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7.1 What Is An Object• Object-oriented program - Description or
simulation of application• Object-oriented programming is done by adopting
or extending an existing program.• Object - Entities in simulation
– An object can represent any entity in solution of problem
– An object interacts by sending messages– A computation is characterized in terms of
observable behavior of objects
7.2 Object Oriented Thinking• Vocabulary of object-oriented programming
– Object : Collection of data and operations
– Class: Description of a set of objects; objects with common properties[type of an object]
– Subclass: Subset of class, with additional properties; nested class
– Superclass: Main class that subclasses fall under
– Instance: Technical term for an object of class
– Method: Procedure body implementing an operation
– Message: Procedure call; request to execute method
• A class can have inheritance.– Single inheritance: Subclass has one superclass (Java)
– Multiple inheritance: Subclass has more than one superclass (C++)
• A message can carry parameters. An object will execute a method when gets a message[way responds].
• A class definition specifies the properties of an object. It includes methods it can execute and variables for the object.
Object Oriented Thinking (cont.)
• When storage is allocated for a variable of the class, we call that an instance.
7.3 Inheritance• Children of a class hierarchy inherit the methods
and variables of ancestor methods.• Object determines how it will implement a
message.• Information hiding facilitates two kinds of
changes:– Implementation change : If all interactions with an
object are through it’s interface, then algorithms and data structures are hidden behind the interface can be changed
• Inheritance change : If all interactions are through the interface to a superclass, then program can be extended by adding a subclass.
• Object-oriented programming often done by adopting or extending an existing program.
• Subclass is a derived class and superclass is a base class.
• A method in a subclass overrides an inherited method of the same name.
7.4 Object-Oriented Programming in C++
• C++ provides a transition path from C to object oriented programming.
• Declaring a class:– Constructor: Member function with same name
as class; called automatically when lifetime of an object of the class begins[used as an initialization method]
– Body of member function can appear within the declaration or separate
• Three keywords for controlling the visibility of members names.– Public: visible to outside code– Private: not visible to outside code– Keyword: visible through inheritance only
• Base and Derived Classes– Derived class: an extension of a base class
• Public Base Classes– Identified by the keyword public
– class <derived> : public <base> {
<member-declarations>
};– Members of a public base class retain their visibility in
the derived class
• Virtual Functions– Allow a derived class to supply the function body.
– Are taken from derived class where possible
• Initialization and Inheritance– Code for initialization belongs in the constructor for a
class
Object-Oriented Programming in C++(cont)
– Constructor of a base class is called before the derived class
– The destructor in derived class is called before the destructor in the base class
EXAMPLE
• A prime example of object orientation would be a program that draws diagrams.
• The object would be shapes.
• Can classify a shape based on its properties.
• Classification of shape objects– Figure 7.2 Page 257– Figure 7.3 Page 258
• Class Shape– Subclass Box– Subclass Line– Subclass Text– Subclass Ellipse
• Subclass Circle
• Methods of Shape would be– initialize, draw, offset, setwidth, setheight, and
setalign
• Variables of Object Shape– width, height, align
• Methods for each class Figure 7.6 Page 261• Since class box, ellipse, line, text are subclasses of
Shape; they will inherit the methods and variables from Shape
• What methods and variables would class circle inherit?
• Remember that Method Draw from Class box overrides Method Draw from Class Shape
7.5 AN EXTENDED C++ EXAMPLE
This section illustrates inheritance in C++ by developing a program to find prime numbers.
A prime number is divisible only by itself and 1.
Primes:
2 3 5 7 11 13 17 19 23 29 31 37 41 43 47
A Prime Number Sieve
• Sieve method is used to compute primes.
• The underlying idea is that n is a prime if n is not a multiple of any prime p smaller than n.
• Objects used: counter(n) and filter(n)
A Base Class
class Item {
public :
Item *source;
Item(Item *src) { source = src; }
virtual int out() { return 0;}
};
Derived Classes
class Counter : public Item {
int value;
public :
int out() { return value++; }
Counter(int v) : Item(0) { value = v; }
};
Initialization of Derived and Base Classes
Counter(int v) : Item(0) { value = v; }
• Counter (int v) has an integer argument.
• : Item(0) passes the null pointer 0 as an argument to the constructor of the base class.
• { value = v; } is the body of the constructor in the derived class.
7.6 DERIVED CLASSES AND INFORMATION HIDING
• Inheritance is in terms of an is-a relation on objects.
• Hiding inherited members can interfere with a fundamental property, the ability of a derived object to appear wherever a base object is expected.
• Example : list and stack
Public Base Classes
• Syntax for a public base class :
class <derived> : public <base> {
<member-declarations>
};
• Members of a public base class retain their accessibility in the derived class.
Public Base Classes
• An object of a derived class has an is-a relation with objects of its public base class.
Private Base Classes
• Syntax for a private base class :
class <derived> : private <base> {
<member-declarations>
};
• A derived class simply shares the code of the private base class. Such code sharing is called implementation inheritance.
Private Base Classes
• All members derived by <derived> from <base> become private members of <derived>.
• Nonprivate inherited members can be made visible by writing their full names in the derived class.
Privacy Principle
• The private members of a class are accessible only to member functions of the class.
• Functions in a derived class cannot access the private members of its base class.
Privacy Principle
class List {
cell *rear;
public :
List();
int empty();
protected :
void add(int);
void push(int);
int get();
};
Privacy Principle
• class Queue : public List {
public :
Queue();
int get() { return List :: get(); }
void put(int x) { add(x) ;}
};
Privacy Principle
A complete listing of the members of class queue.
• Public Functions– Queue added constructor function– get added– put added– List :: empty inherited
Privacy Principle
• Protected functions– add inherited– push inherited– List :: get inherited
• Private Variables ( accessible to functions added by Queue )– none
7.7 OBJECTS IN SMALLTALK
Smalltalk is built on the concepts of objects and messages.
• Everything is an object.
• Data is private to an object.
• An object has a notion of self.
System classes
• Numbers, data structures, and input/output are provided by built-in system classes.
• Superclass and subclass vs. base class and derived class
Elements of a Class Definition
• Instance is a technical term for an object of a class
• Variables and methods– Class methods are used primarily to create
instances.– Class variables are used to share information
between instances.
A View of Class Stack in Smalltalk
class Stack superclass Object
instance variables
contents
class methods
new
^ super new initialize
A View of Class Stack in Smalltalk
instance methods
push: anElement
contents addLast: anElement
pop
^ contents removeLast
initialize
contents := OrderedCollection new
Instance Variables and Privacy
• An instance variable belongs to an instance. Its value can be changed only by operations belonging to the instance.
• How are the private variables initialized?
• Class variables are shared by all instances of a class.
• Global variables are shared by all instances of all classes.
Syntax of Messages
• Unary messages
contents size
• Keyword messages
aStack push: 54
• Binary messages
operators: +, -
Expression Evaluation
• Evaluation proceeds from left to right.
• Unary messages --- highest precedence
• Binary messages --- all with the same
precedence
• Keyword messages --- lowest precedence
Expression Evaluation
• Examples– contents size = 0
( contents size ) = 0– ( ( w*w ) + ( h*h ) ) sqrt
w*w + h*h = ( ( w*w ) + h ) * h )
Expression Evaluation
• The assignment symbol is <-- or := .
• A sequence of expressions is separated by dots or periods.w := width / 2 .
h := height / 2 .
r := ( ( w*w ) + ( h*h ) ) sqrt
Returning Values
• Return value operator : ^
• Return value operator has lower precedence than other messages.
• isEmpty
^ contents size = 0
^ ( ( contents size ) = 0 )
Conditionals and Blocks
• An expression sequence enclosed within square brackets, [ and ], is called a block.
• x > y if True: [ max := x ]
if False: [ max := y ]
• Blocks are objects.
7.8 SMALLTALK OBJECTS HAVE A SELF
The inheritance rules for Smalltalk
• Single inheritance means that each class has at most one superclass. The root of hierarchy is class object .
• A subclass inherits variables and methods from its superclass.
• A subclass can declare fresh variable names, different from the inherited variables.
• Methods in the subclass override inherited methods.
The rules for methods ensure that an object of a subclass can respond to all the messages that an object of a superclass can.
Messages to self
• Classes and objects can invoke one of their own methods by sending a message to the special name self.
• pop
Self isEmpty
if True: [ self error : ‘stack empty’ ]
if False: [ ^ contents removeLast ]