C++ Object-Oriented Programming (OOP)

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Questions and Answers

The principle of ______ involves bundling data and methods that operate on that data into a single unit, restricting direct access to some of the object's components.

encapsulation

[Blank] allows a new class to inherit properties and behaviors from an existing class, promoting code reuse and establishing a hierarchical relationship between classes.

inheritance

[Blank] enables objects of different classes to be treated as objects of a common type, allowing a single interface to represent different underlying forms.

polymorphism

[Blank] simplifies complex reality by modeling classes based on essential characteristics, ignoring non-essential details, and providing a simplified view of an object.

<p>abstraction</p>
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A ______ is a blueprint or template for creating objects, defining the data members and member functions that an object of that class will have.

<p>class</p>
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An ______ is an instance of a class, a concrete entity that exists in memory and has its own set of data values.

<p>object</p>
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[Blank] are special member functions that are automatically called when an object is created and are used to initialize the object's data members.

<p>constructors</p>
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[Blank] are special member functions that are automatically called when an object is destroyed and are used to release any resources held by the object.

<p>destructors</p>
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The ______ pointer is a special pointer that points to the current object and is used to access the object's members from within its own member functions.

<p>this</p>
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The ______ Responsibility Principle states that a class should have only one reason to change, promoting high cohesion and low coupling.

<p>single</p>
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The Open/Closed Principle states that software entities should be open for ______ but closed for modification, allowing for new functionality without altering existing code.

<p>extension</p>
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The Liskov ______ Principle states that subtypes must be substitutable for their base types without altering the correctness of the program, ensuring inheritance is used correctly.

<p>substitution</p>
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The Interface ______ Principle suggests that many client-specific interfaces are better than one general-purpose interface, reducing dependencies and improving flexibility.

<p>segregation</p>
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The Dependency ______ Principle states that high-level modules should not depend on low-level modules; both should depend on abstractions, reducing coupling and promoting reusability.

<p>inversion</p>
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[Blank] Virtual Functions are virtual functions that have no implementation in the base class and are declared with = 0.

<p>Pure</p>
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The ______ operator can also be used to dynamically allocate memory for an object on the heap.

<p>new</p>
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OOP promotes the creation of ______ code by organizing it into classes and objects, making it easier to manage and understand.

<p>modular</p>
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The access specifier ______ means members are only accessible from within the same class, ensuring data integrity.

<p>private</p>
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When inheriting ______, public members of the base class remain public in the derived class, and protected members remain protected.

<p>publicly</p>
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[Blank] classes are classes that cannot be instantiated and are designed to serve as base classes, defining a common interface for their derived classes.

<p>abstract</p>
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Flashcards

What is Encapsulation?

Bundling data and methods operating on that data into a single unit.

What are Access specifiers?

Controls the visibility and accessibility of class members.

What are Getters and Setters?

Methods to access and modify private data members in a controlled way.

What is Inheritance?

A new class inheriting properties and behaviors from an existing class.

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What is a Virtual Function?

A function in a base class that can be redefined by derived classes.

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What is an Abstract class?

Class that cannot be instantiated, serves as a base, and defines a common interface.

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What is Polymorphism?

Enables objects of different classes to be treated as objects of a common type.

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What is Compile-time polymorphism?

Achieved through function and operator overloading, determined at compile-time.

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What is Run-time polymorphism?

Achieved through virtual functions; the function executed is determined at run-time.

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What is Abstraction?

Simplifying complex reality by modeling classes based on essential characteristics.

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What is a Class?

A blueprint or template for creating objects.

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What is an Object?

An instance of a class that exists in memory and has its own set of data values.

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What are Constructors?

Special functions automatically called when an object is created, used to initialize data.

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What are Destructors?

Automatically called when an object is destroyed, used to release resources.

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What is the this pointer?

A pointer that points to the current object, used to access the object's members.

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What is the Single Responsibility Principle (SRP)?

A class should have only one reason to change.

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What is the Open/Closed Principle (OCP)?

Software entities should be open for extension but closed for modification.

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What is the Liskov Substitution Principle (LSP)?

Subtypes must be substitutable for their base types without altering correctness.

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What is the Interface Segregation Principle (ISP)?

Many client-specific interfaces are better than one general-purpose interface.

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What is the Dependency Inversion Principle (DIP)?

High-level modules should not depend on low-level modules; both should depend on abstractions.

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Study Notes

  • C++ is a versatile programming language supporting various programming paradigms, with object-oriented programming (OOP) being a core feature.
  • OOP in C++ enables the creation of modular, reusable, and maintainable code through the use of objects and classes.
  • Four fundamental principles of OOP are encapsulation, inheritance, polymorphism, and abstraction.

Encapsulation

  • Encapsulation is the bundling of data (attributes) and methods (functions) that operate on that data into a single unit, known as a class.
  • It restricts direct access to some of the object's components, a mechanism known as data hiding.
  • Access specifiers (private, protected, public) control the visibility and accessibility of class members.
  • Private members are only accessible from within the same class, ensuring data integrity.
  • Protected members are accessible from the same class and its derived classes, allowing for inheritance while maintaining some level of data hiding.
  • Public members are accessible from anywhere, providing an interface for interacting with the object.
  • Getters (accessors) and setters (mutators) are public methods used to access and modify private data members, providing controlled access.
  • Encapsulation reduces complexity and increases robustness by preventing unintended modifications to an object's internal state.

Inheritance

  • Inheritance allows a new class (derived class or subclass) to inherit properties and behaviors from an existing class (base class or superclass).
  • It promotes code reuse and establishes a hierarchical relationship between classes.
  • Different types of inheritance exist: single inheritance (one base class), multiple inheritance (multiple base classes), multilevel inheritance (inheritance from a derived class), and hierarchical inheritance (multiple derived classes from a single base class).
  • The class DerivedClass : access_specifier BaseClass syntax is used to specify inheritance in C++.
  • The access specifier in inheritance (public, protected, private) determines the accessibility of inherited members in the derived class.
  • When inheriting publicly, public members of the base class remain public in the derived class, and protected members remain protected.
  • When inheriting protectedly, public and protected members of the base class become protected in the derived class.
  • When inheriting privately, public and protected members of the base class become private in the derived class.
  • Constructors and destructors are not inherited, but the derived class constructor can call the base class constructor to initialize the inherited members.
  • The order of constructor and destructor calls follows a specific pattern: base class constructor(s) are called first, followed by the derived class constructor; destructors are called in the reverse order.
  • Virtual functions in the base class allow derived classes to override the base class implementation providing polymorphism.
  • Abstract classes are classes that cannot be instantiated and are designed to serve as base classes, defining a common interface for their derived classes.
  • Abstract classes contain at least one pure virtual function (declared with = 0).

Polymorphism

  • Polymorphism enables objects of different classes to be treated as objects of a common type.
  • It allows a single interface to represent different underlying forms.
  • Two main types of polymorphism in C++ are compile-time (static) and run-time (dynamic) polymorphism.
  • Compile-time polymorphism is achieved through function overloading and operator overloading.
  • Function overloading allows multiple functions with the same name but different parameters within the same scope.
  • Operator overloading allows operators to be redefined to work with user-defined types (classes).
  • Run-time polymorphism is achieved through virtual functions and inheritance.
  • A virtual function is a member function declared with the virtual keyword in the base class.
  • When a virtual function is called through a pointer or reference to the base class, the actual function executed is determined by the type of the object being pointed to or referenced at run-time.
  • This is known as late binding or dynamic binding.
  • If a derived class overrides a virtual function, it provides its own implementation of that function.
  • If a derived class does not override a virtual function, it inherits the base class's implementation.
  • Pure virtual functions are virtual functions that have no implementation in the base class and are declared with = 0.
  • A class containing at least one pure virtual function is an abstract class.
  • Dynamic polymorphism allows for more flexible and extensible code.

Abstraction

  • Abstraction involves simplifying complex reality by modeling classes based on essential characteristics, ignoring non-essential details.
  • It provides a simplified view of an object, focusing on what it does rather than how it does it.
  • Abstract classes and interfaces are used to achieve abstraction in C++.
  • An abstract class defines a common interface for its derived classes without providing a complete implementation.
  • Derived classes provide the specific implementations for the abstract methods, tailoring the behavior of the object to its specific type.
  • Abstraction helps in managing complexity and promoting code reusability.
  • It allows developers to focus on the essential features of an object, hiding the underlying complexity.

Classes and Objects

  • A class is a blueprint or template for creating objects.
  • It defines the data members (attributes) and member functions (methods) that an object of that class will have.
  • An object is an instance of a class.
  • It is a concrete entity that exists in memory and has its own set of data values.
  • Objects are created using the class name followed by the object name (e.g., ClassName objectName;).
  • The new operator can also be used to dynamically allocate memory for an object on the heap.
  • Objects can access the data members and member functions of their class using the dot operator (.) or the arrow operator (->) (for pointers to objects).
  • Constructors are special member functions that are automatically called when an object is created.
  • They are used to initialize the object's data members.
  • Destructors are special member functions that are automatically called when an object is destroyed.
  • They are used to release any resources held by the object.
  • The this pointer is a special pointer that points to the current object.
  • It is used to access the object's members from within its own member functions.

Object-Oriented Design Principles

  • SOLID principles are a set of five design principles intended to make software designs more understandable, flexible, and maintainable.
  • Single Responsibility Principle (SRP): A class should have only one reason to change.
  • Open/Closed Principle (OCP): Software entities (classes, modules, functions, etc.) should be open for extension but closed for modification.
  • Liskov Substitution Principle (LSP): Subtypes must be substitutable for their base types without altering the correctness of the program.
  • Interface Segregation Principle (ISP): Many client-specific interfaces are better than one general-purpose interface.
  • Dependency Inversion Principle (DIP): High-level modules should not depend on low-level modules. Both should depend on abstractions.
  • Other object-oriented design principles include:
    • Don't Repeat Yourself (DRY): Avoid redundancy in code.
    • Keep It Simple, Stupid (KISS): Design for simplicity.
    • You Ain't Gonna Need It (YAGNI): Don't add functionality until deemed necessary.

Advantages of OOP

  • Modularity: OOP promotes the creation of modular code by organizing it into classes and objects.
  • Reusability: Inheritance allows classes to inherit properties and behaviors from other classes, reducing code duplication and promoting reuse.
  • Maintainability: Encapsulation and abstraction make it easier to understand and maintain code by hiding complexity and isolating changes.
  • Extensibility: Polymorphism allows new classes to be added to a system without modifying existing code.
  • Data hiding: Encapsulation protects data from unauthorized access, improving data integrity.

Disadvantages of OOP

  • Complexity: OOP can be more complex than procedural programming, especially for large and complex systems.
  • Overhead: OOP can introduce some performance overhead due to the use of dynamic binding and virtual functions.
  • Steep learning curve: Mastering OOP concepts and design principles can take time and effort.
  • Potential for inappropriate use: Overuse or misuse of OOP principles can lead to overly complex and difficult-to-maintain code.

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