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Object Oriented Programming Using Cpp

by Hitesh ParmarHitesh Parmar
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Hitesh Parmar
Hitesh Parmar
Unit-I Introduction Object oriented Programming Object oriented Programming is defined as an approach that provides a way of modularizing programs by creating partitioned memory area for both data and functions that can be used as templates for creating copies of such modules on demand. Writing object-oriented programs involves creating classes, creating objects from those classes, and creating applications, which are stand-alone executable programs that use those objects. After being created, classes can be reused over and over again to develop new programs. Thinking in an object-oriented manner involves envisioning program components as objects that belong to classes and are similar to concrete objects in the real world; then, you can manipulate the objects and have them interrelate with each other to achieve a desired result. Basic Concepts of Object oriented Programming 1. Class A class is a user defined data type. A class is a logical abstraction. It is a template that defines the form of an object. A class specifies both code and data. It is not until an object of that class has been created that a physical representation of that class exists in memory. When you define a class, you declare the data that it contains and the code that operates on that data. Data is contained in instance variables defined by the class known as data members, and code is contained in functions known as member functions. The code and data that constitute a class are called members of the class. 2. Object An object is an identifiable entity with specific characteristics and behavior. An object is said to be an instance of a class. Defining an object is similar to defining a variable of any data type. Space is set aside for it in memory. 3. Encapsulation Encapsulation is a programming mechanism that binds together code and the data it manipulates, and that keeps both safe from outside interference and misuse. C++’s basic unit of encapsulation is the class. Within a class, code or data or both may be private to that object or public. Private code or data is known to and accessible by only another part of the object. That is, private code or data cannot be accessed by a piece of the program that exists outside the object. When code or data is public, other parts of your program can access it even though it is defined within an object. Typically, the public parts of an object are used to provide a controlled interface to the private elements of the object. This insulation of the data from direct access by the program is called data hiding. 4. Data abstraction In object oriented programming, each object will have external interfaces through which it can be made use of. There is no need to look into its inner details. The object itself may be made of many smaller objects again with proper interfaces. The user needs to know the external interfaces only to make use of an object. The internal details of the objects are hidden which makes them abstract. The technique of hiding internal details in an object is called data abstraction.
5. Inheritance Inheritance is the mechanism by which one class can inherit the properties of another. It allows a hierarchy of classes to be build, moving from the most general to the most specific. When one class is inherited by another, the class that is inherited is called the base class. The inheriting class is called the derived class. In general, the process of inheritance begins with the definition of a base class. The base class defines all qualities that will be common to any derived class. . In OOPs, the concept of inheritance provides the idea of reusability. In essence, the base class represent the most general description of a set of traits. The derived class inherits those general traits and adds properties that are specific to that class. 6. Polymorphism Polymorphism (from the Greek, meaning “many forms”) is a feature that allows one interface to be used for a general class of actions. The specific action is determined by the exact nature of the situation. The concept of polymorphism is often expressed by the phrase “one interface, multiple methods.” This means that it is possible to design a generic interface to a group of related activities. This helps reduce complexity by allowing the same interface to be used to specify a general class of action. It is the compiler’s job to select the specific action as it applies to each situation. Polymorphism Compile time Run time Polymorphism Polymorphism Function overloading Operator overloading Virtual functions In compile time polymorphism, the compiler is able to select the appropriate function for a particular call at compile time. In C++, it is possible to use one function name for many different purposes. This type of polymorphism is called function overloading. Polymorphism can also be applied to operators. In that case, it is called operator overloading. In run time polymorphism, the compiler selects the appropriate function for a particular call while the program is running. C++ supports a mechanism known as virtual functions to achieve run time polymorphism. Need for Object oriented Programming Object-oriented programming scales very well, from the most trivial of problems to the most complex tasks. It provides a form of abstraction that resonates with techniques people use to solve problems in their everyday life. Object-oriented programming was developed because limitations were discovered in earlier approaches to programming. There were two related problems. First, functions have unrestricted access to global data. Second, unrelated functions and data, the basis of the procedural paradigm, provide a poor model of the real world.
Benefits of Object oriented Programming 1. Simplicity: Software objects model real world objects, so the complexity is reduced and the program structure is very clear. 2. Modularity: Each object forms a separate entity whose internal workings are decoupled from other parts of the system. 3. Modifiability: It is easy to make minor changes in the data representation or the procedures in an OO program. Changes inside a class do not affect any other part of a program, since the only public interface that the external world has to a class is through the use of methods. 4. Extensibility: adding new features or responding to changing operating environments can be solved by introducing a few new objects and modifying some existing ones. 5. Maintainability: objects can be maintained separately, making locating and fixing problems easier. 6. Re-usability: objects can be reused in different programs. C++ C++ is an object oriented programming language. It was developed by Bjarne Stroustrup in 1979 at Bell Laboratories in Murray Hill, New Jersey. He initially called the new language "C with Classes." However, in 1983 the name was changed to C++. C++ is a superset of C. Stroustrup built C++ on the foundation of C, including all of C’s features, attributes, and benefits. Most of the features that Stroustrup added to C were designed to support object-oriented programming .These features comprise of classes, inheritance, function overloading and operator overloading. C++ has many other new features as well, including an improved approach to input/output (I/O) and a new way to write comments. C++ is used for developing applications such as editors, databases, personal file systems, networking utilities, and communication programs. Because C++ shares C’s efficiency, much high-performance systems software is constructed using C++. A Simple C++ Program #include<iostream.h> #include<conio.h> int main() { cout<< “Simple C++ program without using class”; return 0; } Lines beginning with a hash sign (#) are directives read and interpreted by what is known as the preprocessor. They are special lines interpreted before the compilation of the program itself begins. In this case, the directive #include <iostream.h>, instructs the preprocessor to include a section of standard C++ code, known as header iostream that allows to perform standard input and output operations, such as writing the output of this program to the screen.
The function named main is a special function in all C++ programs; it is the function called when the program is run. The execution of all C++ programs begins with the main function, regardless of where the function is actually located within the code. The open brace ({) indicates the beginning of main's function definition, and the closing brace (}) indicates its end. The statement : cout<< “Simple C++ program without using class”; causes the string in quotation marks to be displayed on the screen. The identifier cout (pronounced as c out) denotes an object. It points to the standard output device namely the console monitor. The operator << is called insertion operator. It directs the string on its right to the object on its left. The program ends with this statement: return 0; This causes zero to be returned to the calling process (which is usually the operating system). Returning zero indicates that the program terminated normally. Abnormal program termination should be signaled by returning a nonzero value. The general structure of C++ program with classes is shown as: 1. Documentation Section 2. Preprocessor Directives or Compiler Directives Section (i) Link Section (ii) Definition Section 3. Global Declaration Section 4. Class declaration or definition 5. Main C++ program function called main ( ) C++ keywords When a language is defined, one has to design a set of instructions to be used for communicating with the computer to carry out specific operations. The set of instructions which are used in programming, are called keywords. These are also known as reserved words of the language. They have a specific meaning for the C++ compiler and should be used for giving specific instructions to the computer. These words cannot be used for any other purpose, such as naming a variable. C++ is a case-sensitive language, and it requires that all keywords be in lowercase. C++ keywords are:

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