1. The document discusses the concepts of object-oriented programming including classes, objects, and member functions.
2. A class defines the data attributes and behaviors of a type of object. An object is an instance of a class that stores its own set of data attributes and can access class member functions.
3. The example defines a Book class with private data attributes (name, pages, price) and public member functions to change attribute values and display an object's attributes.
C++ was originally developed as an extension of C to add object-oriented capabilities. While C++ retains much of C's syntax and functionality, it introduces important new concepts like classes, objects, and inheritance. A class defines the common properties and behaviors (methods) that objects of that class will have. Objects are instances of classes that allocate memory at runtime. This allows C++ to support object-oriented programming by encapsulating data into objects that can receive messages.
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.
software development practices like procedural coding are like training wheels, they help when we start development, but are detrimental later. This presentation lists few such practices and their alternatives
This document provides an introduction and overview of data structures and algorithms. It begins by outlining the topics that will be covered, including data structures, algorithms, abstract data types, and object-oriented programming. It then defines what a data structure is and provides examples. Different types of data structures are discussed, including linear structures like lists, queues, and stacks, as well as non-linear structures like trees, graphs, and hash tables. The document also defines what an algorithm is and discusses why algorithms are important. It provides examples of successful algorithms and discusses the need for correctness and efficiency in algorithms. The relationship between programs, data structures, and algorithms is also briefly explained.
This lecture covers overloaded functions, constant objects and member functions, friend functions, the this pointer, static data members, and composition with objects as members of classes. Specifically, it discusses:
1) Overloading constructors to initialize objects with different values.
2) Using const to declare objects, member functions, and data members as constant to prevent modification.
3) Defining member functions outside the class and using the scope resolution operator.
4) Passing objects as arguments to other functions and returning objects.
5) Using the this pointer implicitly and explicitly to access members of the current object.
6) Declaring static data members that are shared across all objects of a class.
This document provides an introduction to object-oriented programming in C++. It explains that object orientation involves breaking programs into self-contained objects defined by classes. A class defines the variables and functions of an object, while an object is an instance of a class. The document uses examples like a Car class to demonstrate how to define classes with header and implementation files, and create objects from classes in a main program. It notes that object orientation can make programs easier to understand and reuse code through breaking problems into objects.
This document provides an overview of object-oriented programming (OOP) and Java. It defines key OOP concepts like classes, objects, methods, attributes, inheritance, encapsulation, and polymorphism. It also introduces Java, describing it as a general-purpose, object-oriented programming language that is simple, portable, reliable, secure, and multithreaded. The document notes some of Java's advantages over C++ as well as its potential disadvantage of being slower than compiled languages like C.
This document provides an overview of object-oriented analysis and design. It discusses key concepts in object-oriented programming including objects, classes, attributes, methods, encapsulation, inheritance, polymorphism, associations, and persistence. The document uses examples like an employee payroll program to illustrate how an object-oriented approach models real-world entities as objects that can be easily modified, replaced and reused when requirements change.
02._Object-Oriented_Programming_Concepts.pptYonas D. Ebren
This document discusses object-oriented programming concepts and provides an example of analyzing a software development process using object-oriented principles. It describes a typical 5-step software development process of analysis, design, implementation, testing, and maintenance. It then introduces object-oriented programming concepts like modeling a problem as a set of collaborating objects and components. As an example, it analyzes the classic game Tetris in terms of its objects like pieces and boards, their properties and capabilities.
This presentation is a part of the COP2272C college level course taught at the Florida Polytechnic University located in Lakeland Florida. The purpose of this course is to introduce students to the C++ language and the fundamentals of object orientated programming..
The course is one semester in length and meets for 2 hours twice a week. The Instructor is Dr. Jim Anderson.
The document discusses object-oriented programming concepts like classes, objects, methods, encapsulation, abstraction, and inheritance. It provides examples of defining classes with attributes and methods, creating objects, and accessing object properties and methods. Constructors (__init__()) are discussed as special methods that initialize objects. Encapsulation, information hiding, and abstraction are presented as key concepts for modeling real-world objects in code with public and private interfaces.
This document discusses object-oriented concepts in software development. It describes the four main types of object-oriented paradigms used in the software lifecycle: object-oriented analysis, design, programming, and testing. It then explains some benefits of the object-oriented approach like modularity, reusability, and mapping to real-world entities. Key concepts like inheritance, encapsulation, and polymorphism are defined. The document also provides examples of how classes and objects are represented and compares procedural with object-oriented programming.
1. Object oriented programming (OOP) is a programming paradigm that models concepts as "objects" that contain data and functionality.
2. A class defines the format for objects, including attributes like properties and behaviors like methods. Creating an object from a class is like a real-world object.
3. OOP concepts like encapsulation, inheritance, and polymorphism address limitations of procedural programming by combining related data and functions into classes and objects. Encapsulation wraps data and functions together, hiding implementation details.
This document discusses Angular components, dependency injection, and routing. It defines Angular as being built on modules, components, templates, and services. Components are the basic building blocks and make up a hierarchical tree structure. Dependency injection allows components to access services. Routing in Angular uses a router to navigate between views and components based on URL changes.
AngularJS is a framework for building client-side web applications. It uses HTML as the template language and extends HTML attributes with directives. AngularJS applications are made up of modules that contain controllers, services, and directives to add dynamic behavior. Data binding in Angular updates the view automatically when the model changes. Key features include directives, two-way data binding, MVC pattern, dependency injection and routing.
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 discusses JavaScript performance best practices. It covers loading and execution performance, DOM scripting performance, and patterns to minimize repaints and reflows. Some key points include batching DOM changes, event delegation to reduce event handlers, and taking elements out of the document flow during animations. References are provided to resources on JavaScript performance testing and design patterns.
The document provides an introduction to object oriented programming (OOP) by comparing it to procedural programming. It discusses that OOP treats data as a critical element and ties data more closely to functions that operate on it. It allows decomposition of problems into objects that contain both data and functions. The four main pillars of OOP are discussed as objects, classes, encapsulation, and inheritance. Classes are defined as collections of similar objects that define attributes and behaviors of objects. Constructors and different types of constructors like parameterized and copy constructors are also introduced.
ER diagram slides for datanase stujdy-1.pdfSadiaSharmin40
The document discusses database schema design using the entity-relationship (ER) model. It describes the database design process, which involves requirements analysis, conceptual design, and implementation including logical and physical design. The conceptual design phase develops a high-level description of the database using a technique like ER modeling. ER modeling represents entities, entity sets, attributes, relationships, and keys graphically. Relationships associate entities and define how they are related. The conceptual schema and functional requirements are then implemented through logical and physical database design.
The document provides an overview of system development methodologies, with a focus on structured analysis and design versus object-oriented analysis and design. It discusses the analysis, design, and implementation phases of an object-oriented systems development life cycle. In the analysis phase, it describes how use case diagrams and class diagrams are used to model object-oriented analysis using the Unified Modeling Language. It also provides guidance on identifying domain classes from problem statements by looking for noun phrases and applying subject matter expertise.
This document provides an introduction to object-oriented programming in C++. It explains that object orientation involves breaking programs into self-contained objects defined by classes. A class defines the variables and functions of an object, while an object is an instance of a class. The document uses examples like a Car class to demonstrate how to define classes with header and implementation files, and create objects from classes in a main program. It notes that object orientation can make programs easier to understand and reuse code through breaking problems into objects.
This document provides an overview of object-oriented programming (OOP) and Java. It defines key OOP concepts like classes, objects, methods, attributes, inheritance, encapsulation, and polymorphism. It also introduces Java, describing it as a general-purpose, object-oriented programming language that is simple, portable, reliable, secure, and multithreaded. The document notes some of Java's advantages over C++ as well as its potential disadvantage of being slower than compiled languages like C.
This document provides an overview of object-oriented analysis and design. It discusses key concepts in object-oriented programming including objects, classes, attributes, methods, encapsulation, inheritance, polymorphism, associations, and persistence. The document uses examples like an employee payroll program to illustrate how an object-oriented approach models real-world entities as objects that can be easily modified, replaced and reused when requirements change.
02._Object-Oriented_Programming_Concepts.pptYonas D. Ebren
This document discusses object-oriented programming concepts and provides an example of analyzing a software development process using object-oriented principles. It describes a typical 5-step software development process of analysis, design, implementation, testing, and maintenance. It then introduces object-oriented programming concepts like modeling a problem as a set of collaborating objects and components. As an example, it analyzes the classic game Tetris in terms of its objects like pieces and boards, their properties and capabilities.
This presentation is a part of the COP2272C college level course taught at the Florida Polytechnic University located in Lakeland Florida. The purpose of this course is to introduce students to the C++ language and the fundamentals of object orientated programming..
The course is one semester in length and meets for 2 hours twice a week. The Instructor is Dr. Jim Anderson.
The document discusses object-oriented programming concepts like classes, objects, methods, encapsulation, abstraction, and inheritance. It provides examples of defining classes with attributes and methods, creating objects, and accessing object properties and methods. Constructors (__init__()) are discussed as special methods that initialize objects. Encapsulation, information hiding, and abstraction are presented as key concepts for modeling real-world objects in code with public and private interfaces.
This document discusses object-oriented concepts in software development. It describes the four main types of object-oriented paradigms used in the software lifecycle: object-oriented analysis, design, programming, and testing. It then explains some benefits of the object-oriented approach like modularity, reusability, and mapping to real-world entities. Key concepts like inheritance, encapsulation, and polymorphism are defined. The document also provides examples of how classes and objects are represented and compares procedural with object-oriented programming.
1. Object oriented programming (OOP) is a programming paradigm that models concepts as "objects" that contain data and functionality.
2. A class defines the format for objects, including attributes like properties and behaviors like methods. Creating an object from a class is like a real-world object.
3. OOP concepts like encapsulation, inheritance, and polymorphism address limitations of procedural programming by combining related data and functions into classes and objects. Encapsulation wraps data and functions together, hiding implementation details.
This document discusses Angular components, dependency injection, and routing. It defines Angular as being built on modules, components, templates, and services. Components are the basic building blocks and make up a hierarchical tree structure. Dependency injection allows components to access services. Routing in Angular uses a router to navigate between views and components based on URL changes.
AngularJS is a framework for building client-side web applications. It uses HTML as the template language and extends HTML attributes with directives. AngularJS applications are made up of modules that contain controllers, services, and directives to add dynamic behavior. Data binding in Angular updates the view automatically when the model changes. Key features include directives, two-way data binding, MVC pattern, dependency injection and routing.
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 discusses JavaScript performance best practices. It covers loading and execution performance, DOM scripting performance, and patterns to minimize repaints and reflows. Some key points include batching DOM changes, event delegation to reduce event handlers, and taking elements out of the document flow during animations. References are provided to resources on JavaScript performance testing and design patterns.
The document provides an introduction to object oriented programming (OOP) by comparing it to procedural programming. It discusses that OOP treats data as a critical element and ties data more closely to functions that operate on it. It allows decomposition of problems into objects that contain both data and functions. The four main pillars of OOP are discussed as objects, classes, encapsulation, and inheritance. Classes are defined as collections of similar objects that define attributes and behaviors of objects. Constructors and different types of constructors like parameterized and copy constructors are also introduced.
ER diagram slides for datanase stujdy-1.pdfSadiaSharmin40
The document discusses database schema design using the entity-relationship (ER) model. It describes the database design process, which involves requirements analysis, conceptual design, and implementation including logical and physical design. The conceptual design phase develops a high-level description of the database using a technique like ER modeling. ER modeling represents entities, entity sets, attributes, relationships, and keys graphically. Relationships associate entities and define how they are related. The conceptual schema and functional requirements are then implemented through logical and physical database design.
The document provides an overview of system development methodologies, with a focus on structured analysis and design versus object-oriented analysis and design. It discusses the analysis, design, and implementation phases of an object-oriented systems development life cycle. In the analysis phase, it describes how use case diagrams and class diagrams are used to model object-oriented analysis using the Unified Modeling Language. It also provides guidance on identifying domain classes from problem statements by looking for noun phrases and applying subject matter expertise.
How to Create Kanban View in Odoo 18 - Odoo SlidesCeline George
The Kanban view in Odoo is a visual interface that organizes records into cards across columns, representing different stages of a process. It is used to manage tasks, workflows, or any categorized data, allowing users to easily track progress by moving cards between stages.
All About the 990 Unlocking Its Mysteries and Its Power.pdfTechSoup
In this webinar, nonprofit CPA Gregg S. Bossen shares some of the mysteries of the 990, IRS requirements — which form to file (990N, 990EZ, 990PF, or 990), and what it says about your organization, and how to leverage it to make your organization shine.
This slide is an exercise for the inquisitive students preparing for the competitive examinations of the undergraduate and postgraduate students. An attempt is being made to present the slide keeping in mind the New Education Policy (NEP). An attempt has been made to give the references of the facts at the end of the slide. If new facts are discovered in the near future, this slide will be revised.
This presentation is related to the brief History of Kashmir (Part-I) with special reference to Karkota Dynasty. In the seventh century a person named Durlabhvardhan founded the Karkot dynasty in Kashmir. He was a functionary of Baladitya, the last king of the Gonanda dynasty. This dynasty ruled Kashmir before the Karkot dynasty. He was a powerful king. Huansang tells us that in his time Taxila, Singhpur, Ursha, Punch and Rajputana were parts of the Kashmir state.
How to Configure Public Holidays & Mandatory Days in Odoo 18Celine George
In this slide, we’ll explore the steps to set up and manage Public Holidays and Mandatory Days in Odoo 18 effectively. Managing Public Holidays and Mandatory Days is essential for maintaining an organized and compliant work schedule in any organization.
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Understanding Vibrations
If not experienced, it may seem weird understanding vibes? We start small and by accident. Usually, we learn about vibrations within social. Examples are: That bad vibe you felt. Also, that good feeling you had. These are common situations we often have naturally. We chit chat about it then let it go. However; those are called vibes using your instincts. Then, your senses are called your intuition. We all can develop the gift of intuition and using energy awareness.
Energy Healing
First, Energy healing is universal. This is also true for Reiki as an art and rehab resource. Within the Health Sciences, Rehab has changed dramatically. The term is now very flexible.
Reiki alone, expanded tremendously during the past 3 years. Distant healing is almost more popular than one-on-one sessions? It’s not a replacement by all means. However, its now easier access online vs local sessions. This does break limit barriers providing instant comfort.
Practice Poses
You can stand within mountain pose Tadasana to get started.
Also, you can start within a lotus Sitting Position to begin a session.
There’s no wrong or right way. Maybe if you are rushing, that’s incorrect lol. The key is being comfortable, calm, at peace. This begins any session.
Also using props like candles, incenses, even going outdoors for fresh air.
(See Presentation for all sections, THX)
Clearing Karma, Letting go.
Now, that you understand more about energies, vibrations, the practice fusions, let’s go deeper. I wanted to make sure you all were comfortable. These sessions are for all levels from beginner to review.
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Ancient Stone Sculptures of India: As a Source of Indian HistoryVirag Sontakke
This Presentation is prepared for Graduate Students. A presentation that provides basic information about the topic. Students should seek further information from the recommended books and articles. This presentation is only for students and purely for academic purposes. I took/copied the pictures/maps included in the presentation are from the internet. The presenter is thankful to them and herewith courtesy is given to all. This presentation is only for academic purposes.
Transform tomorrow: Master benefits analysis with Gen AI today webinar
Wednesday 30 April 2025
Joint webinar from APM AI and Data Analytics Interest Network and APM Benefits and Value Interest Network
Presenter:
Rami Deen
Content description:
We stepped into the future of benefits modelling and benefits analysis with this webinar on Generative AI (Gen AI), presented on Wednesday 30 April. Designed for all roles responsible in value creation be they benefits managers, business analysts and transformation consultants. This session revealed how Gen AI can revolutionise the way you identify, quantify, model, and realised benefits from investments.
We started by discussing the key challenges in benefits analysis, such as inaccurate identification, ineffective quantification, poor modelling, and difficulties in realisation. Learnt how Gen AI can help mitigate these challenges, ensuring more robust and effective benefits analysis.
We explored current applications and future possibilities, providing attendees with practical insights and actionable recommendations from industry experts.
This webinar provided valuable insights and practical knowledge on leveraging Gen AI to enhance benefits analysis and modelling, staying ahead in the rapidly evolving field of business transformation.
How to Clean Your Contacts Using the Deduplication Menu in Odoo 18Celine George
In this slide, we’ll discuss on how to clean your contacts using the Deduplication Menu in Odoo 18. Maintaining a clean and organized contact database is essential for effective business operations.
How to Manage Amounts in Local Currency in Odoo 18 PurchaseCeline George
In this slide, we’ll discuss on how to manage amounts in local currency in Odoo 18 Purchase. Odoo 18 allows us to manage purchase orders and invoices in our local currency.
History Of The Monastery Of Mor Gabriel Philoxenos Yuhanon Dolabanifruinkamel7m
History Of The Monastery Of Mor Gabriel Philoxenos Yuhanon Dolabani
History Of The Monastery Of Mor Gabriel Philoxenos Yuhanon Dolabani
History Of The Monastery Of Mor Gabriel Philoxenos Yuhanon Dolabani
Rock Art As a Source of Ancient Indian HistoryVirag Sontakke
This Presentation is prepared for Graduate Students. A presentation that provides basic information about the topic. Students should seek further information from the recommended books and articles. This presentation is only for students and purely for academic purposes. I took/copied the pictures/maps included in the presentation are from the internet. The presenter is thankful to them and herewith courtesy is given to all. This presentation is only for academic purposes.
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2. 2
Aim of the course
• This course provides
– motivation of object oriented programming
language
– in depth knowledge of the various concepts of
object oriented programming and its
implementation in C++
3. 3
Course book
• Text book
– C++ How to program by Deitel and Deitel
• Reference books
– Waite Group’s Object oriented programming in
C++, Robert Lafore
4. 4
Course outline
Classes, Objects, Member functions, Objects as data types, Constructors and
destructors, Overloaded constructor
The default copy constructor, Returning objects from functions, objects and
memory, Static class data, Constant member functions, Constant objects
Base classes and derived classes, Derived class constructors, Overloading
member functions, Scope resolution, Abstract classes, Public and private
inheritance, Levels of inheritance, Multiple inheritance, Aggregation and
composition
New and delete operators, Pointers to objects, Virtual functions and late
binding, Abstract classes and pure virtual functions, Virtual destructors, Virtual
base classes, Friend functions and friend classes, Static functions, this pointer,
Dynamic type information
Motivation for exception handling, Try-catch block, Throwing an exception,
Catching multiple exceptions
Streams and files, Templates
7. 7
Simple analogy
• You are driving a car
• You can pressing accelerator pedal
• Someone has design it and built it
• Engineering drawings car
• Drawings also includes design for accelerator
pedal to make car go faster
• We can say, pedal “hides” complex
mechanism that make the car go faster
8. 8
Cont.
• Brake pedal “hides” the mechanism that slow
the car
• Steering wheel “hides” the mechanism that
turn the car and so on
• Simple “interfaces” like accelerator and brake
pedal, steering wheel, transmission shift and
etc. allow driver to interact car’s complex
internal mechanisms
9. 9
Points to be noted
• You cannot drive the engineering design of a
car
• Before you can drive a car, it must be built
according to engineering design
• The car will not accelerator on its own, a
driver must press the accelerator pedal
10. 10
Object oriented programming concepts
• Function hides from user the complex task it
performs
• Same as accelerator pedal hides complex
mechanism of making the car go faster
• C++ makes a program unit called class that
houses various functions
• Same as car engineering design houses the
mechanism of accelerator pedal
11. 11
Cont.
• In C++, a class can have various functions that
are design to perform a class tasks
• For example, a class representing bank
account might contain functions
– Deposit money
– Withdraw money
– Current balance
12. 12
Car example
Real world
• Engineering drawing
cannot be drive
• A car is build from that
drawing
• Pressing accelerator
pedal sends a message
to car to perform task
(go faster)
C++ programming
• An object of a class must
be create to get a
program to perform the
tasks the class describes
• Message can be sent to
object by calling a
member functions
13. 13
Cont.
• Car analogy is used to introduce
– Class
– Objects
– Member functions
• In addition to capabilities of car, it has many
attributes
• Color, No. of doors, amount of gas in tank, total
miles driven and etc
• Attributes are part of car engineering drawing
14. 14
Cont.
• These attribute are always associated with the
car
• Every car maintains its own attribute
• Example 1: each car knows how much gas in its
own tank but do not know how much is in the
tanks of other cars
• Example 2: a bank account object has a balance
attribute. Each bank account object knows the
balance in its account not the others
15. 15
Object
• Look around right now and you'll find many
examples of real-world objects:
• your dog, your desk, your television set, your
bicycle.
• Real-world objects share two characteristics:
They all have
– State and
– Behavior
16. 16
Object example
• A dog x has state (name, color, breed, hungry)
and behavior (barking, fetching, wagging tail).
• Your bicycle also have state (current gear,
current pedal cadence, current speed) and
behavior (changing gear, changing pedal
cadence, applying brakes).
17. 17
Cont.
• For each object that you see, ask yourself two
questions:
– "What possible states can this object be in?" and
– "What possible behavior can this object perform?"
18. 18
Real world objects
• Real-world objects vary in complexity
– your desktop lamp may have only two possible
states (on and off) and two possible behaviors
(turn on, turn off),
– but your desktop radio might have additional
states (on, off, current volume, current station)
and behavior (turn on, turn off, increase volume,
decrease volume, seek, scan, and tune).
19. 19
Cont..
• You may also notice that some objects, in
turn, will also contain other objects.
• These real-world observations all translate
into the world of object-oriented
programming
20. 20
Class
• In the real world, you'll often find many individual
objects all of the same kind
• There may be thousands of other bicycles in
existence, all of the same make and model.
• Each bicycle was built from the same engineering
design and contains the same components.
• In object-oriented terms, we say that your bicycle
is an instance of the class of objects known as
bicycles.
21. 21
Software Object
• Software objects are conceptually similar to
real-world objects: they too consist of state
and related behavior. An object stores its
state in
– fields (variables in some programming languages)
and exposes its behavior through
– methods (functions in some programming
languages). A Software Object
22. 22
Cont.
• Methods operate on an object's internal state
and serve as the primary mechanism for
object-to-object communication.
23. 23
Class vs. Object
• Class is a blue print of an object, which is non-
live entity.
• Object is instance of class, which is a live
entity.
• Example:
– Employee is a class
– Fruit is a class
– I am an object
– apple is an object
24. 24
Points to remember
• A class is not a living entity, it is just a
engineering design that how an object of this
class look like
• Object are living entities
26. 26
Cont.
• Class definition
• Access specifier – Public
• Class’s body is enclosed in a pair of { }
• Class definition ends at semi colon
• Member function
• Class object
• Dot operator
29. 29
Class data
• The class book contain three data items
– char name[15];
– int pages;
– float price;
• There can be any number of data members in
a class just as in structure
• There data member lie under keyword private,
so they can be accessed from within the class,
but not outside
30. 30
Member function
• These functions are included in a class
• There are four member functions in class book
– changeName(char *n)
– changePages(int p)
– changePrice(float p)
– display()
• There functions are followed by a keyword
public, so they can be accessed outside the
class
31. 31
Class data and member function
• Access specifier label public and private
• Function are public and data is private
• Data is hidden so that it can be safe from
accidental manipulation
• Functions operates on data are public so they
can be accessed from outside the class
32. 32
Defining Objects
void main()
{
book b1;
b1.changeName("Operating System");
b1.changePages(500);
b1.changePrice(150.56);
b1.display();
}
Name
Pages
Price
b1
Operating system
500
150.56
33. 33
Cont.
• Defining an object is similar to defining a
variable of any data type: Space is set aside for
it in memory e.g. int x;
• Defining objects in this way (book b1;) means
creating them, also called instantiating them
• An object is an instance (that is, a specific
example) of a class. Objects are sometimes
called instance variables.
34. 34
Calling Member Functions
• The next four statements in main() call the
member function
– b1.changeName("Operating System");
– b1.changePages(500);
– b1.changePrice(150.56);
– b1.display();
• don’t look like normal function calls
• This syntax is used to call a member function that
is associated with a specific object
• It doesn’t make sense to say
– changeName("Operating System");
because a member function is always called to act on
a specific object, not on the class in general
35. 35
Cont.
• To use a member function, the dot operator
(the period) connects the object name and
the member function.
• The syntax is similar to the way we refer to
structure members, but the parentheses
signal that we’re executing a member function
rather than referring to a data item.
• The dot operator is also called the class
member access operator.
37. 37
Example program – Distance class
• Data members
– Feet
– Inches
• Member functions
– void setdist(int ft, float in);
– void getdist();
– void initialize();
– void showdist();
Go to program
38. 38
Constructors
• The Distance example shows two ways that member
functions can be used to give values to the data items
in an object
• It is convenient if an object can initialize itself when it’s
first created, without requiring a separate call to a
member function
• Automatic initialization is carried out using a special
member function called a constructor.
• A constructor is a member function that is executed
automatically whenever an object is created.
39. 39
A counter example
• Data member
– Count
• Member function
– Constructor
– void inc_count()
– int get_count()
Go to program