Podcast
Questions and Answers
What is a primary benefit of using Object-Oriented Programming (OOP)?
What is a primary benefit of using Object-Oriented Programming (OOP)?
- It reduces memory usage by compressing code into smaller files.
- It automatically fixes bugs and vulnerabilities in the code.
- It makes code easier to manage, change, and update due to its modular structure. (correct)
- It increases code execution speed by optimizing algorithms.
Which of the following best describes the concept of a 'class' in OOP?
Which of the following best describes the concept of a 'class' in OOP?
- A pre-built function in a programming language.
- A specific instance of an object with defined properties.
- A blueprint for creating objects, defining their properties and methods. (correct)
- A section of code that performs a calculation.
What does 'encapsulation' achieve in object-oriented programming?
What does 'encapsulation' achieve in object-oriented programming?
- It protects the internal workings of code by controlling access to variables and functions. (correct)
- It allows objects of different classes to inherit properties from each other.
- It ensures that all variables are globally accessible to all programs.
- It automatically converts code from one programming language to another.
How does proper encapsulation benefit software development?
How does proper encapsulation benefit software development?
What does 'polymorphism' enable in programming?
What does 'polymorphism' enable in programming?
In the context of OOP, what is the primary advantage of using inheritance?
In the context of OOP, what is the primary advantage of using inheritance?
What is the significance of 'design patterns' in software development?
What is the significance of 'design patterns' in software development?
In C++, what is the purpose of declaring a class?
In C++, what is the purpose of declaring a class?
How are class functions typically defined in relation to the class declaration in C++?
How are class functions typically defined in relation to the class declaration in C++?
What is the role of the private:
keyword in a C++ class?
What is the role of the private:
keyword in a C++ class?
What part of the class declaration does the public:
keyword identify?
What part of the class declaration does the public:
keyword identify?
In C++, what is a 'member variable' and why is the m_
prefix used?
In C++, what is a 'member variable' and why is the m_
prefix used?
What is the purpose of a 'scope resolution operator' ::
in C++?
What is the purpose of a 'scope resolution operator' ::
in C++?
In C++, what is an 'instance' of a class?
In C++, what is an 'instance' of a class?
When is a class constructor function called in C++?
When is a class constructor function called in C++?
What is a characteristic of a constructor function in C++?
What is a characteristic of a constructor function in C++?
What is the function of FloatRect getPosition()
within a class?
What is the function of FloatRect getPosition()
within a class?
What is the purpose of a 'getter function' in C++?
What is the purpose of a 'getter function' in C++?
Why is the update
function located within the Bat or Ball class rather than in the main function?
Why is the update
function located within the Bat or Ball class rather than in the main function?
In the Pong game project, what does the Bat::update(Time dt)
function do?
In the Pong game project, what does the Bat::update(Time dt)
function do?
In the Pong game context, what is the role of the #pragma once directive?
In the Pong game context, what is the role of the #pragma once directive?
What does the expression dt.asSeconds()
represent in the context of the game's update logic?
What does the expression dt.asSeconds()
represent in the context of the game's update logic?
What is the purpose of the getKeyPressed
function in the main loop?
What is the purpose of the getKeyPressed
function in the main loop?
When implementing collision detection in the Pong game, what does the intersects function do?
When implementing collision detection in the Pong game, what does the intersects function do?
In the Pong game, which of the following is the purpose of the reboundSides()
function?
In the Pong game, which of the following is the purpose of the reboundSides()
function?
In the Pong game, what happens when the ball hits the bottom of the screen?
In the Pong game, what happens when the ball hits the bottom of the screen?
In the Pong game, what is the purpose of SFML/Graphics.hpp
?
In the Pong game, what is the purpose of SFML/Graphics.hpp
?
In the Ball
class, what purpose does the m_DirectionX
variable serve?
In the Ball
class, what purpose does the m_DirectionX
variable serve?
For the Bat class created for the Pong game, which statement best describes the relationship between the header file and source file?
For the Bat class created for the Pong game, which statement best describes the relationship between the header file and source file?
In the code void Bat::moveRight()
, what does Bat::
indicate?
In the code void Bat::moveRight()
, what does Bat::
indicate?
When creating the Pong project, what is the final step?
When creating the Pong project, what is the final step?
After creating the Bat class and compiling the program, what needs to take place inside the main
function to use this Bat object?
After creating the Bat class and compiling the program, what needs to take place inside the main
function to use this Bat object?
In terms of increasing or decreasing difficulty, what is one way to modify the code to increase Ball speed?
In terms of increasing or decreasing difficulty, what is one way to modify the code to increase Ball speed?
When adding collision detection using code such as: if (ball.getPosition().top < 0)
, what does ball.getPosition().top
refer to?
When adding collision detection using code such as: if (ball.getPosition().top < 0)
, what does ball.getPosition().top
refer to?
When creating classes for the Pong game and naming different objects and methods, why would the name moveLeft
be preferred over ml
?
When creating classes for the Pong game and naming different objects and methods, why would the name moveLeft
be preferred over ml
?
When the pong ball makes contact with an object or the top/sides of the window, what code assists in making the ball appear to reflect?
When the pong ball makes contact with an object or the top/sides of the window, what code assists in making the ball appear to reflect?
What functions are necessary to be included in the final main.cpp file
?
What functions are necessary to be included in the final main.cpp file
?
Flashcards
Object-Oriented Programming
Object-Oriented Programming
A programming style decomposing tasks into reusable components (objects) with data and behavior.
Class
Class
A template or blueprint for creating objects, defining data and behavior.
Object (of a class)
Object (of a class)
A specific realization or instance of a class.
Encapsulation
Encapsulation
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Polymorphism
Polymorphism
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Inheritance
Inheritance
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Design Patterns
Design Patterns
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Member Variables
Member Variables
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Constructor function
Constructor function
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Getter function
Getter function
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reboundSides()
reboundSides()
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reboundBatOrTop()
reboundBatOrTop()
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reboundBottom()
reboundBottom()
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Study Notes
- This chapter introduces Object-Oriented Programming (OOP)
- The theory provides knowledge necessary to use OOP with expertise.
- This OOP theory provides the basis for coding an actual Pong game project.
- The chapter covers OOP and classes using a hypothetical Bat class and start working on the Pong game and code a real class to represent the player's bat.
OOP Paradigm
- OOP is a programming paradigm considered to be the standard way to code
- There are non-OOP ways to code, including non-OOP game coding languages/libraries
- Starting from scratch, there isn't any reason not to use OOP
Benefits of OOP
- Enables easier code management, changes, and updates
- Facilitates quicker and more reliable code writing
- Allows easy utilization of other people's code like SFML
Core Concept of OOP
- OOP programming involves breaking down requirements into manageable chunks called objects
- Objects are self-contained and reusable by other programs
- Classes serve as blueprints for objects.
Class Implementation
- Implementing an object of a class creates an instance of the class
- Classes in games represent real-world things
- Classes can be written for a bat controlled by the player or a ball bounced around the screen
- The core principles of OOP are encapsulation, polymorphism, and inheritance
Encapsulation Defined
- Encapsulation keeps the internal workings of code safe from outside interference
- Achieved by controlling access to variables and functions
- Enables code updates and improvements without affecting programs that use it
Polymorphism Defined
- This allows writing code less dependent on the types being manipulated
- Results in clearer and more efficient code
- "Polymorphism" means that objects can take on different forms
Inheritance Defined
- This allows harnessing features and benefits of other people's classes
- Includes encapsulation and polymorphism
- It refines code for specific situations
Advantages of Using OOP
- Facilitates adding new features without disrupting existing ones
- Encapsulation minimizes consequences when changing a class
Code Reusability
- Code can be used from other's without needing to know how it works inside
- Complicated concepts like multiplayer and directional sound can be used
Class Variations
- Similar, different versions of a class can be created using inheritance
- Original functions can be used for a new object
Planning and Design
- Planning and design are vital to successful OOP and game development,
- Well-structured code matters more than just knowing C++, SFML, and OOP topics
- Structuring code is called design patterns
- Effective use of design patterns becomes more important as code gets complex
- Design patterns can be learned as the complexity of projects grows
Class Defined
- A class is a collection of code containing functions, variables, and loops
- Each new class is declared in its own .h file with the same name
- Functions of the class are defined in its own .cpp file
- A class can be used to create multiple objects, with the class being the blueprint
Class Code Example
- The class keyword declares a new class in curly braces, followed by a semicolon
- Variables are declared
- These are prefixed with m_ as a convention
- Variables declared as part of a class are called member variables
- Private variables are not directly accessible by users
- Good encapsulation makes variables private whenever possible
Variables
- The public section solves the problem of private variables needing to be accessed
- Provides public functions to work with objects of the specified type
- In summary, there is a bunch of inaccessible (private) variables that cannot be used from the main function
Class Functions
- Class functions are in a separate file with the same name as the class and the .cpp extension
- Include directives are used to include class and function declarations from the .h file
- The scope resolution operator :: is used because the functions connect to a class
- The function name is prefixed with the class name, as well as ::
Instances
- An instance of the Bat class can be created:
Bat bat;
- Public functions can be accessed
- This can be used for code for multiplayer functionality
- Each instance of Bat has its own set of variables
Create Project
- To create a project, follow this:
- Start Visual Studio and click Create New Project button. If the Timber project is open, select File | New project.
- In the window, choose Console app and click Next button. The Configure your new project window will display.
- In the Configure your new project window, type Pong in the Project name field.
- Visual Studio configures the Solution name field automatically.
- In the Location field, browse to the VS Projects folder, where all project files are stored.
- Select the project properties by selecting Project | Pong properties from the main menu.
Additional configurations
- In the Pong Property Pages window, select All Configurations from the Configuration drop-down
- Select C/C++ and General from the left-hand menu.
- Locate the Additional Include Directories edit box and type the drive letter where the SFML folder is located, followed by \SFML\include.
- Select Linker, then General.
- Find the Additional Library Directories edit box, and type the SFML folder, followed by \SFML\lib.
Final Steps
- Select Linker and Input.
- Copy and paste/type sfml-graphics-d.lib;sfml-window-d.lib;sfml-system-d.lib;sfml-network-d.lib;sfml-audio-d.lib; into the Additional Dependencies edit box. Position the cursor carefully at the start.
- Click OK and then Apply.
- Copy the SFML.dll files into the main project directory from the SFML\bin folder.
- Create a new folder called fonts in the VS Projects\Pong folder to house the Heads Up Display (HUD).
- Add the DS-DIGIT.ttf file into the VS Projects\Pong\fonts folder.
Bat Class Intro
- Classes can be simple like the preceding Bat class, or contain other objects from other classes
- When making games, several things are missing from the hypothetical Bat class, for example drawing the Bat so it needs a sprite, and sometimes a texture
Bat.h Code
- We need a way to control the rate of animation for all game objects
- The Header File (.h) must be created
- #pragma once prevents processing the file more than once, speeding compilation
File Contents
- Vector2f is called m_Position, which holds the horizontal and vertical position of the player's bat
- SFML RectangleShape makes the bat appear on the screen
- Boolean: track direction
- Float: pixels per second when moving left/right
- Bat function is the constructor, meaning its the same name as its class
Functions
- getPosition: returns FloatRect (four points of a rectangle)
- getShape: returns RectangleShape
- Other Functions: for Bat movements.
- moveLeft/Right: controls if, when, and which way the bat moves.
- update: Calculates how to move the bat each frame.
- Calls an update function to the Bat instance and passes in the change in time.
- The Bat class gets the change in time and moves the bat based on the directions, the player moves them, and the desired speed of the bat.
Functions
- Classes: contains source code and is often split into a few parts, such as the member variable and function declarations
- Code: will detect if the player holds down the left arrow key; if so, the moveLeft will be called
- Main: handles the player quitting the game by pressing the Escape key
- Update: Bat object in our main game loop, or our draw function to call the getShape function
- Draw: Uses the rectangle shape from our current Bat object to draw to the screen
Summary of process
- New file created and saved as Bat.cpp
- Added constructors to Bat method
- In order to get the graphics, you use SFML libraries.
- When determining that positions are called we will get the positions of the graphics in the main loop
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