Table of Contents
CS304: Object Oriented Programming (OOP)
Course Category: Computer Science/Information Technology
Introduction, Abstraction & Inheritance, Introduction to Generalization & Specialization, Multiple Inheritance & Associations, Object-Oriented Modeling, Introduction to Objects and Classes, Constructors, Destructor, Accessor Functions & this Pointer, Constant data members & Static Variables, Constant data members & Static Variables& Array of objects, new Operator & Getter and Setter, Composition, Composition& Aggregation and Friend Functions, Operator overloading, Inheritance, Access Specifiers, Copy Constructor &Assignment Operator, Overriding, Types of Inheritance, Polymorphism, Abstract & Concrete Classes, Polymorphism – Case Study, Multiple Inheritance, Generic Programming, Templates and Friends, Generic Algorithms Revisited, Cursors & Vectors, Standard Template Library, Iterators, Techniques for Error Handling, Exception Handling.
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CS304: Object Oriented Programming (OOP)
What is Object?
In computer science, an object can be a variable, a data structure, a function, or a method. Like memory regions, they contain a number and are identified by the identifiers.
In an object-oriented programming paradigm, an object can be a combination of variables, functions, and data structures; especially in class-based variations of paradigm refers to a particular class instance.
We have different things around us in our real life that work together to do different tasks for example, person, car, school, tree.
Objects at a school are books, teachers, students, school bags, classroom room etc.
What is Object-Orientation?
It is a way in which we visualize our system problems in the form of objects and their interactions as they occur in real life.
Suppose we want to create a school fundraising program for this we will need to find things related to their interaction as it happens in real life. In this way we can say that the position of the object makes it easier for us to solve the problems of the real world by thinking of a solution to the problem in terms of the real world.
With object orientation we shift our focus to objects in contrast to the procedural paradigm where we simply write our code into tasks and call it into our main program.
Real-life objects have many properties and many types of behaviors but most of the time we are interested in that part of the problem-solving part of the problem that we are going to solve right now, for example in using the school system that we do. We need to take care of the health of the student or teacher as our system will not work in any way so we will see these things from the perspective of the school system and ignore some of their features, this concept is called “Abstraction”.
At OOP we create a standard drawing of each type of object and create different scenarios using this diagram we call this diagram or prototype or map “class”. All objects of the same type display the same characteristics (knowledge structure and behavior) and yet have their own data.
A child inherits traits from his parents, and in addition to hereditary traits, a child may have unique traits.
Inheritance in Classes
If class B benefits from category A then it contains all the features (knowledge and behavior structure) of class A The parent category is called the base class and the children category is called the adoption category.
In OO models, some classes may have common features. We transfer these features to a new class and inherit the first classes from this new category. There are many items with common features in the object model. Common characteristics (characteristics and behaviors) of all these elements are integrated into one common class. The foundation category includes the concept of similarity of the found categories. The foundation phase is a general category that represents the same behavior of all the found categories.