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An Overview of Object-Oriented Programming and C

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Title: An Overview of Object-Oriented Programming and C


1
An Overview of Object-Oriented Programming and C
1
  • Object-Oriented Programming Using C
  • Second Edition

2
Objectives
1
  • In this chapter, you will learn
  • About the task of programming
  • About programming universals
  • About procedural programming
  • About object-oriented programming
  • About the C programming environment
  • How to create a main() function

3
Objectives
1
  • In this chapter, you will learn
  • How to work with variables and the const
    qualifier
  • How to create comments
  • How to use libraries and preprocessor directives
  • How to use cout and cin
  • How to work with classes

4
The Task of Programming
1
  • Programming a computer involves writing
    instructions that enable a computer to carry out
    a single task or a group of tasks
  • A computer programming language requires learning
    both vocabulary and syntax
  • Programmers use many different programming
    languages, including BASIC, Pascal, COBOL, RPG,
    and C
  • The rules of any language make up its syntax
  • Machine language is the language that computers
    can understand it consists of 1s and 0s

5
The Task of Programming
1
  • A translator (called either a compiler or an
    interpreter) checks your program for syntax
    errors
  • A logical error occurs when you use a statement
    that, although syntactically correct, doesnt do
    what you intended
  • You run a program by issuing a command to execute
    the program statements
  • You test a program by using sample data to
    determine whether the program results are correct

6
Programming Universals
1
  • All programming languages provide methods for
    directing output to a desired object, such as a
    monitor screen, printer or file
  • Similarly, all programming languages provide
    methods for sending input into the computer
    program so that it can be manipulated
  • In addition, all programming languages provide
    for naming locations in computer memory
  • These locations commonly are called variables (or
    attributes)

7
Programming Universals
1
  • Ideally, variables have meaningful names,
    although no programming language actually
    requires that they meet this standard
  • A variable may have only one value at a time, but
    it is the ability of memory variables to change
    in value that makes computers and programming
    worthwhile
  • In many computer programming languages, including
    C, variables must be explicitly declared, or
    given a data type as well as a name, before they
    can be used

8
Programming Universals
1
  • The type determines what kind of values may be
    stored in a variable
  • Most computer languages allow at least two types
    one for numbers and one for characters
  • Numeric variables hold values like 13 or -6
  • Character variables hold values like A or
  • Many languages include even more specialized
    types, such as integer (for storing whole
    numbers) or floating point (for storing numbers
    with decimal places)

9
Procedural Programming
1
  • Procedural programs consist of a series of steps
    or procedures that take place one after the other
  • The programmer determines the exact conditions
    under which a procedure takes place, how often it
    takes place, and when the program stops
  • Programmers write procedural programs in many
    programming languages, such as COBOL, BASIC,
    FORTRAN, and RPG
  • You can also write procedural programs in C

10
Early Procedural Programs
1
  • When programming languages were first used, the
    programmers job was to break a task into small,
    specific steps
  • Each step was then coded in an appropriate
    language
  • Three basic control structures are used in
    procedural programming
  • In the first structure, a sequence, program steps
    execute one after another, without interruption

11
Early Procedural Programs
1
  • Procedural programs also can include a second
    control structure called selection, which you use
    to perform different tasks based on a condition

12
Early Procedural Programs
1
  • The third control structure used in computer
    programs is the loop
  • some programmers call the loop structure a
    repetition or iteration structure

13
Adding a Loop to a Simple Procedural Billing
Program
1
14
Modularity and Abstraction
1
  • Programming in the oldest procedural languages
    had two major disadvantages
  • The programming process involved so much detail
    that the programmer (and any person reading the
    program) lost sight of the big picture
  • Similar statements required in various parts of
    the program had to be rewritten in more than one
    place
  • Writing programs became easier when programming
    languages began to allow the programmer to write
    methods
  • Using methods allows programmers to group
    statements together into modules or routines

15
Modularity and Abstraction
1
16
The Procedural Billing Program Containing Several
Module Calls
1
17
Encapsulation
1
  • Modules or procedures act somewhat like
    relatively autonomous mini-programs
  • Not only can modular routines contain their own
    sets of instructions, but most programming
    languages allow them to contain their own
    variables as well
  • The variables and instructions within a module
    are hidden and contained that is
    encapsulatedwhich helps to make the module
    independent of all other modules, and therefore
    reusable

18
Object-Oriented Programming
1
  • Object-oriented programming requires a different
    way of thinking and adds several new concepts to
    programming
  • You analyze the objects with which you are
    workingboth the attributes of those objects and
    the tasks that need to be performed with and on
    those objects
  • You pass messages to objects, requesting the
    objects to take action
  • The same message works differently when applied
    to the various objects

19
Object-Oriented Programming
1
  • A method can work appropriately with different
    types of data it receives, without the need for
    separate method names
  • Objects can share or inherit traits of previously
    created objects, thereby reducing the time it
    takes to create new objects
  • Information hiding is more complete than in
    procedural programs

20
Object-Oriented Programming
1
  • The basic principles behind using object-oriented
    programming techniques involve
  • Objects
  • Classes
  • Inheritance
  • Polymorphism

21
Objects and Classes
1
  • An object is any thing
  • A class consists of a category of things
  • An object is a specific item that belongs to a
    class it is called an instance of a class
  • A class defines the characteristics of its
    objects and the methods that can be applied to
    its objects
  • It is conventional, but not required, to begin
    object names with a lowercase letter, and to
    begin class names with an uppercase letter

22
Inheritance
1
  • The concept of using classes provides a useful
    way to organize objects it is especially useful
    because classes are reusable or extensible
  • You can create new classes that extend or are
    descendants of existing classes
  • The descendent classes can inherit all the
    attributes of the original (or parent) class, or
    they can override inappropriate attributes

23
Polymorphism
1
  • Programming modules might occasionally need to
    change the way they operate depending on the
    context
  • Object-oriented programs use polymorphism to
    carry out the same operation in a manner
    customized to the object
  • Without polymorphism you would have to use a
    separate module or method name for a method that
    multiplies two numbers and one that multiplies
    three numbers
  • Without polymorphism you would have to create
    separate module names for a method that cleans a
    Dish object, one that cleans a Car object, and
    one that cleans a Baby object

24
Getting Started in the C Programming Environment
1
  • Depending on your C installation, you can
    access the compiler by clicking an icon,
    selecting from a menu, or typing a command
  • The main work area in any C programming
    environment is the editor
  • An editor is a simplified version of a word
    processor in which you type your program
    statements, or source code
  • After you enter the source code for a program,
    you must compile the program

25
Getting Started in the C Programming Environment
1
  • When you compile, the code you have written is
    transformed into machine languagethe language
    that the computer can understand
  • The output from the compilation is object code
  • When a C program is compiled, a file is created
    that has the same filename as the source code,
    but has the extension .obj
  • A runnable, or executable, program needs the
    object code as well as code from any outside
    sources (other files) to which it refers

26
Getting Started in the C Programming Environment
1
  • The process of integrating these outside
    references is called linking
  • An executable file contains the same filename as
    the source code and the object code, but carries
    the extension .exe to distinguish it as a program
  • When you compile a C program, error messages
    and/or warnings might appear
  • A C program with errors will not execute you
    must eliminate all error messages before you can
    run the program

27
Creating a main( ) Function
1
  • C programs consist of modules called functions
  • Every statement within every C program is
    contained in a function
  • Every function consists of two parts
  • A function header is the initial line of code in
    a C which always has three parts
  • Return type of the function
  • Name of the function
  • Types and names of any variables enclosed in
    parentheses, and which the function receives
  • A function body

28
Creating a main( ) Function
1
  • A C program may contain many functions, but
    every C program contains at least one function,
    and that function is called main( )
  • If the main function does not pass values to
    other programs or receives values from outside
    the program, then main( ) receives and returns a
    void type
  • The body of every function in a C program is
    contained in curly braces, also known as curly
    brackets

29
Creating a main( ) Function
1
  • Every complete C statement ends with a
    semicolon
  • Often several statements must be grouped
    together, as when several statements must occur
    in a loop
  • In such a case, the statements have their own set
    of opening and closing braces within the main
    braces, forming a block

30
Working with Variables
1
  • In C, you must name and give a type to
    variables (sometimes called identifiers) before
    you can use them
  • Names of C variables can include letters,
    numbers, and underscores, but must begin with a
    letter or underscore
  • No spaces or other special characters are allowed
    within a C variable name
  • Every programming language contains a few
    vocabulary words, or keywords, that you need in
    order to use the language

31
Common C Keywords
1
32
Working with Variables
1
  • A C keyword cannot be used as a variable name
  • Each named variable must have a type
  • C supports three simple types
  • Integer Floating point Character
  • An integer is a whole number, either positive or
    negative
  • An integer value may be stored in an integer
    variable declared with the keyword int
  • You can also declare an integer variable using
    short int and long int

33
Working with Variables
1
  • Real or floating-point numbers are numbers that
    include decimal positions, such as 98.6,
    1000.00002, and -3.85
  • They may be stored in variables with type float,
    double, and long double
  • Characters may be stored in variables declared
    with the keyword char
  • A character may hold any single symbol in the
    ASCII character set
  • Often it contains a letter of the alphabet, but
    it could include a space, digit, punctuation
    mark, arithmetic symbol, or other special symbol

34
Working with Variables
1
  • In C, a character value is always expressed in
    single quotes, such as A or
  • To declare a variable, you list its type and its
    name
  • In addition, a variable declaration is a C
    statement, so it must end with a semicolon
  • If you write a function that contains variables
    of diverse types, each variable must be declared
    in a statement of its own
  • If you want to declare two or more variables of
    the same type, you may declare them in the same
    statement

35
Working with Variables
1
  • Explicitly stating the value of a variable is
    called assignment, and is achieved with the
    assignment operator
  • The variable finalScore is declared and assigned
    a value at the same time
  • Assigning a value to a variable upon creation is
    often referred to as initializing the variable

36
The const Qualifier
1
  • A variable that does not change in a program
    should not be declared as a variable
  • Instead, it should be a constant
  • The statement const double MINIMUM_WAGE 5.75
    declares a constant named MINIMUM_WAGE that can
    be used like a variable, but cannot be changed
    during a program

37
Creating Comments
1
  • Comments are statements that do not affect the
    compiling or running of a program
  • Comments are simply explanatory remarks that the
    programmer includes in a program to clarify what
    is taking place
  • These remarks are useful to later program users
    because they might help explain the intent of a
    particular statement or the purpose of the entire
    program
  • C supports both line comments and block comments

38
Creating Comments
1
  • A line comment begins with two slashes (//) and
    continues to the end of the line on which it is
    placed
  • A block comment begins with a single slash and an
    asterisk (/) and ends with an asterisk and a
    slash (/) it might be contained on a single
    line or continued across many lines

39
Using Libraries and Preprocessor Directives
1
  • Header files are files that contain predefined
    values and routines, such as squrt( )
  • Their filenames usually end in .h
  • In order for your C program to use these
    predefined routines, you must include a
    preprocessor directive, a statement that tells
    the compiler what to do before compiling the
    program
  • In C, all preprocessor directives begin with a
    pound sign (), which is also called an octothorp
  • The include preprocessor directive tells the
    compiler to include a file as part of the
    finished product

40
C Output
1
  • C provides several objects for producing output
  • The simplest object is called cout, pronounced
    see out
  • When contained in a complete C program, the
    statement coutltltHi there places the phrase Hi
    there on the monitor

41
C Output
1
  • To indicate a newline character, you can use the
    escape sequence \n
  • Another way to advance output to a new line is to
    use the end line manipulator endl
  • Inserting endl into the output stream causes a
    new line plus all waiting output to become
    visible, a process called flushing the buffer
  • To create a program that declares two variables,
    assigns values to them, and creates output,
    perform the steps on pages 21 to 23 of the
    textbook

42
Program Listing for Output1.cpp
1
43
Output of Output1.cpp
1
44
C Input
1
  • Many programs rely on input from a user
  • These are called interactive programs because the
    user interacts with the program statements
  • You create prompts by using the cout object you
    retrieve user responses by using the cin object
  • The cin (pronounced see in) object fetches values
    from the keyboard
  • It is used with the extraction operator gtgt
  • Prior to a cin statement, it is almost always
    necessary to provide the user with a prompt, or a
    short explanation of what is expected

45
C Input
1
  • Whitespace consists of any number of spaces,
    tabs, and Enter characters
  • You will add prompts and interactive input to the
    Output1.cpp program by following the instructions
    shown on pages 24 and 25 of the textbook

46
Output of Output2.cpp
1
47
C Classes and Objects
1
  • When you use data types like int, char, and
    double within a program, you are using the C
    built-in, primitive or scalar data types
  • A major feature of object-oriented languages is
    the ability to create your own new, complex data
    types
  • These new types are called classes
  • A class can contain many simpler data types
    within it, as well as any number of functions
  • The relationship between these components, or
    fields, is often called a has-a relationship

48
C Classes and Objects
1
49
A Complete Class Definition and a main( ) Method
that Uses a Class Object
1
50
C Classes and Objects
1
  • You will create a Student class, and then create
    a program that uses a Student class object using
    the procedures outlined on pages 27 and 28 of the
    textbook
  • Creating a class provides a means to group data
    fields together in a logical way

51
Summary
1
  • Programming a computer involves learning the
    syntax of a computer programming language and
    resolving logical errors
  • All programming languages provide methods for
    input and output of variable values
  • You declare a variable by providing it with a
    name and a type
  • Procedural programs consist of a series of steps
    or procedures that take place one after the other
  • Object-oriented programming adds several new
    programming concepts including objects, classes,
    inheritance, and polymorphism

52
Summary
1
  • You write a C program by typing source code
    into an editor and compiling the program
  • C modules are called functions, and each
    function contains a header and a body
  • C variables must be given a type and a name
  • Simple types include integer for whole numbers,
    double and float for floating-point values, and
    character for any character
  • Comments are non-executing program statements

53
Summary
1
  • C supports line comments and block comments
  • A preprocessor directive tells the compiler to do
    something, such as to include a header file,
    before compiling the program
  • The cout statement (along with an insertion
    operator) is used to display values
  • When you create a class, you create your own C
    data type, which is a complex type composed of
    simpler types
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