lecture10.ppt fir class ibect fir c++ fr oppsmanomkpsg
Classes and Objects introduces object-oriented programming concepts like encapsulation, classes, and objects. A class defines the data attributes and behaviors of an object. Objects are instantiated from classes. The document then discusses using structures to define custom data types before introducing classes as a better way to implement abstract data types using encapsulation. It provides examples of defining Time classes to represent time values and operations on them. Member functions are defined both inside and outside classes using the scope resolution operator. Access specifiers control access to class members.
Classes and Objects introduces object-oriented programming concepts like encapsulation, classes, and objects. A class defines the data attributes and behaviors of an object using data members and member functions. Objects are instantiated from classes and can access members using dot or arrow operators. The implementation of classes separates the interface from the implementation allowing for easier modification. Access specifiers like public and private control access to members. Utility functions support public functions without exposing implementation details.
Classes and Objects introduce object-oriented programming concepts like encapsulation and classes. A class defines the data attributes and behaviors of an object. Objects are instantiated from classes and resemble real-world objects. The document discusses class structure definitions, accessing structure members, implementing a time abstract data type with a class, and separating interface from implementation with header files.
C++ppt. Classs and object, class and objectsecondakay
1. Classes are blueprints that define objects with attributes (data members) and behaviors (member functions). Objects are instantiated from classes.
2. The Time class implements a time abstract data type with data members for hours, minutes, seconds and member functions to set time and print time in different formats.
3. Classes allow for encapsulation of data and functions, information hiding of implementation details, and software reusability through class libraries.
1. The document discusses separating a class interface from its implementation by defining the class in a header file and defining member functions in a source code file.
2. It shows a Time class defined in the time1.h header file and member functions defined in the time1.cpp source file.
3. A driver program includes the header file, creates a Time object, and calls member functions to demonstrate the separation of interface and implementation.
1. The document discusses separating a class interface from its implementation by defining the class in a header file and defining member functions in a source code file.
2. It shows a Time class defined in the time1.h header file and its member functions defined in the time1.cpp source file.
3. A driver program includes the header file, creates a Time object, and calls member functions to demonstrate separating interface and implementation works as expected.
Object Oriented Programming involves modeling real-world entities as objects that encapsulate both data and behavior. Classes define these objects by grouping related data members and functions together, and objects are instantiated from classes. Some key aspects of OOP include:
1. Encapsulation which involves hiding implementation details within classes and exposing a public interface.
2. Inheritance which allows a derived class to extend a base class while retaining shared properties.
3. Dynamic binding which enables polymorphic behavior where derived classes can exhibit different behavior than base classes in the same context.
Object Oriented Programming involves modeling real-world entities as objects that encapsulate both data and behavior. Classes define these objects by grouping the data (attributes) and functions (methods) that operate on that data. In C++, classes use access specifiers like public and private to control whether data and methods can be accessed from outside the class or only within the class. Methods are defined either inside or outside the class using the scope resolution operator. Objects are instantiated from classes and their methods and data can be accessed using dot or arrow operators.
The document discusses friend functions and classes, which can access private and protected members of another class. It provides examples of declaring friend functions and classes, and demonstrates how friend functions can modify private variables, while non-friend functions cannot. The document also covers static class members, which are shared by all objects of a class, and proxy classes, which hide the implementation of another class through a public interface.
The document describes object-oriented programming concepts like classes, objects, encapsulation, and properties. It provides code examples of a Time class that encapsulates time data and provides methods to work with it. The Time class uses properties to safely access private member variables for hour, minute and second. Constructors are demonstrated that initialize Time objects with different parameters.
This document provides an overview of classes in C++. It begins with definitions and concepts related to classes, such as encapsulation and user-defined types. It then provides examples of declaring and defining a simple Time class with attributes like hours, minutes, seconds and methods to set, get, print and change the time. The document also discusses class members, access specifiers, constructors, pointers and references to class objects, and getter and setter methods. It concludes with brief mentions of utility functions, separating interface from implementation, and organizing classes across header and source files.
The document discusses object-oriented programming concepts like classes, objects, member functions, data members, constructors, and encapsulation. It explains that a class defines the structure and behavior of objects, with data members representing attributes and member functions representing behaviors. Constructors initialize an object's data when it is created. Encapsulation protects data by making it private and only accessible through public member functions.
Here is the implementation of the DayType class with the required operations:
[CODE]
#include <iostream>
using namespace std;
class DayType {
private:
string day;
public:
DayType(string d="Sun") {
day = d;
}
void setDay(string d) {
day = d;
}
void printDay() {
cout << day << endl;
}
string returnDay() {
return day;
}
string nextDay() {
if(day == "Sat")
return "Sun";
else {
int index = 0;
if(day == "Sun")
index = 0;
C++ classes allow programmers to encapsulate data and functions into user-defined types called classes. A class defines the data attributes and functions that operate on those attributes. Classes support object-oriented programming by allowing objects to be created from a class which store and manipulate data private to the class through public member functions.
Data Structure & Algorithm - Self Referentialbabuk110
The document discusses structures in C programming. It defines a structure as a collection of logically related data items of different datatypes grouped together under a single name. Some key points discussed include:
- Structures allow user-defined datatypes that can group different data types together.
- Structures are defined using the struct keyword followed by the structure name and members.
- Structure variables are declared to use the structure datatype. Arrays of structures can also be defined.
- Members of a structure can be accessed using the dot (.) operator or arrow (->) operator for pointers to structures.
The document provides examples of defining, declaring, and accessing structure variables and members.
The document discusses object oriented programming concepts in C++ including classes, objects, data members, member functions, data abstraction, encapsulation, inheritance, polymorphism, access specifiers, and constructors. It provides examples of defining a class with private, public, and protected data members and member functions. Constructors such as the default, parameterized, and copy constructor are demonstrated. Inheritance concepts such as the base class, derived class, types of inheritance and visibility modes are explained.
Classes and Objects
Classes in C++
Declaring Objects
Access Specifiers and their Scope
Defining Member Function
Overloading Member Function
Nested class
Constructors and Destructors
Introduction
Characteristics of Constructor and Destructor
Application with Constructor
Constructor with Arguments (parameterized Constructors)
Destructors
Introduction to Fundamental of Class.pptxDawitTekie1
What is a Class?
A class is a blueprint or template for creating objects. It defines a set of attributes (data) and methods (functions) that the created objects will have. Classes are a core concept in Object-Oriented Programming (OOP).
Think of a class like a blueprint for a house — it defines the structure, but the actual house (object) is built based on that blueprint.
Chapter 2 OOP using C++ (Introduction).pptxFiraolGadissa
Introduction to Object-Oriented Programming
Object-Oriented Programming (OOP) is a programming paradigm that organizes software design around data, or objects, rather than functions and logic. It is widely used for developing complex, scalable, and maintainable software systems. The core principles of OOP include encapsulation, abstraction, inheritance, and polymorphism.
Key Concepts of OOP
Encapsulation: This involves bundling data and methods that operate on that data within a single unit, called an object. It helps protect the internal state of an object from external interference23.
Abstraction: This principle focuses on exposing only necessary information while hiding complex details. It allows users to interact with objects without knowing their internal workings23.
Inheritance: This feature enables a new class (subclass) to inherit properties and behaviors from an existing class (superclass), promoting code reuse and hierarchical organization23.
Polymorphism: This allows objects of different classes to be treated as objects of a common superclass. It enables multiple behaviors to be implemented through a common interface23.
Object Technology and Programming Environment
Object Technology: This refers to the use of objects to model real-world entities in software development. It includes classes, objects, inheritance, polymorphism, and encapsulation7.
Programming Environment: OOP is typically supported in class-based languages like Java, Python, and C++. These environments provide tools for designing, developing, and testing object-oriented software
This document discusses object-oriented programming concepts in Python including:
- Classes define templates for objects with attributes and methods. Objects are instances of classes.
- The __init__ method initializes attributes when an object is constructed.
- Classes can make attributes private using double underscores. Encapsulation hides implementation details.
- Objects can be mutable, allowing state changes, or immutable like strings which cannot change.
- Inheritance allows subclasses to extend and modify parent class behavior through polymorphism.
1. A class defines a new user-defined type by encapsulating data members and member functions. Data members store the attributes of an object, while member functions implement the behaviors.
2. An object is an instance of a class that allocates memory for the class's data members. Objects are declared by specifying the class name followed by an identifier. Member functions manipulate the data members of an object using dot or arrow operators.
3. A class's data members and member functions can be accessed privately, publicly, or protected. Constructors initialize new objects by setting initial values for data members. Destructors release resources when objects are destroyed.
Object oriented programming involves modeling real-world entities as objects that encapsulate both data and behavior. Programmers define classes that specify the attributes and methods of these objects. This is a different approach than traditional procedural programming, as it focuses on objects rather than functions.
Object oriented programming involves modeling real-world entities as objects that encapsulate both data and behavior. Programmers define classes that specify the attributes and methods of these objects. This is a different approach than traditional procedural programming, as it focuses on objects rather than functions.
Object Oriented Programming involves modeling real-world entities as objects that encapsulate both data and behavior. Classes define these objects by grouping related data members and functions together, and objects are instantiated from classes. Some key aspects of OOP include:
1. Encapsulation which involves hiding implementation details within classes and exposing a public interface.
2. Inheritance which allows a derived class to extend a base class while retaining shared properties.
3. Dynamic binding which enables polymorphic behavior where derived classes can exhibit different behavior than base classes in the same context.
Object Oriented Programming involves modeling real-world entities as objects that encapsulate both data and behavior. Classes define these objects by grouping the data (attributes) and functions (methods) that operate on that data. In C++, classes use access specifiers like public and private to control whether data and methods can be accessed from outside the class or only within the class. Methods are defined either inside or outside the class using the scope resolution operator. Objects are instantiated from classes and their methods and data can be accessed using dot or arrow operators.
The document discusses friend functions and classes, which can access private and protected members of another class. It provides examples of declaring friend functions and classes, and demonstrates how friend functions can modify private variables, while non-friend functions cannot. The document also covers static class members, which are shared by all objects of a class, and proxy classes, which hide the implementation of another class through a public interface.
The document describes object-oriented programming concepts like classes, objects, encapsulation, and properties. It provides code examples of a Time class that encapsulates time data and provides methods to work with it. The Time class uses properties to safely access private member variables for hour, minute and second. Constructors are demonstrated that initialize Time objects with different parameters.
This document provides an overview of classes in C++. It begins with definitions and concepts related to classes, such as encapsulation and user-defined types. It then provides examples of declaring and defining a simple Time class with attributes like hours, minutes, seconds and methods to set, get, print and change the time. The document also discusses class members, access specifiers, constructors, pointers and references to class objects, and getter and setter methods. It concludes with brief mentions of utility functions, separating interface from implementation, and organizing classes across header and source files.
The document discusses object-oriented programming concepts like classes, objects, member functions, data members, constructors, and encapsulation. It explains that a class defines the structure and behavior of objects, with data members representing attributes and member functions representing behaviors. Constructors initialize an object's data when it is created. Encapsulation protects data by making it private and only accessible through public member functions.
Here is the implementation of the DayType class with the required operations:
[CODE]
#include <iostream>
using namespace std;
class DayType {
private:
string day;
public:
DayType(string d="Sun") {
day = d;
}
void setDay(string d) {
day = d;
}
void printDay() {
cout << day << endl;
}
string returnDay() {
return day;
}
string nextDay() {
if(day == "Sat")
return "Sun";
else {
int index = 0;
if(day == "Sun")
index = 0;
C++ classes allow programmers to encapsulate data and functions into user-defined types called classes. A class defines the data attributes and functions that operate on those attributes. Classes support object-oriented programming by allowing objects to be created from a class which store and manipulate data private to the class through public member functions.
Data Structure & Algorithm - Self Referentialbabuk110
The document discusses structures in C programming. It defines a structure as a collection of logically related data items of different datatypes grouped together under a single name. Some key points discussed include:
- Structures allow user-defined datatypes that can group different data types together.
- Structures are defined using the struct keyword followed by the structure name and members.
- Structure variables are declared to use the structure datatype. Arrays of structures can also be defined.
- Members of a structure can be accessed using the dot (.) operator or arrow (->) operator for pointers to structures.
The document provides examples of defining, declaring, and accessing structure variables and members.
The document discusses object oriented programming concepts in C++ including classes, objects, data members, member functions, data abstraction, encapsulation, inheritance, polymorphism, access specifiers, and constructors. It provides examples of defining a class with private, public, and protected data members and member functions. Constructors such as the default, parameterized, and copy constructor are demonstrated. Inheritance concepts such as the base class, derived class, types of inheritance and visibility modes are explained.
Classes and Objects
Classes in C++
Declaring Objects
Access Specifiers and their Scope
Defining Member Function
Overloading Member Function
Nested class
Constructors and Destructors
Introduction
Characteristics of Constructor and Destructor
Application with Constructor
Constructor with Arguments (parameterized Constructors)
Destructors
Introduction to Fundamental of Class.pptxDawitTekie1
What is a Class?
A class is a blueprint or template for creating objects. It defines a set of attributes (data) and methods (functions) that the created objects will have. Classes are a core concept in Object-Oriented Programming (OOP).
Think of a class like a blueprint for a house — it defines the structure, but the actual house (object) is built based on that blueprint.
Chapter 2 OOP using C++ (Introduction).pptxFiraolGadissa
Introduction to Object-Oriented Programming
Object-Oriented Programming (OOP) is a programming paradigm that organizes software design around data, or objects, rather than functions and logic. It is widely used for developing complex, scalable, and maintainable software systems. The core principles of OOP include encapsulation, abstraction, inheritance, and polymorphism.
Key Concepts of OOP
Encapsulation: This involves bundling data and methods that operate on that data within a single unit, called an object. It helps protect the internal state of an object from external interference23.
Abstraction: This principle focuses on exposing only necessary information while hiding complex details. It allows users to interact with objects without knowing their internal workings23.
Inheritance: This feature enables a new class (subclass) to inherit properties and behaviors from an existing class (superclass), promoting code reuse and hierarchical organization23.
Polymorphism: This allows objects of different classes to be treated as objects of a common superclass. It enables multiple behaviors to be implemented through a common interface23.
Object Technology and Programming Environment
Object Technology: This refers to the use of objects to model real-world entities in software development. It includes classes, objects, inheritance, polymorphism, and encapsulation7.
Programming Environment: OOP is typically supported in class-based languages like Java, Python, and C++. These environments provide tools for designing, developing, and testing object-oriented software
This document discusses object-oriented programming concepts in Python including:
- Classes define templates for objects with attributes and methods. Objects are instances of classes.
- The __init__ method initializes attributes when an object is constructed.
- Classes can make attributes private using double underscores. Encapsulation hides implementation details.
- Objects can be mutable, allowing state changes, or immutable like strings which cannot change.
- Inheritance allows subclasses to extend and modify parent class behavior through polymorphism.
1. A class defines a new user-defined type by encapsulating data members and member functions. Data members store the attributes of an object, while member functions implement the behaviors.
2. An object is an instance of a class that allocates memory for the class's data members. Objects are declared by specifying the class name followed by an identifier. Member functions manipulate the data members of an object using dot or arrow operators.
3. A class's data members and member functions can be accessed privately, publicly, or protected. Constructors initialize new objects by setting initial values for data members. Destructors release resources when objects are destroyed.
Object oriented programming involves modeling real-world entities as objects that encapsulate both data and behavior. Programmers define classes that specify the attributes and methods of these objects. This is a different approach than traditional procedural programming, as it focuses on objects rather than functions.
Object oriented programming involves modeling real-world entities as objects that encapsulate both data and behavior. Programmers define classes that specify the attributes and methods of these objects. This is a different approach than traditional procedural programming, as it focuses on objects rather than functions.
Paper: World Game (s) Great Redesign.pdfSteven McGee
Paper: The World Game (s) Great Redesign using Eco GDP Economic Epochs for programmable money pdf
Paper: THESIS: All artifacts internet, programmable net of money are formed using:
1) Epoch time cycle intervals ex: created by silicon microchip oscillations
2) Syntax parsed, processed during epoch time cycle intervals
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GiacomoVacca - WebRTC - troubleshooting media negotiation.pdfGiacomo Vacca
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Presentation Mehdi Monitorama 2022 Cancer and Monitoringmdaoudi
What observability can learn from medicine: why diagnosing complex systems takes more than one tool—and how to think like an engineer and a doctor.
What do a doctor and an SRE have in common? A diagnostic mindset.
Here’s how medicine can teach us to better understand and care for complex systems.
What Is Cloud-to-Cloud Migration?
Moving workloads, data, and services from one cloud provider to another (e.g., AWS → Azure).
Common in multi-cloud strategies, M&A, or cost optimization efforts.
Key Challenges
Data integrity & security
Downtime or service interruption
Compatibility of services & APIs
Managing hybrid environments
Compliance during migration
2. Introduction
• Object-oriented programming (OOP)
– Encapsulation: encapsulates data (attributes) and
functions (behavior) into packages called classes
– Information hiding : implementation details are
hidden within the classes themselves
• Classes
– Classes are the standard unit of programming
– A class is like a blueprint – reusable
– Objects are instantiated (created) from the class
– For example, a house is an instance of a “blueprint
class”
3. Implementing a Time Abstract Data
Type with a Class
• Classes
– Model objects that have attributes (data
members) and behaviors (member functions)
– Defined using keyword class
– Have a body delineated with braces ({ and })
– Class definitions terminate with a semicolon
– Example:
4. 1 class Time {
2 public:
3 Time();
4 void setTime( int, int,
int );
5 void printMilitary();
6 void printStandard();
7 private:
8 int hour; // 0 - 23
9 int minute; // 0 - 59
10 int second; // 0 - 59
11 };
Public: and Private: are
member-access specifiers.
setTime, printMilitary, and
printStandard are member
functions.
Time is the constructor.
hour, minute, and
second are data members.
5. Implementing a Time Abstract Data
Type with a Class
• Member access specifiers
– Classes can limit the access to their member functions and data
– The three types of access a class can grant are:
• Public — Accessible wherever the program has access to an object of
the class
• private — Accessible only to member functions of the class
• Protected — Similar to private and discussed later
• Constructor
– Special member function that initializes the data members of a
class object
– Cannot return values
– Have the same name as the class
6. Objects
• Class definition and declaration
– Once a class has been defined, it can be used as
a type in object, array and pointer declarations
– Example:
Time sunset, // object of type Time
arrayOfTimes[ 5 ], // array of Time objects
*pointerToTime, // pointer to a Time object
&dinnerTime = sunset; // reference to a Time object
Note: The class name
becomes the new type
specifier.
7. 1 // Fig. 6.3: fig06_03.cpp
2 // Time class.
3 #include <iostream>
4
5 using std::cout;
6 using std::endl;
7
8 // Time abstract data type (ADT) definition
9 class Time {
10 public:
11 Time(); // constructor
12 void setTime( int, int, int ); // set hour,
minute, second
13 void printMilitary(); // print military
time format
14 void printStandard(); // print standard
time format
15 private:
16 int hour; // 0 – 23
17 int minute; // 0 – 59
18 int second; // 0 – 59
19 };
20
21 // Time constructor initializes each data member to
zero. 22 // Ensures all Time objects start in a consistent
state. 23 Time::Time() { hour = minute = second = 0; }
24
25 // Set a new Time value using military time.
Perform validity
26 // checks on the data values. Set invalid values to
zero. 27 void Time::setTime( int h, int m, int s )
28 {
29 hour = ( h >= 0 && h < 24 ) ? h : 0;
30 minute = ( m >= 0 && m < 60 ) ? m : 0;
31 second = ( s >= 0 && s < 60 ) ? s : 0;
32 }
Note the :: preceding
the function names.
8. 33
34 // Print Time in military format
35 void Time::printMilitary()
36 {
37 cout << ( hour < 10 ? "0" : "" ) << hour << ":"
38 << ( minute < 10 ? "0" : "" ) << minute;
39 }
40
41 // Print Time in standard format
42 void Time::printStandard()
43 {
44 cout << ( ( hour == 0 || hour == 12 ) ? 12 :
hour % 12 )
45 << ":" << ( minute < 10 ? "0" : "" ) <<
minute 46 << ":" << ( second < 10 ? "0" : "" ) <<
second 47 << ( hour < 12 ? " AM" : " PM" );
48 }
49
50 // Driver to test simple class Time
51 int main()
52 {
53 Time t; // instantiate object t of class Time
54
55 cout << "The initial military time is ";
56 t.printMilitary();
57 cout << "nThe initial standard time is ";
58 t.printStandard();
59
9. 60 t.setTime( 13, 27, 6 );
61 cout << "nnMilitary time after setTime is ";
62 t.printMilitary();
63 cout << "nStandard time after setTime is ";
64 t.printStandard();
65
66 t.setTime( 99, 99, 99 ); // attempt invalid
settings 67 cout << "nnAfter attempting invalid settings:"
68 << "nMilitary time: ";
69 t.printMilitary();
70 cout << "nStandard time: ";
71 t.printStandard();
72 cout << endl;
73 return 0;
74 }
The initial military time is 00:00
The initial standard time is 12:00:00 AM
Military time after setTime is 13:27
Standard time after setTime is 1:27:06 PM
After attempting invalid settings:
Military time: 00:00
Standard time: 12:00:00 AM
10. Implementing a Time ADT with a Class
• Destructors
– Functions with the same name as the class but preceded
with a tilde character (~)
– Cannot take arguments and cannot be overloaded
– Performs “termination housekeeping”
• Binary scope resolution operator (::)
– Combines the class name with the member function
name
– Different classes can have member functions with the
same name
• Format for defining member functions
ReturnType ClassName::MemberFunctionName( ){
…
}
11. • If a member function is defined inside the
class
– Scope resolution operator and class name are not
needed
– Defining a function outside a class does not
change it being public or private
• Classes encourage software reuse
– Inheritance allows new classes to be derived from
old ones
Implementing a Time ADT with a Class
12. Class Scope and Accessing Class
Members
• Class scope
– Data members and member functions
• File scope
– Nonmember functions
• Inside a scope
– Members accessible by all member functions
• Referenced by name
• Outside a scope
– Members are referenced through handles
• An object name, a reference to an object or a pointer to an object
13. Class Scope and Accessing Class
Members
• Function scope
– Variables only known to function they are defined in
– Variables are destroyed after function completion
• Accessing class members
– Same as structs
– Dot (.) for objects and arrow (->) for pointers
– Example:
• t.hour is the hour element of t
• TimePtr->hour is the hour element
14. 1 // Fig. 6.4: fig06_04.cpp
2 // Demonstrating the class member access
operators . and ->
3 //
4 // CAUTION: IN FUTURE EXAMPLES WE AVOID PUBLIC
DATA! 5 #include <iostream>
6
7 using std::cout;
8 using std::endl;
9
10 // Simple class Count
11 class Count {
12 public:
13 int x;
14 void print() { cout << x << endl; }
15 };
16
17 int main()
18 {
19 Count counter, // create counter
object 20 *counterPtr = &counter, // pointer to
counter 21 &counterRef = counter; // reference to
counter 22
23 cout << "Assign 7 to x and print using the
object's name: ";
24 counter.x = 7; // assign 7 to data member
x 25 counter.print(); // call member function
print 26
27 cout << "Assign 8 to x and print using a
reference: ";
28 counterRef.x = 8; // assign 8 to data member
x 29 counterRef.print(); // call member function
print 30
15. 31 cout << "Assign 10 to x and print using a
pointer: ";
32 counterPtr->x = 10; // assign 10 to data member
x
33 counterPtr->print(); // call member function
print
34 return 0;
35 }
Assign 7 to x and print using the object's name: 7
Assign 8 to x and print using a reference: 8
Assign 10 to x and print using a pointer: 10
16. Controlling Access to Members
• public
– Presents clients with a view of the services the class
provides (interface)
– Data and member functions are accessible
• private
– Default access mode
– Data only accessible to member functions and
friends
– private members only accessible through the
public class interface using public member
functions
17. 1 // Fig. 6.6: fig06_06.cpp
2 // Demonstrate errors resulting from attempts
3 // to access private class members.
4 #include <iostream>
5
6 using std::cout;
7
8 #include "time1.h"
9
10 int main()
11 {
12 Time t;
13
14 // Error: 'Time::hour' is not accessible
15 t.hour = 7;
16
17 // Error: 'Time::minute' is not accessible
18 cout << "minute = " << t.minute;
19
20 return 0;
21 }
Compiling...
Fig06_06.cpp
D:Fig06_06.cpp(15) : error C2248: 'hour' : cannot access private
member declared in class 'Time'
D:Fig6_06time1.h(18) : see declaration of 'hour'
D:Fig06_06.cpp(18) : error C2248: 'minute' : cannot access private
member declared in class 'Time'
D:time1.h(19) : see declaration of 'minute'
Error executing cl.exe.
test.exe - 2 error(s), 0 warning(s)
Attempt to access private member
variable minute.
Attempt to modify private member
variable hour.
19. Initializing Class Objects: Constructors
• Constructors
– Initialize class members
– Same name as the class
– No return type
– Member variables can be initialized by the constructor or
set afterwards
• Passing arguments to a constructor
– When an object of a class is declared, initializers can be
provided
– Format of declaration with initializers:
Class-type ObjectName( value1,value2,…);
– Default arguments may also be specified in the
constructor prototype
20. 1 // Fig. 6.8: time2.h
2 // Declaration of the Time class.
3 // Member functions are defined in time2.cpp
4
5 // preprocessor directives that
6 // prevent multiple inclusions of header file
7 #ifndef TIME2_H
8 #define TIME2_H
9
10 // Time abstract data type definition
11 class Time {
12 public:
13 Time( int = 0, int = 0, int = 0 ); // default
constructor
14 void setTime( int, int, int ); // set hour,
minute, second
15 void printMilitary(); // print military
time format
16 void printStandard(); // print standard
time format
17 private:
18 int hour; // 0 - 23
19 int minute; // 0 - 59
20 int second; // 0 - 59
21 };
22
23 #endif
21. 61 // Fig. 6.8: fig06_08.cpp
62 // Demonstrating a default constructor
63 // function for class Time.
64 #include <iostream>
65
66 using std::cout;
67 using std::endl;
68
69 #include "time2.h"
70
71 int main()
72 {
73 Time t1, // all arguments defaulted
74 t2(2), // minute and second
defaulted 75 t3(21, 34), // second defaulted
76 t4(12, 25, 42), // all values specified
77 t5(27, 74, 99); // all bad values specified
78
79 cout << "Constructed with:n"
80 << "all arguments defaulted:n ";
81 t1.printMilitary();
82 cout << "n ";
83 t1.printStandard();
84
85 cout << "nhour specified; minute and second
defaulted:"
86 << "n ";
87 t2.printMilitary();
88 cout << "n ";
89 t2.printStandard();
90
91 cout << "nhour and minute specified; second
defaulted:"
92 << "n ";
93 t3.printMilitary();
22. OUTPUT
Constructed with:
all arguments defaulted:
00:00
12:00:00 AM
hour specified; minute and second defaulted:
02:00
2:00:00 AM
hour and minute specified; second defaulted:
21:34
9:34:00 PM
hour, minute, and second specified:
12:25
12:25:42 PM
all invalid values specified:
00:00
12:00:00 AM
When only hour
is specified,
minute and
second are set
to their default
values of 0.
94 cout << "n ";
95 t3.printStandard();
96
97 cout << "nhour, minute, and second specified:"
98 << "n ";
99 t4.printMilitary();
100 cout << "n ";
101 t4.printStandard();
102
103 cout << "nall invalid values specified:"
104 << "n ";
105 t5.printMilitary();
106 cout << "n ";
107 t5.printStandard();
108 cout << endl;
109
110 return 0;
111 }
23. Using Destructors
• Destructors
– Are member function of class
– Perform termination housekeeping before the system
reclaims the object’s memory
– Complement of the constructor
– Name is tilde (~) followed by the class name (i.e.,
~Time)
• Recall that the constructor’s name is the class name
– Receives no parameters, returns no value
– One destructor per class
• No overloading allowed
24. When Constructors and Destructors Are
Called
• Constructors and destructors called automatically
– Order depends on scope of objects
• Global scope objects
– Constructors called before any other function (including main)
– Destructors called when main terminates (or exit function
called)
– Destructors not called if program terminates with abort
• Automatic local objects
– Constructors called when objects are defined
– Destructors called when objects leave scope
• i.e., when the block in which they are defined is exited
– Destructors not called if the program ends with exit or abort
25. • Static local objects
– Constructors called when execution reaches the
point where the objects are defined
– Destructors called when main terminates or
the exit function is called
– Destructors not called if the program ends with
abort
When Constructors and Destructors Are
Called