This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
Encapsulation is one of the fundamental principles of object-oriented programming that allows objects to hide their internal representation and behavior from other objects. It involves restricting access to components of a class, and allowing access to the class only through public methods. This allows for more secure and maintainable code by preventing accidental or malicious changes to internal data. Getters and setters are commonly used to access private fields in a controlled manner and can include additional logic. Encapsulation provides benefits like making fields read-only or write-only, and allowing classes to control their internal data representation without affecting other code.
This document discusses encapsulation and methods in C#. It defines encapsulation as enclosing items within a package to prevent access to implementation details. Access specifiers like public, private, protected, internal and protected internal control the scope and visibility of class members. Methods are defined with access specifiers, return types, parameters, and a method body. Parameters can be passed by value, reference, or as output parameters. Examples demonstrate defining and calling methods as well as different ways of passing parameters.
Encapsulation refers to bundling together data and behaviors into a single unit called a class. The data and behaviors are inseparable. Encapsulation provides information hiding by separating the internal implementation details of an object from its external accessible properties and methods. This prevents unintended interactions and dependencies that could arise if all data was globally accessible. Access specifiers like public, private, and protected determine which data and methods are accessible from inside or outside the class. Encapsulation builds a protective barrier around data to keep it safe from accidental modification or access from outside the class.
The document discusses encapsulation in C++ and object-oriented design principles. It covers:
1) Encapsulation requires that classes have clearly defined external interfaces and hide implementation details. This reduces coupling between classes.
2) Functions and classes should minimize side effects by passing parameters as constants and returning values rather than references when possible.
3) References are generally preferable to pointers as they only provide access to an object's interface rather than its memory.
4) Constructors and destructors help classes encapsulate their own resource management by allocating resources during initialization and freeing them during destruction.
Encapsulation involves making fields in a class private and providing access to them via public methods. This creates a protective barrier preventing random access from external code, and allows modification of internal implementation without breaking existing code. Encapsulation makes code more maintainable, flexible and extensible by hiding implementation details and controlling access to class fields and methods.
Encapsulation is one of the fundamental concepts of object-oriented programming (OOP). It refers to bundling data and methods that operate on that data within a class. This hides the values and state of the data from outside usage. Encapsulation helps bind data and functions together, hides data from direct access, and makes code more flexible and maintainable by allowing changes without affecting other code. The benefits of encapsulation include increased reusability, reduced complexity by hiding implementation details, and extensibility by allowing updates without changing input/output formats.
The document discusses classes and objects in object-oriented programming. It defines a class as a blueprint that defines the data and functions that objects of that class will have. Objects are instances of a class that reserve memory and can access class data members and methods. The document outlines how to define a class with public and private sections, and how to then define objects as instances of a class that can access class methods.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
Encapsulation is one of the fundamental principles of object-oriented programming that allows objects to hide their internal representation and behavior from other objects. It involves restricting access to components of a class, and allowing access to the class only through public methods. This allows for more secure and maintainable code by preventing accidental or malicious changes to internal data. Getters and setters are commonly used to access private fields in a controlled manner and can include additional logic. Encapsulation provides benefits like making fields read-only or write-only, and allowing classes to control their internal data representation without affecting other code.
This document discusses encapsulation and methods in C#. It defines encapsulation as enclosing items within a package to prevent access to implementation details. Access specifiers like public, private, protected, internal and protected internal control the scope and visibility of class members. Methods are defined with access specifiers, return types, parameters, and a method body. Parameters can be passed by value, reference, or as output parameters. Examples demonstrate defining and calling methods as well as different ways of passing parameters.
Encapsulation refers to bundling together data and behaviors into a single unit called a class. The data and behaviors are inseparable. Encapsulation provides information hiding by separating the internal implementation details of an object from its external accessible properties and methods. This prevents unintended interactions and dependencies that could arise if all data was globally accessible. Access specifiers like public, private, and protected determine which data and methods are accessible from inside or outside the class. Encapsulation builds a protective barrier around data to keep it safe from accidental modification or access from outside the class.
The document discusses encapsulation in C++ and object-oriented design principles. It covers:
1) Encapsulation requires that classes have clearly defined external interfaces and hide implementation details. This reduces coupling between classes.
2) Functions and classes should minimize side effects by passing parameters as constants and returning values rather than references when possible.
3) References are generally preferable to pointers as they only provide access to an object's interface rather than its memory.
4) Constructors and destructors help classes encapsulate their own resource management by allocating resources during initialization and freeing them during destruction.
Encapsulation involves making fields in a class private and providing access to them via public methods. This creates a protective barrier preventing random access from external code, and allows modification of internal implementation without breaking existing code. Encapsulation makes code more maintainable, flexible and extensible by hiding implementation details and controlling access to class fields and methods.
Encapsulation is one of the fundamental concepts of object-oriented programming (OOP). It refers to bundling data and methods that operate on that data within a class. This hides the values and state of the data from outside usage. Encapsulation helps bind data and functions together, hides data from direct access, and makes code more flexible and maintainable by allowing changes without affecting other code. The benefits of encapsulation include increased reusability, reduced complexity by hiding implementation details, and extensibility by allowing updates without changing input/output formats.
The document discusses classes and objects in object-oriented programming. It defines a class as a blueprint that defines the data and functions that objects of that class will have. Objects are instances of a class that reserve memory and can access class data members and methods. The document outlines how to define a class with public and private sections, and how to then define objects as instances of a class that can access class methods.
The document discusses key concepts in object-oriented programming (OOP) including objects, classes, encapsulation, inheritance, polymorphism, and message passing. It provides examples of a simple class named "item" that includes variables and methods. It also discusses how objects are composed of data and functions, and how classes are used to organize data and functions through principles like private/public access and data abstraction.
Object-Oriented Thinking- A way of viewing world – Agents and Communities, messages and methods, Responsibilities, Classes and Instances, Class Hierarchies- Inheritance, Method binding, Overriding and Exceptions, Summary of Object-Oriented concepts. Java buzzwords, An Overview of Java, Data types, Variables and Arrays, operators, expressions, control statements, Introducing classes, Methods and Classes, String handling.
Inheritance– Inheritance concept, Inheritance basics, Member access, Constructors, Creating Multilevel hierarchy, super uses, using final with inheritance, Polymorphism-ad hoc polymorphism, pure polymorphism, method overriding, abstract classes, Object class, forms of inheritance specialization, specification, construction, extension, limitation, combination, benefits of inheritance, costs of inheritance
This document discusses the key concepts of object-oriented programming (OOP) including objects, classes, encapsulation, inheritance, polymorphism, and abstraction. It defines objects as instances of classes that have data fields and methods. Classes contain both data and functions and can have private, public, or protected members. Encapsulation binds data and functions into a class. Inheritance allows deriving new classes from existing ones. Polymorphism enables classes to provide different implementations of methods with the same name. Abstraction simplifies complexity by modeling appropriate classes for a problem.
Yevhen Kalinichenko, Senior JavaScript Developer
“Object oriented concepts in real projects”
- Abstraction. What is it and what abstraction gives us
- Inheritance. Why do we need inheritance? Composition
over inheritance.
- Encapsulation. Why it’s so important to hide
implementation. Breaking of encapsulation leads us to
maintenance hell
- Polymorphism. Working with interface but not with
concrete implementation
- Single responsibility. Why “classes” must adhere single
responsibility
- Open/Closed principle
- Related topics – cohesion, coupling, interfaces,
separation of responsibilities for each team member.
This is a presentation I did for the Cedar Rapids .NET User Group (CRineta.org). It was intended to present object oriented concepts and their application in .NET and C#.
The document discusses various aspects of arrays in C# including:
- One dimensional arrays which contain variables of the same type and can be declared using syntax like int[] arrayName = new int[size];.
- Multidimensional arrays which are arrays of arrays and can be declared using syntax like double[,] arrayName = new double[rows,columns];
- Arrays of arrays which allow arrays to be nested inside other arrays.
- Other array topics covered include string manipulation, array lists, queues, and functions that can operate on arrays.
This document discusses encapsulation in object-oriented programming. It defines encapsulation as binding processing functions to data within self-contained modules or classes. Encapsulation keeps data safe from outside interfaces and misuse by wrapping the data and code that operates on it into a single entity. Benefits include improved understandability, security, and easier application maintenance. The document provides an example program demonstrating encapsulation through a College class with private data members and public member functions. It concludes that encapsulation is an important OOP feature that bundles data and functions together while allowing interaction through defined interfaces only.
This document provides an introduction to object-oriented programming concepts. It defines object-oriented programming as a way to conceptualize a program as interacting objects. Key concepts discussed include:
- Classes define templates for objects and their properties and behaviors.
- Objects are instantiated from classes and represent specific instances.
- Inheritance allows new classes to inherit properties from parent classes.
- Encapsulation groups related properties and methods together within objects.
- Polymorphism allows methods to perform different actions depending on an object's properties.
Encapsulation is a technique that makes fields in a class private and provides access to them via public methods. This prevents code outside the class from randomly accessing fields. Encapsulation combines data and behaviors in a class, and allows only behaviors to access and modify the data, controlling its values. It hides how an object works internally, making only its behaviors visible. Encapsulation draws boundaries around data and methods, allowing developers to use code without knowing how it works. It makes code more maintainable, flexible, and extensible by allowing updates without changing input/output formats.
This document provides an introduction to object-oriented programming (OOP). It discusses the basic elements of OOP including objects, methods/actions, and classes. Objects are instances of classes that represent real-world entities. Methods are associated actions. Classes group similar objects. The document also outlines key OOP features such as polymorphism, inheritance, encapsulation, and information hiding. Polymorphism allows one interface with multiple methods. Inheritance transfers properties from superclasses to subclasses. Encapsulation binds data and actions within a class, while information hiding protects parts of a class from external access.
1. The document discusses key object-oriented programming (OOP) concepts in C++ including objects, classes, data abstraction, encapsulation, inheritance, and polymorphism.
2. An object can be a variable, data structure, or function, and in class-based OOP refers to an instance of a class containing variables, functions, and data structures.
3. A C++ class declares a user-defined type with data members and member functions (methods), with access controlled by private, protected, or public specifiers.
The document discusses access specifiers in C++ classes. There are three access specifiers: public, private, and protected. Private restricts access to class members to only within the class, public allows access from anywhere, and protected is used for inheritance but not discussed here. By default, members are private. Public members can be accessed from outside the class, while private members can only be accessed within class functions. Access specifiers control the scope and accessibility of class members.
Basic Concepts of Object Oriented Programming (OOP) explained in layman's terms. For having a better understanding of building blocks of OOPs Language. Explanantion of Class, Objects & Methods followed by explanation of Message Passing, Inheritance, Abstraction, Encapsulation, & Polymorphism with examples.
This document discusses object-oriented programming concepts in Kotlin such as classes, objects, methods, and static methods. It provides examples of defining classes that represent real-world entities like cars. Objects are defined as instances of classes that contain an address and occupy memory. Methods are functions that are part of a class and can be invoked by objects. Static methods belong to a class rather than individual objects.
The document discusses the history and key concepts of C++, including its creation by Bjarne Stroustrup, the influences on its development, and its combination of efficiency from C with ease of use from object-oriented programming. It explains the three main traits of object-oriented programming - encapsulation, polymorphism, and inheritance - and provides examples of each concept. The document also provides guidance for new C++ programmers on using header files, the main function, and input/output statements in their first C++ program.
The document provides an overview of object-oriented programming concepts including classes, objects, inheritance, encapsulation, polymorphism and more. It defines a class as a blueprint for an object, and an object as an instance of a class. Classes can inherit properties and behaviors from other classes. Encapsulation groups an object's data and methods together. Polymorphism allows the same operation to be performed in different ways through method overloading and overriding.
Encapsulation and inheritance are key concepts in object-oriented programming. Encapsulation involves bundling together data and behaviors so they are inseparable, and information hiding separates internal implementation details from external access. There are three main ways to encapsulate data: using public, private, or protected access specifiers. Inheritance allows one class to acquire properties from another base class, enabling code reuse, extension of existing functionality, and modification through method overloading. Derived classes extend and specialize functionality of base classes.
This document provides an overview of object-oriented programming concepts including:
1. It discusses the evolution of programming languages from low-level languages close to the machine to high-level languages close to the problem being solved.
2. Key concepts of object-oriented programming like encapsulation, abstraction, inheritance and polymorphism are explained.
3. The advantages of OOP like reusability, easy maintenance and modeling real-world problems are highlighted along with some disadvantages like over generalization of classes.
This document discusses encapsulation in object-oriented programming. Encapsulation involves enclosing data and functions together within a class and restricting access to that data. The document defines encapsulation and explains how it is used to hide implementation details and bind data to a single unit. It also discusses different access specifiers like public, private, protected, internal, and protected internal and how they control access to variables and methods within and outside of classes.
2CPP05 - Modelling an Object Oriented ProgramMichael Heron
This document discusses class diagrams and their use in modeling object-oriented programs. Class diagrams visually represent the relationships between classes, including composition, aggregation, and inheritance. They can reveal high coupling between classes and low cohesion within classes, both of which make programs harder to maintain and change. The document recommends aiming for high cohesion and low coupling in object-oriented design.
The document discusses key concepts in object-oriented programming (OOP) including objects, classes, encapsulation, inheritance, polymorphism, and message passing. It provides examples of a simple class named "item" that includes variables and methods. It also discusses how objects are composed of data and functions, and how classes are used to organize data and functions through principles like private/public access and data abstraction.
Object-Oriented Thinking- A way of viewing world – Agents and Communities, messages and methods, Responsibilities, Classes and Instances, Class Hierarchies- Inheritance, Method binding, Overriding and Exceptions, Summary of Object-Oriented concepts. Java buzzwords, An Overview of Java, Data types, Variables and Arrays, operators, expressions, control statements, Introducing classes, Methods and Classes, String handling.
Inheritance– Inheritance concept, Inheritance basics, Member access, Constructors, Creating Multilevel hierarchy, super uses, using final with inheritance, Polymorphism-ad hoc polymorphism, pure polymorphism, method overriding, abstract classes, Object class, forms of inheritance specialization, specification, construction, extension, limitation, combination, benefits of inheritance, costs of inheritance
This document discusses the key concepts of object-oriented programming (OOP) including objects, classes, encapsulation, inheritance, polymorphism, and abstraction. It defines objects as instances of classes that have data fields and methods. Classes contain both data and functions and can have private, public, or protected members. Encapsulation binds data and functions into a class. Inheritance allows deriving new classes from existing ones. Polymorphism enables classes to provide different implementations of methods with the same name. Abstraction simplifies complexity by modeling appropriate classes for a problem.
Yevhen Kalinichenko, Senior JavaScript Developer
“Object oriented concepts in real projects”
- Abstraction. What is it and what abstraction gives us
- Inheritance. Why do we need inheritance? Composition
over inheritance.
- Encapsulation. Why it’s so important to hide
implementation. Breaking of encapsulation leads us to
maintenance hell
- Polymorphism. Working with interface but not with
concrete implementation
- Single responsibility. Why “classes” must adhere single
responsibility
- Open/Closed principle
- Related topics – cohesion, coupling, interfaces,
separation of responsibilities for each team member.
This is a presentation I did for the Cedar Rapids .NET User Group (CRineta.org). It was intended to present object oriented concepts and their application in .NET and C#.
The document discusses various aspects of arrays in C# including:
- One dimensional arrays which contain variables of the same type and can be declared using syntax like int[] arrayName = new int[size];.
- Multidimensional arrays which are arrays of arrays and can be declared using syntax like double[,] arrayName = new double[rows,columns];
- Arrays of arrays which allow arrays to be nested inside other arrays.
- Other array topics covered include string manipulation, array lists, queues, and functions that can operate on arrays.
This document discusses encapsulation in object-oriented programming. It defines encapsulation as binding processing functions to data within self-contained modules or classes. Encapsulation keeps data safe from outside interfaces and misuse by wrapping the data and code that operates on it into a single entity. Benefits include improved understandability, security, and easier application maintenance. The document provides an example program demonstrating encapsulation through a College class with private data members and public member functions. It concludes that encapsulation is an important OOP feature that bundles data and functions together while allowing interaction through defined interfaces only.
This document provides an introduction to object-oriented programming concepts. It defines object-oriented programming as a way to conceptualize a program as interacting objects. Key concepts discussed include:
- Classes define templates for objects and their properties and behaviors.
- Objects are instantiated from classes and represent specific instances.
- Inheritance allows new classes to inherit properties from parent classes.
- Encapsulation groups related properties and methods together within objects.
- Polymorphism allows methods to perform different actions depending on an object's properties.
Encapsulation is a technique that makes fields in a class private and provides access to them via public methods. This prevents code outside the class from randomly accessing fields. Encapsulation combines data and behaviors in a class, and allows only behaviors to access and modify the data, controlling its values. It hides how an object works internally, making only its behaviors visible. Encapsulation draws boundaries around data and methods, allowing developers to use code without knowing how it works. It makes code more maintainable, flexible, and extensible by allowing updates without changing input/output formats.
This document provides an introduction to object-oriented programming (OOP). It discusses the basic elements of OOP including objects, methods/actions, and classes. Objects are instances of classes that represent real-world entities. Methods are associated actions. Classes group similar objects. The document also outlines key OOP features such as polymorphism, inheritance, encapsulation, and information hiding. Polymorphism allows one interface with multiple methods. Inheritance transfers properties from superclasses to subclasses. Encapsulation binds data and actions within a class, while information hiding protects parts of a class from external access.
1. The document discusses key object-oriented programming (OOP) concepts in C++ including objects, classes, data abstraction, encapsulation, inheritance, and polymorphism.
2. An object can be a variable, data structure, or function, and in class-based OOP refers to an instance of a class containing variables, functions, and data structures.
3. A C++ class declares a user-defined type with data members and member functions (methods), with access controlled by private, protected, or public specifiers.
The document discusses access specifiers in C++ classes. There are three access specifiers: public, private, and protected. Private restricts access to class members to only within the class, public allows access from anywhere, and protected is used for inheritance but not discussed here. By default, members are private. Public members can be accessed from outside the class, while private members can only be accessed within class functions. Access specifiers control the scope and accessibility of class members.
Basic Concepts of Object Oriented Programming (OOP) explained in layman's terms. For having a better understanding of building blocks of OOPs Language. Explanantion of Class, Objects & Methods followed by explanation of Message Passing, Inheritance, Abstraction, Encapsulation, & Polymorphism with examples.
This document discusses object-oriented programming concepts in Kotlin such as classes, objects, methods, and static methods. It provides examples of defining classes that represent real-world entities like cars. Objects are defined as instances of classes that contain an address and occupy memory. Methods are functions that are part of a class and can be invoked by objects. Static methods belong to a class rather than individual objects.
The document discusses the history and key concepts of C++, including its creation by Bjarne Stroustrup, the influences on its development, and its combination of efficiency from C with ease of use from object-oriented programming. It explains the three main traits of object-oriented programming - encapsulation, polymorphism, and inheritance - and provides examples of each concept. The document also provides guidance for new C++ programmers on using header files, the main function, and input/output statements in their first C++ program.
The document provides an overview of object-oriented programming concepts including classes, objects, inheritance, encapsulation, polymorphism and more. It defines a class as a blueprint for an object, and an object as an instance of a class. Classes can inherit properties and behaviors from other classes. Encapsulation groups an object's data and methods together. Polymorphism allows the same operation to be performed in different ways through method overloading and overriding.
Encapsulation and inheritance are key concepts in object-oriented programming. Encapsulation involves bundling together data and behaviors so they are inseparable, and information hiding separates internal implementation details from external access. There are three main ways to encapsulate data: using public, private, or protected access specifiers. Inheritance allows one class to acquire properties from another base class, enabling code reuse, extension of existing functionality, and modification through method overloading. Derived classes extend and specialize functionality of base classes.
This document provides an overview of object-oriented programming concepts including:
1. It discusses the evolution of programming languages from low-level languages close to the machine to high-level languages close to the problem being solved.
2. Key concepts of object-oriented programming like encapsulation, abstraction, inheritance and polymorphism are explained.
3. The advantages of OOP like reusability, easy maintenance and modeling real-world problems are highlighted along with some disadvantages like over generalization of classes.
This document discusses encapsulation in object-oriented programming. Encapsulation involves enclosing data and functions together within a class and restricting access to that data. The document defines encapsulation and explains how it is used to hide implementation details and bind data to a single unit. It also discusses different access specifiers like public, private, protected, internal, and protected internal and how they control access to variables and methods within and outside of classes.
2CPP05 - Modelling an Object Oriented ProgramMichael Heron
This document discusses class diagrams and their use in modeling object-oriented programs. Class diagrams visually represent the relationships between classes, including composition, aggregation, and inheritance. They can reveal high coupling between classes and low cohesion within classes, both of which make programs harder to maintain and change. The document recommends aiming for high cohesion and low coupling in object-oriented design.
The document introduces design patterns and their key elements. It discusses how design patterns help address common object-oriented design problems like determining appropriate objects, object granularity, specifying interfaces, and implementations. Key points made include: design patterns make reuse easier, express proven techniques, help choose reusable designs, and get a design "right" faster. Each pattern has a name, problem description, solution, and consequences. Patterns are organized by purpose (creational, structural, behavioral) and scope (class, object).
This document introduces design patterns and their key elements. Design patterns help designers solve common problems in object-oriented software design and make reusable designs more accessible. A pattern has four elements - a name, the problem it addresses, the solution, and consequences of applying the pattern. Patterns are organized based on their purpose (creational, structural, behavioral) and scope (object, class, etc.). The document outlines 23 classic design patterns organized in a catalog.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This document provides an overview of object-oriented programming (OOP) concepts including objects, classes, encapsulation, inheritance, polymorphism, and abstraction. It explains that OOP allows decomposition of programs into objects that contain both data and functions. Classes act as blueprints for objects and define their properties and behaviors.
The document discusses design patterns used in object-oriented programming. It describes common design patterns like factory method, singleton, observer, and adapter patterns. It also discusses principles for assigning responsibilities to objects like high cohesion and low coupling. The document provides examples of applying these patterns and principles to design software objects and systems.
Encapsulation is a core principle of object-oriented programming that involves binding together data and functions that manipulate the data, and restricting access to these from outside the encapsulating structure. This lecture discusses how encapsulation addresses issues like global scope by allowing data access through class-defined interfaces. It also explains how encapsulation supports information hiding through private and public visibility modifiers, and how this improves code maintainability and limits the impact of changes. Well-designed classes employ encapsulation by making all attributes private and only exposing relevant interface methods as public.
Class and object diagrams are commonly used in UML to model the static design view of a system. A class diagram shows the classes, interfaces, and relationships in a system, while an object diagram shows the instances of classes at a specific point in time. Class diagrams are important for visualizing, specifying, documenting, and constructing systems through forward and reverse engineering. Object diagrams can model snapshots of object structures in a running system and are useful for modeling complex data structures. Both diagrams indicate which elements know about others and what type of relationships exist between them.
This document provides an overview of object-oriented programming (OOP) concepts including classes, objects, encapsulation, inheritance, polymorphism, and relationships between objects. It compares OOP to structured programming and outlines the benefits of OOP such as reusability, extensibility, and maintainability. Key OOP features like encapsulation, inheritance, polymorphism, and relationships are explained in detail. The document also introduces the Unified Modeling Language (UML) as a standard language for visualizing and modeling software systems using OOP concepts.
This document discusses object-oriented thinking and design. It emphasizes thinking in terms of objects and their interfaces rather than implementation details. The key points made include:
- Properly designed classes have an interface that defines what users need to access and an implementation that is hidden from users.
- Interfaces should be designed to be abstract rather than concrete so classes are more reusable.
- Classes should provide the minimal necessary interface to users and only what they need to know to use the class.
- Implementation details should be able to change without affecting how users interface with the class.
Fundamentals of OOP (Object Oriented Programming)MD Sulaiman
The document discusses object-oriented programming concepts including objects, classes, message passing, abstraction, encapsulation, inheritance, polymorphism, and dynamic binding. It provides examples and definitions for each concept. It also covers basic class concepts like defining classes, creating objects, using constructors, and accessing instance variables and methods. The document appears to be teaching material for an introductory object-oriented programming course.
The document discusses object-oriented programming concepts including objects, classes, message passing, abstraction, encapsulation, inheritance, polymorphism, and dynamic binding. It provides examples and definitions for each concept. It also discusses how to represent real-world entities like a person or place as objects with states (attributes and values) and behaviors (methods). Classes are defined as blueprints that specify common properties and functionality for objects. The relationships between classes and objects are demonstrated.
This document provides an introduction to object-oriented concepts and methodologies. It defines key OO terms like abstraction, encapsulation, polymorphism, and more. It also discusses object-oriented modeling techniques and popular object-oriented methodologies like Booch, RDD, OMT, and OOSE. The document aims to equip readers with an understanding of fundamental OO principles and how they are applied in analysis, design, and implementation of object-oriented systems.
C++ is a middle-level programming language developed by Bjarne Stroustrup starting in 1979 at Bell Labs. C++ runs on a variety of platforms, such as Windows, Mac OS, and the various versions of UNIX
Most C++ compilers don't care what extension you give your source code, but if you don't specify otherwise, many will use .cpp by default
Most frequently used and free available compiler is GNU C/C++ compiler, otherwise you can have compilers either from HP or Solaris if you have respective Operating Systems.
This document discusses object-oriented design principles to improve software quality. It introduces principles like encapsulation, the single responsibility principle, the open-closed principle, and the Liskov substitution principle. It explains how these principles, when applied, can help make software more maintainable, flexible, and reusable by reducing coupling between classes and increasing cohesion. Examples are provided to illustrate correct and incorrect implementations of these principles.
Unit 2 discusses different programming paradigms including structured and unstructured programming. Structured programming divides code into modular functions making it easier to test, debug and modify, while unstructured programming writes code in a single block. Common structured programming languages include C and Pascal.
Unit 2 discusses different programming paradigms including structured and unstructured programming. Structured programming divides code into modular functions making it easier to test, debug and modify, while unstructured programming writes code in a single block. Common structured programming languages include C and Pascal.
Meeple centred design - Board Game AccessibilityMichael Heron
Delivered at the UK Games Expo on Friday 1st of June, 2018 . In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important - not just for its own sake, but for all of us.
Pages referenced here:
Meeple Like Us: http://meeplelikeus.co.uk
The Game Accessibility Guidelines: http://gameaccessibilityguidelines.com/
Eighteen Months of Meeple Like Us:
http://meeplelikeus.co.uk/eighteen-months-of-meeple-like-us-an-exploration-into-the-state-of-board-game-accessibility/
Meeple Centred Design: http://meeplelikeus.co.uk/meeple-centred-design-a-heuristic-toolkit-for-evaluating-the-accessibility-of-tabletop-games/
This document discusses the challenges of defining and identifying plagiarism in programming coursework submissions. It notes that software engineering best practices like code reuse and standard algorithms/patterns can conflict with academic definitions of plagiarism. It also examines ethics issues around methods for identifying plagiarism in code, and recommends as good practice notifying students of potential mini-vivas in advance and giving them access to annotated transcripts before misconduct hearings. The overall aim is to have a fair and balanced approach that considers the complexities of programming assignments and students' perspectives.
Accessibility Support with the ACCESS FrameworkMichael Heron
The ACCESS Framework aims to improve accessibility support by making it more accessible itself. It uses plug-ins to identify usability issues and automatically make corrections to address them. Users provide feedback to reinforce helpful changes. Evaluation found the framework improved performance on mouse tasks and users understood and accepted its approach after using it. Future work focuses on additional input methods, cross-platform support, and community involvement.
ACCESS: A Technical Framework for Adaptive Accessibility SupportMichael Heron
The document describes ACCESS, an open source framework that aims to provide accessibility support for older and less experienced computer users by automatically configuring the operating system based on a user's interactions. The framework uses plugins that monitor user behavior and can make changes like increasing mouse click thresholds. Experimental results found users found the tool beneficial and non-intrusive. Future work includes adding real-time correction and addressing security/trust issues before broader deployment.
This document discusses authorship and collaboration in multiplayer online text-based games (MUDs). It notes that MUDs have no single author and evolve continuously through contributions from many developers and players over long periods of time. Determining authorial intent is difficult as control and direction change hands frequently. The code infrastructure is built and maintained by many, influencing but not dictating the narrative elements added by others. Players also influence the game's direction through feedback and invested time. Thus MUDs frustrate traditional notions of a fixed work with a single author.
This document discusses object inheritance in systems analysis and design. It covers key concepts like inheritance, composition, aggregation, and the relationships between classes. It explains how inheritance allows classes to inherit attributes and behaviors from parent classes, and how child classes can specialize or extend parent classes through overriding and adding new functionality. The document also discusses the differences between single and multiple inheritance and how inheritance is implemented in languages like Java and .NET.
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
DDS Security Version 1.2 was adopted in 2024. This revision strengthens support for long runnings systems adding new cryptographic algorithms, certificate revocation, and hardness against DoS attacks.
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A lot of technical challenges and complexity come with building a cloud-native and distributed architecture. The way we develop backend software has fundamentally changed in the last ten years. Managing a microservices architecture demands a lot of us to ensure observability and operational resiliency. But did you also change the way you run your development teams?
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Could you use a simple piece of Scala validation code (granted, a very simplistic one too!) that you can rewrite, now and again, to refresh your basic understanding of Applicative operators <*>, <*, *>?
The goal is not to write perfect code showcasing validation, but rather, to provide a small, rough-and ready exercise to reinforce your muscle-memory.
Despite its grandiose-sounding title, this deck consists of just three slides showing the Scala 3 code to be rewritten whenever the details of the operators begin to fade away.
The code is my rough and ready translation of a Haskell user-validation program found in a book called Finding Success (and Failure) in Haskell - Fall in love with applicative functors.
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The aviation industry has always been a prime target for cybercriminals due to its critical infrastructure and high stakes. In the first quarter of 2024, the sector faced an alarming surge in cybersecurity threats, revealing its vulnerabilities and the relentless sophistication of cyber attackers.
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Atelier - Innover avec l’IA Générative et les graphes de connaissancesNeo4j
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Allez au-delà du battage médiatique autour de l’IA et découvrez des techniques pratiques pour utiliser l’IA de manière responsable à travers les données de votre organisation. Explorez comment utiliser les graphes de connaissances pour augmenter la précision, la transparence et la capacité d’explication dans les systèmes d’IA générative. Vous partirez avec une expérience pratique combinant les relations entre les données et les LLM pour apporter du contexte spécifique à votre domaine et améliorer votre raisonnement.
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2. Introduction
• One of the things that distinguishes object orientation from
other kinds of programming is the tight coupling between
functions and data.
• This is a principle known as encapsulation.
• In this lecture we are going to talk about why this is such an
important technique.
• And the problems it was designed to resolve.
3. Scope
• Cast your minds back to a few weeks ago when we talked
about global scope.
• I mentioned this was an easy way to cause problems in large
programs.
• By storing data along with the methods that act on that data
(in a class), it is possible to have access to data without global
scope.
• Variables inside a class have class-wide scope.
4. Encapsulation
• Encapsulation is the principle of keeping data and functions
together in one unit.
• The class
• By doing this, we have a highly portable unit of data we can
manipulate.
• But only through the functions that we set.
• We can set an interface on an object that permits us fine-
grained control over access.
5. Back To Our Account Class
class Account {
private:
int balance;
int overdraft;
public:
int query_balance();
void set_balance (int);
int query_overdraft();
void set_overdraft (int);
bool adjust_balance (int);
};
6. Private and Public
• We set sections of the code to be either private or public.
• private for variables
• public for functions
• These are known as visibility modifiers.
• They change how visible these things are to other pieces of code.
• There exists a third called protected.
• Of more niche benefit.
7. Private
• Private visibility means that variables (or functions) are
available only to the class in which they are defined.
• We can access balance and overdraft as variables within the
methods of our object.
• We cannot access them outside of that object.
• We do this to make sure that people cannot simply set the
value on our data.
• They have to go through methods we provide
8. Public
• Public means anything has access.
• It’s the highest level of visibility.
• We reserve this visibility for methods that we don’t mind
everyone being able to use.
• These methods make up our interface to the object.
• We use a pair of such methods around private variables.
• We call these access methods
• Usually a query_x and a set_x.
9. Impact of Change
• It’s very common when writing a program to have to change
the way things work.
• Alas, this comes with major side-effects for many situations.
• When working with other developers especially, you need to
be wary.
• The interface to the objects you write is a kind of informal
contract with your colleagues.
• It’s important to be respectful when developing.
10. Impact of Change
• Impact of Change defines how much code is likely to need
changed if you make an adjustment to your code.
• The higher the impact, the more code will need modified.
• Some things are almost always safe to do.
• Add in variables.
• Add in methods
• Some things are almost never safe to do.
• Change what a method does
11. Impact of Change
• In large object oriented programs, there may be thousands of
classes.
• All interrelated in complex ways.
• It is not possible to know which objects may be using public
methods and variables in your code.
• You have to assume if it can be accessed, it will be accessed.
• Can’t change code indiscriminately.
• That’s not respectful.
12. Impact of Change
• Instead, what we do is restrict visibility.
• To private, ideally.
• We expose as public only those methods we are happy to
support.
• This limits the impact of change.
• We only need to change things in our own class if we modify
things.
• Important to be able to make adjustments in your code.
• Private access permits this.
13. What is the benefit?
• Simplify documentation.
• External documentation can focus on only relevant functions.
• Can ensure fidelity of access.
• If the only access to data is through methods you provide, you can ensure
consistency of access.
• Hides the implementation details from other objects.
• In large projects, a developer should not have to be aware of how a class is
structures.
• Simplifies code
• All access to the object through predefined interfaces.
14. Designing A Class
• A properly encapsulated class has the following traits.
• All data that belongs to the class is stored in the class.
• Or at least, represented directly in the class.
• All attributes are private.
• There’s almost never a good reason to make an attribute public.
• Hardly ever a good reason to make an attribute protected.
15. The Class Interface
• Classes have a defined interface.
• This is the set of public methods they expose.
• A properly encapsulated class has a coherent interface.
• It exposes only those methods that are of interest to external
classes.
• A properly encapsulated class has a clean divide between its
interface and its implementation.
16. Interfaces
• The easiest way to think of an interface is with a metaphor.
• Imagine your car’s engine.
• You don’t directly interact with the engine.
• You have an interface to that car engine that is defined by:
• Gears
• Pedals
• Ignition
• Likewise with the car wheels.
• Your steering wheel is the interface to your wheels.
• As long as the interface remains consistent…
• It doesn’t matter what engine is in the car.
• Change the interface, and you can no longer drive the car the same way.
17. Interface and Implementation
• Within a properly encapsulated class, it does not matter to
external developers how a class is implemented.
• I know what goes in
• I know what comes out
• The interface to a class can remain constant even while the
entirety of the class is rewritten.
• Not an uncommon act in development.
18. Interface and Implementation
• It’s important to design a clean an effective interface.
• It’s safe to change encapsulated implementation.
• It’s usually not safe to change a public interface.
• You are committed to the code that you expose publicly.
• When new versions of Java deprecate existing functionality, they
never just switch it off.
19. Interface
• Our interface may expose a set of public methods with a
certain signature.
• Return type
• Name
• Parameters
• As long as we keep those signatures constant, it doesn’t
matter how our class works internally.
20. Object Oriented Terminology
• Object orientation comes with an extra jargon burden.
• As with most things in programming.
• Variables in classes are usually known as attributes.
• It just means ‘a variable that belongs to a class’
• Functions are usually known as methods.
• Or behaviours.
21. Object Oriented Programs
• The relationship between objects and classes becomes very
complex in many computer programs.
• Some means of representing this complexity ‘at a glance’ is
useful.
• This is what a class diagram is used for.
• It gives the static view of a program’s architecture.
• Other techniques exist too.
• They vary in effectiveness.
22. Class Diagrams
• At their simplest, class diagrams are just boxes with lines
connecting them to other boxes.
• They show the relationship between classes only.
23. Class Diagrams
• At the next level of usefulness, class diagrams also contain
information about attributes and methods.
• Attributes in the second row
• Methods in the third
• At their best, class diagrams contain class relationships, methods,
attributes, and the visibility of each.
• They also explicitly show multiplicity.
• How many of one object relate to how many of another.
25. Summary
• Today we talked about encapsulation.
• Storing attributes along with the methods that act on them.
• It is a powerful technique for ensuring fidelity of our objects.
• People can’t change the except through the interfaces we provide.
• Good object design is to keep attributes private.
• And permit access only through accessor methods.