using, understanding, updating, designing and implementing classes chapters 5 (5.4) and partially 6...
TRANSCRIPT
Using, Understanding, Updating, Designing and Implementing ClassesChapters 5 (5.4) and partially 6 and 7
in Chapter 6, up to 6.2.3in Chapter 7
concepts of 7.1 and 7.2 are explained, but different examples are given
Robot class implementation details
An Overview of Object Oriented (OO) Programming
In OO programming Data and Functions for a specific concept combined togethercalled a “class”
gives the general definitionprovides reusability
change the values of data and you end up with different objects with the same functionality
can be used by several applications
An Overview of Object Oriented (OO) Programming An example without OO programming - Calendar display program
needs several utility functions leap year check day of week function
…
day
day of week
month
MonthName leap year
yearData
Functions
. . .
Is this structure complex? • for some yes, for some no
An Overview of Object Oriented (OO) ProgrammingOO version - Calendar display program
Date concept is developed as a class data and functions combined together from the point of view of
programmer
Did you like this? • for some yes, for some no
OO approach is more suitable for a human being• human cognition is mostly based on objects
Data (day, month, year)
FunctionsDay of the weekMonth name…
Using classes (Section 5.4) Another way of looking at OO programming
Using only string, int, and double limits the kinds of programs we can write (games, calendars, …)
why don’t we have off-the-shelf components for programming? Using object-oriented techniques means we develop new types
that correspond to the real-world objects we’re writing code for for example: an online roulette game, chess, pişti, tavla some write for us and we use them
off-the-shelf components
New types are called classes, variables are called objects User defined classes
Tapestry Classes: classes written by Owen Astrachan (author of our book) for educational and practical purposesBigInt and other classes (like Date and Dice) that we will see
Robot class is not a Tapestry class, but it is a user-defined one
The class DiceComputer simulated dice
not real dice, but have the same functionality random number between 1 and “number of sides”
in this class, we can have dice objects with any number of sides
Accessible to client programmers using #include "dice.h"Why are quotes used instead of angle brackets < > ?
Dice objects will work as pseudo-random number generatorsNot truly random in a strict mathematical senseStill useful to introduce randomness into programs
The class DiceA small class
better to show basic implementation details on a small example
Statenumber of sidesroll count
Member functions
Dice(int sides); // constructor – constructs a die with given number of sides
int Roll(); // return the random rollint NumSides() const; // how many sides int NumRolls() const; // # of times this die rolled
Using the class Dice
cout << "rolling " << cube.NumSides() << " sided die" << endl; cout << cube.Roll() << endl; cout << cube.Roll() << endl; cout << "rolled " << cube.NumRolls() << " times" << endl;
member functions
Dice cube(6); // construct six-sided die
Dice dodeca(12); // construct twelve-sided die
See roll.cpp for full program
constructor
What you can and cannot do with Dice Cannot define a Dice object without specifying number of sides
Not a bug, just a design decision You may modify the class implementation to have a default constructor
Dice d(2); // ok, like a coinDice cube; // NOT ok, won’t compile
How random is a Dice object – how can we test this? Calculate number of rolls needed to obtain a target sum
repeat this several times and find the average in order to approach to the expected value
repeat for all target values between 2 and 12 using two 6-sided dice
Any expectations? Needs probability knowledge. See testdice.cpp
Classes: From Use to Implementation (Chapter 6.1)
We’ve used several classesA class is a collection of objects sharing similar characteristicsA class is a type in C++, like int, bool, doubleA class encapsulates state and behavior
string (this is a standard class), needs #include <string>Objects: "hello", "there are no frogs", …Methods: substr(…), length(…), find(…),operators such as + and <<
Date needs #include "date.h"Objects: December 7, 1949; November 22, 1963Some Methods: MonthName(), DayName(), operator - etc.
State and BehaviorBehavior of a class is what a class does
described in verbs babies eat, cry dice are rolled
In OO programming terminology, behavior is defined by public member functionsfor Dice class, member functions are the Dice constructor, NumRolls(), NumSides() and Roll()
State of a class depends on physical propertiescars have four wheels, different colorsdice have a number of sidesIn OO programming, State is defined by private data in the header
file also called member data, instance variables, or data fields for Dice class, mySides and myRollCount (see dice.h)
ObjectsAn object is an instance of a class
When created, in memory a set of private data members are allocated and initialized according to the constructor function In other words, each object has a different state
However, objects share member function implementationsThe same function name is used on all objects of the same
class
When a member function is called on an object, that object’s private data members are accessed and/or modified
Anatomy of the Dice classThe class Dice
Objects: 6-sided dice, 32-sided dice, one-sided diceMethods: Roll(), NumSides(), NumRolls()
A Dice object has state and behaviorEach object has its own state, just like each int has its own
value Number of times rolled, number of sides
All objects in a class share method (member function) implementations, but access their own stateHow to respond to NumRolls()? Return my own # of rolls
The header file dice.hNeed #include "dice.h“ to use the dice class
class Dice{ public: Dice(int sides); // constructor int Roll(); // return the random roll int NumSides() const; // how many sides int NumRolls() const; // # times this die rolled private: int myRollCount; // # times die rolled int mySides; // # sides on die};
The compiler reads this header file to know what’s in a Dice object
Each Dice object has its own mySides and myRollCount generally initialized by the constructor function
The header file is a class declaration
Private data are called instance variables (a.k.a. private data members)each object has its own private data
Public functions are called methods, member functions, these are called by client programsAll objects of a particular class share the method implementations
The header file is an interface, not an implementationDescription of behavior, analogy to DVD player
Do you know how DVD player operates? You do not mind, just press the button (interface) and watch!
Square root button on a calculator, how does it calculate? Do you care?
Header file provides information to compiler and to programmersCompiler determines what methods/member functions can be called
for the objects of a classProgrammer reads header file to determine what methods are
available, how to use them and other information about the class
What to know?Client programmer (programmer who uses the classes) needs
to know the interface from the header filepublic member functions and constructors
parameters, how they behavedoes not need to know private data (instance variables)does not need to know how the member functions are
implemented just need to know where (in which file) it is implemented in order to
include the implementation file in the project
As a good programmer who will design and/or update classes, YOU may need to know about the class implementations
From interface to use, the class Dice
#include "dice.h"int main(){ Dice cube(6); Dice dodeca(12); cout << cube.Roll();
int k; for(k=0; k < 6; k++) { cout << dodeca.Roll(); } return 0;}
Objects constructed
0
myRollCount mySides
6
cube
0
myRollCount mySides
12
dodeca
Method invoked
1
myRollCount mySides
6
cube
After for loop
6
myRollCount mySides
12
dodeca
From Interface to Implementation
The header file provides compiler and programmer information about how to use a class, but no information about how the class is implemented Important separation of concepts
use without complete understanding of implementation
Implementation file is a cpp file with no main function member function and constructor bodies are given
sometimes some other functions are also given
Implementation: the .cpp file In the implementation file we see all member functions
written, similar idea as the functions we’ve seen so farEach function has a name, parameter list, and return typeA member function’s name includes its class name
return_type class_name :: function_name (parameters)A constructor is a special member function for initializing an
object, constructors have no return typeclass_name :: class_name (parameters)
:: is the scope resolution operatorspecifies the class of the function
Each method can access private data members of an object (the object on which this member function will operate)This way, at each invocation, member function can access
different objects’ private data cube.NumSides() compared to dodeca.NumSides()
dot operator . is used when a member function is called
dice.cpp (Implementation file) – 1/2
Dice::Dice(int sides)// postcondition: all private fields initialized
{ myRollCount = 0; mySides = sides;}
int Dice::NumSides() const// postcondition: return # of sides of die { return mySides;}
Constructor
dice.cpp (Implementation file) – 2/2
int Dice::NumRolls() const// postcondition: return # of times die has been rolled{ return myRollCount;}
int Dice::Roll()// postcondition: number of rolls updated// random 'die' roll returned { RandGen gen; // random number generator myRollCount= myRollCount + 1; // update # of rolls return gen.RandInt(1,mySides); // in range [1..mySides]}
Understanding Class Implementations
Private data members are global such that they are accessible by all class member functionse.g. in the implementation of Roll function, mySides and myRollCount are not defined, but used
Understanding Class Implementations
Constructors should assign values to each instance variablethis is what construction isnot a rule, but a general programming style
Understanding Class Implementations
Methods (member functions) can be broadly categorized as accessors or mutatorsAccessor methods may access information about an object but
do not change the state (private data members)Dice::NumRolls() and Dice::NumSides()are accessor
methods since they do not change the private data membersMutator methods change the state of an object
Dice::Roll(), since it changes an object’s myRollCount
Class Implementation Heuristics
All data should be privateProvide accessor and mutator member functions as needed
Make accessor functions constby putting const after all parameters
in both class definition (header file) and class implementation A const function cannot modify the state of an object
precaution against poor implementations compilers do not allow to update private data in const functions
int Dice::NumSides() const// postcondition: return # of sides of die { return mySides;}
RandGen Class A Tapestry class for random number generation Add randgen.cpp to your project and have #include "randgen.h" in your program
Four member functionsint RandInt(int max = INT_MAX);
returns a random integer in [0..max) int RandInt(int low, int max);
returns a random integer in [low..max] double RandReal();
returns a random double value in [0..1) double RandReal(double low, double max);
returns a random double value in the range of [low..max]
see numberguess.cpp for an example program that use RandGen
Overloading
In RandGen class, there are two different functions named RandInt so as RandReal
Using the same name for more than one function is called overloading. They are differentiated by parameter types and/or return types.
All member and free functions can be overloaded.
The class DateThe class Date is accessible to client
programmers#include "date.h"
to get access to the classThe compiler needs this information.It may also contain documentation for the programmer
Link the implementation in date.cppAdd this cpp to your project
The class Date models a calendar date:Month, day, and year make up the state of a Date
objectDates can be printed, compared to each other, day-
of-week determined, # days in month determined, many other behaviorsBehaviors are called methods or member functions
Constructing Date objects – see usedate.cpp Date today; Date republic(10,29,1923); Date million(1000000); Date y2k(1,1,2000); cout << "today: " << today << endl; cout << "Republic of Turkey has been founded on: "
<< republic << endl;
cout << "millionth day: " << million << endl; OUTPUT
today: November 20 2007Republic of Turkey has been founded on: October 29 1923millionth day: November 28 2738
Constructing/defining an object
Date objects (as all other objects) are constructed when they’re first definedThree ways to construct a Date
default constructor, no params, initialized to today’s date single long int parameter, number of days from January 1, 1 three params: month, day, year (in this order).
Constructors for Date objects look like function callsconstructor is special member functionDifferent parameter lists mean different constructors
Once constructed, there are many ways to manipulate a Date Increment it using ++, subtract an integer from it using -, print it
using cout, …MonthName(), DayName(), DaysIn(), …
See date.h for more info on date constructors and member functions
Date Member FunctionsDate MidtermExam(8,3,2009);
Construct a Date object given month, day, year
MidtermExam.DayName()Returns the name of the day (“Saturday” or “Sunday”, or ...)
in this particular case, returns “Saturday” since November 24,2007 is a Saturday
MidtermExam.DaysIn()Returns the number of days in the particular month
in our case return 30, since November 2007 has 30 days in it
Add, subtract, increment, decrement days from a dateDate GradesDue = MidtermExam + 7;GradesDue is December 1, 2007
Let’s see usedate.cpp in full and datedemo.cpp now
Example: Father’s day (not in book) Father’s day is the third Sunday of June
write a function that returns the date for the father’s day of a given year which is the parameter of the function
In main, input two years and display father’s days between those years
Date fathersday(int year)// post: returns fathers day of year{Date d(6,1,year); // June 1
while (d.DayName() != "Sunday") { d += 1;
}
// d is now the first Sunday, third is 14 days later return d + 14;}
See fathersday.cpp for full program
What if there were no date class?It would be very cumbersome to deal with dates without a
date classimagine banking applications where each transaction has
associated date fields
Classes simplify programming they are designed and tested.then they can be used by programmers
You are lucky if you can find ready-to-use classes for your needsotherwise ???
Updating a Class (not in book)
Suppose you want to add more functionality to the date classneed to change the header file (date.h)need to add implementation of new function(s) to
date.cppExample: a new member function to calculate and
return the remaining number of days in the object’s month any ideas? do you think it is too difficult?have a look at the existing member functions and see if
they are useful for you
Updating a Class (not in book)We can make use of DaysIn member function
Prototype in Date class (add to the header file)int RemainingDays () const;
Implementationint Date::RemainingDays () const{return DaysIn() - myDay;
}In a member function implementation private
data and other member functions referred without the dot operator. They operate on the object for which the member
function is called
Updating a Class (not in book)
Example use of RemainingDays
Date today;cout << "There are " << today.RemainingDays() << " days left in the current month" << endl;
See date_modified.h, date_modified.cpp and demodatemodified.cpp
When RemainingDays is called,call to DaysIn is for object today
since it is the object on which RemainingDays is calledmyDay is today’s myDay
since it is the object on which RemainingDays is called
Design Heuristics What is an heuristic?
a set of guidelines and policies may not be perfect, but mostly useful exceptions are possible
e.g. making all state data private is an heuristicwe will see two more class design heuristics
cohesion and coupling Make each function or class you write as single-purpose as possible
Avoid functions that do more than one thing, such as reading numbers and calculating an average, standard deviation, maximal number, etc., If source of numbers changes how do we do statistics? If we want only the average, what do we do?
Classes should embody one concept, not several. This heuristic is called Cohesion.
Functions (both member and free functions) and classes should be cohesive, doing one thing rather than several things.
Easier to re-use in multiple contexts and several applications
Design Heuristics continued (Coupling)
Coupling: interactions among functions and classesFunctions and classes must interact to be useful
One function calls anotherOne class uses another, e.g., as the Dice::Roll()
function uses the class RandGen
Keep interactions minimal so that classes and functions don’t rely too heavily on each other: it is better if we can change one class or function (to make it more efficient, for example) without changing all the code that uses it
Some coupling is necessary for functions/classes to communicate, but keep coupling loose and be aware of them
Designing classes from scratch
Chapter 7 (especially 7.1 and 7.2)a good development strategy
“iterative enhancement” approachREAD those sections, you are responsible
we won’t cover all, because it takes too much time and becomes boring!
I will give a simpler class design example hereless iterativebut similar application
Implementing Classes – Iterative Enhancement
It is difficult to determine what classes are needed, how they should be implemented, which functions are required
Experience is a good teacher, failure is also a good teacher
Good design comes from experience, experience comes from bad design
Design and implementation combine into a cyclical process: design, implement, re-visit design, re-implement, test, redesign, …
Grow a working program, don’t do everything at the same time
Design and Implementation Heuristics
A design methodology says that
“look for nouns, those are classes”, and then “look for verbs and scenarios, those are member functions”
Not every noun is a class, not every verb is a member functionsome functions will be free ones or will be implemented in main
(these are design decisions)
Concentrate on behavior (member functions) first when designing classes, then on state (private part)private data will show its necessity during the implementation of
the public part
Example class design Quiz class
simple quiz of addition questions Scenarios
user is asked a number of questionscomputer asks random questionsuser enters his/her answer
correct / not correct feedback and correct answer are displayed
correct answers are counted There may be two classes
questionquiz
but I will have one class which is for question and implement quiz in mainBe careful! This example is similar but different than the one in book
(Sections 7.1 and 7.2)
Question class
Question behaviors (verbs). A question iscreatedaskedansweredchecked
These are candidate member functionsmore? less? we will see
A question is simply two random integers (to keep it simple say between 1 and 100) to be addedthose numbers are definitely in class private datawhat else?
we will see
Question class
simplemathquest.h (first draft)class Question
{
public:
Question(); // create a random question
void Ask() const; // ask the question to user
int GetAnswer() const; //input and return user answer
bool IsCorrect(int answer) const; //check if correct
private:
int myNum1; // numbers used in question
int myNum2;
};
Quiz program (main - simplequiz.cpp) – Draft 1
int qNum = PromptRange("how many questions: ",1,5); int k, ans, score =0;
for(k=0; k < qNum; k++) {
Question q;q.Ask();ans = q.GetAnswer();if (q.IsCorrect(ans)){ cout << ans << " correct answer" << endl << endl;
score++;}else{ cout << "Sorry, not correct. Correct answer was " <<
???????? << endl << endl;}
} cout << "Score is " << score << " out of " << qNum << " = " << double(score)/qNum * 100 << "%" << endl;
Something missing: a function to return the correct result
Question class simplemathquest.h (second draft)
class Question
{
public:
Question(); // create a random question
void Ask() const; // ask the question to user
int GetAnswer() const; //input and return user answer
bool IsCorrect(int answer) const; //check if correct
int CorrectAnswer() const; //return the correct answer
private:
int myNum1; // numbers used in question
int myNum2;
};
Quiz program (simplequiz.cpp) – Draft 2
int qNum = PromptRange("how many questions: ",1,5); int k, ans, score =0;
for(k=0; k < qNum; k++) {
Question q;q.Ask();ans = q.GetAnswer();if (q.IsCorrect(ans)){ cout << ans << " correct answer" << endl << endl;
score++;}else{ cout << "Sorry, not correct. Correct answer was " <<
q.CorrectAnswer() << endl << endl;}
} cout << "Score is " << score << " out of " << qNum << " = " << double(score)/qNum * 100 << "%" << endl;
Question class implementationsimplemathquest.cpp (draft 1)
void Question::Ask() const
{
cout << myNum1 << " + " << myNum2 << " = ";
}
Question::Question(){ RandGen gen; myNum1 = gen.RandInt(1,100); myNum2 = gen.RandInt(1,100);}
constructor
int Question::GetAnswer() const
{
int ans;
cin >> ans;
return ans;
}
Ooops! We did not access or modify the object’s state. It is better not to have this function
as a member function
Question class implementationsimplemathquest.cpp (draft 1) - continued
Problem: Where is the correct answer stored? a new private data field would be good
bool Question::IsCorrect(int answer) const
{
return ?????? == answer;
}
int Question::CorrectAnswer() const
{
return ??????;
}
Question class simplemathquest.h (final)
class Question
{
public:
Question(); // create a random question
void Ask() const; // ask the question to user
bool IsCorrect(int answer) const; //check if correct
int CorrectAnswer() const; //return the correct answer
private:
int myNum1; // numbers used in question
int myNum2;
int myAnswer; // store the answer
};
int GetAnswer() const; //input and return user answer
Question class implementation simplemathquest.cpp (final)
Question::Question(){ RandGen gen; myNum1 = gen.RandInt(1,100); myNum2 = gen.RandInt(1,100); myAnswer = myNum1 + myNum2;}
void Question::Ask() const{ cout << myNum1 << " + " << myNum2 << " = ";}
int Question::GetAnswer() const{
int ans;cin >> ans;return ans;
}
Question class implementation simplemathquest.cpp (final) - continued
bool Question::IsCorrect(int answer) const
{
return myAnswer == answer;
}
int Question::CorrectAnswer() const
{
return myAnswer;
}
Quiz program (simplequiz.cpp) – Final
int qNum = PromptRange("how many questions: ",1,5);
int k, ans, score =0;
for(k=0; k < qNum; k++)
{
Question q;
q.Ask();
cin >> ans;
if (q.IsCorrect(ans))
{ cout << ans << " correct answer" << endl << endl;
score++;
}
else
{ cout << "Sorry, not correct. Correct answer was " << q.CorrectAnswer() << endl << endl;
}
}
cout << "Score is " << score << " out of " << qNum
<< " = " << double(score)/qNum * 100 << "%" << endl;
Thinking furtherWhat about a generic question class
not only addition, but also other arithmetic operationsmay need another private data member for the operation
that is also useful to display the sign of operation in Askmay need parameter in the constructor (for question type)will do this week in recitations
What about questions for which answers are strings?maybe our generic question class should have string type answers to serve
not only to arithmetic questions but any type of questions see Sections 7.1 and 7.2
Implementation of Robot Class - 1
Your next homework will be about updating the Robot class you will add some new member functions that requires to deal with
robots.h and robots.cpp files (actually in the homework, you will use an updated class for which the file names are robots_modified.h and robots_modified.cpp)
and you will use those newly added functions in an application It is a good idea to have a look at how this class is implemented
It is designed and implemented by Ersin Karabudak Albert Levi and I have made some changes later
Robot class implementation is quite complexRobot, RobotWindow and RobotWorld are different structures
we will not deal with RobotWindow and RobotWorld, but the implementation file contains robot class implementation and the details of RobotWindow and RobotWorld too. Do not get confused.
Robots are maintained as a circular doubly linked list it is a data structure that uses pointers (probably will see in CS202) but do not get thrilled! you will not need those complex structures for the
member functions that you will add.
Some details you have to know will be given now and more details will be given in recitations this week
Implementation of Robot Class - 2
enum Direction { east, west, north, south };
enum Color { white, yellow, red, blue, green, purple, pink, orange };
class Robot
{
public:
Robot (int x, int y, Direction dir = east, int things = 0);
~Robot ();
void Move (int distance = 1);
bool Blocked ();
void TurnRight ();
bool PickThing ();
bool PutThing ();
void SetColor (Color color);
bool FacingEast ();
bool FacingWall ();
bool CellEmpty ();
bool BagEmpty ();
constr
uctor
Destructor (not needed in HW)
member functions
continued on the next slide
Implementation of Robot Class - 3
private:int xPos; //x coordinate of the location of robotint yPos; //y coordinate of the location of robotDirection direction; //current direction of robotColor color; //current color of robotint bag; //current # of things in the bag of robotbool stalled; //true if the robot is deadbool visible; //true if the robot is visible
Robot *next;Robot *prev;static Robot *list;
friend struct RobotWindow; };
Private Data
pointers for the data structure you will not need them
RobotWindow may refer Robot’s private data
Implementation of Robot Class - 4
Previous two slides were in the robots.h (now robots_modified.h). Now let’s go over the robots.cpp (now robots_modified.cpp) file in
VC++ environment
In the next homework, you are going to add some member functions to the robot class Some of the member functions will be done in recitations this week
Hints try to use currently available member functions
e.g. for PickAll, try to use PickThing in a loop rather than writing some thing similar to PickThing
do not hesitate to modify or access private data members when needed e.g. you will need such an update for Turn function
if you change the state of a robot within the current cell, use the following to update the windowtheRobotWindow->Redraw(this);
Implementation of Robot Class - 5
Hints for the next homework (cont’d) you will need to use the function called IsPressed defined in miniFW.h
(it is going to be renamed as miniFW_modified.h) so include this header file to your main program file this function (IsPressed) is to check whether a key (e.g. an arrow key) is
pressed or not - details are in recitations
Some other changes in the Robot World and Robot Class If a robot hits another robot, both die! No automatic message is displayed when a robot dies Now the bag content is written in robots (if not zero)
Use robots_modified.h, robots_modified.cpp, miniFW_modified.h and miniFW_modified.cpp files in HW3 They will be provided to you in the homework and/or recitation package
Functions that return values from the Robot ClassRobot class has several member functions
Move, TurnRight and SetColor are void functionsRobot class also has member functions that return values. Some are
below:bool Blocked ()
is the robot blocked?
bool FacingEast () is the robot facing east?
See RobotWorld.pdf file for the complete list of those functions.
Free functions and member functionsThe functions in <cmath> are free functions, they aren’t
part of a classC++ is a hybrid language, some functions belong to a class,
others do notJava and C# are pure object-oriented languages, every function
belongs to a classSimilarly, IsLeapYear is also a free functionActually any function that does not operate on an object
is a free functionHowever, Move, TurnRight are functions for Robot
classthey are not free, they operate on robots onlythat is why they are called member functionsall robot functions are member functions