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Class Features and Design Issues

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1 Class Features and Design Issues
6 Class Features and Design Issues Object-Oriented Programming Using C++ Second Edition

2 6 Objectives In this chapter, you will learn:
How to classify the roles of member functions How to create constructors How to override constructor default values How to overload constructors How to use a class within another class

3 6 Objectives In this chapter, you will learn:
How, why, and when to use the preprocessor directives #ifndef, #define, and #endif Techniques for managing attributes and functions of classes About coupling, and how to achieve loose coupling About cohesion, and how to achieve high cohesion

4 Introducing Member Functions
6 Introducing Member Functions You can create an infinite number of classes and write an infinite number of functions You can classify the roles of member functions into four basic groups: Inspector functions, also called access functions Mutator functions, also known as implementors Auxiliary functions, also known as facilitators Manager functions

5 Understanding Constructors
6 Understanding Constructors A constructor is a function that is called automatically each time an object is created You have been using constructors all along in your programs When you declare a simple scalar variable, such as int number, C++ calls an internal constructor function that reserves a memory location of the correct size for an integer, and attaches the name “number” to that location The definition into number = 23; calls a constructor that reserves memory, attaches a name, and assigns a value

6 Understanding Constructors
6 Until now, when you created class objects, you let C++ provide its own constructor for the objects When an object is created, its data fields store whatever values (often called garbage values) happen to be in those positions in computer memory After you instantiated objects in your programs, you used a mutator function with a name such as setValues() to assign useful values to data members

7 Understanding Constructors
6 That process is similar to declaring a variable and assigning a value to it later However, you might want to initialize one or more of an object’s data members immediately upon creation When you want to initialize an object, or perform other tasks when the object is created, then you must write your own constructor for the class

8 Writing Your Own Constructors
6 Writing Your Own Constructors Constructor functions differ from other member functions in two ways: You must give a constructor function the same name as the class for which it is a constructor You cannot give a constructor function a return type (it’s not necessary because constructors always return an object of the class to which they belong) A constructor must have the same name as its class because the constructor is called automatically when an object is created

9 Writing Your Own Constructors
6 Writing Your Own Constructors If you named a constructor something other than its class name, C++ would not know it was a constructor Constructor functions are not coded with a return type

10 Writing Your Own Constructors
6 Writing Your Own Constructors The constructor function Employee() shown in Figure 6-2 is called a default constructor because it does not require any arguments

11 Employee Class and main() Function that Instantiates an Employee
6 Employee Class and main() Function that Instantiates an Employee EX6-1

12 Writing Your Own Constructors
6 Writing Your Own Constructors A constructor that requires no arguments is a default constructor, regardless of whether the constructor has an empty argument list or an argument list in which a default value is provided for each argument

13 Employee Class with Constructor that Uses Default Arguments
6 Employee Class with Constructor that Uses Default Arguments EX6-2

14 Writing Your Own Constructors
6 Writing Your Own Constructors In the set of steps on pages 201 to 203 of the textbook, you create a class named Pizza A constructor sets the default Pizza to cheese topping and a 12-inch size EX6-3

15 Overriding the Constructor’s Default Arguments
6 Overriding the Constructor’s Default Arguments To replace the default values assigned by a constructor, you can use a mutator function such as setValues() You also can override a constructor’s default values by passing arguments to the constructor when you instantiate an object Two rules apply to the use of default parameters with constructor functions: If you want to override constructor default values for an object you are instantiating, you also must override all parameters to the left of that value If you omit any constructor argument when you instantiate an object, you must use default values for all parameters to the right of that argument

16 Overriding the Constructor’s Default Arguments
6 The result of the three instantiations is as follows: An assistant with the default ID of 9999, an an hourly rate of 5.65 A clerk whose 1111 ID overrides the default idNumber, but whose hourly rate is the default 5.65 A driver show 2222 ID and hourly rate of both override the default values in the constructor

17 Overriding the Constructor’s Default Arguments
6 In the set of steps on page 204 of the textbook, you write a main() function that instantiates several objects of the Pizza class you defined earlier You also create objects that use all, some, and none of the constructor default values

18 Overloading Constructors
6 Just like other C++ functions, constructors can be overloaded Overloading a function name allows you to use the same name for separate functions that have different argument lists Constructor functions for a given class must all have the same name as their class If you provide two or more constructors for the same class, they are overloaded by definition The program shown in Figure 6-10 uses the Employee class shown in Figure 6-9 Figure 6-11 shows the output of a typical execution

19 Employee Class with Overloaded Constructors
6 EX6-4

20 Overloading Constructors
6 Overloading Constructors

21 Overloading Constructors
6 EX6-5 In the steps referred to on pages 207 to 209 of the textbook, you create a Graduate class with three overloaded constructors— one each for a Graduate with one, two, or three college degrees Each constructor requires the Graduate’s last name and computes the Graduate’s debt based on the number of degrees obtained

22 6 Using Destructors A destructor is a function that is called automatically each time an object is destroyed An object is destroyed when it goes out of scope The rules for creating destructor function prototypes are similar to the rules for constructor function prototypes As with constructors, you must give a destructor function the same name as its class ( and therefore the same name as any constructor for that class) As with constructors, you cannot give a destructor function a return type Unlike constructors, you cannot pass any values to a destructor

23 6 Using Destructors A destructor must have the same name as its class (plus the tilde) because it is called automatically when an object is destroyed Only one destructor can exist for each class The Object class in Figure 6-13 contains one field, a constructor, and a destructor

24 Using Destructors 6 Ex6-6

25 Using Destructors 6 Ex6-7

26 Using Classes within Classes
6 Using Classes within Classes On many occasions you might want to use a class within another class Just as you build any complex real-life item, such as an automobile, from other well-designed parts, complex classes are easier to create if you use previously written, well-designed classes as components Figure 6-18 shows a simple Inventory class that a store could use to hold stock numbers and prices of items for sale Figure 6-19 shows a Salesperson class

27 The InventoryItem Class
6

28 The Salesperson Class 6

29 Using Classes within Classes
6 Figure 6-20 shows a Transaction class To represent a sales transaction, you want to include information about the item sold and the salesperson who sold it You could write a transaction class that contained individual fields, such as item stock number and salesperson ID number, but it is more efficient to reuse the InventoryItem and Salesperson classes that are already created and tested

30 The Transaction Class 6

31 Considering Reusability and Maintenance Issues
6 Considering Reusability and Maintenance Issues Reusability is a major focus of thinking in an object-oriented manner Creating self-contained components such as InventoryItem that you include in other classes makes program maintenance easier More than half of most programmers time on the job (and almost all of new programmers’ time) is spent maintaining or changing existing programs The more places a change must be made, the more time it takes, the more likely that an error occurs when that change is made, and the greater the change that one of the necessary changes is overlooked

32 Considering Reusability and Maintenance Issues
6 Considering Reusability and Maintenance Issues

33 Using #IFNDEF, #DEFINE, and #ENDIF
6 After you have created a collection of useful classes, often called a library, you might find that many class files contain the same #include statement Using the #define directive alone does not provide much benefit Instead, it is usually coupled with two other directives #ifndef and #endif The C++ directive #ifndef allows you to test whether a class has already been defined in a project

34 Using #IFNDEF, #DEFINE, and #ENDIF
6 The #ifndef directive means “if not defined” If you place an #ifndef at the beginning of a class, and the class has not been defined, then the #define directive will be implemented

35 Improving Functions 6 As you write larger and more complicated programs, be sure to spend time on planning and design Each class you design must be well thought out A final product is great only if each component is well designed—just ask anyone with a $30,000 car that leaks oil

36 Selecting Member Data and Function Names
6 When you begin to design a class and select its member functions, you need to consider the following questions: Will special initialization tasks be necessary? Will any special clean-up tasks be carried out when a class object goes out of scope? Will class data members be assigned values after their construction?

37 Selecting Member Data and Function Names
6 C++ identifiers must not include spaces and cannot begin with a number, but you also must apply other general guidelines: Use meaningful names Use pronounceable names Be judicious in your use of abbreviations Avoid using digits in a name Use capitalization freely in multi-word names Include a form of “to be,” such as “is” or “are,” in names for variables that hold a status Often a verb-noun provides a good combination for a function

38 Selecting Member Data and Function Names
6 Luckily, you do not have to write a C++ class or program completely before you can see whether the overall plan works Most programmers use stubs during the initial phases of a project Stubs are simple routines that do nothing (or very little); you incorporate them into a program as placeholders

39 Reducing Coupling Between Functions
6 Coupling is a measure of the strength of the connection between two functions; it expresses the extent to which information is exchanged by functions Coupling is either tight coupling or loose coupling, depending on how much one function depends on information from another Tight coupling, which features much dependence between functions, makes programs more prone to errors

40 Increasing Cohesion within a Function
6 Increasing Cohesion within a Function Cohesion refers to how well the operations in a function relate to one another In highly cohesive functions, all operations are related Functional cohesion occurs when all of the function operations contribute to the performance of only one task The function square() is highly cohesive; it performs one simple task, squaring a number Sequential cohesion arises when a function performs operations that must be carried out in a specific order, on the same data

41 Summary 6 You can classify the roles of member functions into four basic groups: Inspector — Mutator Auxillary — Manager A constructor is a function that is called automatically each time an object is created If you want to override constructor default values for an object you are instantiating, you also must override all parameters to the left of that value If you provide two or more constructors for the same class, they are overloaded by definition

42 Summary 6 A destructor is a function that is called automatically each time an object is destroyed It has the same name as its class, preceded with a tilde You can use a class within another class, which gives you the ability to reuse well-crafted components instead of starting from scratch each time you create a class You cannot compile a program that includes the same file multiple times

43 Summary 6 When you create classes, you must decide on attributes and functions Coupling is a measure of the strength of the connection between two functions Tight coupling, which features dependence between functions, makes programs more prone to errors; loose coupling occurs when functions do not depend on others Cohesion refers to how well the operations in a function relate to one another


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