c++
1 Introduction to C++
1.1 Overview of C++
1.2 History and Evolution of C++
1.3 C++ Standardization
1.4 Compilation Process
1.5 Integrated Development Environments (IDEs)
2 Basic Syntax and Structure
2.1 Basic Structure of a C++ Program
2.2 Comments
2.3 Variables and Data Types
2.4 Constants
2.5 Operators
2.6 Control Structures (if, else, switch)
2.7 Loops (for, while, do-while)
3 Functions
3.1 Function Definition and Declaration
3.2 Function Prototypes
3.3 Function Overloading
3.4 Default Arguments
3.5 Inline Functions
3.6 Recursion
3.7 Scope and Lifetime of Variables
4 Arrays and Strings
4.1 Arrays
4.2 Multidimensional Arrays
4.3 Strings
4.4 String Manipulation Functions
4.5 Pointers and Arrays
5 Pointers and References
5.1 Pointers
5.2 Pointer Arithmetic
5.3 Pointers and Arrays
5.4 Dynamic Memory Allocation
5.5 References
5.6 Pointers vs References
6 Structures and Unions
6.1 Structures
6.2 Unions
6.3 Enumerations
6.4 Type Defining
6.5 Bit Fields
7 Object-Oriented Programming (OOP)
7.1 Classes and Objects
7.2 Constructors and Destructors
7.3 Inheritance
7.4 Polymorphism
7.5 Encapsulation
7.6 Abstraction
7.7 Friend Functions and Classes
7.8 Operator Overloading
7.9 Virtual Functions
7.10 Abstract Classes
8 Templates
8.1 Function Templates
8.2 Class Templates
8.3 Template Specialization
8.4 Non-Type Template Parameters
8.5 Template Metaprogramming
9 Exception Handling
9.1 Exception Handling Basics
9.2 Try, Catch, and Throw
9.3 Standard Exceptions
9.4 User-Defined Exceptions
9.5 Exception Specifications
10 File Handling
10.1 File Streams
10.2 Opening and Closing Files
10.3 Reading from and Writing to Files
10.4 Binary Files
10.5 Random Access in Files
11 Standard Template Library (STL)
11.1 Containers
11.2 Iterators
11.3 Algorithms
11.4 Function Objects
11.5 Adaptors
12 Advanced Topics
12.1 Smart Pointers
12.2 Move Semantics
12.3 Lambda Expressions
12.4 Multithreading
12.5 Memory Management
12.6 C++11141720 Features
13 Debugging and Testing
13.1 Debugging Techniques
13.2 Unit Testing
13.3 Code Profiling
13.4 Common Errors and Pitfalls
14 Project Development
14.1 Project Planning
14.2 Code Organization
14.3 Version Control
14.4 Documentation
14.5 Deployment
15 Exam Preparation
15.1 Exam Format and Structure
15.2 Sample Questions and Answers
15.3 Practice Exams
15.4 Time Management Strategies
15.5 Stress Management Techniques
7 Object-Oriented Programming (OOP) Explained

Object-Oriented Programming (OOP) Explained

Object-Oriented Programming (OOP) is a programming paradigm that organizes software design around objects, which are instances of classes. OOP focuses on encapsulating data and behavior into reusable and modular components. This section will cover the key concepts related to OOP in C++.

Key Concepts

1. Classes and Objects

A class is a blueprint for creating objects (instances of the class). It defines the properties (data members) and behaviors (member functions) that the objects will have. An object is an instance of a class.

Example:

#include <iostream>
using namespace std;

class Car {
public:
    string brand;
    string model;
    int year;
    
    void displayInfo() {
        cout << "Brand: " << brand << endl;
        cout << "Model: " << model << endl;
        cout << "Year: " << year << endl;
    }
};

int main() {
    Car car1;
    car1.brand = "Toyota";
    car1.model = "Camry";
    car1.year = 2020;
    
    car1.displayInfo();
    
    return 0;
}
    

2. Encapsulation

Encapsulation is the process of bundling the data (attributes) and methods (functions) that operate on the data into a single unit (class). It also involves restricting direct access to some of the object's components.

Example:

#include <iostream>
using namespace std;

class BankAccount {
private:
    double balance;

public:
    void deposit(double amount) {
        balance += amount;
    }
    
    void withdraw(double amount) {
        if (balance >= amount) {
            balance -= amount;
        } else {
            cout << "Insufficient funds" << endl;
        }
    }
    
    double getBalance() {
        return balance;
    }
};

int main() {
    BankAccount account;
    account.deposit(1000);
    account.withdraw(500);
    cout << "Balance: " << account.getBalance() << endl;
    
    return 0;
}
    

3. Inheritance

Inheritance allows a class to inherit properties and behaviors from another class. The class that inherits is called the derived class (or subclass), and the class being inherited from is called the base class (or superclass).

Example:

#include <iostream>
using namespace std;

class Animal {
public:
    void eat() {
        cout << "Eating..." << endl;
    }
};

class Dog : public Animal {
public:
    void bark() {
        cout << "Barking..." << endl;
    }
};

int main() {
    Dog dog;
    dog.eat();
    dog.bark();
    
    return 0;
}
    

4. Polymorphism

Polymorphism allows objects of different classes to be treated as objects of a common superclass. It enables methods to be written that can work with objects of multiple types.

Example:

#include <iostream>
using namespace std;

class Shape {
public:
    virtual void draw() {
        cout << "Drawing a shape" << endl;
    }
};

class Circle : public Shape {
public:
    void draw() override {
        cout << "Drawing a circle" << endl;
    }
};

class Square : public Shape {
public:
    void draw() override {
        cout << "Drawing a square" << endl;
    }
};

int main() {
    Shape* shapes[2];
    shapes[0] = new Circle();
    shapes[1] = new Square();
    
    for (int i = 0; i < 2; i++) {
        shapes[i]->draw();
    }
    
    return 0;
}
    

5. Abstraction

Abstraction is the process of hiding the complex reality while exposing only the necessary parts. In C++, abstraction is achieved through abstract classes and interfaces.

Example:

#include <iostream>
using namespace std;

class AbstractShape {
public:
    virtual void draw() = 0;  // Pure virtual function
};

class Circle : public AbstractShape {
public:
    void draw() override {
        cout << "Drawing a circle" << endl;
    }
};

int main() {
    AbstractShape* shape = new Circle();
    shape->draw();
    
    return 0;
}
    

6. Composition

Composition is a design principle where a class is composed of one or more objects of other classes. It allows for more flexible and modular code.

Example:

#include <iostream>
using namespace std;

class Engine {
public:
    void start() {
        cout << "Engine started" << endl;
    }
};

class Car {
private:
    Engine engine;

public:
    void startCar() {
        engine.start();
        cout << "Car started" << endl;
    }
};

int main() {
    Car car;
    car.startCar();
    
    return 0;
}
    

7. Association

Association is a relationship between two classes that allows one object instance to cause another to perform an action on its behalf. It can be a one-to-one, one-to-many, or many-to-many relationship.

Example:

#include <iostream>
#include <vector>
using namespace std;

class Student {
public:
    string name;
    Student(string n) : name(n) {}
};

class Course {
public:
    string title;
    vector<Student*> students;
    
    Course(string t) : title(t) {}
    
    void addStudent(Student* student) {
        students.push_back(student);
    }
    
    void displayStudents() {
        cout << "Students in " << title << ":" << endl;
        for (Student* student : students) {
            cout << student->name << endl;
        }
    }
};

int main() {
    Student s1("Alice");
    Student s2("Bob");
    
    Course c1("Math");
    c1.addStudent(&s1);
    c1.addStudent(&s2);
    
    c1.displayStudents();
    
    return 0;
}
    

Examples and Analogies

Example: Using OOP to Model a Library System

#include <iostream>
#include <vector>
using namespace std;

class Book {
public:
    string title;
    string author;
    int year;
    
    Book(string t, string a, int y) : title(t), author(a), year(y) {}
    
    void displayInfo() {
        cout << "Title: " << title << endl;
        cout << "Author: " << author << endl;
        cout << "Year: " << year << endl;
    }
};

class Library {
public:
    vector<Book> books;
    
    void addBook(Book book) {
        books.push_back(book);
    }
    
    void displayBooks() {
        cout << "Books in the library:" << endl;
        for (Book book : books) {
            book.displayInfo();
        }
    }
};

int main() {
    Library library;
    library.addBook(Book("The Great Gatsby", "F. Scott Fitzgerald", 1925));
    library.addBook(Book("1984", "George Orwell", 1949));
    
    library.displayBooks();
    
    return 0;
}
    

Analogy: OOP as a Car Factory

Think of OOP as a car factory where each car (object) is built from a blueprint (class). The factory (program) can produce different models (classes) of cars, each with its own features (attributes and methods). The factory can also assemble cars from different parts (composition), and each car can perform actions (methods) like starting the engine or honking the horn.