Introduction to C++
Difference between C and C++
Evolution of C++
Procedure Oriented Programming vs Object OrientedProgramming
Key concepts of Object-Oriented Programming
Advantages and Disadvantages of OOP
Measures of Central Tendency: Mean, Median and Mode
Object Oriented Programming using C++ - Part 1
1. OOPS THROUGH C++
Dr. Chandra Sekhar Sanaboina
Assistant Professor
Department of Computer Science and Engineering
University College of Engineering Kakinada
Jawaharlal Nehru Technological University Kakinada
Website: https://drcs.info
Youtube Link:
https://www.youtube.com/watch?v=nPjHraTbPeY&list=PLT1ngltOnlJiHbzVvjkU8VzQt9oam8ji4
3. AGENDA
• Difference between C and C++
• Evolution of C++
• Procedure Oriented Programming vs Object Oriented
Programming
• Key concepts of Object Oriented Programming
• Advantages and Disadvantages of OOP
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4. PROCEDURE ORIENTED PROGRAMMING
• It means “a set of procedures” which is a “set of subroutines” or a “set of
functions“
• Functions are called repeatedly in a program to execute tasks performed by them
• Example: A program may involve collecting data from user (reading), performing
some kind of calculations on the collected data (calculation), and finally displaying the
result to the user when requested (printing). All the 3 tasks of reading, calculating and
printing can be written in a program with the help of 3 different functions which
performs these 3 different tasks.
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5. A REAL WORLD EXAMPLE
• We are working for a vehicle parts manufacturer that needs to update it's online
inventory system. Boss tells us to program two similar but separate forms for a
website, one form that processes information about cars and one that does the
same for trucks
• For cars, we will need to record the following information:
• Color, Engine Size, Transmission Type, Number of doors
• For trucks, the information will be similar, but slightly different. We need:
• Color, Engine Size, Transmission Type, Cab Size, Towing Capacity
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6. SCENARIO - 1
• Suppose that we suddenly need to add a bus form, that records the following
information:
• Color, Engine Size, Transmission Type, Number of passengers
• Procedural –
• We need to recreate the entire form, repeating the code for Color, Engine Size, and
Transmission Type.
• OOP -
• We simply extend the vehicle class with a bus class and add the method
numberOfPassengers
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7. SCENARIO - 2
• Instead of storing color in a database like we previously did, for some strange
reason our client wants the color emailed to him
• Procedural –
• We change three different forms: cars, trucks, and buses to email the color to the client
rather than storing it in the database.
• OOP –
• We change the color method in the vehicle class and because the car, truck, and bus
classes all extend (or inherit from, to put it another way) the vehicle class, they are
automatically updated
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8. SCENARIO - 3
• We want to move from a generic car to specific makes, for example: Nissan and
Creta
• Procedural –
• We create a new form for each make, repeating all of the code for generic car
information and adding the code specific to each make
• OOP –
• We extend the car class with a Nissan class and a Creta class and add methods for each
set of unique information for that car make
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9. SCENARIO - 4
• We found a bug in the transmission type area of our form and need to fix it
• Procedural –
• We open and update each and every form
• OOP –
• We fix the transmission Type method in the vehicle class and the change
perpetuates in every class that inherits from it
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10. WHY SWITCH TO C++
• Supports an OO approach to programming
• Classes
• Inheritance
• Polymorphism
• Exceptions
• Provides powerful features on top of a “fast” language
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11. HOW TO SWITCH TO C++
1. Learn about differences
a. New tools (compilers, debuggers, etc.)
b. New libraries
c. New file naming conventions
d. New syntax
e. Available standards
2. Rethink programming approach
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12. 1A. NEW TOOLS FOR C++
• Compiler: g++ or CC (CC is only on the SGIs)
• Debugger: gdb, dbx (SGI), cvd (SGI), or printf(). ;-)
• Some text editors “understand” C++. (formatting, syntax
highlighting)
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13. 1B. NEW LIBRARIES FOR C++
• All of the C libraries still work
• Some C++ specific libraries
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14. 1C. NEW FILE NAMING CONVENTIONS FOR C++
• Some conventions for file names
• foo.h, foo.c – file names under C
• foo.hh, foo.cc – file names under C++
• Also foo.cpp, foo.cxx – file names under C++
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15. 1D. NEW SYNTAX
• Syntax virtually identical to C
• C++’s features add syntax
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17. SOME QUESTIONS ABOUT C
• What is C?
• C is a low-level, procedural, systems programming language
• What problem did C solve?
• Designed as a system’s programming language for UNIX in the 1970s
• A fast, flexible, low-level language was needed.
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18. SOME QUESTIONS ABOUT C++
• What is C++?
• C++ is an extension of C that provides support for object-oriented
programming
• What problem did it solve?
• Stroustrup states, “I built C++ as a bridge over which people would
pass from traditional programming to styles relying on data
abstraction and object-oriented programming.”
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20. C VS C++
C C++
C is a Procedure Oriented Programming
Language
C++ is an Object Oriented Programming
Language
Top-Down Approach Bottom-Up Approach
C is less secure than C++ C++ is secure (Data Hiding)
C programming variable declaration is
possible only at top of the program
In C++, variable declaration can be
done anywhere in the program
In C, Namespace feature is not available In C++, Namespace feature is available
C is a middle level language C++ is a high level language
In C, programs are divided into modules
and Functions
In C++, programs are divided into
classes and Functions
Exception Handling not supported Supports Exception Handling
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21. C VS C++
C C++
C Input and Output:
scanf(), printf()
C++ Input and Output:
Cin (>>), cout (<<)
In C, main() function can be called
through other functions
In C++, main() function cannot be
called through other functions
malloc(), calloc() functions are used
for dynamic memory allocation
new, delete operators are used for
allocating and deallocating memory
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23. EVOLUTION OF C++
• It has a history going back to 1979
• Bjarne Stroustrup – Developed the C++
• He started work for his Ph.D. thesis
• He began work on "C with Classes", which as the name implies was
meant to be a superset of the C language
• His goal was to add object-oriented programming into the C
language which was and still is a language well-respected for its
portability without sacrificing speed or low-level functionality
• It included classes, basic inheritance, inlining, default
function arguments, and strong type checking in addition to
all the features of the C language
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24. EVOLUTION OF C++ CONTD…
• In 1983 –
• the name of the language was changed from “C with Classes” to
C++
• The ++ operator in the C language is an operator for incrementing
a variable, which gives some insight into how Stroustrup regarded
the language
• Many new features were added around this time, the most notable
of which are virtual functions, function overloading, references with
the & symbol, the const keyword, and single-line comments using
two forward slashes
• In 1985 –
• C++ was implemented as a commercial product
• The language was not officially standardized yet
• In 1989 –
• The language was to include protected and static members, as well
as an inheritance from several classes.
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25. EVOLUTION OF C++ CONTD…
• In 1990 –
• Turbo C++ was released as a commercial product
• Turbo C++ added a lot of additional libraries which have had a considerable impact on
C++'s development.
• In 1998 –
• the C++ standards committee published the first international standard for C++ ISO/IEC
14882:1998, which is informally known as C++98. The Standard Template Library, which
began its conceptual development in 1979, was also included.
• In 2003 –
• the committee responded to multiple problems that were reported with their 1998
standard and revised it accordingly. The changed language was named C++03.
• In mid-2011 –
• the new C++ standard (C++11) was finished
• The new features included Regex support, a randomization library, a new C++ time
library, atomics support, a standard threading library, a new for loop syntax providing
functionality similar to for each loops in certain other languages, the auto keyword, new
container classes, better support for unions and array-initialization lists and templates. 25
27. PROCEDURAL ORIENTED PROGRAMMING
VS
OBJECT ORIENTED PROGRAMMING
Procedure Oriented Programming Object Oriented Programming
In procedural programming, program is divided into small
parts called functions.
In object oriented programming, program is divided into
small parts called objects.
Procedural programming follows top down approach.
Object oriented programming follows bottom up
approach.
There is no access specifier in procedural programming.
Object oriented programming have access specifiers like
private, public, protected etc.
Adding new data and function is not easy. Adding new data and function is easy.
Procedural programming does not have any proper way for
hiding data so it is less secure.
Object oriented programming provides data hiding so it
is more secure.
In procedural programming, overloading is not possible. Overloading is possible in object oriented programming.
In procedural programming, function is more important
than data.
In object oriented programming, data is more important
than function.
Procedural programming is based on unreal world. Object oriented programming is based on real world.
Examples: C, FORTRAN, Pascal, Basic etc. Examples: C++, Java, Python, C# etc.
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29. KEY CONCEPTS OF OOP
Major principles of Object Oriented Programming system are
• Class
• Object
• Inheritance
• Polymorphism
• Data Abstraction
• Encapsulation
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30. CLASS
• Class -
• Classes are a blueprint or a set of instructions to build
a specific type of object
• It is a basic concept of Object-Oriented Programming
which revolve around the real-life entities
• Class determines how an object will behave and what
the object will contain
• class <class_name>
{
fields;
methods;
};
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31. OBJECT
• Object
• is an instance of a class
• An object in OOPS is nothing but a self-contained
component which consists of methods and properties
to make a particular type of data useful
• For example color name, table, bag, barking
• When you send a message to an object, you are
asking the object to invoke or execute one of its
methods as defined in the class
• Syntax:
• Classname variable_name = new Classname();
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32. CLASS VS OBJECTS
• A Class
• In object oriented programming class is a blueprint or prototype that defines the
variables and the methods (functions) common to all Objects of a certain kind
• An object
• In OOPS object is a specimen of a class
• Software objects are often used to model real-world objects you find in everyday
life
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33. INHERITANCE
• Inheritance –
• Inheritance can be defined as the process where one class
acquires the properties, methods and fields of another
• With the use of inheritance the information is made
manageable in a hierarchical order
• The class which inherits the properties of the other is
known as subclass, derivedclass, childclass and the
class whose properties are inherited are known as
superclass, baseclass, parentclass
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34. POLYMORPHISM
• Polymorphism –
• Allows us to use the same word to mean different things in different
contexts
• The capability of a method to do different things and take on many forms
based on the object that it is acting upon
• In other words, polymorphism allows you define one interface (or class)
and have multiple implementations
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35. ABSTRACTION
• Abstraction-
• Allows for simple things to represent complexity
• Such as objects, classes, and variables representing more complex
underlying code and data
• We all know how to turn the TV on, but we don’t need to know how it
works in order to enjoy it
• For example in our code we could create a TV object then ask it to turn
on. We don’t need to worry about how the TV object works as long as
we know it has a on method within
• Consider the scanner import – we don’t worry about how it works we
just create a scanner object and use it when we want user input
• This is important because it lets avoid repeating the same work
multiple times.
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36. ENCAPSULATION
• Encapsulation –
• Encapsulation is a mechanism of wrapping the data variables
and code acting on the data methods together as a single unit
• The variables of a class will be hidden from other classes, and
can be accessed only through the methods of their current class,
therefore it is also known as data hiding
• To achieve encapsulation, we declare the variables of a class as
private
• Provide public setter and getter methods to modify and view the
variables values
• We can re-use objects like code components or variables without
allowing open access to the data system-wide
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38. ADVANTAGES
• Code Reusability
• Represents generic application concepts closely and are more
near to real world models
• Ease of programming
• Ease of Maintenance
• Ease in extension
• Ease in redesign
• Portability
• Scalability
• Compatibility with C
• Memory Management
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39. DISADVANTAGES
• Designing OOP program is more tricky
• Planning in more important
• Good skills (Designing skills, Programming Skills and Thinking Skills) need to
acquired by the programmer
• Absence of Garbage Collector
• No Built-in threads
• Use of Pointers
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