.

They have the same naming convention.

C++ Object Oriented

Nevertheless, you can easily distinguish them from the context. Functions take arguments in parentheses possibly zero argument with empty parentheses , but variables do not. In this writing, functions are denoted with a pair of parentheses, e. A class called Circle is to be defined as illustrated in the class diagram. It contains two data members: Three instances of Circle s called c1 , c2 , and c3 shall then be constructed with their respective data members, as shown in the instance diagrams. In this example, we shall keep all the codes in a single source file called CircleAIO.

A constructor is a special function that has the function name same as the classname. In the above Circle class, we define a constructor as follows:. A constructor is used to construct and initialize all the data members. To create a new instance of a class, you need to declare the name of the instance and invoke the constructor. An access control modifier can be used to control the visibility of a data member or a member function within a class.

We begin with the following two access control modifiers:. For example, in the above Circle definition, the data member radius is declared private. As the result, radius is accessible inside the Circle class, but NOT outside the class. In other words, you cannot use " c1. On the other hand, the function getRadius is declared public in the Circle class.

Object-Oriented Programming with C++

Hence, it can be invoked in the main. A class encapsulates the static attributes and the dynamic behaviors into a "3-compartment box". Once a class is defined, you can seal up the "box" and put the "box" on the shelve for others to use and reuse. Anyone can pick up the "box" and use it in their application.

This cannot be done in the traditional procedural-oriented language like C, as the static attributes or variables are scattered over the entire program and header files.

Object-Oriented Programming (OOP) in C++

You cannot "cut" out a portion of C program, plug into another program and expect the program to run without extensive changes. Data member of a class are typically hidden from the outside word, with private access control modifier. Access to the private data members are provided via public assessor functions, e. This follows the principle of information hiding. That is, objects communicate with each others using well-defined interfaces public functions.

Objects are not allowed to know the implementation details of others. The implementation details are hidden or encapsulated within the class. Information hiding facilitates reuse of the class. Do not make any data member public , unless you have a good reason. To allow other to read the value of a private data member says xxx , you shall provide a get function or getter or accessor function called getXxx.

A getter need not expose the data in raw format. It can process the data and limit the view of the data others will see. Getters shall not modify the data member. To allow other classes to modify the value of a private data member says xxx , you shall provide a set function or setter or mutator function called setXxx.

A setter could provide data validation such as range checking , and transform the raw data into the internal representation. For example, in our Circle class, the data members radius and color are declared private. That is to say, they are only available within the Circle class and not visible outside the Circle class - including main.

You cannot access the private data members radius and color from the main directly - via says c1. The Circle class provides two public accessor functions, namely, getRadius and getColor. These functions are declared public. The main can invoke these public accessor functions to retrieve the radius and color of a Circle object, via says c1.

There is no way you can change the radius or color of a Circle object, after it is constructed in main. You cannot issue statements such as c1. If the designer of the Circle class permits the change the radius and color after a Circle object is constructed, he has to provide the appropriate setter, e. With proper implementation of information hiding , the designer of a class has full control of what the user of the class can and cannot do.

You can use keyword " this " to refer to this instance inside a class definition. One of the main usage of keyword this is to resolve ambiguity between the names of data member and function parameter. In the above codes, there are two identifiers called radius - a data member and the function parameter. This causes naming conflict. To resolve the naming conflict, you could name the function parameter r instead of radius. However, radius is more approximate and meaningful in this context.

You can use keyword this to resolve this naming conflict. Hence, avoid name beginning with underscore in your program. A const member function, identified by a const keyword at the end of the member function's header, cannot modifies any data member of this object. The constructor, getter and setter functions for a private data member called xxx of type T in a class Aaa have the following conventions:.

For a bool variable xxx , the getter shall be named isXxx , instead of getXxx , as follows:. A default constructor is a constructor with no parameters, or having default values for all the parameters. For example, the above Circle 's constructor can be served as default constructor with all the parameters default. Compiler will not provide a default constructor if you define any constructor s. If all the constructors you defined require arguments, invoking no-argument default constructor results in error.

This is to allow class designer to make it impossible to create an uninitialized instance, by NOT providing an explicit default constructor. Member initializer list is placed after the constructor's header, separated by a colon: For object, the constructor will be invoked to construct the object. The constructor's body empty in this case will be run after the completion of member initializer list.

It is recommended to use member initializer list to initialize all the data members, as it is often more efficient than doing assignment inside the constructor's body. Destructor is called implicitly when an object is destroyed. A copy constructor constructs a new object by copying an existing object of the same type.