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1 CS 103 Unit 10 Slides C++ Classes Mark Redekopp 2 Object-Oriented Approach Model the application/software as a set of objects that interact with each other Objects fuse data (i.e. variables) and functions (a.k.a methods) that


  1. 1 CS 103 Unit 10 Slides C++ Classes Mark Redekopp

  2. 2 Object-Oriented Approach • Model the application/software as a set of objects that interact with each other • Objects fuse data (i.e. variables) and functions (a.k.a methods) that operate on that data into one item (i.e. object) • Objects replace global-level functions as the primary method of encapsulation and abstraction – Encapsulation: Hiding implementation and controlling access • Group data and code that operates on that data together into one unit • Only expose a well-defined interface to control misuse of the code by other programmers – Abstraction • Hiding of data and implementation details • How we decompose the problem and think about our design at a higher level rather than considering everything at the lower level

  3. 3 Object-Oriented Programming • Objects contain: – Data members • Data needed to model the object and track its state/operation (just like structs) – Methods/Functions • Code that operates on the object, modifies it, etc. • Example: Deck of cards – Data members: • Array of 52 entries (one for each card) indicating their ordering • Top index – Methods/Functions • shuffle(), cut(), get_top_card()

  4. 4 C++ Classes #include <iostream> using namespaces std; • Classes are the programming construct used class Deck { public: to define objects, their data members, and Deck(); // Constructor int get_top_card(); methods/functions private: • int cards[52]; Similar idea to structs int top_index; • }; Steps: – Define the class’ data members and // member function implementation cardgame.cpp Deck::Deck() function/method prototypes { for(int i=0; i < 52; i++) – Write the methods cards[i] = i; – Instantiate/Declare object variables and use } int Deck::get_top_card() them by calling their methods { return cards[top_index++]; • Terminology: } // Main application – Class = Definition/Blueprint of an object int main(int argc, char *argv[]) { Deck d; – Object = Instance of the class, actual int hand[5]; allocation of memory, variable, etc. d.shuffle(); d.cut(); for(int i=0; i < 5; i++){ hand[i] = d.get_top_card(); } ...

  5. 5 Common C++ Class Structure class Deck { public: Deck(); // Constructor • Common to separate class into separate ~Deck(); // Destructor void shuffle(); source code files so it can easily be reused deck.h void cut(); in different applications int get_top_card(); private: • Steps: int cards[52]; int top_index; – Define the class’: }; 1.) data members and #include<iostream> deck.cpp 2.) function/method prototypes #include "deck.h" (usually in a separate header file) – Must define the class using the syntax: // Code for each prototyped method • class name { ... }; #include<iostream> #include "deck.h" – Write the methods (usually in a separate .cpp file) int main(int argc, char *argv[]) { cardgame.cpp Deck d; – Instantiate/Declare object variables and use int hand[5]; them by calling their methods d.shuffle(); d.cut(); for(int i=0; i < 5; i++){ hand[i] = d.get_top_card(); } }

  6. 6 Access Specifiers class Deck { • Each function or data member can be classified public : Deck(); // Constructor as public, private, or protected ~Deck(); // Destructor (see next slide) – void shuffle(); These classifications support encapsulation by void cut(); deck.h allowing data/method members to be int get_top_card(); inaccessible to code that is not a part of the class private : int cards[52]; (i.e. only accessible from within a public class int top_index; method) to avoid mistakes by other programmers }; – Ensure that no other programmer writes code that uses or modifies your object in an #include<iostream> deck.cpp #include “ deck.h ” unintended way – Private : Can call or access only by // Code for each prototyped method methods/functions that are part of that class #include<iostream> – Public : Can call or access by any other code #include “ deck.h ” – Protected : More on this in CS 104 int main(int argc, char *argv[]) { • Everything private by default so you must Deck d; cardgame.cpp int hand[5]; use public: to make things visible d.shuffle(); • Make the interface public and the d.cut(); guts/inner-workings private d.cards [0] = ACE; //won’t compile d.top_index = 5; //won’t compile }

  7. 7 Constructors / Destructors class Deck { deck.h public: Deck(); // Constructor • Constructor is a function of the same name as ~Deck(); // Destructor ... the class itself }; – It is called automatically when the object is created (either when declared or when allocated #include<iostream> #include “ deck.h ” via ‘new’) – Use to initialize your object (data members) to Deck::Deck() { desired initial state top_index = 0; for(int i=0; i < 52; i++){ deck.cpp – Returns nothing cards[i] = i; • } Destructor is a function of the same name } as class itself with a ‘~’ in front Deck::~Deck() { – Called automatically when object goes out of } scope (i.e. when it is deallocated by ‘delete’ or #include<iostream> when scope completes) #include "deck.h" cardgame.cpp – Use to free/delete any memory allocated by the int main() { object or close any open file streams, etc. Deck d; // Deck() is called – Returns nothing ... – return 0; [Note: Currently we do not have occasion to use // ~Deck() is called since destructors; we will see reasons later on in the // function is done course] }

  8. 8 Writing Member Functions class Deck { • What's wrong with the code on the left vs. public: deck.h Deck(); // Constructor code on the right ~Deck(); // Destructor void shuffle(); void f1() Deck::Deck() ... { { }; top_index = 0; top_index = 0; } } #include<iostream> #include "deck.h" • Compiler needs to know that a function is a Deck::Deck() { member of a class top_index = 0; for(int i=0; i < 52; i++){ • Include the name of the class followed by cards[i] = i; } ‘ :: ’ just before name of function } Deck :: ~Deck() • This allows the compiler to check access to { deck.cpp } private/public variables void Deck :: shuffle() – Without the scope operator [i.e. { int get_top_card() rather than cut(); //calls cut() for this object int Deck::get_top_card() ] the compiler ... } would think that the function is some outside int Deck::get_top_card() function (not a member of Deck) and thus generate { an error when it tried to access the data members top_index++; return cards[top_index-1]; (i.e. cards array and top_index). }

  9. 9 Multiple Constructors class Student { • Can have multiple public: Student(); // Constructor 1 constructors with different Student(string name, int id, double gpa); // Constructor 2 argument lists student.h ~Student(); // Destructor string get_name(); int get_id(); double get_gpa(); void set_name(string name); Note: Often name void set_id(int id); data members with void set_gpa(double gpa); special decorator #include<iostream> private: (id_ or m_id) to make #include "student.h" string name_; it obvious to other int id_; int main() double gpa_; programmers that { }; Student s1; // calls Constructor 1 this variable is a data string myname; member Student::Student() cin >> myname; { s1.set_name(myname); name_ = “”, id_ = 0; gpa_ = 2.0; s1.set_id(214952); } student.cpp s1.set_gpa(3.67); Student::Student(string name, int id, double gpa) Student s2(myname, 32421, 4.0); { // calls Constructor 2 name_ = name; id = id_; gpa = gpa_; } }

  10. 10 Accessor / Mutator Methods class Student { • Define public "get" (accessor) and public: Student(); // Constructor 1 "set" (mutator) functions to let other Student(string name, int id, double gpa); code access desired private data // Constructor 2 student.h ~Student(); // Destructor members string get_name() const; int get_id() const; • Use 'const' after argument list for double get_gpa() const; accessor methods void set_name(string s); void set_id(int i); – Ensures data members are not altered void set_gpa(double g); private: by this function (more in CS 104) string _name; int _id; #include<iostream> double _gpa; #include “ deck.h ” }; int main() { string Student::get_name() const Student s1; string myname; { return _name; } student.cpp cin >> myname; int Student::get_id() const s1.set_name(myname); { return _id; } void Student::set_name(string s) string another_name; another_name = s1.get_name(); { _name = s; } void Student::set_gpa(double g) ... { _gpa = g; } }

  11. 11 Calling Member Functions (1) cards[52] 0 1 2 3 4 5 6 7 d1 • When outside the class scope top_index 0 (i.e. in main or some outside cards[52] 0 1 2 3 4 5 6 7 d2 function) top_index 0 – Must precede the member function call with the name of the #include<iostream> specific object that it should #include "deck.h" operate on (i.e. d1.memfunc() ) int main() { Deck d1, d2; – d1.shuffle() indicates the int hand[5]; code of shuffle() should be d1.shuffle(); // not Deck.shuffle() or operating implicitly on d1's data // shuffle(d1), etc. member vs. d2 or any other Deck for(int i=0; i < 5; i++){ hand[i] = d1.get_top_card(); object } } cards[52] 41 27 8 39 25 4 11 17 d1 top_index 1

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