Oop Notes
Oop Notes
Unit Structure:
1.1 Software crisis
1.2 Software Evaluation
1.3 POP (Procedure Oriented Programming)
1.4 OOP (Object Oriented Programming)
1.5 Basic concepts of OOP
1.5.1 Objects
1.5.2 Classes
1.5.3 Data Abstraction and Data Encapsulation
1.5.4 Inheritance
1.5.5 Polymorphism
1.5.6 Dynamic Binding
1.5.7 Message Passing
1.6 Benefits of OOP
1.7 Object Oriented Language
1.8 Application of OOP
1.9 Introduction of C++
1.9.1 Application of C++
1.10 Simple C++ Program
1.10.1 Program Features
1.10.2 Comments
1.10.3 Output Operators
1.10.4 Iostream File
1.10.5 Namespace
1.10.6 Return Type of main ()
1.11 More C++ Statements
1.11.1 Variable
1.11.2 Input Operator
1.11.3 Cascading I/O Operator
1.12 Example with Class
1.13 Structure of C++
1.14 Creating Source File
1.15 Compiling and Linking
1.1 Software Crisis
Developments in software technology continue to be dynamic. New tools and techniques
are announced in quick succession. This has forced the software engineers and industry to
continuously look for new approaches to software design and development, and they are
becoming more and more critical in view of the increasing complexity of software
systems as well as the highly competitive nature of the industry. These rapid advances
appear to have created a situation of crisis within the industry. The following issued need
to be addressed to face the crisis:
• How to represent real-life entities of problems in system design?
• How to design system with open interfaces?
• How to ensure reusability and extensibility of modules?
• How to develop modules that are tolerant of any changes in future? •
How to improve software productivity and decrease software cost? •
How to improve the quality of software?
• How to manage time schedules?
1, 0
Machine Language
Assembly Language
Procedure- Oriented
With the advent of languages such as c, structured programming became very popular
and was the main technique of the 1980’s. Structured programming was a powerful tool
that enabled programmers to write moderately complex programs fairly easily. However,
as the programs grew larger, even the structured approach failed to show the desired
result in terms of bug-free, easy-to- maintain, and reusable programs.
Main Program
Function-3
Function-1 Function-2
Function-5
Function-4
Function-7
Function-8
Function-6
In a multi-function program, many important data items are placed as global so that they
may be accessed by all the functions. Each function may have its own local data. Global
data are more vulnerable to an inadvertent change by a function. In a large program it is
very difficult to identify what data is used by which function. In case we need to revise an
external data structure, we also need to revise all functions that access the data. This
provides an opportunity for bugs to creep in.
Another serious drawback with the procedural approach is that we do not model real
world problems very well. This is because functions are action-oriented and do not really
corresponding to the element of the problem.
Some Characteristics exhibited by procedure-oriented programming are:
DATA
Communication FUNCTION FUNCTION
DATA
FUNCTION
Object DATA
Some of the features of object oriented programming are:
1.5.1 Objects
Objects are the basic run time entities in an object-oriented system. They may represent a
person, a place, a bank account, a table of data or any item that the program has to
handle. They may also represent user-defined data such as vectors, time and lists.
Programming problem is analyzed in term of objects and the nature of communication
between them. Program objects should be chosen such that they match closely with the
real-world objects. Objects take up space in the memory and have an associated address
like a record in Pascal, or a structure in c.
When a program is executed, the objects interact by sending messages to one another.
Foe example, if “customer” and “account” are to object in a program, then the customer
object may send a message to the count object requesting for the bank balance. Each
object contain data, and code to manipulate data. Objects can interact without having to
know details of each other’s data or code. It is a sufficient to know the type of message
accepted, and the type of response returned by the objects. Although different author
represent them differently fig 1.5 shows two notations that are popularly used in object
oriented analysis and design.
OBJECTS: STUDENT
DATA
Name
Date-of-birth
Marks
FUNCTIONS
Total
Average
Display
………
1.5.2 Classes
We just mentioned that objects contain data, and code to manipulate that data. The entire
set of data and code of an object can be made a user-defined data type with the help of
class. In fact, objects are variables of the type class. Once a class has been defined, we
can create any number of objects belonging to that class. Each object is associated with
the data of type class with which they are created. A class is thus a collection of objects
similar types. For examples, Mango, Apple and orange members of class fruit. Classes
are user-defined that types and behave like the built-in types of a programming language.
The syntax used to create an object is not different then the syntax used to create an
integer object in C. If fruit has been defines as a class, then the statement
Fruit Mango;
Will create an object mango belonging to the class fruit.
The wrapping up of data and function into a single unit (called class) is known as
encapsulation. Data and encapsulation is the most striking feature of a class. The data is
not accessible to the outside world, and only those functions which are wrapped in the
class can access it. These functions provide the interface between the object’s data and
the program. This insulation of the data from direct access by the program is called data
hiding or information hiding.
Abstraction refers to the act of representing essential features without including the
background details or explanation. Classes use the concept of abstraction and are defined
as a list of abstract attributes such as size, wait, and cost, and function operate on these
attributes. They encapsulate all the essential properties of the object that are to be created.
The attributes are some time called data members because they hold information. The
functions that operate on these data are sometimes called methods or member function.
1.5.4 Inheritance
Inheritance is the process by which objects of one class acquired the properties of objects
of another classes. It supports the concept of hierarchical classification. For example, the
bird, ‘robin’ is a part of class ‘flying bird’ which is again a part of the class ‘bird’. The
principal behind this sort of division is that each derived class shares common
characteristics with the class from which it is derived as illustrated in fig 1.6.
In OOP, the concept of inheritance provides the idea of reusability. This means that we
can add additional features to an existing class without modifying it. This is possible by
deriving a new class from the existing one. The new class will have the combined feature
of both the classes. The real appeal and power of the inheritance mechanism is that it
Fig. 1.6 Property inheritances
BRD
Attributes
Features
Lay Eggs
………...
………...
Attributes
…………
Penguin ………...
Attributes
…………
………...
Attributes
Swallow …………
………...
Non Flying Bird
Robin
Attributes
Flying Bird Kiwi
………..
Attributes
………..
Attributes
…………
…………
Allows the programmer to reuse a class i.e almost, but not exactly, what he wants, and to
tailor the class in such a way that it does not introduced any undesirable side-effects into
the rest of classes.
1.5.5 Polymorphism
Fig. 1.7 illustrates that a single function name can be used to handle different number
and different types of argument. This is something similar to a particular word having
several different meanings depending upon the context. Using a single function name to
perform different type of task is known as function overloading.
Shape
Draw
Draw (Circle) Triangle Object
Binding refers to the linking of a procedure call to the code to be executed in response to
the call. Dynamic binding means that the code associated with a given procedure call is
not known until the time of the call at run time. It is associated with polymorphism and
inheritance. A function call associated with a polymorphic reference depends on the
dynamic type of that reference.
Consider the procedure “draw” in fig. 1.7. by inheritance, every object will have this
procedure. Its algorithm is, however, unique to each object and so the draw procedure
will be redefined in each class that defines the object. At run-time, the code matching the
object under current reference will be called.
An object-oriented program consists of a set of objects that communicate with each other.
The process of programming in an object-oriented language, involves the following basic
steps:
1. Creating classes that define object and their behavior,
2. Creating objects from class definitions, and
3. Establishing communication among objects.
Objects communicate with one another by sending and receiving information much the
same way as people pass messages to one another. The concept of message passing
makes it easier to talk about building systems that directly model or simulate their real
world counterparts.
A Message for an object is a request for execution of a procedure, and therefore will
invoke a function (procedure) in the receiving object that generates the desired results.
Message passing involves specifying the name of object, the name of the function
(message) and the information to be sent. Example:
Object
Information Message
Object has a life cycle. They can be created and destroyed. Communication with an
object is feasible as long as it is alive.
OOP offers several benefits to both the program designer and the user. Object Orientation
contributes to the solution of many problems associated with the development and quality
of software products. The new technology promises greater programmer productivity,
better quality of software and lesser maintenance cost. The principal advantages are:
• Through inheritance, we can eliminate redundant code extend the use of existing •
Classes.
• We can build programs from the standard working modules that communicate with
one another, rather than having to start writing the code from scratch. This leads
to saving of development time and higher productivity.
• The principle of data hiding helps the programmer to build secure program that can
not be invaded by code in other parts of a programs.
• It is possible to have multiple instances of an object to co-exist without any
interference.
• It is possible to map object in the problem domain to those in the program. •
It is easy to partition the work in a project based on objects.
• The data-centered design approach enables us to capture more detail of a model can
implemental form.
• Object-oriented system can be easily upgraded from small to large system. •
Message passing techniques for communication between objects makes to interface
descriptions with external systems much simpler.
• Software complexity can be easily managed.
C+ + is a superset of C. Almost all c programs are also C++ programs. However, there
are a few minor differences that will prevent a c program to run under C++ complier. We
shall see these differences later as and when they are encountered.
The most important facilities that C++ adds on to C care classes, inheritance, function
overloading and operator overloading. These features enable creating of abstract data
types, inherit properties from existing data types and support polymorphism, thereby
making C++ a truly object-oriented language.
C++ is a versatile language for handling very large programs; it is suitable for virtually
any programming task including development of editors, compilers, databases,
communication systems and any complex real life applications systems.
• Since C++ allow us to create hierarchy related objects, we can build special
object-oriented libraries which can be used later by many programmers. • While C++
is able to map the real-world problem properly, the C part of C++ gives the language
the ability to get closed to the machine-level details. • C++ programs are easily
maintainable and expandable. When a new feature needs to be implemented, it is very
easy to add to the existing structure of an object. • It is expected that C++ will replace
C as a general-purpose language in the near future.
1.10 Simple C++ Program
Let us begin with a simple example of a C++ program that prints a string on the
screen.
Printing A String
#include<iostream>
Using namespace std;
int main()
{
cout<<” c++ is better than c \n”;
return 0;
}
Program 1.10.1
This simple program demonstrates several C++ features.
Like C, the C++ program is a collection of function. The above example contain only one
function main(). As usual execution begins at main(). Every C++ program must have a
main(). C++ is a free form language. With a few exception, the compiler ignore carriage
return and white spaces. Like C, the C++ statements terminate with semicolons.
1.10.2 Comments
C++ introduces a new comment symbol // (double slash). Comment start with a double
slash symbol and terminate at the end of the line. A comment may start anywhere in the
line, and whatever follows till the end of the line is ignored. Note that there is no closing
symbol.
The double slash comment is basically a single line comment. Multiline comments can
be written as follows:
// This is an example of
// C++ program to illustrate
// some of its features
The C comment symbols /*,*/ are still valid and are more suitable for multiline
comments. The following comment is allowed:
/* This is an example of
C++ program to illustrate
some of its features
*/
1.10.3 Output operator
Causes the string in quotation marks to be displayed on the screen. This statement
introduces two new C++ features, cout and <<. The identifier cout(pronounced as C out)
is a predefined object that represents the standard output stream in C++. Here, the
standard output stream represents the screen. It is also possible to redirect the output to
other output devices. The operator << is called the insertion or put to operator.
#include <iostream>
The #include directive instructs the compiler to include the contents of the file enclosed
within angular brackets into the source file. The header file iostream.h should be
included at the beginning of all programs that use input/output statements.
1.10.5 Namespace
Namespace is a new concept introduced by the ANSI C++ standards committee. This
defines a scope for the identifiers that are used in a program. For using the identifier
defined in the namespace scope we must include the using directive, like
Here, std is the namespace where ANSI C++ standard class libraries are defined. All
ANSI C++ programs must include this directive. This will bring all the identifiers defined
in std to the current global scope. Using and namespace are the new keyword of C++.
In C++, main () returns an integer value to the operating system. Therefore, every main ()
in C++ should end with a return (0) statement; otherwise a warning an error might occur.
Since main () returns an integer type for main () is explicitly specified as int. Note that
the default return type for all function in C++ is int. The following main without type and
return will run with a warning:
main ()
{
…………..
………….
}
1.11 More C++ Statements
Let us consider a slightly more complex C++ program. Assume that we should like to
read two numbers from the keyboard and display their average on the screen. C++
statements to accomplish this is shown in program 1.11.1
AVERAGE OF TWO NUMBERS
Int main()
Return 0;
} //end of example
Program 1.11.1
1.11.1 Variables
The program uses four variables number1, number2, sum and average. They are declared
as type float by the statement.
All variable must be declared before they are used in the program.
Is an input statement and causes the program to wait for the user to type in a number. The
number keyed in is placed in the variable number1. The identifier cin (pronounced ‘C in’)
is a predefined object in C++ that corresponds to the standard input stream. Here, this
stream represents the keyboard.
The operator >> is known as extraction or get from operator. It extracts (or takes) the
value from the keyboard and assigns it to the variable on its right fig 1.8. This
corresponds to a familiar scanf() operation. Like <<, the operator >> can also be
overloaded.
>>
Cin 45.5
Keyboard
Fig
We have used the insertion operator << repeatedly in the last two statements for printing
results.
The statement
First sends the string “Sum = “ to cout and then sends the value of sum. Finally, it sends
the newline character so that the next output will be in the new line. The multiple use of
<< in one statement is called cascading. When cascading an output operator, we should
ensure necessary blank spaces between different items. Using the cascading technique,
the last two statements can be combined as follows:
The values are assigned from left to right. That is, if we key in two values, say, 10 and
20, then 10 will be assigned to munber1 and 20 to number2.
char name[30];
Int age;
public:
void getdata(void);
void display(void);
};
void person :: getdata(void)
{
cout << “Enter name: “;
cin >> name;
cout << “Enter age: “;
cin >> age;
}
Void person : : display(void)
{
cout << “\nNameame: “ << name;
cout << “\nAge: “ << age;
}
Int main()
{
person p;
p.getdata();
p.display();
Return 0;
} //end of example
PROGRAM 1.12.1
The output of program is:
The program define person as a new data of type class. The class person includes two
basic data type items and two function to operate on that data. These functions are called
member function. The main program uses person to declare variables of its type. As
pointed out earlier, class variables are known as objects. Here, p is an object of type
person. Class object are used to invoke the function defined in that class.
This approach is based on the concept of client-server model as shown in fig. 1.10. The
class definition including the member functions constitute the server that provides
services to the main program known as client. The client uses the server through the
public interface of the class.
Fig. 1.10 The client-server model
Member Function
Server
Class Definition
Client
Main function Program
Some systems such as Turboc C++ provide an integrated environment for developing
and editing programs
The file name should have a proper file extension to indicate that it is a C++
implementations use extensions such as .c,.C, .cc, .cpp and .cxx. Turboc C++ and
Borland C++ use .c for C programs and .cpp(C plus plus) for C++ programs. Zortech
C++ system use .cxx while UNIX AT&T version uses .C (capital C) and .cc. The
operating system manuals should be consulted to determine the proper file name
extension to be used.
1.15 Compiling and Linking
The process of compiling and linking again depends upon the operating system. A few
popular systems are discussed in this section.
CC example.C
At the UNIX prompt would compile the C++ program source code contained in the file
example.C. The compiler would produce an object file example.o and then automatically
link with the library functions to produce an executable file. The default executable
filename is a. out.
CC file1.C file2.o
The statement compiles only the file file1.C and links it with the previously compiled
file2.o file. This is useful when only one of the files needs to be modified. The files that
are not modified need not be compiled again.
Turbo C++ and Borland C++ provide an integrated program development environment
under MS DOS. They provide a built-in editor and a menu bar includes options such as
File, Edit, Compile and Run.
We can create and save the source files under the File option, and edit them under the
Edit option. We can then compile the program under the compile option and execute it
under the Run option. The Run option can be used without compiling the source code.
Summary
• Software technology has evolved through a series of phases during the last five
decades.
• POP follows top-down approach where problem is viewed as sequence of task to
be performed and functions are written for implementing these tasks.
• POP has two major drawbacks:
• Data can move freely around the program.
• It does not model very well the real-world problems.
• OOP was inventing to overcome the drawbacks of POP. It follows down -up
approach.
• In OOP, problem is considered as a collection of objects and objects are instance
of classes.
• Data abstraction refers to putting together essential features without including
background details.
• Inheritance is the process by which objects of one class acquire properties of
objects of another class.
• Polymorphism means one name, multiple forms. It allows us to have more than
one function with the same name in a program.
• Dynamic binding means that the code associated with a given procedure is not
known until the time of the run time.
• Message passing involves specifying the name of the object, the name of the
function and the information to be sent.
• C++ is a superset of C language.
• C++ ads a number of features such as objects, inheritance, function overloading
and operator overloading to C.
• C++ supports interactive input and output features and introduces anew comment
symbol // that can be used for single line comment.
• Like C programs, execution of all C++ program begins at main() function.
Keywords:
Questions
1. What are the major issues facing the software industry today?
2. What is POP? Discuss its features.
3. Describe how data are shared by functions in procedure-oriented programs?
4. What is OOP? What are the difference between POP and OOP?
5. How are data and functions organized in an object-oriented program? 6. What
are the unique advantages of an object-oriented programming paradigm? 7.
Distinguish between the following terms:
(a) Object and classes
(b) Data abstraction and data encapsulation
(c) Inheritance and polymorphism
(d) Dynamic binding and message passing
8. Describe inheritance as applied to OOP.
9. What do you mean by dynamic binding? How it is useful in OOP?
10. What is the use of preprocessor directive #include<iostream>?
11. How does a main () function in c++ differ from main () in c?
12. Describe the major parts of a c++ program.
13. Write a program to read two numbers from the keyboard and display the larger
value on the screen.
14. Write a program to input an integer value from keyboard and display on screen
“WELL DONE” that many times.
References:
1. Object –Oriented –Programming in C++ by E Balagurusamy.
2. Object –Oriented –Programming with ANSI & Turbo C++ by Ashok N. Kamthane.
3. OO Programming in C++ by Robert Lafore, Galgotia Publications Pvt. Ltd. 4.
Mastering C++ By K R Venugopal, Rajkumar Buyya, T Ravishankar.
5. Object Oriented Programming and C++ By R. Rajaram.
6. Object –Oriented –Programming in C++ by Robert Lafore.
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Subject: Object Oriented Programming using C++
Paper Code: MCA-302 Author: Mr. Ganesh Kumar Lesson: Function in c++
&Object and classes Vetter: Dr. Pradeep Bhatia Lesson No. : 2
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STRUCTURE
2.1 Introduction
4.13 Summary
4.14 Keywords
4.15 Review Questions
4.16 Further Readings
4.1 INTRODUCTION
Functions are the building blocks of C++ programs where all the program activity
occurs. Function is a collection of declarations and statements.
Monolethic program (a large single list of instructions) becomes difficult to understand. For
this reason functions are used. A function has a clearly defined objective (purpose) and a
clearly defined interface with other functions in the program. Reduction in program size is
another reason for using functions. The functions code is stored in only one place in
memory, even though it may be executed as many times as a user needs.
#include<iostream.h>
include<conio.h>
void main()
}
//function definition
void disp()
PROGRAM 4.1
In this Unit, we will also discuss Class, as important Data Structure of C++. A
Class is the backbone of Object-Oriented Computing. It is an abstract data type.
We can declare and define data as well as functions in a class. An object is a
replica of the class to the exception that it has its own name. A class is a data
type and an object is a variable of that type. Classes and objects are the most
important features of C++. The class implements OOP features and ties them together.
In C++, a function must be defined prior to it’s use in the program. The function definition
contains the code for the function. The function definition for display_message () in program 6.1
is given below the main () function. The general syntax of a function definition in C++ is shown
below:
Here, the type specifies the type of the value to be returned by the function. It may be
any valid C++ data type. When no type is given, then the compiler returns an integer value from
the function.
Name_of_the_function is a valid C++ identifier (no reserved word allowed) defined by the user
and it can be used by other functions for calling this function.
Argument list is a comma separated list of variables of a function through which the function
may receive data or send data when called from other function. When no parameters,
the argument list is empty as you have already seen in program 6.1. The following function
illustrates the concept of function definition :
void add()
int a,b,sum;
cin>>a>>b;
sum=a+b;
The above function add ( ) can also be coded with the help of arguments of
parameters as shown below:
int sum;
sum=a+b;
Arguments(s) of a function is (are) the data that the function receives when
called/invoked from another function.
It is not always necessary for a function to have arguments or parameters. The functions
add ( ) and divide ( ) in program 6.3 did not contain any arguments. The following example
illustrates the concept of passing arguments to function SUMFUN ( ):
void main ()
int N;
………………………….
………………………….
declaration {
………………………….
………………………….
}
No semicolon here
int calc(int U)
If (U % 2 = = 0)
return U+10;
Else
return U+2
cout<calc(CNT) <<M;
cout<<endl;
Void main ()
Pattern(‘*’);
Pattern (‘#’,4)’
Pattern (;@;,3);
For making the arguments(s) constant to a function, we should use the keyword const
as given below in the function prototype :
(a) Value
(b) Reference
Call by Value: - In this method the values of the actual parameters (appearing in the
function call) are copied into the formal parameters (appearing in the function definition), i.e., the
function creates its own copy of argument values and operates on them. The following program
illustrates this concept :
//calculation of compound interest using a function
#include<iostream.h>
#include<conio.h>
Void main()
Cout<<”\nPrincipal:”;
Cin>>principal;
Cout<<”\nRate of interest:”;
Cin>>rate;
Cout<<”\nTime period (in yeaers) :”;
Cin>>time;
Interest = p* (pow((1+r/100.0),t))-p;
It is useful when you want to change the original variables in the calling function by the called
function.
reference #include<iostream.h>
#include<conio.h>
void main()
clrscr();
int num1,num2;
cin>>num1>>num2;
cout<<endl<<”num2: “<<num2;
getch();
Int temp=a;
a=b;
b=temp;
inline function_header
For example,
}
Void main()
{
int num1, num2;
cin>>num1>>num2;
------------------
------------------
An inline function definition must be defined before being invoked as shown in the above
example. Here min ( ) being inline will not be called during execution, but its code would be
inserted into main ( ) as shown and then it would be compiled.
If the size of the inline function is large then heavy memory pentaly makes it not so useful
and in that case normal function use is more useful.
Local Scope:- A block in C++ is enclosed by a pair of curly braces i.e., ‘{‘ and ‘}’. The
variables declared within the body of the block are called local variables and can be used only
within the block. These come into existence when the control enters the block and get destroyed
when the control leaves the closing brace. You should note the variable(s) is/are available to all
the enclosed blocks within a block.
For example,
int x=100;
{ cout<<x<<endl;
Int x=200;
cout<<x<<endl;
int x=300;
cout<<x<<endl;
cout<<x<<endl;
}
Function Scope : It pertains to the labels declared in a function i.e., a label can be used
inside the function in which it is declared. So we can use the same name labels in different
functions.
For example,
int sum = 0;
sum = x+y+z;
cout<<sum;
sum = x+y+z;
cout<<sum;
Here the labels x, y, z and sum in two different functions add1 ( ) and add2 ( ) are
declared and used locally.
File Scope : If the declaration of an identifier appears outside all functions, it is available to all
the functions in the program and its scope becomes file scope. For Example,
int x;
cout<<n*n;
void main ()
int num;
…………...........
cout<<x<<endl;
cin>>num;
squaer(num);
…………...........
Here the declarations of variable x and function square ( ) are outside all the functions
so these can be accessed from any place inside the program. Such variables/functions are
called global.
Class Scope : In C++, every class maintains its won associated scope. The class members are
said to have local scope within the class. If the name of a variable is reused by a class member,
which already has a file scope, then the variable will be hidden inside the class. Member
functions also have class scope.
A class in C++ combines related data and functions together. It makes a data type
which is used for creating objects of this type.
Classes represent real world entities that have both data type properties
(characteristics) and associated operations (behavior).
declaration;
Function declaration;
Function declaration;
};
Here, the keyword class specifies that we are using a new data type and is followed by the class
name.
In C++, the keywords private and public are called access specifiers. The data hiding concept
in C++ is achieved by using the keyword private. Private data and functions can only be
accessed from within the class itself. Public data and functions are accessible outside the class
also. This is shown below :
Class
Private
data members
Can only be accessed from and
within the class
member functions
Public
data members
Can only be accessed from and
outside the class
member functions
Data hiding not mean the security technique used for protecting computer databases.
The security measure is used to protect unauthorized users from performing any operation
(read/write or modify) on the data.
The data declared under Private section are hidden and safe from accidental
manipulation. Though the user can use the private data but not by accident.
The functions that operate on the data are generally public so that they can be accessed
from outside the class but this is not a rule that we must follow.
(i) Class definition. It describes both data members and member functions. (ii)
Class method definitions. It describes how certain class member functions are
coded.
We have already seen the class definition syntax as well as an example. In C++,
In case of inline function the compiler inserts the code of the body of the function at the place
where it is invoked (called) and in doing so the program execution is faster but memory
penalty is there.
Name_of_the_class :: function_name
The syntax for a member function definition outside the class definition is :
body of function
}
Here the operator::known as scope resolution operator helps in defining the member
function outside the class. Earlier the scope resolution operator(::)was ised om situations where
a global variable exists with the same name as a local variable and it identifies the global
variable.
The objects of a class are declared after the class definition. One must remember that a
class definition does not define any objects of its type, but it defines the properties of a class.
For utilizing the defined class, we need variables of the class type. For example,
will create two objects ob1 and ob2 of largest class type. As mentioned earlier, in C++ the
variables of a class are known as objects. These are declared like a simple variable i.e., like
fundamental data types.
In C++, all the member functions of a class are created and stored when the class is defined
and this memory space can be accessed by all the objects related to that class.
Memory space is allocated separately to each object for their data members. Member variables
store different values for different objects of a class.
The figure shows this concept
Member
f ti 1
Common for all objects
Memory allocated when
Object 1 Object 2
data member 1
data member 2
memory.
After defining a class and creating a class variable i.e., object we can access the data
members and member functions of the class. Because the data members and member functions
are parts of the class, we must access these using the variables we created. For functions are
parts of the class, we must access these using the variable we created. For Example,
Class student
private:
char reg_no[10];
` char name[30];
int age;
char address[25];
public :
void init_data()
{
- - - - - //body of function
- - - - -
void display_data()
};
- -
- - - - -
- - - - -
- - - - -
Here, the data members can be accessed in the member functions as these have private
scope, and the member functions can be accessed outside the class i.e., before or after the
main() function.
Data members and member functions of a class in C++, may be qualified as static.
We can have static data members and static member function in a class.
4.11.1 Static Data Member: It is generally used to store value common to the
whole class. The static data member differs from an ordinary data member in the following
ways :
(i) Only a single copy of the static data member is used by all the objects. (ii)
It can be used within the class but its lifetime is the whole program. For making a data
member static, we require :
Class student
{
Static int count; //declaration within class
-----------------
-----------------
-----------------
};
We can also initialize the static data member at the time of its definition as:
4.11.2 Static Member Function: A static member function can access only the
static members of a class. We can do so by putting the keyword static before the name of the
function while declaring it for example,
Class student
-----------------
public :
-----------------
-----------------
Cout<<”count=”<<count<<”\n”;
}
};
Here we have put the keyword static before the name of the function shwocount ().
In C++, a static member function fifers from the other member functions in the following ways:
(i) Only static members (functions or variables) of the same class can be
accessed by a static member function.
(ii) It is called by using the name of the class rather than an object as given
below:
student::showcount();
In C++ , a class can be made a friend to another class. For example, class
………………………
…………….
public:
……………..
……………..
friend class TWO; // class TWO declared as friend of class ONE };
Now from class TWO , all the member of class ONE can be accessed.
4.13 Summary
In this Unit, we have discussed the concept of function in c++, its declaration and
definition. we have also discussed the concept of class, its declaration and definition. It
also explained the ways for creating objects, accessing the data members of the class.
We have seen the way to pass objects as arguments to the functions with call by value
and call by reference.
4.14 Keywords
Member Function:- Private means that they can be accessed only by the
functions within the class.
Classes:- When you create the definition of a class you are defining the attributes and
behavior of a new type.
Objects:- Declaring a variable of a class type creates an object. You can have many
variables of the same type (class).
Q. 2. How are the argument data types specified for a C++ function? Explain with
Suitable example.
Q. 4. What is recursion? While writing any recursive function what thing(s) must be
taken care of ?
Q. 5. What is inline function? When will you make a function inline and why ?
Q. 8. Define data members , member function, private and public members with
example.
Adm_no integer
Sname 20 characters
calculate total.
screen.
1. Rambagh J. , “ Object Oriented Modeling and Design” , Prentice Hall of India , New
Delhi.
-------------------------------------------------------------------------------------------------------------------
Subject: Object Oriented Programming using C++
Paper Code: MCA-302 Author: Mr. Ganesh Kumar Lesson: Constructors and
Destructors,Operator Overloading and Type Conversions Vetter: Dr. Pradeep
Bhatia Lesson No. : 3
-------------------------------------------------------------------------------------------------------------------
STRUCTURE
3.1 Introduction
5.1 INTRODUCTION
A constructor (having the same name as that of the class) is a member function which
is automatically used to initialize the objects of the class type with legal initial values.
Destructors are the functions that are complimentary to constructors. These are used to de
initialize objects when they are destroyed. A destructor is called when an object of the class
goes out of scope, or when the memory space used by it is de allocated with the help of delete
operator.
It is defined like other member functions of the class, i.e., either inside the class
definition or outside the class definition.
For example, the following program illustrates the concept of a constructor : //To
demonstrate a constructor
#include <iostram.h>
#include <conio.h>
Class rectangle
private :
public:
rectangle ()//constructor definition
in the constructor”;
length-10.0;
breadth=20.5;
float area()
return (length*breadth);
};
void main()
clrscr();
getch();
#include<iostream.h>
#include<conio.h>
#include<math.h>
Private:
shape[10];
Public:
radius=r;
strcpy
Side1=s1;
Side2=s2;
side1=s1;
side2=s2;
side3=s3;
radius=0.0;
strcpy(shape,”triangle”);
{
float ar,s;
if(radius==0.0)
if (side3==0.0)
ar=side1*side2;
else
ar=3.14*radius*radius;
};
Void main()
Clrscr();
Rectangle.area();
Triangle.area();
Class fun
Float x,y;
Public:
{
x = a;
y = b;
X = f.x;
Y = f.y;
Cout<<””<<y<<end1;
};
Here we have two constructors, one copy constructor for copying data value of a fun
object to another and other one a parameterized constructor for assignment of initial values
given.
#include <iostream.h>
#include <conio.h>
Class employee
Int empl_no;
Float salary;
Public:
{}
Empl_no=empno;
Salary=s;
}
Employee (employee &emp)//copy constructor {
Empl_no=emp.empl_no;
Salary=emp.salary;
Cout<<”\nEmp.No:”<<empl_no<<”salary:”<<salary<<end1; }
};
Void main()
int eno;
float sal;
clrscr();
cin>>eno>>sal;
cin>eno>>sal;
obj3.display();
getch();
7.8
can define constructor s with default arguments. For example, The following code
segment shows a constructor with default arguments: Class add
Private:
Public:
Void sum();
Void display();
};
//Default constructor definition
num1=n1;
num2=n2;
num3=n0;
}
Void add ::sum()
{
Num3=num1+num2;
}
Void add::display ()
{
Cout<<”\nThe sum of two numbers is “<<num3<<end1;
}
Now using the above code objects of type add can be created with no initial values, one
initial values or two initial values. For Example,
Obj2 will have values of data members num1=5, num2=0 and num3=0
Then the default argument constructor can be invoked with either two or one or no
parameter(s).
Without argument, it is treated as a default constructor-using these two forms together causes
ambiguity. For example,
add :: add()
or add :: add(int=0,int=0)
(i) These are called automatically when the objects are created.
(ii) All objects of the class having a constructor are initialized before some use. (iii)
These should be declared in the public section for availability to all the functions.
(iv) Return type (not even void) cannot be specified for constructors. (v)
These cannot be inherited, but a derived class can call the base class
constructor.
(vi) These cannot be static.
(vii) Default and copy constructors are generated by the compiler wherever
required. Generated constructors are public.
(viii) These can have default arguments as other C++ functions.
(ix) A constructor can call member functions of its class.
(x) An object of a class with a constructor cannot be used as a member of a
union.
(xi) A constructor can call member functions of its class.
(xii) We can use a constructor to create new objects of its class type by using the
syntax.
Name_of_the_class (expresson_list) For example,
(xiii) The make implicit calls to the memory allocation and deallocation operators
new and delete.
(xiv) These cannot be virtual.
-name_of_the_class()
So the name of the class and destructor is same but it is prefixed with a ~
(tilde). It does not take any parameter nor does it return any value. Overloading a
destructor is not possible and can be explicitly invoked. In other words, a class can have only
one destructor. A destructor can be defined outside the class. The following program illustrates
this concept :
#include<iostream.h>
#include<conio.h>
class add
{
private :
int num1,num2,num3;
public :
void display();
~ add(void); //Destructor
};
Num1=num2=num3=0;
num1=n1;
num2=n2;
num3=0;
Void add::sum()
num3=num1+num2;
Void add::display ()
{
Cout<<”\nThe sum of two numbers is “<<num3<<end1;
void main()
Obj2.sum();
Obj3.sum();
cout<<”\nUsing obj1 \n”;
obj2.display();
obj3.display();
(i) These are called automatically when the objects are destroyed.
(ii) Destructor functions follow the usual access rules as other member functions. (iii)
These de-initialize each object before the object goes out of scope. (iv) No
argument and return type (even void) permitted with destructors. (v) These cannot be
inherited.
(vi) Static destructors are not allowed.
(vii) Address of a destructor cannot be taken.
(viii) A destructor can call member functions of its class.
(ix) An object of a class having a destructor cannot be a member of a union.
For example, suppose that we want to declare an Operator function for ‘=’. We can do
it as follows:
operator =
A Binary Operator can be defined either a member function taking one argument or a global
function taking one arguments. For a Binary Operator X, a X b can be interpreted as either
an operator X (b) or operator X (a, b).
For a Prefix unary operator Y, Ya can be interpreted as either a.operator Y ( ) or Operator Y (a).
For a Postfix unary operator Z, aZ can be interpreted as either a.operator Z(int) or Operator
(Z(a),int).
The operator functions namely operator=, operator [ ], operator ( ) and operator? must be non
static member functions. Due to this, their first operands will be lvalues.
An operator function should be either a member or take at least one class object argument. The
operators new and delete need not follow the rule. Also, an operator function, which needs to
accept a basic type as its first argument, cannot be a member function. Some examples of
declarations of operator functions are given below:
class P
{
P operator ++ (int);//Postfix increment
P operator ++ ( ); //Prefix increment
P operator || (P); //Binary OR
}
Class time
{
int r;
int i;
public:
friend time operator + (const time &x, const time &y );
// operator overloading using friend
time ( ) { r = i = 0;}
time (int x, int y) {r = x; i = y;}
};
time operator + (const time &x, const time &y)
{
time z;
z.r = x.r +y.r;
z.i = x.i + y.i;
return z;
}
main ( )
{
time x,y,z;
x = time (5,6);
y = time (7,8);
z = time (9, 10);
z = x+y; // addition using friend function +
}
Class abc
{
char * str;
int len ; // Present length of the string
int max_length; // (maximum space allocated to string)
public:
abc ( ); // black string of length 0 of maximum allowed length of size 10.
abc (const abc &s ) ;// copy constructor
~ abc ( ) {delete str;}
int operator = = (const abc &s ) const; // check for equality
abc & operator = (const abc &s );
// overloaded assignment operator
friend abc operator + (const abc &s1, const abc &s2);
} // string concatenation
abc:: abc ()
{
max_length = 10;
str = new char [ max_length];
len = 0;
str [0] = ‘\0’;
}
abc :: abc (const abc &s )
{
len = s. len;
max_length = s.max_length;
str = new char [max_length];
strcpy (str, s.str); // physical copying in the new location.
}
[ Not: Please note the need of explicit copy constructor as we are using
pointers. For example, if a string object containing string “first” is to be used to
initialise a new string and if we do not use copy constructor then will cause:
Str1
F I R S T ‘\
Str2
That is two pointers pointing to one instance of allocated memory, this will create problem
if we just want to modify the current value of one of the string only. Even destruction of one
string will create problem. That is why we need to create separate space for the pointed string
as:
Str1 F I R S T ‘\
F I R S T ‘\
Str2
Thus, we have explicitly written the copy constructor. We have also written the explicit
destructor for the class. This will not be a problem if we do not use pointers.
abc :: ~ abc ( )
{
delete str;
}
abc & abc :: operator = (const abc &s )
{
if (this ! = &s) // if the left and right hand variables are different
{
len = s.len;
max_length = s.max-length;
delete str; // get rid of old memory space allocated to this string
str = new char [max_length]; // create new locations
strcpy (str, s.str); // copy the content using string copy function
}
return *this;
}
// Please note the use of this operator which is a pointer to object that
invokes the call
to this assignment operator function.
inline int abc :: operator == (const abc &s ) const
{
// uses string comparison function
return strcmp (str,s.str);
}
abc abc:: operator + (const abc &s )
abc s3;
s3.len = len + s.len;
s3.max_length = s3.len;
char * newstr = new char [length + 1];
strcpy (newstr, s.str);
strcat (newstr,str);
s3.str = newstr;
return (s3);
}
class student
{
char name;
int rollno;
public:
student ( ) {name = new char [20];}
~ student ( ) {delete [ ] name;}
};
int f ( )
{ student S1, S2;
cin >> S1;
cin >> S2;
S1 = S2;
}
Now, the problem is that after the execution of f ( ), destructors for S1& S2 will be
executed. Since both S1 & S2 point to the same storage, execution of destructor twice
will lead to error as the storage being pointed by S1 & S2 were disposed off during
the execution of destructor for S1 itself.
We have overloaded several kinds of operators but we haven’t considered the assignment
operator (=). It is a very special operator having complex properties. We know that = operator
assigns values form one variable to another or assigns the value of user defined object to
another of the same type. For example,
int x, y ;
x = 100;
y = x;
This statement used in program 11.2 earlier, assigns the result of addition, which is of type
time to object t3 also of type time.
So the assignments between basic types or user defined types are taken care by the
compiler provided the data type on both sides of = are of same type.
But what to do in case the variables are of different types on both sides of the =
operator? In this case we need to tell to the compiler for the solution.
Three types of situations might arise for data conversion between different types :
(i) Conversion form basic type to class type.
(ii) Conversion from class type to basic type.
(iii) Conversion from one class type to another class type.
Now let us discuss the above three cases :
This type of conversion is very easy. For example, the following code segment
converts an int type to a class type.
class distance
int feet;
int inches;
public:
.....
.....
feet = dist/12;
inches = dist%12;
};
After the execution of above statements, the feet member of dist1 will have a value of 1 and
inches member a value of 8, meaning 1 feet and 8 inches.
A class object has been used as the left hand operand of = operator, so the type
conversion can also be done by using an overloaded = operator in C++.
For conversion from a basic type to class type, the constructors can be used. But
for conversion from a class type to basic type constructors do not help at all. In C++, we have to
define an overloaded casting operator that helps in converting a class type to a basic type.
The syntax of the conversion function is given below:
Operator typename()
.......
....... //statements
Here, the function converts a class type data to typename. For example, the operator
float ( ) converts a class type to type float, the operator int ( ) converts a class type object to
type int. For example,
for(int i=0;i<m;i++)
sum=sum+a[i][j]*a[i][j];
}
Here, the function finds the norm of the matrix (Norm is the square root of the sum of the
squares of the matrix elements). We can use the operator float ( ) as given below :
or
where arr is an object of type matrix. When a class type to a basic type conversion is
required, the compiler will call the casting operator function for performing this task.
Suppose obj1 is an object of class studdata and obj2 is that of class result. We are
converting the class studdata data type to class result type data and the value is assigned to
obj2. Here studdata is known as source class and result is known as the destination class.
5.11 Keywords
Constructor: Constructors is special member functions of classes that are used to
construct class objects.
Destructor: destructors are special member functions of classes that are used to
destroy class objects.
Q. 2. Design a class having the constructor and destructor functions that shiukd display
the number of object being created or destroyed of this class type. Q. 3. Write a C++
program, to find the factorial of a number using a constructor and a destructor (
generating the message “you have done it” )
Q. 4. Define a class “string” with members to initialize and determine the length of the
string. Overload the operators ‘+’ and ‘+=’ for the class “string”.
-------------------------------------------------------------------------------------------------------------------
STRUCTURE
4.1 INTRODUCTION
6.2 CONCEPT OF INHERITANCE
6.1 Introduction
Inheritance allows a class to include the members of other classes without repetition of
members. There were three ways to inheritance means, “public parts of super class
remain public and protected parts of super class remain protected.” Private Inheritance
means “Public and Protected Parts of Super Class remain Private in Sub-Class”.
Protected Inheritance means “Public and Protected Parts of Superclass remain
protected in Subclass.
A pointer is a variable which holds a memory address. Any variable declared in a
program has two components:
For example,
int x = 386;
The above declaration tells the C++ compiler for :
location name x
The pointers are one of the most useful and strongest features of C++. There are
three useful reason for proper utilization of pointer :
(i) The memory location can be directly accessed and manipulated. (ii)
Dynamic memory allocation is possible.
(iii) Efficiency of some particular routines can be improved.
Class Manager
{ public:
char* name;
int age;
char* address;
int salary;
char*department;
int id;
employee* team_members; //He heads a group of employees
int level; // his position in hierarchy of the organisation
.
.
.
.
};
Now, without repeating the entire information of class Employee in class
Manager, we can declare the Manager class as follows:
The latest declaration of class Manager is the same as that of its previous one, with
the exception that we did not repeat the information of class Employee explicitly.
This is what is meant by the Application of inheritance mechanism. Please note
that in the above example, Employee is called Base Class and Manager is called
Derived Class.
class A { /*......*/);
class C: private A
{ /*
.
.
.
.
*/
}
All the public parts of class A and all the protected parts of class A, become
private members/parts of the derived class C in class C. No private member of
class A can be accessed by class C. To do so, you need to write public or private
functions in the Base class. A public function can be accessed by any object,
however, private function can be used only within the class hierarchy that is class
A and class C and friends of these classes in the above cases.
Now, all the public parts of class A become public in class E and protected part of
A become protected in E
Now, all the public and protected parts of class A become protected in class
E.
No private member of class A can be accessed by class E. Let us take a single
example to demonstrate the inheritance of public and private type in more details.
Let
us assume a class close_shape as follows:
class closed_shape
{
public:
.
.
.
}
class circle: public closed_shape
// circle is derived in public access mode from class
// closed-shape
{
float x, y; // Co-ordinates of the centre of the circle
float radius;
public:
.
.
.
.
}
class semi-circle : public circle
{ private:
.
.
.
public:
.
.
.
.
}
.
.
.
.
*/
};
This is called Multiple Inheritance. If a class is having only one base class, then it is
known as single inheritance. In the case of Class C, other than the operations
specified in it, the union of operations of classes A and B can also be
applied.
class M2
{
int n;
public:
int m;
};
class M3
{ M1 N1;
public:
M2 N2;
};
Now, N1 and N2 are nested classes of M3. M3 can access only public members of
N1
and N2. A nested class is hidden in the lexically enclosing class.
New Operator
In C++, the pointer support dynamic memory allocation (allocation of memory during runtime).
While studying arrays we declared the array size approximately. In this case if the array is less
than the amount of data we cannot increase it at runtime. So, if we wish to allocate memory as
and when required new operator helps in this context.
char * cptr
The above statements allocate 1 byte and assigns the address to cptr.
The following statement allocates 21 bytes of memory and assigns the starting address to cptr :
char * cptr;
We can also allocate and initialize the memory in the following way :
Where value is the value to be stored in the newly allocated memory space and it must also be
of the type of specified data_type. For example,
Delete Operator
delete_pointer_variable;
For example,
delete cptr;
delete [ ] empno; //some versions of C++ may require size 6.8 The
This Pointer
We know that while defining a class the space is allocated for member functions only
once and separate memory space is allocated for each object, as shown in figure
Member func Member func Member func 3()
Datamember 1
Datamember 1
Datamember 1
Datamember 2 Datamember 2
Datamember 2
Object 1 object 2
With the above shown allocation there exists a serious problem that is which object’s data
member is to be manipulated by any member function. For example, if memberfunc2( ) is
responsible for modifying the value of datamember1 and we are interested in modifying the
value of datamember1 of object3. In the situation like it, how to decide the manipulation of
which object’s datamember1? The this pointer is an answer to this problem. The this is a
pointer that points to that object using which the function is called. The This pointer is
automatically passed to a member function when it is called. The following program illustrates
the above mentioned concept :
#include<iostream.h>
#include<string.h>
class per
char name[20];
float saralry;
public :
per (char *s,float a)
{ if (x.salary> =salary)
return &x;
else
return this;
}
void display()
cout<<”name : “<<name<<’\n’;
cout<<”salar :”<<salary<<’\n’;
};
Void main ()
Name : REEMA
Salary : 10000
Name : KRISHANAN
Salary : 20000
Here, the first call to the function GR returns reference to the object P1 and the second call
returns reference to the object P2.
6.10 Polymorphim
Polymorphism means ‘one name multiple forms’. Runtime polymorphism can
be achieved by using virtual functions. The polymorphism implementation in C++ can be
shown as in figure.
Polymorphism
Overloading of Function( s)