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Starting Out with C++ Early Objects
Tenth Edition
Chapter 7
Introduction to Classes and
Objects
Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved
Topics 1 of 2
7.1 Abstract Data Types
7.2 Object-Oriented Programming
7.3 Introduction to Classes
7.4 Creating and Using Objects
7.5 Defining Member Functions
7.6 Constructors
7.7 Destructors
7.8 Private Member Functions
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Topics 2 of 2
7.9 Passing Objects to Functions
7.10 Object Composition
7.11 Separating Class Specification,
Implementation, and Client Code
7.12 Structures
7.13 More About Enumerated Data Types
7.15 Introduction to Object-Oriented Analysis and
Design
7.16 Screen Control
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7.1 Abstract Data Types
•Are programmer-created data types that specify
–the legal values that can be stored
–the operations that can be done on the values
•The user of an abstract data type (ADT) does not
need to know any implementation details (e.g.,
how the data is stored or how the operations on it are
carried out)
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Abstraction in Software Development
•Abstraction allows a programmer to design a
solution to a problem and to use data items
without concern for how the data items are
implemented
•This has already been encountered in the book:
–To use the pow function, you need to know what
inputs it expects and what kind of results it produces
–You do not need to know how it works
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Abstraction and Data Types
•Abstraction: a definition that captures general
characteristics without details
ex: An abstract triangle is a 3-sided polygon. A
specific triangle may be scalene, isosceles, or
equilateral
•Data Type: defines the kind of values that can be
stored and the operations that can be performed
on the values
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7.2 Object-Oriented Programming
•Procedural programming uses variables to store
data, and focuses on the processes/ functions
that occur in a program. Data and functions are
separate and distinct.
•Object-oriented programming is based on
objects that encapsulate the data and the
functions that operate with and on the data.
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Object-Oriented Programming
Terminology 1 of 2
•object: software entity that combines data and
functions that act on the data in a single unit
•attributes: the data items of an object, stored in
member variables
•member functions (methods): procedures/
functions that act on the attributes of the class
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Object-Oriented Programming
Terminology 2 of 2
•data hiding: restricting data access to certain
members of an object. The intent is to allow only
member functions to directly access and modify
the object’s data
•encapsulation: the bundling of an object’s data
and procedures into a single entity
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Object Example
Square
Square object’s data item: side
Square object’s functions: setSide - set the size of the side of the
square, getSide - return the size of the side of the square
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Why Hide Data?
•Protection – Member functions provide a layer
of protection against inadvertent or deliberate
data corruption
•Need-to-know – A programmer can use the data
via the provided member functions. As long as
the member functions return correct information,
the programmer needn’t worry about
implementation details.
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7.3 Introduction to Classes 1 of 2
•Class: a programmer-defined data type used
to define objects
•It is a pattern for creating objects
ex:
string fName, lName;
This creates two objects of the string class
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Introduction to Classes 2 of 2
• Class declaration format:
class className
{
declaration;
declaration;
};
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Access Specifiers
•Used to control access to members of the class.
•Each member is declared to be either
public: can be accessed by functions
outside of the class
or
private: can only be called by or accessed
by functions that are members of
the class
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Class Example
class Square
{
private:
int side;
public:
void setSide(int s)
{ side = s; }
int getSide()
{ return side; }
};
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More on Access Specifiers
•Can be listed in any order in a class
•Can appear multiple times in a class
•If not specified, the default is private
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7.4 Creating and Using Objects
•An object is an instance of a class
•It is defined just like other variables
Square sq1, sq2;
•It can access members using dot operator
sq1.setSide(5);
cout << sq1.getSide();
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Types of Member Functions
•Acessor, get, getter function: uses but does
not modify a member variable
ex: getSide
•Mutator, set, setter function: modifies a
member variable
ex: setSide
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7.5 Defining Member Functions
•Member functions are part of a class declaration
•You can place entire function definition inside the
class declaration,
or
•You can place just the prototype inside the class
declaration and write the function definition after
the class
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Defining Member Functions Inside the Class
Declaration
•Member functions defined inside the class
declaration are called inline functions
•Only very short functions, like the one below,
should be inline functions
int getSide()
{ return side; }
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Inline Member Function Example
class Square
{
private:
int side;
public:
void setSide(int s)
{ side = s; }
int getSide()
{ return side; }
};
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Defining Member Functions After the Class
Declaration
•Use a function prototype in the class declaration
•In the function definition, precede the function
name with the class name and scope resolution
operator (::)
int Square::getSide()
{
return side;
}
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Conventions and a Suggestion
Conventions:
•Member variables are usually private
•Accessor and mutator functions are usually
public
•Use ‘get’ in the name of accessor functions, ‘set’
in the name of mutator functions
Suggestion: calculate values to be returned in
accessor functions when possible, to minimize
the potential for stale data
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Tradeoffs of Inline vs. Regular Member
Functions
•When a regular function is called, control passes
to the called function
–the compiler stores return address of call,
allocates memory for local variables, etc.
•Code for an inline function is copied into the
program in place of the call when the program is
compiled
–This makes a larger executable program, but
–There is less function call overhead, and
possibly faster execution
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7.6 Constructors
•A constructor is a member function that is
automatically called when an object of the class is
created
•Is can be used to initialize data members
•It must be a public member function
•It must be named the same as the class
•It must have no return type
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Constructor – 2 Examples
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Overloading Constructors
•A class can have more than 1 constructor
•Overloaded constructors in a class must have
different parameter lists
Square();
Square(int);
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The Default Constructor
•Constructors can have any number of
parameters, including none
•A default constructor is one that takes no
arguments either due to
–No parameters or
–All parameters have default values
•If a class has any programmer-defined
constructors, it should have a programmer -
defined default constructor
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Default Constructor Example
class Square
{
private:
int side;
public:
Square() // default
{ side = 1; } // constructor
// Other member
// functions go here
};
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Another Default Constructor Example
class Square
{
private:
int side;
public:
Square(int s = 1) // default
{ side = s; } // constructor
// Other member
// functions go here
};
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Invoking a Constructor
•To create an object using the default constructor,
use no argument list and no ()
Square square1;
•To create an object using a constructor that has
parameters, include an argument list
Square square2(8);
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Member Initialization List 1 of 2
•Member variables can be initialized using a
member initialization list: a comma-separated list of
member variables and initial values following the
header of the constructor and before the body.
•Examples:
Square() : side(1)
{ }
Square(int size) : side(size)
{ }
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Member Initialization List 2 of 2
Notes:
• : is required between header and initialization list
• no ; at the end of the initialization list
• initialization list precedes the function body. It can
be on the same or the following line of the header.
• The initialization list may accomplish all that is
needed in a constructor. In this case, the body of
the constructor is empty. The { } are still required.
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In-Place Member Initialization List
•Starting with C++ 11, member variables can be
initialized at the time that they are defined in the
class declaration. This provides default values
those variables for all objects created from the
class.
•Default values can be overridden by using a
constructor that takes parameters for the variables
that have been initialized in-place.
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Constructor Delegation
•Starting with C++ 11, a constructor in a class can
call another constructor in the same class. This is
called constructor delegation.
•The notation is similar to member initialization list
•Example: // default constructor
Square(): Square(1)
{ }
Square(int s)
{ side = s; }
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Constructor Delegation Notes
•The default constructor delegates the work to the
constructor that takes one argument.
•It calls the non-default constructor and passes the
initial value as an argument.
// default constructor
Square(): Square(1)
{ }
Square(int s)
{ side = s; }
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7.7 Destructors
•Is a public member function automatically called
when an object is destroyed
•The destructor name is ~className, e.g.,
~Square
•It has no return type
•It takes no arguments
•Only 1 destructor is allowed per class
(i.e., it cannot be overloaded)
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7. 8 Private Member Functions
•A private member function can only be
called by another member function of the
same class
•It is used for internal processing by the class,
not for use outside of the class
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7.9 Passing Objects to Functions
•A class object can be passed as an argument to
a function.
•When it is passed by value, the function makes a
local copy of the object. The original object in
the calling environment is unaffected by actions
in the function.
•When passed by reference, the function can use
‘set’ functions to modify the object in the calling
environment.
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Notes on Passing Objects 1 of 2
•Using a value parameter for an object can slow
down a program and waste space
•Using a reference parameter speeds up the
program. However, it allows the function to
modify the data in the parameter, which is the
same as the argument in the calling part of the
program. This may not be desirable.
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Notes on Passing Objects 2 of 2
•To save space and time while protecting
parameter data that should not be changed, use
a const reference parameter in the header and
the prototype:
void showData(const Square &s)
// header
•In order to for the showData function to call
Square member functions, those functions must
use const in their prototype and header:
int Square::getSide() const;
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Returning an Object from a Function
•A function can return an object
Square initSquare(); // prototype
Square s1 = initSquare();// call
•The function must create an object
–for internal use
–to use with the return statement
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Returning an Object Example
Square initSquare()
{
Square s; // local object
int inputSize;
cout << "Enter the length of side: ";
cin >> inputSize;
s.setSide(inputSize);
return s;
}
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7.10 Object Composition 1 of 2
•This occurs when an object is a member variable
of another object.
•It is often used to design complex objects whose
members are simpler objects
•ex. (from book): Define a rectangle class. Then,
define a carpet class and use a rectangle object
as a member of a carpet object.
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Object Composition 2 of 2
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7.11 Separating Class Specification,
Implementation, and Client Code
Separating the class declaration, member function
definitions, and the program that uses the class
into separate files is considered good design.
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Using Separate Files
•Place class declaration in a header file that serves
as the class specification file. Name the file
classname.h (for example, Square.h)
•Place member function definitions in a class
implementation file. Name the file classname.cpp
(for example, Square.cpp)This file should
#include the class specification file.
•A client program (client code) that uses the class
must #include the class specification file and be
compiled and linked with the class implementation
file.
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Include Guards
•Are used to prevent a header file from being
included twice
•Format: #ifndef symbol_name
#define symbol_name
. . . (normal contents of header file)
#endif
•symbol_name is usually the name of the header
file, in all capital letters:
#ifndef SQUARE_H
#define SQUARE_H
. . .
#endif
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What Should Be Done Inside vs. Outside of
the Class
•Class should be designed to provide functions to
store and retrieve data
•In general, input and output (I/O) should be done
by functions that use class objects, rather than by
class member functions
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7.12 Structures
•Structure: A programmer-defined data type
that allows multiple variables to be grouped
together
•Structure declaration format:
struct structure name
{
type1 field1;
type2 field2;
…
typen fieldn;
};
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Example struct Declaration
struct Student // structure name
{
int studentID;// structure
string name; // members
short year;
double gpa;
}; // The ; is required
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struct Declaration Notes
•struct names commonly begin with an
uppercase letter
•Multiple fields of same type can be declared in
a comma-separated list
string name,
address;
•Fields in a structure are all public by default
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Defining Structure Variables
•A struct declaration does not allocate memory
or create variables
•To define variables, use the structure name as
the type name
Student s1;
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Accessing Structure Members
•Use the dot (.) operator to refer to the data
members of struct variables
getline(cin, s1.name);
cin >> s1.studentID;
s1.gpa = 3.75;
•The member variables can be used in any
manner appropriate for their data type
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Displaying struct Members
To display the contents of a struct variable,
you must display each field separately, using the
dot operator
Wrong:
cout << s1; // won’t work!
Correct:
cout << s1.studentID << endl;
cout << s1.name << endl;
cout << s1.year << endl;
cout << s1.gpa;
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Comparing struct Members
•Similar to displaying a struct, you cannot
compare two struct variables directly:
if (s1 >= s2) // won’t work!
•Instead, compare member variables:
if (s1.gpa >= s2.gpa) // better
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Initializing a Structure 1 of 2
Structure members cannot be initialized in the
structure declaration, because no memory has
been allocated yet
struct Student // Illegal
{ // initialization
int studentID = 1145;
string name = "Alex";
short year = 1;
float gpa = 2.95;
};
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Initializing a Structure 2 of 2
•Structure members are initialized at the time a
structure variable is created
•You can initialize a structure variable’s members
with either
–an initialization list, or
–a constructor
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Using an Initialization List
An initialization list is an ordered set of values, separated by commas and contained in
{ }, that provides initial values for a set of data members
{12, 6, 3} // initialization list
// with 3 values
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More on Initialization Lists
•The order of list elements matters: The first value
initializes first data member, second value
initializes second data member, etc.
•The elements of an initialization list can be
constants, variables, or expressions
{12, W, L/W + 1} // initialization list
// with 3 items
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Initialization List Example
Structure Declaration Structure Variable
struct Dimensions
{ int length,
width,
height;
};
Dimensions box = {12,6,3};
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Partial Initialization
You can initialize some of the members, but you
cannot skip over members
Dimensions box1 = {12,6}; //OK
Dimensions box2 = {12,,3}; //illegal
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Problems with Using an Initialization List
•You can’t omit a value for a data member without
omitting values for all following members
•It does not work on most modern compilers if the
structure contains objects, e.g., string objects
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Using a Constructor to Initialize Structure
Members
•This is similar to a constructor for a class:
–the name is the same as the name of the
struct
–it has no return type
–it is used to initialize data members
•It is normally written inside the struct
declaration
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A Structure with a Constructor
struct Dimensions
{
int length,
width,
height;
// Constructor
Dimensions(int L, int W, int H)
{length = L; width = W; height = H;}
};
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Nested Structures
A structure can have another structure as a
member.
struct PersonInfo
{ string name,
address,
city;
};
struct Student
{ int studentID;
PersonInfo pData;
short year;
double gpa;
};
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Members of Nested Structures
Use the dot operator multiple times to access
fields of nested structures
Student s5;
s5.pData.name = "Joanne";
s5.pData.city = "Tulsa";
Reference the nested structure’s fields by the
member variable name, not by the structure
name
s5.PersonInfo.name = "Joanne"; //no!
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Structures as Function Arguments
•You may pass members of struct variables to
functions
computeGPA(s1.gpa);
•You may pass entire struct variables to
functions
showData(s5);
•You can use a reference parameter if the
function needs to modify the contents of the
structure variable
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Notes on Passing Structures
•Using a value parameter for structure can slow
down a program and waste space
•Using a reference parameter speeds up program
execution, but it allows the function to modify data
in the structure
•To save space and time while protecting structure
data that should not be changed, use a const
reference parameter
void showData(const Student &s)
// header
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Returning a Structure from a Function
•A function can return a struct
Student getStuData(); // prototype
s1 = getStuData(); // call
•The function must define a local structure
variable
–for internal use
–to use with return statement
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Returning a Structure Example
Student getStuData()
{ Student s; // local variable
cin >> s.studentID;
cin.ignore();
getline(cin, s.pData.name);
getline(cin, s.pData.address);
getline(cin, s.pData.city);
cin >> s.year;
cin >> s.gpa;
return s;
}
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7.13 More About Enumerated
Data Types
Additional ways that enumerated data types can be
used:
•Data type declaration and variable definition in a
single statement:
enum Tree {ASH, ELM, OAK} tree1, tree2;
• Assign an int value to an enum variable:
enum Tree {ASH, ELM, OAK} tree1;
tree1 = static_cast<Tree>(1); // ELM
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More About Enumerated Data Types 1 of 4
• Assign the value of an enum variable to an
int:
enum Tree {ASH, ELM, OAK} tree1;
tree1 = ELM;
int thisTree = tree1; // assigns 1
int thatTree = OAK; // assigns 2
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More About Enumerated Data Types 2 of 4
• Assign the result of a computation to an enum
variable
enum Tree {ASH, ELM, OAK} tree1, tree2;
tree1 = ELM;
tree2 = static_cast<Tree>(tree1 + 1);
// assigns OAK
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More About Enumerated Data Types 3 of 4
• Using enumerators in a switch statement
enum Tree {ASH, ELM, OAK} tree1;
switch(tree1)
{
case ASH: cout << "Ash";
break;
case ELM: cout << "Elm";
break;
case OAK: cout << "Oak";
break;
}
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More About Enumerated Data Types 4 of 4
• Using enumerators for loop control:
enum Tree {ASH, ELM, OAK};
for (Tree tree1 = ASH; tree1 <= OAK;
tree1=static_cast<Tree>(tree1+1))
{
.
.
.
}
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Strongly Typed enums (C++ 11) 1 of 4
•Enumerated values (names) cannot be re-used
in different enumerated data types that are in the
same scope.
•A strongly typed enum (an enum class) allows
you to do this
enum class Tree {ASH, ELM, OAK};
enum class Street {RUSH, OAK, STATE};
• Note the keyword class in the declaration
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Strongly Typed enums (C++ 11) 2 of 4
•Because enumerators can be used in multiple
enumerated data types, references must include
the name of the strongly typed enum followed by : :
enum class Tree : char {ASH, ELM, OAK};
Tree tree1 = Trees::OAK;
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Strongly Typed enums (C++ 11) 3 of 4
•Strongly typed enumerators are stored as ints by
default.
•To choose a different integer data type, indicate
the type after the enum name and before the
enumerator list:
enum class Tree : char {ASH, ELM, OAK};
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Strongly Typed enums (C++ 11) 4 of 4
•To retrieve the integer value associated with a
strongly-typed enumerator, cast it to an int:
enum class Tree : char {ASH, ELM, OAK};
int val = static_cast<int>(Trees::ASH);
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7.15 Introduction to Object-Oriented
Analysis and Design
•Object-Oriented Analysis: that phase of program
development when the program functionality is
determined from the requirements
•It includes
–identification of classes and objects
–definition of each class's attributes
–definition of each class's behaviors
–definition of the relationship between classes
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Identify Classes and Objects
•Consider the major data elements and the
operations on these elements
•Candidates include
–user-interface components (menus, text boxes, etc.)
–I/O devices
–physical objects
–historical data (employee records, transaction logs,
etc.)
–the roles of human participants
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Define Class Attributes
•Attributes are the data elements of an object of
the class
•They are necessary for the object to work in its
role in the program
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Define Class Behaviors
•For each class,
–Identify what an object of a class should do in
the program
•The behaviors determine some of the member
functions of the class
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Relationships Between Classes
Possible relationships
–Access ("uses-a")
–Ownership/Composition ("has-a")
–Inheritance ("is-a")
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Finding the Classes
Technique:
•Write a description of the problem domain
(objects, events, etc. related to the problem)
•List the nouns, noun phrases, and pronouns.
These are all candidate objects
•Refine the list to include only those objects that
are applicable to the problem
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Determine Class Responsibilities
Class responsibilities:
•What is the class responsible to know?
•What is the class responsible to do?
Use these to define some of the member
functions
7-87
Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved
Object Reuse
•A well-defined class can be used to create
objects in multiple programs
•By re-using an object definition, program
development time is shortened
•One goal of object-oriented programming is to
support object reuse
7-88
Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved
Object-Based vs. Object-Oriented
•A program that uses classes and objects is
object-based.
•An object-based program that
–defines relationships between classes of objects
–creates classes from other classes
–determines member function behavior based on the
object
is more likely to be an object-oriented program
7-89
Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved
7.16 Screen Control
•Programs to date have all displayed output
starting at the upper left corner of the computer
screen or output window. Output is displayed
left-to-right, line-by-line.
•Computer operating systems are designed to
allow programs to access any part of the
computer screen. Such access is operating
system-specific.
7-90
Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved
Screen Control – Concepts
•An output screen can be thought of as a grid of
25 rows and 80 columns. Row 0 is at the top of
the screen. Column 0 is at the left edge of the
screen.
•The intersection of a row and a column is a cell.
It can display a single character.
•A cell is identified by its row and column number.
These are its coordinates.
7-91
Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved
Screen Control – Windows - Specific
•#include <windows.h> to access the
operating system from a program
•Create a handle to reference the output screen:
HANDLE screen =
GetStdHandle(STD_OUTPUT_HANDLE);
•Create a COORD structure to hold the coordinates
of a cell on the screen:
COORD position;
7-92
Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved
Screen Control – Windows –
More Specifics
•Assign coordinates where the output should
appear:
position.X = 30; // column
position.Y = 12; // row
•Set the screen cursor to this cell:
SetConsoleCursorPosition(screen,
position);
•Send output to the screen:
cout << "Look at me!" << endl;
–be sure to end with endl, not 'n' or nothing
7-93

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CSCI 238 Chapter 07 - Classes

  • 1. Starting Out with C++ Early Objects Tenth Edition Chapter 7 Introduction to Classes and Objects
  • 2. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Topics 1 of 2 7.1 Abstract Data Types 7.2 Object-Oriented Programming 7.3 Introduction to Classes 7.4 Creating and Using Objects 7.5 Defining Member Functions 7.6 Constructors 7.7 Destructors 7.8 Private Member Functions 7-2
  • 3. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Topics 2 of 2 7.9 Passing Objects to Functions 7.10 Object Composition 7.11 Separating Class Specification, Implementation, and Client Code 7.12 Structures 7.13 More About Enumerated Data Types 7.15 Introduction to Object-Oriented Analysis and Design 7.16 Screen Control 7-3
  • 4. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.1 Abstract Data Types •Are programmer-created data types that specify –the legal values that can be stored –the operations that can be done on the values •The user of an abstract data type (ADT) does not need to know any implementation details (e.g., how the data is stored or how the operations on it are carried out) 7-4
  • 5. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Abstraction in Software Development •Abstraction allows a programmer to design a solution to a problem and to use data items without concern for how the data items are implemented •This has already been encountered in the book: –To use the pow function, you need to know what inputs it expects and what kind of results it produces –You do not need to know how it works 7-5
  • 6. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Abstraction and Data Types •Abstraction: a definition that captures general characteristics without details ex: An abstract triangle is a 3-sided polygon. A specific triangle may be scalene, isosceles, or equilateral •Data Type: defines the kind of values that can be stored and the operations that can be performed on the values 7-6
  • 7. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.2 Object-Oriented Programming •Procedural programming uses variables to store data, and focuses on the processes/ functions that occur in a program. Data and functions are separate and distinct. •Object-oriented programming is based on objects that encapsulate the data and the functions that operate with and on the data. 7-7
  • 8. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Object-Oriented Programming Terminology 1 of 2 •object: software entity that combines data and functions that act on the data in a single unit •attributes: the data items of an object, stored in member variables •member functions (methods): procedures/ functions that act on the attributes of the class 7-8
  • 9. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Object-Oriented Programming Terminology 2 of 2 •data hiding: restricting data access to certain members of an object. The intent is to allow only member functions to directly access and modify the object’s data •encapsulation: the bundling of an object’s data and procedures into a single entity 7-9
  • 10. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Object Example Square Square object’s data item: side Square object’s functions: setSide - set the size of the side of the square, getSide - return the size of the side of the square 7-10
  • 11. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Why Hide Data? •Protection – Member functions provide a layer of protection against inadvertent or deliberate data corruption •Need-to-know – A programmer can use the data via the provided member functions. As long as the member functions return correct information, the programmer needn’t worry about implementation details. 7-11
  • 12. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.3 Introduction to Classes 1 of 2 •Class: a programmer-defined data type used to define objects •It is a pattern for creating objects ex: string fName, lName; This creates two objects of the string class 7-12
  • 13. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Introduction to Classes 2 of 2 • Class declaration format: class className { declaration; declaration; }; 7-13
  • 14. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Access Specifiers •Used to control access to members of the class. •Each member is declared to be either public: can be accessed by functions outside of the class or private: can only be called by or accessed by functions that are members of the class 7-14
  • 15. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Class Example class Square { private: int side; public: void setSide(int s) { side = s; } int getSide() { return side; } }; 7-15
  • 16. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved More on Access Specifiers •Can be listed in any order in a class •Can appear multiple times in a class •If not specified, the default is private 7-16
  • 17. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.4 Creating and Using Objects •An object is an instance of a class •It is defined just like other variables Square sq1, sq2; •It can access members using dot operator sq1.setSide(5); cout << sq1.getSide(); 7-17
  • 18. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Types of Member Functions •Acessor, get, getter function: uses but does not modify a member variable ex: getSide •Mutator, set, setter function: modifies a member variable ex: setSide 7-18
  • 19. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.5 Defining Member Functions •Member functions are part of a class declaration •You can place entire function definition inside the class declaration, or •You can place just the prototype inside the class declaration and write the function definition after the class 7-19
  • 20. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Defining Member Functions Inside the Class Declaration •Member functions defined inside the class declaration are called inline functions •Only very short functions, like the one below, should be inline functions int getSide() { return side; } 7-20
  • 21. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Inline Member Function Example class Square { private: int side; public: void setSide(int s) { side = s; } int getSide() { return side; } }; 7-21
  • 22. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Defining Member Functions After the Class Declaration •Use a function prototype in the class declaration •In the function definition, precede the function name with the class name and scope resolution operator (::) int Square::getSide() { return side; } 7-22
  • 23. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Conventions and a Suggestion Conventions: •Member variables are usually private •Accessor and mutator functions are usually public •Use ‘get’ in the name of accessor functions, ‘set’ in the name of mutator functions Suggestion: calculate values to be returned in accessor functions when possible, to minimize the potential for stale data 7-23
  • 24. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Tradeoffs of Inline vs. Regular Member Functions •When a regular function is called, control passes to the called function –the compiler stores return address of call, allocates memory for local variables, etc. •Code for an inline function is copied into the program in place of the call when the program is compiled –This makes a larger executable program, but –There is less function call overhead, and possibly faster execution 7-24
  • 25. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.6 Constructors •A constructor is a member function that is automatically called when an object of the class is created •Is can be used to initialize data members •It must be a public member function •It must be named the same as the class •It must have no return type 7-25
  • 26. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Constructor – 2 Examples 7-26
  • 27. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Overloading Constructors •A class can have more than 1 constructor •Overloaded constructors in a class must have different parameter lists Square(); Square(int); 7-27
  • 28. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved The Default Constructor •Constructors can have any number of parameters, including none •A default constructor is one that takes no arguments either due to –No parameters or –All parameters have default values •If a class has any programmer-defined constructors, it should have a programmer - defined default constructor 7-28
  • 29. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Default Constructor Example class Square { private: int side; public: Square() // default { side = 1; } // constructor // Other member // functions go here }; 7-29
  • 30. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Another Default Constructor Example class Square { private: int side; public: Square(int s = 1) // default { side = s; } // constructor // Other member // functions go here }; 7-30
  • 31. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Invoking a Constructor •To create an object using the default constructor, use no argument list and no () Square square1; •To create an object using a constructor that has parameters, include an argument list Square square2(8); 7-31
  • 32. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Member Initialization List 1 of 2 •Member variables can be initialized using a member initialization list: a comma-separated list of member variables and initial values following the header of the constructor and before the body. •Examples: Square() : side(1) { } Square(int size) : side(size) { } 7-32
  • 33. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Member Initialization List 2 of 2 Notes: • : is required between header and initialization list • no ; at the end of the initialization list • initialization list precedes the function body. It can be on the same or the following line of the header. • The initialization list may accomplish all that is needed in a constructor. In this case, the body of the constructor is empty. The { } are still required. 7-33
  • 34. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved In-Place Member Initialization List •Starting with C++ 11, member variables can be initialized at the time that they are defined in the class declaration. This provides default values those variables for all objects created from the class. •Default values can be overridden by using a constructor that takes parameters for the variables that have been initialized in-place. 7-34
  • 35. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Constructor Delegation •Starting with C++ 11, a constructor in a class can call another constructor in the same class. This is called constructor delegation. •The notation is similar to member initialization list •Example: // default constructor Square(): Square(1) { } Square(int s) { side = s; } 7-35
  • 36. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Constructor Delegation Notes •The default constructor delegates the work to the constructor that takes one argument. •It calls the non-default constructor and passes the initial value as an argument. // default constructor Square(): Square(1) { } Square(int s) { side = s; } 7-36
  • 37. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.7 Destructors •Is a public member function automatically called when an object is destroyed •The destructor name is ~className, e.g., ~Square •It has no return type •It takes no arguments •Only 1 destructor is allowed per class (i.e., it cannot be overloaded) 7-37
  • 38. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7. 8 Private Member Functions •A private member function can only be called by another member function of the same class •It is used for internal processing by the class, not for use outside of the class 7-38
  • 39. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.9 Passing Objects to Functions •A class object can be passed as an argument to a function. •When it is passed by value, the function makes a local copy of the object. The original object in the calling environment is unaffected by actions in the function. •When passed by reference, the function can use ‘set’ functions to modify the object in the calling environment. 7-39
  • 40. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Notes on Passing Objects 1 of 2 •Using a value parameter for an object can slow down a program and waste space •Using a reference parameter speeds up the program. However, it allows the function to modify the data in the parameter, which is the same as the argument in the calling part of the program. This may not be desirable. 7-40
  • 41. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Notes on Passing Objects 2 of 2 •To save space and time while protecting parameter data that should not be changed, use a const reference parameter in the header and the prototype: void showData(const Square &s) // header •In order to for the showData function to call Square member functions, those functions must use const in their prototype and header: int Square::getSide() const; 7-41
  • 42. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Returning an Object from a Function •A function can return an object Square initSquare(); // prototype Square s1 = initSquare();// call •The function must create an object –for internal use –to use with the return statement 7-42
  • 43. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Returning an Object Example Square initSquare() { Square s; // local object int inputSize; cout << "Enter the length of side: "; cin >> inputSize; s.setSide(inputSize); return s; } 7-43
  • 44. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.10 Object Composition 1 of 2 •This occurs when an object is a member variable of another object. •It is often used to design complex objects whose members are simpler objects •ex. (from book): Define a rectangle class. Then, define a carpet class and use a rectangle object as a member of a carpet object. 7-44
  • 45. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Object Composition 2 of 2 7-45
  • 46. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.11 Separating Class Specification, Implementation, and Client Code Separating the class declaration, member function definitions, and the program that uses the class into separate files is considered good design. 7-46
  • 47. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Using Separate Files •Place class declaration in a header file that serves as the class specification file. Name the file classname.h (for example, Square.h) •Place member function definitions in a class implementation file. Name the file classname.cpp (for example, Square.cpp)This file should #include the class specification file. •A client program (client code) that uses the class must #include the class specification file and be compiled and linked with the class implementation file. 7-47
  • 48. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Include Guards •Are used to prevent a header file from being included twice •Format: #ifndef symbol_name #define symbol_name . . . (normal contents of header file) #endif •symbol_name is usually the name of the header file, in all capital letters: #ifndef SQUARE_H #define SQUARE_H . . . #endif 7-48
  • 49. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved What Should Be Done Inside vs. Outside of the Class •Class should be designed to provide functions to store and retrieve data •In general, input and output (I/O) should be done by functions that use class objects, rather than by class member functions 7-49
  • 50. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.12 Structures •Structure: A programmer-defined data type that allows multiple variables to be grouped together •Structure declaration format: struct structure name { type1 field1; type2 field2; … typen fieldn; }; 7-50
  • 51. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Example struct Declaration struct Student // structure name { int studentID;// structure string name; // members short year; double gpa; }; // The ; is required 7-51
  • 52. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved struct Declaration Notes •struct names commonly begin with an uppercase letter •Multiple fields of same type can be declared in a comma-separated list string name, address; •Fields in a structure are all public by default 7-52
  • 53. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Defining Structure Variables •A struct declaration does not allocate memory or create variables •To define variables, use the structure name as the type name Student s1; 7-53
  • 54. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Accessing Structure Members •Use the dot (.) operator to refer to the data members of struct variables getline(cin, s1.name); cin >> s1.studentID; s1.gpa = 3.75; •The member variables can be used in any manner appropriate for their data type 7-54
  • 55. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Displaying struct Members To display the contents of a struct variable, you must display each field separately, using the dot operator Wrong: cout << s1; // won’t work! Correct: cout << s1.studentID << endl; cout << s1.name << endl; cout << s1.year << endl; cout << s1.gpa; 7-55
  • 56. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Comparing struct Members •Similar to displaying a struct, you cannot compare two struct variables directly: if (s1 >= s2) // won’t work! •Instead, compare member variables: if (s1.gpa >= s2.gpa) // better 7-56
  • 57. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Initializing a Structure 1 of 2 Structure members cannot be initialized in the structure declaration, because no memory has been allocated yet struct Student // Illegal { // initialization int studentID = 1145; string name = "Alex"; short year = 1; float gpa = 2.95; }; 7-57
  • 58. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Initializing a Structure 2 of 2 •Structure members are initialized at the time a structure variable is created •You can initialize a structure variable’s members with either –an initialization list, or –a constructor 7-58
  • 59. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Using an Initialization List An initialization list is an ordered set of values, separated by commas and contained in { }, that provides initial values for a set of data members {12, 6, 3} // initialization list // with 3 values 7-59
  • 60. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved More on Initialization Lists •The order of list elements matters: The first value initializes first data member, second value initializes second data member, etc. •The elements of an initialization list can be constants, variables, or expressions {12, W, L/W + 1} // initialization list // with 3 items 7-60
  • 61. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Initialization List Example Structure Declaration Structure Variable struct Dimensions { int length, width, height; }; Dimensions box = {12,6,3}; 7-61
  • 62. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Partial Initialization You can initialize some of the members, but you cannot skip over members Dimensions box1 = {12,6}; //OK Dimensions box2 = {12,,3}; //illegal 7-62
  • 63. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Problems with Using an Initialization List •You can’t omit a value for a data member without omitting values for all following members •It does not work on most modern compilers if the structure contains objects, e.g., string objects 7-63
  • 64. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Using a Constructor to Initialize Structure Members •This is similar to a constructor for a class: –the name is the same as the name of the struct –it has no return type –it is used to initialize data members •It is normally written inside the struct declaration 7-64
  • 65. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved A Structure with a Constructor struct Dimensions { int length, width, height; // Constructor Dimensions(int L, int W, int H) {length = L; width = W; height = H;} }; 7-65
  • 66. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Nested Structures A structure can have another structure as a member. struct PersonInfo { string name, address, city; }; struct Student { int studentID; PersonInfo pData; short year; double gpa; }; 7-66
  • 67. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Members of Nested Structures Use the dot operator multiple times to access fields of nested structures Student s5; s5.pData.name = "Joanne"; s5.pData.city = "Tulsa"; Reference the nested structure’s fields by the member variable name, not by the structure name s5.PersonInfo.name = "Joanne"; //no! 7-67
  • 68. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Structures as Function Arguments •You may pass members of struct variables to functions computeGPA(s1.gpa); •You may pass entire struct variables to functions showData(s5); •You can use a reference parameter if the function needs to modify the contents of the structure variable 7-68
  • 69. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Notes on Passing Structures •Using a value parameter for structure can slow down a program and waste space •Using a reference parameter speeds up program execution, but it allows the function to modify data in the structure •To save space and time while protecting structure data that should not be changed, use a const reference parameter void showData(const Student &s) // header 7-69
  • 70. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Returning a Structure from a Function •A function can return a struct Student getStuData(); // prototype s1 = getStuData(); // call •The function must define a local structure variable –for internal use –to use with return statement 7-70
  • 71. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Returning a Structure Example Student getStuData() { Student s; // local variable cin >> s.studentID; cin.ignore(); getline(cin, s.pData.name); getline(cin, s.pData.address); getline(cin, s.pData.city); cin >> s.year; cin >> s.gpa; return s; } 7-71
  • 72. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.13 More About Enumerated Data Types Additional ways that enumerated data types can be used: •Data type declaration and variable definition in a single statement: enum Tree {ASH, ELM, OAK} tree1, tree2; • Assign an int value to an enum variable: enum Tree {ASH, ELM, OAK} tree1; tree1 = static_cast<Tree>(1); // ELM 7-72
  • 73. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved More About Enumerated Data Types 1 of 4 • Assign the value of an enum variable to an int: enum Tree {ASH, ELM, OAK} tree1; tree1 = ELM; int thisTree = tree1; // assigns 1 int thatTree = OAK; // assigns 2 7-73
  • 74. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved More About Enumerated Data Types 2 of 4 • Assign the result of a computation to an enum variable enum Tree {ASH, ELM, OAK} tree1, tree2; tree1 = ELM; tree2 = static_cast<Tree>(tree1 + 1); // assigns OAK 7-74
  • 75. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved More About Enumerated Data Types 3 of 4 • Using enumerators in a switch statement enum Tree {ASH, ELM, OAK} tree1; switch(tree1) { case ASH: cout << "Ash"; break; case ELM: cout << "Elm"; break; case OAK: cout << "Oak"; break; } 7-75
  • 76. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved More About Enumerated Data Types 4 of 4 • Using enumerators for loop control: enum Tree {ASH, ELM, OAK}; for (Tree tree1 = ASH; tree1 <= OAK; tree1=static_cast<Tree>(tree1+1)) { . . . } 7-76
  • 77. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Strongly Typed enums (C++ 11) 1 of 4 •Enumerated values (names) cannot be re-used in different enumerated data types that are in the same scope. •A strongly typed enum (an enum class) allows you to do this enum class Tree {ASH, ELM, OAK}; enum class Street {RUSH, OAK, STATE}; • Note the keyword class in the declaration 7-77
  • 78. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Strongly Typed enums (C++ 11) 2 of 4 •Because enumerators can be used in multiple enumerated data types, references must include the name of the strongly typed enum followed by : : enum class Tree : char {ASH, ELM, OAK}; Tree tree1 = Trees::OAK; 7-78
  • 79. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Strongly Typed enums (C++ 11) 3 of 4 •Strongly typed enumerators are stored as ints by default. •To choose a different integer data type, indicate the type after the enum name and before the enumerator list: enum class Tree : char {ASH, ELM, OAK}; 7-79
  • 80. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Strongly Typed enums (C++ 11) 4 of 4 •To retrieve the integer value associated with a strongly-typed enumerator, cast it to an int: enum class Tree : char {ASH, ELM, OAK}; int val = static_cast<int>(Trees::ASH); 7-80
  • 81. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.15 Introduction to Object-Oriented Analysis and Design •Object-Oriented Analysis: that phase of program development when the program functionality is determined from the requirements •It includes –identification of classes and objects –definition of each class's attributes –definition of each class's behaviors –definition of the relationship between classes 7-81
  • 82. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Identify Classes and Objects •Consider the major data elements and the operations on these elements •Candidates include –user-interface components (menus, text boxes, etc.) –I/O devices –physical objects –historical data (employee records, transaction logs, etc.) –the roles of human participants 7-82
  • 83. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Define Class Attributes •Attributes are the data elements of an object of the class •They are necessary for the object to work in its role in the program 7-83
  • 84. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Define Class Behaviors •For each class, –Identify what an object of a class should do in the program •The behaviors determine some of the member functions of the class 7-84
  • 85. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Relationships Between Classes Possible relationships –Access ("uses-a") –Ownership/Composition ("has-a") –Inheritance ("is-a") 7-85
  • 86. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Finding the Classes Technique: •Write a description of the problem domain (objects, events, etc. related to the problem) •List the nouns, noun phrases, and pronouns. These are all candidate objects •Refine the list to include only those objects that are applicable to the problem 7-86
  • 87. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Determine Class Responsibilities Class responsibilities: •What is the class responsible to know? •What is the class responsible to do? Use these to define some of the member functions 7-87
  • 88. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Object Reuse •A well-defined class can be used to create objects in multiple programs •By re-using an object definition, program development time is shortened •One goal of object-oriented programming is to support object reuse 7-88
  • 89. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Object-Based vs. Object-Oriented •A program that uses classes and objects is object-based. •An object-based program that –defines relationships between classes of objects –creates classes from other classes –determines member function behavior based on the object is more likely to be an object-oriented program 7-89
  • 90. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved 7.16 Screen Control •Programs to date have all displayed output starting at the upper left corner of the computer screen or output window. Output is displayed left-to-right, line-by-line. •Computer operating systems are designed to allow programs to access any part of the computer screen. Such access is operating system-specific. 7-90
  • 91. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Screen Control – Concepts •An output screen can be thought of as a grid of 25 rows and 80 columns. Row 0 is at the top of the screen. Column 0 is at the left edge of the screen. •The intersection of a row and a column is a cell. It can display a single character. •A cell is identified by its row and column number. These are its coordinates. 7-91
  • 92. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Screen Control – Windows - Specific •#include <windows.h> to access the operating system from a program •Create a handle to reference the output screen: HANDLE screen = GetStdHandle(STD_OUTPUT_HANDLE); •Create a COORD structure to hold the coordinates of a cell on the screen: COORD position; 7-92
  • 93. Copyright © 2020, 2017, 2014 Pearson Education, Inc. All Rights Reserved Screen Control – Windows – More Specifics •Assign coordinates where the output should appear: position.X = 30; // column position.Y = 12; // row •Set the screen cursor to this cell: SetConsoleCursorPosition(screen, position); •Send output to the screen: cout << "Look at me!" << endl; –be sure to end with endl, not 'n' or nothing 7-93