BY Prof.
Mayank Jain
CSE
Object Oriented Programming
Programmer thinks about and defines the attributes
and behavior of objects.
Often the objects are modeled after real-world
entities.
Very different approach than function-based
programming (like C).
Object Oriented Programming
Object-oriented programming (OOP)
Encapsulates data (attributes) and functions (behavior)
into packages called classes.
So, Classes are user-defined (programmer-defined)
types.
Data (data members)
Functions (member functions or methods)
In other words, they are structures + functions
Classes in C++
A class definition begins with the keyword class.
The body of the class is contained within a set of
braces, { } ; (notice the semi-colon).
class class_name Any valid
} identifier
.…
.…
Class body (data member
.…
+ methods)
methods
;{
Classes in C++
Within the body, the keywords private: and public:
specify the access level of the members of the class.
the default is private.
Usually, the data members of a class are declared in
the private: section of the class and the member
functions are in public: section.
Classes in C++
class class_name
}
:private private members or
… methods
…
…
public:
… Public members or methods
…
…
;{
Classes in C++
Member access specifiers
public:
can be accessed outside the class directly.
The public stuff is the interface.
private:
Accessible only to member functions of class
Private members and methods are for internal use only.
Class Example
This class example shows how we can encapsulate
(gather) a circle information into one package (unit or
class)
No need for others classes to
class Circle access and retrieve its value
directly. The
{
class methods are responsible for
private: that only.
double radius;
public:
void setRadius(double r); They are accessible from outside
double getDiameter(); the class, and they can access the
double getArea(); member (radius)
double getCircumference();
};
Creating an object of a Class
Declaring a variable of a class type creates an
object. You can have many variables of the same
type (class).
Instantiation
Once an object of a certain class is instantiated, a
new memory location is created for it to store its
data members and code
You can instantiate many objects from a class
type.
Ex) Circle c; Circle *c;
Special Member Functions
Constructor:
Public function member
called when a new object is created (instantiated).
Initialize data members.
Same name as class
No return type
Several constructors
Function overloading
Special Member Functions
class Circle
Constructor with no
{
argument
private:
double radius;
public: Constructor with one
Circle(); argument
Circle(int r);
void setRadius(double r);
double getDiameter();
double getArea();
double getCircumference();
};
Implementing class methods
Class implementation: writing the code of class
methods.
There are two ways:
1. Member functions defined outside class
Using Binary scope resolution operator (::)
“Ties” member name to class name
Uniquely identify functions of particular class
Different classes can have member functions with same
name
Format for defining member functions
ReturnType ClassName::MemberFunctionName( ){
…
}
Implementing class methods
2. Member functions defined inside class
Do not need scope resolution operator,
class name;
class Circle
{ Defined
private: inside
double radius; class
public:
Circle() { radius = 0.0;}
Circle(int r);
void setRadius(double r){radius = r;}
double getDiameter(){ return radius *2;}
double getArea();
double getCircumference();
};
class Circle
{
private:
double radius;
public:
Circle() { radius = 0.0;}
Circle(int r);
void setRadius(double r){radius = r;}
double getDiameter(){ return radius *2;}
double getArea();
double getCircumference();
};
Circle::Circle(int r)
{
Defined outside class
radius = r;
}
double Circle::getArea()
{
return radius * radius * (22.0/7);
}
double Circle:: getCircumference()
{
return 2 * radius * (22.0/7);
}
Accessing Class Members
Operators to access class members
Identical to those for structs
Dot member selection operator (.)
Object
Reference to object
Arrow member selection operator (->)
Pointers
class Circle
{
private:
double radius; The first
public: constructor is
Circle() { radius = 0.0;} called
Circle(int r); The second
void setRadius(double r){radius = r;} constructor is
double getDiameter(){ return radius *2;} called
double getArea();
void main() Since radius is a
double getCircumference();
{ private class data
}; Circle c1,c2(7); member
Circle::Circle(int r)
{ cout<<“The area of c1:”
radius = r; <<c1.getArea()<<“\n”;
}
double Circle::getArea() //c1.raduis = 5;//syntax error
{ c1.setRadius(5);
return radius * radius * (22.0/7);
cout<<“The circumference of c1:”
} << c1.getCircumference()<<“\n”;
double Circle:: getCircumference()
{ cout<<“The Diameter of c2:”
return 2 * radius * (22.0/7); <<c2.getDiameter()<<“\n”;
} }
class Circle
{
private:
double radius;
public:
Circle() { radius = 0.0;}
Circle(int r);
void setRadius(double r){radius = r;}
double getDiameter(){ return radius *2;}
double getArea();
double getCircumference();
};
Circle::Circle(int r) void main()
{
{
Circle c(7);
radius = r; Circle *cp1 = &c;
} Circle *cp2 = new Circle(7);
double Circle::getArea()
{ cout<<“The are of cp2:”
return radius * radius * (22.0/7); <<cp2->getArea();
}
double Circle:: getCircumference() }
{
return 2 * radius * (22.0/7);
}
Destructors
Destructors
Special member function
Same name as class
Preceded with tilde (~)
No arguments
No return value
Cannot be overloaded
Before system reclaims object’s memory
Reuse memory for new objects
Mainly used to de-allocate dynamic memory locations
Another class Example
This class shows how to handle time parts.
class Time
{
private:
int *hour,*minute,*second;
public:
Time();
Time(int h,int m,int s);
void printTime();
void setTime(int h,int m,int s);
int getHour(){return *hour;}
int getMinute(){return *minute;}
Destructor int getSecond(){return *second;}
void setHour(int h){*hour = h;}
void setMinute(int m){*minute = m;}
void setSecond(int s){*second = s;}
~Time();
};
Time::Time()
{
hour = new int;
minute = new int;
second = new int;
*hour = *minute = *second = 0;
}
Dynamic locations Time::Time(int h,int m,int s)
should be allocated {
to pointers first
hour = new int;
minute = new int;
second = new int;
*hour = h;
*minute = m;
*second = s;
}
void Time::setTime(int h,int m,int s)
{
*hour = h;
*minute = m;
*second = s;
}
void Time::printTime()
{
cout<<"The time is : ("<<*hour<<":"<<*minute<<":"<<*second<<")"
<<endl;
}
Destructor: used here to de-
Time::~Time() allocate memory locations
{
delete hour; delete minute;delete second;
}
void main()
Output:
{
Time *t; The time is : (3:55:54)
t= new Time(3,55,54); The time is : (7:17:43)
t->printTime(); Press any key to continue
t->setHour(7);
t->setMinute(17);
t->setSecond(43);
t->printTime(); When executed, the
destructor is called
delete t;
}
Reasons for OOP
1. Simplify programming
2. Interfaces
Information hiding:
Implementation details hidden within classes
themselves
1. Software reuse
Class objects included as members of other classes