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CHAPTER-1.1: Class and object

CHAPTER-1.1:Class and Object
Object:
In the real world, Objects are the entities of which the world is comprised.   Everything that happens in the world is related to the interactions between the objects in the world.   Just as atoms, which are objects, combine to form larger objects, the interacting entities in the world can be thought of as interactions between and among both singular ("atomic") as well as compound ("composed") objects.  
The real world consists of many, many objects interacting in many ways.   While each object may not be overly complex, their interactions create the overall complexity of the natural world.  It is this complexity that we wish to capture in our software systems. In an object-oriented software system, objects are entities used to represent or model a particular piece of the system.   Objects are the        primary units used to create abstract models. 
 An object that does not interact with anything else effectively does not exist.   Access to internally stored data is necessarily through some sort of defined behavior of the object.   It is impossible for an outside entity to truly "know" whether or not a particular piece of data is being stored inside of another object.  The real meaning of the object is in how the object behaves in relationship to its data, should it contain any.   The existence of data in an object is an implementation technique used to generate the required behavior of that object.
 Objects are variables of type class. Once a class has been defined, we can create any number of objects belonging to that class. Objects contain data and code to manipulate that data. Object is using to allocate memory space for class member variables and member functions.



Classes :
Many objects differ from each other only in the value of the data that they hold.  For example, both a red light and a blue light are lights; they differ only in the value of the color attribute, one has a red color and the other a blue color.   Our object-oriented system needs a way to capture the abstraction of a light, independent of the value of its color.   That is, we want to express that a set of objects are abstractly equivalent, differing only in the values of their attributes.
 Object-oriented systems use classes  to express the above concept of abstract equivalence.  A class is a summary description of a set of objects. A class thus contains the descriptions of all the behaviors of the objects that it represents. In computer science parlance, we call the individual behaviors of a class its methods.  In addition, a class contains descriptions of the internal data held by the objects. Turning the description around, we can say that a class is a pattern for the creation of a particular type of object.
 That is, one can use a class to create objects of the type described by the class.   A class is an arrangement of a set of objects, it is not the actual object. In technical terms, a class defines a new type in the system.   Types are identifies used to differentiate different kinds of data.    For instance, integers, characters, strings and arrays are all types of data.
 A class is a way to bind the data and its associated functions together. It allows the data (and function) to be hidden, if necessary from external use. A class is a collection of objects of similar type. Classes are user defined data types and behave like the built in data types of a programming language.
 example:
class muna
  {
    memberfunction()
     {
     datatype:
     }
   };
main()
 {
  muna ob1;
  ob1.memberfunction();
  }

Example: if a is a class name and ob is a object of class a, then the format of using class and object in C++ program is look like as follows:

class a
{
public:
int x;
void getdata()
{
}
void display()
{
}
};
 void main()
{
a ob; //object declaration
ob.getdata();// accessing class member function
ob.display(); //accessing class member function
}

Specifying a class:
Generally, a class specification has two parts:
Class declaration
Class function definition
The class declaration describes the type and scope of its members. The class function definitions describe how the class functions are implemented.

The general form of a class declaration is:
class class_name
{
private:
 variable declarations;
function declarations;

public:
variable declarations;
function declarations;
};
The body of a class is enclosed within braces and terminated by a semicolon. The class body contains the declaration of variables and functions. These functions and variables are collectively called class members. Class members are usually grouped into two sections, namely, private and public. The keywords private and public are known as visibility labels. Note that these keywords are followed by a colon.
 The class members that have been declared as private can be accessed only from within the class. On the other hand, public members can be accessed from outside the class also. The data hiding (using private declaration) is the key features of object oriented programming. The use of the keyword is optional. By default the members of a class are private.
 The variables inside the class are known as data members and functions are known as member functions. Only the member functions can have access to the private data members and private functions. However, the public members (both function and data) can be accessed from outside the class. 


Accessing class members:
We can access class members like the following way-
Syntax:
object_name.function_name(argument_list);

example:
ob.getdata();
ob.display();

Defining member function:
Member functions can be defined in two places:
Outside the class definition
Inside the class definition

Outside the class definition:
Member functions that are declared inside a class have to define separately outside the class. return_type class_name :: function_name (argument declaration)
{
Function body
}

Example:
void a::getdata(int a, float b)
{
number=a;
cost=b;
}

The symbol :: is called scope resolution operator. 

The member functions have some special characteristics that are often used in the program development. These characteristics are:
qSeveral different classes can use the same function name.
qMember functions can access the private data of the class. A non member function cannot do so. (However, an exception to this rule is a friend function discussed later.)
qA member function can call another member function directly, without using the dot operator. 

Inside the class definition:
We can define member functions inside the class as well. Only small functions are defined inside the class. 
class ae
{
public:
int x;
void getdata()
{
Int x=10;
}
void display()
{
cout<<x;
}
};
void main()
{
a ob; //object declaration
ob.getdata();// accessing class member function
ob.display(); //accessing class member function
}

What are the advantages of OOP?
qIt presents a simple, clear and easy to maintain structure.
qIt enhances program modularity (partitioning) since each object exists independently.
qNew features can be easily added without disturbing the existing one.
qObjects can be reused in other program.
qData is fully secured
qOperator overloading is possible in OOP

Various elements of OOP are:
qObject
qClass
qMethod
qEncapsulation
qInformation Hiding
qInheritance
qPolymorphism 

Class
A class is a collection of data and the various operations that can be performed on that data.
Object
This is the basic unit that are associated with the data and methods of a class. To access any element of a class, an object is used.
Method
 A set of programming code used to perform the operation of the program. For example, find_salary().

Encapsulation: 
Encapsulation is the process of binding class elements (data and functions) in a single unit. Encapsulation separates the conceptual interface. Encapsulation is the process of hiding data of a class from objects. This is to say, if a function or a method inside this class is private, only objects of this class can access the method. The three access specifiers (private, public, protected) determine whether the methods are accessible to all classes or only the defining class or the friend class.
Information Hiding:
Information hiding is the primary criteria of system and should be concerned with hiding the critical element in system. Information hiding separates the end users from illegal access of the requirement. Encapsulation supports information hiding by making use of the three access specifiers of a class.
Public:- If a class member is public, it can be used anywhere without the access restrictions.
Private: if a class member is private, it can be used only by the members and friends of class.
Protected : if a class member is protected, it can be used only by the members of class, friends of class and derived class.
Inheritance:
Inheritance is a way by which a subclass inherits attributes and behaviors of a parent or base class and can have its own as well. Inheritance is the process of involving building classes upon existing classes. So that additional functionality can be added. Using inheritance the hierarchical relationships are established. Inheritance allows the reusability of an existing functions and data of a class.
Polymorphism:
Polymorphism is the ability to calls the same named methods from different classes. Each function contains its own specific behavior. Polymorphism means the ability to take more than one form. An operation may exhibit different behaviors in different instances.

 



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