OOC Module 1
OOC Module 1
OOC Module 1
Only the associated functions can operate on the data and there is no change of bugs
creeping into program.
The main advantage of OOP is its capability to model real world problems.
It follows Bottom Up approach in program design.
Functions
Functions Functions
Communication
2. Classes
3. Data abstraction
4. Data encapsulation
5. Inheritance
6. Polymorphism
Objects and Classes:
Classes are user defined data types on which objects are created.
Objects with similar properties and methods are grouped together to form class.
So class is a collection of objects.
Object is an instance of a class.
Data abstraction
Abstraction refers to the act of representing essential features without including
the background details or explanation.
int main( )
{
cout << "Hello C++"
<<endl; return 0;
}
Here, you don't need to understand how cout displays the text on the user's screen.
You need to only know the public interface and the underlying implementation of
cout is free to change.
Data encapsulation
Information hiding
Wrapping (combining) of data and functions into a single unit (class) is known as
data encapsulation.
Data is not accessible to the outside world, only those functions which are
wrapped in the class can access it.
Inheritance
Acquiring qualities.
Process of deriving a new class from an existing class.
Existing class is known as base, parent or super class.
The new class that is formed is called derived class, child or sub class.
Derived class has all the features of the base class plus it has some extra features
also.
Writing reusable code.
Objects can inherit characteristics from other objects.
Polymorphism
The dictionary meaning of polymorphism is “having multiple forms”.
Ability to take more than one form.
A single name can have multiple meanings depending on its context.
It includes function overloading, operator overloading.
Binding
Binding means connecting the function call to the function code to be executed in
response to the call.
Static binding means that the code associated with the function call is linked at
compile time. Also known as early binding or compile time polymorphism.
Dynamic binding means that the code associated with the function call is linked at
runtime. Also known as late binding or runtime polymorphism.
Message passing
Objects communicate with one another by sending and receiving information.
Advantages of OOPS
Data security
Reusability of existing code
Creating new data types
Abstraction
Less development time
Reduce complexity
Better productivity
Benefits of OOP
Reusability
Saving of development time and higher productivity
Data hiding
Multiple objects feature
Easy to partition the work in a project based on objects.
Upgrade from small to large systems
Message passing technique for interface.
Software complexity can be easily managed.
Applications of OOP
Real time systems
Simulation and modeling
Object oriented databases
Hypertext, hypermedia
AI (Artificial Intelligence)
Neural networks and parallel programming
Decision support and office automation systems
CIM/CAD/CAED system
3. Procedures are being separated from data Procedures are not separated from data, instead,
being manipulated. procedures and data are combined together.
4. A piece of code uses the data to The data uses the piece of code to perform
perform the specific task the specific task
5. Data is moved freely from one Data is hidden and can be accessed only by
function to another function using member functions not by external function.
parameters.
6. Data is not secure Data is secure
7. Top-Down approach is used in the Bottom-Up approach is used in program
program design design
8. Debugging is the difficult as the code Debugging is easier even if the code size is
size increases more
Sl. No C C++
1. It is procedure oriented language It is object-oriented language
2. Emphasis is on writing the functions Emphasis is on data which uses functions to
which performs some specific tasks. achieve the task.
3. The data and functions are separate The data and functions are combined
4. Does not support polymorphism, Supports polymorphism, inheritance etc.
inheritance etc.
definitions
Output:
Enter your name
Mahesh
Enter two integers and a Float
10
20
30.5
Thank you Mahesh, you entered
10, 20 and 30.5
Output:
This is output
Enter a number 5 5
square is 25
Variables
Variable are used in C++, where we need storage for any value, which will change in program.
Variable can be declared in multiple ways each with different memory requirements and
functioning. Variable is the name of memory location allocated by the compiler depending upon
the datatype of the variable.
Variable must be declared before they are used. Usually it is preferred to declare them at
the starting of the program, but in C++ they can be declared in the middle of program too,
but must be done before using them.
Example :
int i; // declaration
i = 10; // initialization
If a variable is declared and not initialized by default it will hold a garbage value. Also, if
a variable is once declared and if try to declare it again, we will get a compile time error.
int i,j;
i=10;
j=20;
int j=i+j; //compile time error, cannot redeclare a variable in same scope
Scope of Variables
All the variables have their area of functioning, and out of that boundary they don't hold their
value, this boundary is called scope of the variable. For most of the cases its between the curly
braces, in which variable is declared that a variable exists, not outside it. we can broadly divide
variables into two main types,
Global Variables
Local variables
Global variables
Global variables are those, which are once declared and can be used throughout the lifetime of
the program by any class or any function. They must be declared outside the
main() function. If only declared, they can be assigned different values at different time in
program lifetime. But even if they are declared and initialized at the same time outside the
main() function, then also they can be assigned any value at any point in the program.
include <iostream>
int x; // Global variable declared
int main()
{
x=10; // Initialized once
cout <<"first value of x = "<< x;
x=20; // Initialized again
cout <<"Initialized again with value = "<< x;
}
Local Variables
Local variables are the variables which exist only between the curly braces, in which its
declared. Outside that they are unavailable and leads to compile time error.
Example :
include <iostream>
int main()
{
int i=10;
if(i<20) // if condition scope starts
{
int n=100; // Local variable declared and initialized
#include<iostream>
using namespace std;
int main()
{
int x = 10;
// ref is a reference to x.
int& ref = x;
return 0;
}
Output:
x = 20
ref = 30
Functions in c++:
Definition:Dividing the program into modules, these modules are called as functions.
Parameter_list: List of variables separated by comma.
The body of the function(code) is private to that particular function, it cannot be accessed
outside the function.
Components of function:
Function declaration (or) prototype.
Function parameters (formal parameters)
Function definition
Return statement
Function call
Example:
#include<iostream.h>
int max(int x, int y); //prototype(consists of formal arguments)
Function prototype:
int max(int x, int y);
It provides the following information to the compiler.
The name of the function
The type of the value returned( default an integer)
The number and types of the arguments that must be supplied in a call to the function.
Function prototyping is one of the key improvements added to the C++ functions.
When a function is encountered, the compiler checks the function call with its prototype
so that correct argument types are used.
Function definition:
The function itself is returned to as function definition.
The first line of the function definition is known as function declarator and is followed by
function body.
The declarator and declaration must use the same function name, number of arguments,
the argument type and return type.
The body of the function is enclosed in braces.
C++ allows the definition to be placed anywhere in the program.
int max(int x, int y) // function declaration, no semicolon
{
if(x>y) //function body return
return x;
else
return y;
}
Function call:
c= max (a, b) ;
Invokes the function max( ) with two integer parameters, executing the call statement
causes the control to be transferred to the first statement in the function body and after
execution of the function body the control is resumed to the statement following the
function call. The max( ) returns the maximum of the parameters a and b. the return
value is assigned to the local variable c in main( ).
Function parameters:
The parameters specified in the function call are known as actual parameters and
specified in the declarator are known as formal parameters.
c=max(a,b);
Here a and b are actual parameters. The parameters x and y are formal parameters. When
a function call is made, a one to one correspondence is established between the actual
and the formal parameters. In this case the value of the variable aa is assigned to the
variable x and that of b to y. the scope of formal parameters is limited to the function
only.
Function return:
Functions can be grouped into two categories. Functions that do not have a return
value(void) and functions that have a return value.
The statement: return x;// function return and
return y;//function return
ex: c=max(a,b);//function call
the value returned by the function max( ) is assigned to the local variable c in main(
).
The return statement in a function need not be at the end of the function. It can occur
anywhere in the function body and as soon as it is encountered , execution control will
be returns to the caller.
Argument passing:
Two types
1. Call by value
2. Call by reference
Call by value:
The default mechanism of parameter passing( argument passing) is called call by
value.
Here we pass the value of actual arguments to formal parameters.
Changes made to the formal parameters will not be affected the actual parameters.
Example 1:
#include<iostream.h>
void exchange(int x, int y);
void main( )
{
int a, b;
cout<< “enter values for a and b”; // 10 and 20
cin>>a>>b;
exchange(a,b);
cout<<a<<b; output: 10, 20
}
Example 2:
#include<iostream.h>
void main( )
{
int a, b;
cout<<” enter the value of a and b\n”; // 20 and 10
cin>>a>>b;
sub(a, b);
getch( );
}
void sub(int x, int y)
{
int result;
result=x-y;
cout<<result; output: 10
}
Example 3:
#include<iostream.h>
void main( )
{
int a=10, temp;
temp=add(a);
cout<<temp<<”,”<
<a;
}
int add(int a)
{
a=a+a;
return a;
}
Output: 20
Call by reference:
We pass address of an argument to the formal parameters.
Changes made to the formal parameters will affect actual arguments.
Example 1:
#include<iostream.h>
void exchange(int *x, int *y);
void main( )
{
int a, b;
cout<< “enter values for a and b”; //10, 20
cin>>a>>b;
exchange(&a,&b);
cout<<a<<b; //output: 20,10
}
void exchange(int *x, int *y)
{
int temp;
temp=*x;
*x=*y;
*y=temp;
cout<<x<<y; // output: 20, 10
}
Example 2:
#include<iostream.h>
void main( )
{
int a=10, temp;
temp=add(&a);
cout<<temp<<”,”<
<a; getch();
}
int add(int *a)
{
a=*a+*a;
return a;
}
Output: 20
Default arguments:
Default values are specified when the function is declared.
The compiler looks at the prototype to see how many arguments a function uses and
alerts the program for possible default values.
Example:
#include <iostream.h>
void add(int a=10, int b=20,int c=30);
void main( )
{
add(1,2,3);
add(1,2);
add(1);
add( );
}
void add(int a, int b, int c)
{
cout<< a+b+c;
}
A default argument is checked for type at the time of declaration and evaluated at the
time of call.
We must add defaults from right to left.
We cannot provide a default value to a particular argument in the middle of an argument
list.
Example:
int mul (int i, int j=5, int k=10); //legal.
int mul (int i=5, int j); //illegal.
int mul (int i=0,int j, int k=10); //illegal. int
mul (int i=2, int j=5, int k=10); //legal.
Default arguments are useful in situations where some arguments always have the same
value.
Programming language is most popular language after C Programming language. C++ is first
Object oriented programming language.
Actually this section can be considered as sub section for the global declaration
section.
Class declaration and all methods of that class are defined here
Main function:
Each and every C++ program always starts with main function.
This is entry point for all the function. Each and every method is called indirectly
through main.
We can create class objects in the main.
Operating system calls this function automatically.
Method definition section
Class specification:
A Class is way to bind(combine) the data and its associated functions together. it
allows data and functions to be hidden.
When we define a class, we are creating a new abstract data type that can be
created like any other built-in data types.
This new type is used to declare objects of that class.
Object is an instance of class.
class class_name
{
access specifier: data access
specifier: functions;
};
The keyword class specifies that what follows is an abstract data of type
class_name.the body of the class is enclosed in braces and terminated by semicolon.
PUBlic:
Allows functions or data to be accessible to other parts of the program.
Protected:
Can be accessed when we use inheritance.
Note:
By default data and member functions declared within a class are private. Variables
declared inside the class are called as data members and functions are called as
member functions. Only member functions can have access to data members and
function.
The binding of functions and data together into a single class type variable is referred as
EncapSUlation.
Example:
#include<iostream.h>
class student
{
private:
char name[10]; // private variables int
marks1,marks2;
public:
void getdata( ) // public function accessing private members
{
cout<<”enter name,marks in two subjects”;
cin>>name>>marks1>>marks2;
}
void display( ) // public function
{
cout<<”name:”<<name<<endl;
cout<<”marks”<<marks1<<endl<<mar
} ks2;
}; // end of class
void main( )
{
student obj1;
obj1.getdata( );
obj1.display( );
}
Output:
Enter name,marks in two subjects
Mahesh 25 24
Name: Mahesh
Marks 25 24
In the above program,class name is student,with private data members name,marks1 and
marks2,the public data members getdata( ) and display( ).
Functions, the getdata( ) accepts name and marks in two subjects from user and display( )
displays same on the output screen.
Syntax to define the member functions outside the class using Scope resolution operator:
Example:
#include<iostream.h>
class student
{
private:
char name[10]; // private variables int
marks1,marks2;
public:
void getdata( );
void display( );
};
void main( )
{
student obj1;
obj1.getdata( );
obj1.display( );
}
Example:
#include<iostream.h>
int a=100; // declaring global variable
class x
{
int a;
public
: void f( )
{
a=20; // local variable
cout<<a; // prints value of a as 20
}
};
void main( )
{
x g;
g.f( ); // this function prints value of a(local variable) as 20
cout<<::a; // this statement prints value of a(global variable) as 100
}
In the above program, the statement ::a prints global variable value of a as 100.
#include<iostream.h>
class item
{
private:
int number,cost;
public:
void getdata(int a,int b );
}; void display( );
output:
number:10
cost:20
Access members
Class members(variables(data) and functions) Can be accessed through an object and dot
operator.
Private members can be accessed by the functions which belong to the same class.
#include<iostream.h>
class item
{
Private: int a;
public: int b;
};
void main( )
{
item i1,i2;
i1.a=10; // illegal private member cannot be accessed outside the class
i2.b=20;
cout<<i2.b; // this statement prints value of b as 20.
}
Note: private members cannot be accessed outside the class but public members can be
accessed.
Example: private members can be accessed by the functions which belongs to the same
class
#include<iostream.h>
class item
{
int a=10; // private member
public:
void display( )
{
cout<<a; // it prints a as10
}
};
void main( )
{
item i1;
i1.display( );
}
Example:
#include<iostream.h>
class item
{
private:
int cost,number;
output:
number:10
cost:30
Two or more functions have the same names but different argument lists. The arguments
may differ in type or number, or both. However, the return types of overloaded methods
can be the same or different is called function overloading. An example of the function
overloading is given below:
#include<iostream.h>
#include<stdlib.h>
#include<conio.h>
#define pi 3.14
class fn
{
public:
void area(int); //circle
void area(int,int); //rectangle void
area(float ,int,int); //triangle
};
void fn::area(int a)
{
cout<<"Area of Circle:"<<pi*a*a;
}
void fn::area(int a,int b)
{
cout<<"Area of rectangle:"<<a*b;
}
void fn::area(float t,int a,int b)
{
cout<<"Area of triangle:"<<t*a*b;
}
void main()
{
int ch;
int a,b,r;
clrscr();
fn obj;
cout<<"\n\t\tFunction Overloading";
cout<<"\n1.Area of Circle\n2.Area of Rectangle\n3.Area of Triangle\n4.Exit\n:”;
cout<<”Enter your Choice:";
cin>>ch;
switch(ch)
{
case 1:
cout<<"Enter Radious of the Circle:";
cin>>r;
obj.area(r);
break;
case 2:
cout<<"Enter Sides of the Rectangle:";
cin>>a>>b;
obj.area(a,b);
break;
case 3:
cout<<"Enter Sides of the Triangle:";
} cin>>a>>b;
getch(); obj.area(0.5,a,b);
} break;
case 4:
exit(0);
Static variables are normally used to maintain values common to entire class objects.
Example
class item
static int count; // static data member
{ int number;
public:
void getdata( )
{
number=a;
count++;
}
void putdata( )
{
cout<<”count value”<<count<<endl;
}
};
void main( )
{
item i1,i2,i3; // count is initialized to zero
i1.putdata( );
i2.putdata( );
i3.putdata( );
i1.getdata( );
i2.getdata( );
i3.getdata( );
i1.putdata( ); // display count after reading data
i2.putdata( );
i3.putdata( );
}
Output:
Count value 0
Count value 0
Count value 0
Count value 3
Count value 3
Count value 3
In the above program,the static variable count is initialized to zero when objects are
created.count is incremented whenever data is read into object.since three times getdata( )
is called,so 3 times count value is created.all the 3 objects will have count value as 3
because count variable is shared by all the objects,so all the last 3 statements in
main( ) prints values of count value as 3.
i1 i2 i3
3
Count(common for all objects)
Syntax:
class_name : : function_name ;
Example:
class item
{
int number;
static int count;
public:
void getdata(int a )
{
number=a;
count++;
}
static void putdata( )
{
cout<<”count value”<<count;
}
};
void main( )
{
item i1,i2;
i1.getdata(10);
i2.getdata(20);
item::putdata( );
// call static member function using class name with scope resolution operator.
}
Output:
Count value 2
In the above program, we have one static data member count, it is initialized to zero,
when first object is created, and one static member function putdata( ),it can access only
static member.
When getdata( ) is called,twice,each time, count value is incremented, so the value of
count is 2.when static member function putdata( ) is called, it prints value of count as 2.
Inline functions:
First control will move from calling to called function. Then arguments will be pushed on
to the stack, then control will move back to the calling from called function.
This process takes extra time in executing.
To avoid this, we use inline function.
When a function is declared as inline, compiler replaces function call with function code.
Example:
#include<iostream.h>
void main( )
{
cout<< max(10,20);
cout<<max(100,90)
; getch( );
}
inline int max(int a, int b)
{
if(a>b)
return a;
else
return b;
}
Output: 20
100
Note: inline functions are functions consisting of one or two lines of code.
Inline function cannot be used in the following situation:
If the function definition is too long or too complicated.
If the function is a recursive function.
If the function is not returning any value.
If the function is having switch statement and goto statement.
If the function having looping constructs such as while, for, do-while.
If the function has static variables
Arrays of Objects:
It is possible to have arrays of objects.
The syntax for declaring and using an object array is exactly the same as it is for any
other type of array.
A array variable of type class is called as an array of objects.
Program:
#include<iostream.h>
class c1
{
int i;
public
: void get_i(int j)
{
i=j;
}
void show( )
{
cout<<i<<endl;
}
};
void main( )
{
c1 obj[3]; // declared array of objects
for(int i=0;i<3;i++)
obj[i].get_i(i);
for(int i=0;i<3;i++)
obj[i].show( );
}
In the above program,we have declared object obj as an array of objects[i.e created 3 objects].
The following statement:
obj[i].get_i(i);
invokes get_i( ) function 3 times,each time it stores value of i in the index of obj[i].that is after
the execution of complete loop,the array of object “obj” looks like this:
2
1
0
Namespace
Namespace is a new concept introduced by the ANSI C++ standards committee. For using
identifiers it can be defined in the namespace scope as below.
Syntax:
In the above syntax "std" is the namespace where ANSI C++ standard class libraries are
defined. Even own namespaces can be defined.
Syntax:
namespace namespace_name
{
//Declaration of variables, functions, classes, etc.
}
Example :
#include <iostream.h>
using namespace std; namespace Own
{
int a=100;
}
int main()
{
cout << "Value of a is:: " <<
Own::a; return 0;
}
Result :
In the above example, a name space "Own" is used to assign a value to a variable. To get the
value in the "main()" function the "::" operator is used.
Nested class is a class defined inside a class that can be used within the scope of the class in
which it is defined. In C++ nested classes are not given importance because of the strong and
flexible usage of inheritance. Its objects are accessed using "Nest::Display". Example :
#include <iostream.h>
class Nest
{
public:
class Display
{
private:
int s;
public:
void sum( int a, int b)
{
s =a+b;
}
void show( )
{
cout << "\nSum of a and b is:: " << s;
}
}; //closing of inner class
}; //closing of outer class
void main()
{
Nest::Display x; // x is a object, objects are accessed using "Nest::Display".
x.sum(12, 10);
x.show();
}
Constructors
Constructors are special class functions which performs initialization of every object. The
Compiler calls the Constructor whenever an object is created. Constructor‟s initialize
values to data members after storage is allocated to the object.
class A
{
int x;
}; public: A(); //Constructor
While defining a contructor you must remeber that the name of constructor will be same
as the name of the class, and contructors never have return type.
Constructors can be defined either inside the class definition or outside class
definition using class name and scope resolution :: operator.
class A
{
int i;
public: A(); //Constructor declared
};
Types of ConstrUCTors
1. Default Constructor
2. Parametrized Constructor
3. Copy Constructor
DeFAULT ConstrUCTor
Default constructor is the constructor which doesn't take any argument. It has no parameter.
Syntax :
class_name ()
{
Constructor Definition
}
Example :
class Cube
{
int side;
public: Cube() //constructor
{
side=10;
}; }
int main()
{
Cube c; //constructor is going to call
cout << c.side;
}
Output : 10
In this case, as soon as the object is created the constructor is called which initializes its data
members.
A default constructor is so important for initialization of object members, that even if we do not
define a constructor explicitly, the compiler will provide a default constructor implicitly.
class Cube
{
int side;
};
int main()
{
Cube c;
cout << c.side;
}
Output : 0
In this case, default constructor provided by the compiler will be called which will initialize the
object data members to default value, that will be 0 in this case.
Parameterized ConSTRUCTor
These are the constructors with parameter. Using this Constructor you can provide different
values to data members of different objects, by passing the appropriate values as argument.
Example :
class Cube
{
int side;
public: Cube(int x)
{
side=x;
}; }
int main()
{
Cube c1(10);
Cube c2(20);
Cube c3(30);
cout << c1.side;
cout << c2.side;
cout << c3.side;
}
OUTPUT : 10 20 30
By using parameterized construcor in above case, we have initialized 3 objects with user defined values.
We can have any number of parameters in a constructor.
copy constructor
#include<iostream>
using namespace std;
class copycon
{
int copy_a,copy_b; // Variable Declaration
public:
copycon(int x,int y)
{
//Constructor with Argument
copy_a=x;
copy_b=y; // Assign Values In Constructor
}
void Display()
{
cout<<"\nValues :"<< copy_a <<"\t"<< copy_b;
}
};
int main()
{
copycon obj(10,20);
copycon obj2=obj; //Copy Constructor
cout<<"\nI am Constructor";
obj.Display(); // Constructor invoked.
cout<<"\nI am copy Constructor";
obj2.Display();
return 0;
}
Result :
I am Constructor
Values:10 20
I am Copy Constructor
Values:10 20
Constructor Overloading
Just like other member functions, constructors can also be overloaded. In fact when you
have both default and parameterized constructors defined in your class you are having
Overloaded Constructors, one with no parameter and other with parameter.
You can have any number of Constructors in a class that differ in parameter list.
class Student
{
int rollno;
string name;
public:
Student(int x)
{
rollno=x;
name="None"
;
}
Student(int x, string str)
{
rollno=x ;
name=str ;
}; }
int main()
{
Student A(10);
Student B(11,"Ram");
}
In above case we have defined two constructors with different parameters, hence overloading the
constructors.
One more important thing, if you define any constructor explicitly, then the compiler will not
provide default constructor and you will have to define it yourself.
In the above case if we write Student S; in main(), it will lead to a compile time error, because
we haven't defined default constructor, and compiler will not provide its default constructor
because we have defined other parameterized constructors.
Destructors
Destructor is a special class function which destroys the object as soon as the scope of
object ends. The destructor is called automatically by the compiler when the object
goes out of scope.
The syntax for destructor is same as that for the constructor, the class name is used for
the name of destructor, with a tilde ~ sign as prefix to it.
class A
{
public:
~A();
};
~A()
{
cout << "Destructor called";
}
};
int main()
{
A obj1; // Constructor Called
int x=1
if(x)
{
A obj2; // Constructor Called
} // Destructor Called for obj2
} // Destructor called for obj1