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Lecture 1

This document provides information about the course 2D1358 Object Oriented Program Construction in C++. It lists the lecturers and assistants, exercise and lab group details, required course literature, how to register for the course and obtain a UNIX account, course requirements including 7 mandatory labs, and introduces some core object oriented programming concepts like classes, objects, inheritance and polymorphism.

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0% found this document useful (0 votes)
38 views

Lecture 1

This document provides information about the course 2D1358 Object Oriented Program Construction in C++. It lists the lecturers and assistants, exercise and lab group details, required course literature, how to register for the course and obtain a UNIX account, course requirements including 7 mandatory labs, and introduces some core object oriented programming concepts like classes, objects, inheritance and polymorphism.

Uploaded by

Anees Ahmad
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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2D1358 Object Oriented Program Construction in C++

Lecturer: Frank Hoffmann [email protected]


Assistents: Danica Kragic [email protected] Anders Orebck [email protected] Peter Raicevic [email protected] Mikael Rosbacke [email protected] Course webpages: general : http://www.nada.kth.se/kurser/kth/2d1358 period 4 : http://www.nada.kth.se/kurser/kth/2d1358/00-01/F

Exercises & Labs


group 1: Danica Kragic (in English) group 2: Anders Orebck group 3: Peter Raicevic group 4: Mikael Rosbacke First exercises on Tuesday 20/3 11:00 group 1 : room D32 (notice room change) group 2 : room D33 (notice room change) group 3 : room E36 (will be held by Frank Hoffmann until Tuesday 3/4) group 4 : starts Monday 26/3 (first week attend either of the groups 1-3) lab groups 1-4, group 1-2 start Thursday 22/3 17:00 group 3-4 start Friday 23/3 10:00

Course Literature
C++ C++ Programming Language, 3rd edition, Bjarne Stroustrup, Addison-Wesley C++ Primer, 3rd edition, Stanley B. Lippman, Josee Lajoie, Addison-Wesley The Waites Groups Object-Oriented Programming in C++, 3rd edition, Robert Lafore, SAMS Object Oriented Design and UML Design Patterns, Erich Gamma, Addison-Wesley The Unified Modeling Language User Guide, Grady Booch, Addison-Wesley UML Distilled, Martin Fowler, Addison-Wesley

Course Registration / Accounts


Obtaining a UNIX account at NADA sign up on the list with first and last name visit DELPHI to create your account http://www.sgr.nada.kth.se/delfi Register for the course with RES UNIX command : res checkin oopk01 or Via the web-form on the course webpage

Course Requirements
regular attendance of lectures active participation in the exercises 7 lab exams lab1 : Matrices (optional but highly recommended) lab2 : Menu system (mandatory) : due 06.04.01 lab3 : Drawing program (mandatory) : due 11.05.01 lab4 : Fia Game (mandatory) : due 25.05.01 lab5 : Handling options ( 4 points ) : due 01.06.01 lab6 : Window library ( 4 points ) : due 01.06.01 lab7 : Adventure Game ( 5 points ) : due 01.06.01 if you fail a lab you can redo it within one week (only if you took the lab exam before the deadline) if you miss a lab exam or fail twice you can not take it earlier then the next omtentamenperiod in August 01

Procedural Languages
Examples of procedural languages: C, Pascal, Fortran A program in a procedural language is basically a list of instructions As programs become larger they are usually broken down into smaller units, such as functions, procedures, subroutines Functions can be grouped together into modules according to their functionality, objectives and tasks. Structured programming is a programming paradigm that to a large extent relies on the idea of dividing a program into functions and modules.

Problems with Structured Programming


Functions have unrestricted access to global data Function A: local data Function B: local data Function C: local data

global data X

global data Y

global data Z

Large number of potential connections between functions and data (everything is related to everything, no clear boundaries) makes it difficult to conceptualize program structure makes it difficult to modify and maintain the program e.g. : it is difficult to tell which functions access the data

Problems with Structured Programming


data and function are considered as two separate entities makes it difficult to model things in the real world complex real world objects have both attributes and attributes people: name, date of birth, eye color, job title cars: horse power, number of doors, color behaviours people: ask a person to bring you a beer cars: apply the brakes, turn on the engine attributes and behaviors alone are sufficient to realistically model real world objects but a unified view is needed

behaviours

Object Oriented Approach


Object functions

data
Encapsulation: integrate data and functions into one object Data hiding : data is hidden to the outside world and can only be accessed via the functions In C++ functions are called membership functions in other languages such as Smalltalk they are called methods Data items are called attributes or instance variables

Object Oriented Approach


separation: objects interact with each other only via the their membership functions separation helps to maintain the integrity of the entire program Object A functions Object C functions data Object B functions

data

data

Abstraction
An abstraction is a named collection of attributes and behavior relevant to model a given entity for some particular purpose real-world abstraction software {data, data,}

entity

attributes

behavior

{ method, method}

Separation
independent specification of a visible interface and a hidden implementation interface is some kind of contract between the object and the user of this object or module separation is not restricted to object-oriented programming for example header files in standard C can be regarded as interfaces

visible

interface

hidden

Implementation

Structure of an Object
Interface

Implementation
Object

method
method method method

code
code data code code

Examples of Objects
physcial objects vehicles in a traffic-flow simulation electrical components in a circuit-design program elements of a computer user environment menus graphic objects data-storage constructs arrays linked lists human entities employees students collections of data an inventory an address book user defined data types time complex numbers

Example of a Class in C++


class someobject //declares a class { private: int somedata; //class data public: void setdata(int d) //membership function to set data { somedata=d; } int getdata() //membership function to get data { return somedata; } }

Classes versus Objects


A class is a prototype specification from which one can generate a number of similar objects A class can be considered as an object factory. An object is said to be a member or instance of a class A class can be considered as a more complex data structure than an ordinary built-in data type Standard C already knows the struct command for user defined data types: struct complex { double re; double im; }; complex x;

Instantiation of Objects
person data: name, p_nummer, address, date of birth methods: getage(), changeaddress(newaddress) person data: Lena Brat, 761203-7111, Stureplan 4, female

Class

person data: Erik Olsson, 780605-4789, Hamngatan 3, male


person data: Lars Backe, 671110-A562, Mlartorget 19, male

Relationships among Objects


Attribute: One object uses as another object as an attribute, namely as member data, for example a Person contains an attribute Name. This type of relationship is also called a weak association or has-a relationship. Example: A Person has a Name Association: One object uses another to help it carry out a task. Classes that collaborate are usually related through associations. This type of relationship is also called a uses relationship. Example: The object Driver invokes the method Brake of the object BrakingSystem.

Relationships among Objects


Aggregation: Aggregation means that one object contains other objects. Aggregation is also called part-of relationship. Example: The class Adressbook contains many People Objects. Composition: Composition is building objects from parts. It is a stronger type of aggregation in which the parts are necessary to the whole, namely they are permanently bound to the object and do not exist outside the object. A class Processor contains a CPU, Memory and I/O-Ports.

Relationships among Objects


Generalization Generalization is a relationship defined at the class level not the object level, which means that all objects of this class must obey the relationship. This is type of relationship is also called a is-a-kind-of relationship. Generalization in object oriented languages is realized by means of inheritance. Example: A car is a kind of vehicle.

Inheritance
In our daily lives we use the concept of classes divided into subclasses, for example vehicles are divided into cars, trucks, buses and motor cycles. The principle in this sort of division is that each sub-class shares some common features with the base class from which it is derived, but also has its own particular features. base class Vehicle wheels engine Car Truck wheels wheels engine sub-classes or engine trunk derived classes trailer

Inheritance
A sub-class also shares common methods with its super-class but can add its own methods or overwrite the methods of its super-class.

base class

Car brake() start_engine() open_door()

Vehicle brake() start_engine() sub-classes or derived classes

Truck brake() start_engine() open_door() pull_trailer()

Inheritance
Terminology: Car is a sub-class (or derived class) of Vehicle Car inherits from Vehicle Car is a specialization of Vehicle Vehicle is a super-class (or base class) of Car Vehicle is a generalization of Car

In C++ an object of a sub-class is substitutable for an object of the super-class, in other words an object of class Car can be used whenever an object of class Vehicle is required.

Reusability
Reusability means that a class that has been designed, created and debugged once can be distributed to other programmers for use in their own programs. Similar to the idea of a library of functions in a procedural language. The concept of inheritance provides an important extension to the idea of reusability, as it allows a programmer to take an existing class without modifying it and adding additional features and functionality. This is done by inheriting a new sub-class from the exisiting base class.

Polymorphism & Overloading


Polymorphism : using functions and operators in different ways, depending on what they are operating on. Polymorphism allows it to manipulate objects without knowing their exact type but only their common property. for example, the classes Triangle and Circle both have their own (polymorphic) version of the method Draw, but a graphic routine that draws graphical elements does not have to know which object it manipulates. Overloading: an existing operator, such as + or = is given the capability to operate on a new data type, for example define the operator + for the class Complex such that it realizes the addition of two complex numbers.

Polymorphism
polymorphism means having many shapes in C++ it refers to a situation in which an object could have any of several types a polymorphic variable can refer to objects of different classes, for example a graphic object can be either a circle or a triangle a polymorphic function or operator can take arguments of different types example: int max(int a, int b); double max(double a, double b);

Polymorphism and Dynamic Binding


suppose we have a class Shape for graphical objects with subclasses Circle and Triangle Circle and Triangle both provide their own polymorphic method void Draw() to draw the shape on the screen The term dynamic binding refers to the process of identifying at run time what code should be executed as a result of a message Circle c; Triangle t; Shape &s; s=c; s.Draw(); // bounded to Circle Draw() s=t; s.Draw(); // bounded to Triangle Draw()

C++ and C
C++ is derived from the language C C++ is a superset of C, that means almost every correct statement in C is also correct in C++ The most important elements added to C are concerned with classes, objects and object-oriented programming New features of C++ improved approach to input/output standard template library (STL) container classes for vectors, lists, maps, etc. reference type replaces pointers const variables replaces #define statements string data type replaces C-style strings char[] new comment style augments C-style comments /* */

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