C++ Basics Tutorial - Lesson 6
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Please refer Lesson 5..
6. Class
6.1 Class
6.2 Methods of a Class
6.3 Constructor
6.4 Default Construcotr
6.5 Copy Constructor
6.6 Accessing Class Members
6.7 Typical Methods
6.8 Avoid Repeating Code
6.9 When Constructors and Destructors are Called
6.10 Default Memberwise Copy and Default Memberwise Assignment
6.11 Pass-by-value and Copy Constructor
6.12 Copy Constructor vs. Factory Method
6.13 Various Places to use const : Data Member, Method, Argument and Return type
6.14 Member initializer
6.15 Member Objects
6.16 Member Objects Should Be Initialized with Member Initializers
6.17 Friend
6.18 this pointer
6.19 Memory Allocation and Manipulation
6.20 Pointer Status after delete
6.21 Memory Leak
6.22 Who is Responsible to Delete an Object
6.23 Static Data Member
6.24 Static Method
6.25 assert
6.26 Proxy/Wrapper Classes
6. Class
6.1 Class
Up to this stage we’ve been mainly talking about issues which are common to both procedural (such as C) and OO languages. From now on we will talk more about OO issues.
As a class, it combined the data attributes and the behavior attributes of an object together, and formed an object which can simulate both aspects of a real-world object.
To distinguish independent functions such as those string handling functions in “string.h” and functions which belong to a class, class member functions are thereinafter called “methods”.
The “public:” and “private:” labels are called “member access specifiers”. All data members and methods declared by the “public” specifier are accessible from outside, and all declared by “private” are only accessible for methods.
Actually an object contains only the data members. Methods do not belong to any specific object. The belong to the class. All objects share one copy of methods. When you use sizeof operator on a class or an object you will only get the total size of the data members.
6.2 Methods of a Class
If the method is defined inside the class body, it is automatically inlined. It may improve the performance, but it is not good for information hiding, because the client of the object is able to “see” the implementation of its methods. If a method is defined outside the class body, you have to use keyword “inline” if you want it to be inlined. Only the simplest methods can be defined inside the class body.
To define the method outside the class body, you have to use scope resolution operator “::”, which we have used before to access global variables, when a local variable with the same name had been declared. Use “class name::” in front of the method definition to make it unique, because other classes may have methods of the same name.
Methods which changes the data members are sometimes called “commands”, and methods which do not change are called “queries”. Separating the commands and queries leads to simpler, more flexible and easy-understanding interfaces.
=>Call a method
To call a method, use the object name plus “.” plus the method name, or a pointer to that object plus “->” plus the method name.
6.3 Constructor
There is a special method with the same name as the class called constructor. There is no return type (even not void) for this special method.
Suppose Test is a class, the following line
Test t1(35, Frank );
creates a Test object in compile time, assigning its address to t1 .
Test * ptr = new Test(35, Frank );
“new” is a special method which creates a Test object dynamically at run time and returns a pointer to that new object. The returned pointer is received by ptr . The following lines
int calculate(Test &); // Function prototype calculate( Test(35, Frank ) ); Test * ptr = &Test(35, Frank );
create a Test object in compile time, but do not assign a name, instead point a pointer or reference to it.
Default arguments are recommended for constructors so that even if no arguments are passed to the object the data members can still be initialized to a consistent state. STL containers requires the objects to have default constructors.
Constructor can be overloaded. Normally three kinds of constructors are needed:
Default constructor: no arguments;
Constructor: has all arguments to construct an unique object;
Copy constructor: has an argument its own type, to copy a new object out of it.
The default constructor and normal constructor can be merged into one if the normal constructor uses default arguments.
If no constructor is provided, the compiler automatically insert a default constructor. This default constructor does not perform any operation. So the data members of the object may not be consistent.
Built-in types are not initialized when created.
=>User-defined Converters
Suppose a method has an argument of type “Child”, which has an one-argument constructor “Child(Parent)”. When you call this method, if you pass a “Parent” object instead of “Child”, the compiler will implicitly call the one-argument constructor and convert the “Parent” object to “Child”.
class Base { public: Base(int a) : member(a) { cout << "Base constructor called with " << a << endl; } private: int member; }; void test(Base obj1) { cout << "Base object's member = " << obj1.member; } int main() { test(333); }
The output will be:
Base constructor called with 333
Base object’s member = 333
One-argument constructors are called user-defined converters.
6.4 Default Construcotr
Default constructor is called implicitly when you create an array of objects. If you want to have an array of objects that do not have a default constructor, the work-around is to have an array of pointers and initialize them using operator new.
6.5 Copy Constructor
A copy constructor is not only explicitly called by the programmer to create new objects by copying an existing object, it is also implicitly called by the compiler to make a copy of an object when it is passed by value. If copy constructor is not provided, compiler will provide a default copy constructor, which makes default memberwise copy, which can not deal with objects with pointer members.
There are two rules for the parameter of copy constructor:
Copy constructor s argument can not be passed by value. Otherwise the copy constructor call results in infinite recursion, because for call-by-value, a copy of the object passed to the copy constructor must be made, which results in the copy constructor being called recursively.
The object argument passed to the copy constructor must be constant. Otherwise it can not be applied on constant object.
6.6 Accessing Class Members
A class s data members and methods have class scope. Independent functions have file scope.
Data members and methods are directly accessible by other methods of the same class. Programs outside a class can only access a class s public members through one of the handles of an object: object name, reference to object, pointer to object.
So two kinds of variables may appear in a method: local variables with block scope which is destroyed after the call, and data members.
Public members of a class is designed to be an interface for its clients. It is recommended to keep all the data members under private , and provide for clients public methods to set or get their values. This helps to hide implementation details from the clients, reducing bugs and improving program modifiability. It also simplifies the debugging process because problems with data manipulations are localized to either the class s methods or friends.
Private data members can also be changed by friends of its class. Because of this, the use of “friends” is deemed by some people to be a violation of information hiding.
Both structures and classes have private, public and protected access. Default of classes is private, default for structure is public.
6.7 Typical Methods
=>Constructors
Discussed before.
=>Access methods
To allow outside clients to modify private data, the class should provide set methods. To allow clients to read the values of private data, the class should provide some get methods. These methods are called access methods . They can also translate the data format used internally during implementation into the format for clients. For example, time may be most conveniently expressed in seconds (which is the return type of function time(0) ), but clients may very possibly want the format of 06:30 .
=>Service methods
These methods provide services for clients.
=>Utility methods
They are only called by other methods, and normally are private.
=>Destructors
Automatically called when an object leave scope to release all resources held by the object. The name of a destructor for a class is the tilde (~) character followed by the class name.
Stack memory resources held by the object such as its compiler-created members are released automatically when the object leaves scope or explicitly deleted. A destructor is only needed to release resources which can not be automatically released, such as dynamically allocated memory (using “new”) or network or database connection.
6.8 Avoid Repeating Code
Always try to avoid repeating code if they must be kept identical. Although writing the same statements again can avoid a method call and thus good for performance, it is bad for maintenance, because once the program need to be changed both places should be changed meantime. Extra attention should be paid to always keep them identical. So always use a method call to avoid repeating code.
If you really want to avoid the method call, use inline qualifier in front of the method definition.
6.9 When Constructors and Destructors are Called
For global objects, constructors are called before any other methods including main begins execution. Destructors are called when main terminates or exit method is called.
For automatic local objects, constructors are called when execution reaches the point where the objects are declared. Destructors are called when the objects leave scope i.e. the block in which they are declared is exited.
For static local objects, constructors are called only first time when the execution reaches the point where the objects are declared. Destructors are called when main terminates or exit method is called.
It is the same in Java.
6.10 Default Memberwise Copy and Default Memberwise Assignment
When a copy of an object needs to be made, if no copy constructor is provided, a default memberwise copy will happen. For objects without dynamic members i.e. pointers, a default memberwise copy can do the job. But for objects containing pointers to other objects, a default memberwise copy will only point the pointers of the two objects to the same other object. This is called shallow copy.
When assignment operator = is used to assign one object to another, if no overloaded assignment operator is provided, a default memberwise assignment will happen. It is the same as default memberwise copy.
6.11 Pass-by-value and Copy Constructor
Both in C++ and Java, copy constructors are not designed for cloning objects explicitly, because copy constructor does not support polymorphism.
In C++, objects are by default passed by value, and when it happens, a copy of the argument object is automatically made by the compiler for the called method. Therefore, copy constructor is a must for any class which needs deep copy that default memberwise copy can not achieve. Copy constructor is therefore given big importance and becomes one of the four elements of the OCF: all classes should provide their properly implemented copy constructors.
In Java, because all objects are passed by reference and the language even does not support automatic pass-by-value, there is no need for enforcement of copy constructors. For the purpose of cloning objects, Java provides a more robust and automated facility the clone mechanism.
6.12 Copy Constructor vs. Factory Method
A factory method is a method which uses dynamic memory allocation to clone itself and return a pointer to the new copy. Suppose you have a abstract class Shape and a series of derived concrete classes such as Circle, Square, Rectangle, etc. A factory method of Circle looks like
Shape * clone() { return new Circle(*this); // calling copy constructor }
Copy constructor can not be used to clone objects in case of polymorphism. This is true in both C++ and Java, because copy constructor does not support polymorphism.
Suppose you have a method which receives a concrete-class object with a Shape handle and do something on it. Now if you want to make a copy of it in that method, with a factory method you can say
public void modifyAndDisplay(Shape * obj) { Shape obj1 = obj. clone(); ... }
If the passed argument is a Circle, the Shape pointer obj will get a Circle, if it s Square, you will get a Square. But if you say
Shape obj1 = new Shape(obj);
because copy constructor can only produce and return an object of its own type, you will only get a Shape object. You will lose all information of the derived-class part of data.
6.13 Various Places to use const : Data Member, Method, Argument and Return type
=>Constant data member
When a data member is declared “constant”, it must be initialized meantime. It can not be modified, and only constant methods can access it. Non-constant methods can not access constant members, even if they do not modify the objects.
Declaring an object to be constant not only can prevent it from being modified, it is also good for performance: today’s sophisticated optimizing compilers can perform certain optimizations on constants, but can not do it on variables.
=>Constant argument of a method
Declaring an argument const will prevent the method to modify it. If you return this constant argument back, but did not declare the return type constant, the compiler will complain.
=>Constant return type of a method
It is meaningless to declare the return type constant if it is return by value. Declaring the return by reference constant is to prevent the client from accessing the private data member through the reference. If a method returns one private data member by reference, the client who calls this method can modify reversibly this member.
For the same reason, if a constant method s return type is a reference to a data member, the return type should also be constant - otherwise the data member
=>Constant method
A method is declared constant by putting “const” after its function header. A constant method can not modify any data member. It still can modify received arguments and local variables. Only class methods can be declared constant , independent functions can not.
When a constant object is created out of a class, all its non-constant methods are forbidden to be called by the compiler. In the following example, compiler will prompt error on method call “t1.print( )”:
class TestConstant { public: TestConstant( int i = 0); int get() const; // can be called for a constant object void print(); // can not be called for a constant object private: int member; }; TestConstant::TestConstant( int i) { member = I; } int TestConstant::get() const { return member; } void TestConstant::print() const { cout << "Hello the world!"; } int main(int argc, char* argv[]) { const TestConstant t1(1234); cout << "The member is " << t1.get() << endl; cout << "The message is "; t1.print(); cout << endl; return 0; }
Therefore, always try to declare as many methods constant as you can, especially those modification-free methods, so that when a client creates a constant object, he can still call its modification-free methods.
Declaring modification-free methods constant comes with another benefit: if you inadvertently modify the object in this method, the compiler can always find it out for you. It can help to eliminate many bugs.
If the return type of a constant method is a reference to a data member, the return type must be also be constant, otherwise the client can modify the data member through the reference, which shouldn t happen because the method is constant.
However, there are cases when you hope that if the object is not constant, you want to modify the data member through the return type, while if the object is constant, you still want to read the data member through the return type. If you only provide a non-constant method with non-constant return type, it can not be called for a constant object, while if you only provide a constant method with constant return type, it can not modify the data member. To solve this problem, you can provide a pair of overloaded methods:
const int & get() const { return a; } int & get() { return a; }
6.14 Member initializer
Assignment statements can not be used in a constructor to initialize constant data members. Member initializers must be used to initialize constant data members. A list of initializers start with a ” : ” after the constructor header, speparated by “,”. Each initializer is the name of the data member followed by its value in brackets:
Test::Test(int a, int b, int c): member1(a), member2(b), member3(c) {...}
All data members CAN be initialized using member initializer syntax, but the following things MUST be initialized with member initializers:
constant data members,
references,
base class portions of derived classes.
6.15 Member Objects
A data member of a user-defined type is called a member object. When a parent object is created, the member objects are created first, then they are used to construct the parent object. The order of the creation of member objects is decided by the order they are declared in the class definition, not the order of their member initializers.
Member objects do not have to be initialized explicitly. If member initializers are not provided, the member object s default constructor will be called implicitly. Not providing a default constructor for the class of a member object when no member initializer is provided for that member object is a syntax error.
Member objects still keep their privacy from their owner. Owner class’s methods can not directly access their private data members. They have to access them through their get or set methods.
A member objects can be automatic - sometimes called value semantics , or an reference to another object -sometimes called reference semantics .
Member objects are also called servers, and owners called clients.
6.16 Member Objects Should Be Initialized with Member Initializers
Compiler does not force you to initialize member objects with initializers, but you are strongly recommended to do so.
If a member object is initialized in the constructor with an assignment operator, its default constructor will be called first, then its assignment operator. If it is initialized with initializer, only its constructor will be called. It is not only the matter of saving one method call, but also the matter of safety. For a class without a properly implemented default constructor or assignment operator, using assignment operator to initialize it may cause unexpected logic errors such as shallow copy.
class Base { public: Base(); Base(const int i); const Base & operator =(const Base & b1); private: int member; }; Base::Base() { cout << "Base's default constructor!" << endl; } Base::Base(const int i): member(i) { cout << "Base's constructor!" << endl; } const Base & Base::operator =(const Base & b1) { cout << "Base's assignment operator!" << endl; member = b1.member; return *this; } class User { public: User(const Base & b1); private: Base member; }; User::User(const Base & b1) { cout << "User's constructor!" << endl; member = b1; } int main(int argc, char* argv[]) { Base b1(1234); User u1(b1); return 0; }
Output will be:
Base’s constructor!
Base’s default constructor!
User’s constructor!
Base’s assignment operator!
Now if you change the User’s constructor to use initializer to initialize Base object:
User::User(const Base & b1) : member(b1)
{ cout << "User's constructor!" << endl; }
Output will become:
Base’s constructor!
User’s constructor!
6.17 Friend
An independent function can be granted the privilledge to access a class’s private members - if that class declares this function to be a friend of his. A function can not declare itself to be a friend of a class.
To be able to access a class, this independent function should usually receive an argument of that class, so that it can use the passed handle.
void showPrivacy(const NeedFriends &n1) const { cout << "Object's private member is " << n1.member << endl; } class NeedFriends { friend void showPrivacy(const NeedFriends &n1) const; public: NeedFriends(int i); private: int member; };
A method can be friends of different classes. Overloaded methods can be friends of a class.
6.18 this pointer
We already know that a class method is different from an independent function. When we call an independent function such as “test(int i)”, we say
test1(1234);
But when we call a method test( ) of object o1, we have to call through this object’s handle:
o1.test2(1234);
However, internally a method and an independent function are the same for the compiler. When the compiler sees a method call, it implicitly convert it to add one more argument - the object through which the method is called, so that the method knows which object to access. So the above method call is implicitly converted to something like
test2(&o1, 1234);
Inside the method, the passed handle is represented by pointer “this”. You can use it to access the object.
For example, if class Test has three methods method1, method2 and method3, their return types are all Test, and they all end with
return *this;
Then you can write a line of code like
o1.method1().method2().method3();
This is called cascaded method call.
6.19 Memory Allocation and Manipulation
There are two ways to allocate memory for an object: statically at compile time and dynamically at run time.
=>Static memory allocation
To allocate memory statically at compile time, the compiler must know for sure the size of the object. When you say
int a; int b[100]; float b; Employee c;
The compiler reads the type definition of the object (for object c it is the class definition of class Employee) and knows the size of the object.
But if you say
int size; cin >> size; float array[size];
Compiler will have no way to know how many bytes of memory to allocate for the array. Therefore it will complain.
=>Dynamic memory allocation
To allocate memory at run time, there are two ways: C-style memory allocation using malloc and free, and C++ style allocation using new and delete.
To use C-style memory allocation for an int array of size 120:
int * pInt = (int *)malloc(120 * sizeof(int)); if(pInt == NULL) { cout >> "Memory allocation failed!\n"; return; } memset(pInt, 0, 120);
There is a significant difference between C and C++ style dynamic memory allocation. malloc allocates exactly the amount of memory that you want, and it doesn t care what you are going to put into that block of memory. It is also not responsible for initializing the allocated memory. So usually there is a memset function call after malloc to initialize it explicitly.
In comparison, C++ s operatior new requires a type definition instead of the number of bytes you want to allocate. It reads the type definition and allocate exactly the amout of memory needed to hold the object of the given type, then it calls the constructor of that type to initialize the object.
Therefore, malloc is the most flexible way to allocate memory, for it does the least thing for you and leave you with all freedom. But it is also error-prone. It is much safer and simpler to allocate memory for an encapsulated C++ object.
Besides, C-style function memset may breach the encapsulation law. It can directly access private data members of an object.
=>Memory de-allocation
To free the memory with C-style code:
free(pInt);
To free the memory in C++ code:
delete pFloat;
Again, C++ s delete is more convenient to use. It calls the destructor of the type before freeing the memory.
=>Difference between static allocation and dynamic allocation
The overhead of dynamic memory allocation is that it takes computer time to obtain memory from the OS, and it may not always succeed. So for the sake of performance, if you can decide the size of the memory, always allocate memory at compile time using declarations.
Local objects created by declaration is discarded after leaving scope, but objects created by dynamic memory allocation is not destroyed after leaving scope. If not deleted it exists until the end of run.
6.20 Pointer Status after delete
After an object is freed using operator delete on its pointer, the object s memory space is freed, but the pointer itself still exists, because it is a local object. It is still pointing to the same memory location which has now been reclaimed by the OS. Therefore, if you delete it again the OS will shut down your program, because you are trying to delete something in the OS’s territory.
However, if you delete a pointer with a value of 0, the delete operation doesn t do anything. Therefore, to prevent somebody or even yourself from accidentally deleting a pointer after it has already been deleted, assign 0 to a pointer after deleting it.
6.21 Memory Leak
If you keep asking from the OS dynamic memory but never remember to release them back to OS with delete after you no longer need them, finally the OS will tell your memory that no memory is available. It is called memory leak , because your program is presently using very little memory but OS told you there is none left - it seems as if the memory resource has leaked away from a crack like water.
6.22 Who is Responsible to Delete an Object
When we delete a dynamicly created object, the program calls its destructor to delete cascaded dynamic objects pointed by data members of this object. Then the object itself including all its data members are destroyed and memory released to the OS.
Normally a class doesn t contain any code to delete itself - it is only responsible for deleting its own dynamically created members. It is the one who created an instance of this class on the heap who is responsible for deleting this object, not the object itself, because the object can only be deleted when it is created on the heap, and the code in the class implementation has no way to know whether each instance of itself is created on the heap or stack.
However, in some special cases when a class is designed to be created on the heap and it has to delete itself, you can put delete this; in the class to delete itself. It has the same effect as when a client deletes this object.
Consider the following example.
class Employee { public: void ChangeAge(); void DisplayAge(); void Delete(); void DisplayName(); Employee(); virtual ~Employee(); protected: int m_nAge; char * m_strName; }; Employee::Employee() : m_nAge(34) { m_strName = new char[30]; strcpy(m_strName, "Frank Liu"); } Employee::~Employee() { delete m_strName; } void Employee::DisplayName() { cout << m_strName << endl; } void Employee::DisplayAge() { cout << m_nAge << endl; } void Employee::ChangeAge() { m_nAge = 35; } void Employee::Delete() { delete this; }
Suppose we have created two instances of Employee, one statically and one dynamically:
Employee e1; Employee * e2 = new Employee;
If we say
delete e1;
the compiler will complain because e1 is created statically. However, we can cheat the compiler by saying
e1.Delete();
but there will be a run-time error, because inside Delete function we are still deleting a statically-created object.
If we say
delete e2; or e2->Delete();
They are doing the same thing and both allowed. Then if we say
e2->DisplayAge();
An undefined value will be displayed. If we say
e2->DisplayName();
Run-time error will happen.
This proves one thing: after an object is deleted from the heap, the memory space it used to occupy is retrieved by the OS, and you can not access it anymore.
6.23 Static Data Member
Normally each object has its own copy of all the data members. But sometimes all the objects share one data member. In this case, we declare this data member static .
A class s static data members exists before any object is created. They must be initialized at file scope in the class source file, using class name and binary scope resolution operator :: (see the following example). Both public and private members can be accessed this way. Even if you will use set method in other methods such as main to initialize the static data members, you still have to initialize them first in the class source file.
Static array is initialized like
int array[] = {1,2,3,...}
6.24 Static Method
A static method is defined by putting keyword static in front of the method prototype in the class definition, but DO NOT put static in front of the method definition in the class s source file.
A static method can not access any non-static data members. As said before in the discussion about “this” pointer, a normal method receives implicitly the handle of the object so that it knows which objec to access. But a static method is not attached to any object of the class and thus does not receive any object handle. So it has no way to access any object data member. It can only access static data members.
Static data members are also called “class data”, and static methods are also called “class methods”.
In file “Employee.h”:
class Employee { public: Employee(char *); const char *getName() const; static void setTotal(int); static int getTotal(); private: char * name; static int total; };
In file “Employee.cpp”:
#include "Employee.h" int Employee::total = 0; // file scope initialization of static data member Employee::Employee(char *n) { total ++; // manipulation of the static data member in constructor name = n; } void Employee::setTotal(int t) { total = t; } const char * Employee::getName() const { return name; } int Employee::getTotal() { return total; }
Notice the use of keyword int in the initialization of the static data member total . Because no object is created yet, this statement tells the compiler to allocate a memory space for “total” of the size of an integer.
#include "employ. h" int main () { Employee::set(33); Employee e1("John Smith"); Employee e2("Frank Liu"); cout << Employee::getTotal() << e1.getName() << e2.getName() << endl; Employee.setTotal(77); cout << "There are " << e1.getTotal() << " employees." <<endl; }
Notice the two ways to access static data member: through the class name with :: and through the handle of an object. Through class name is logically clearer.
6.25 assert
The assert macro tests the value of a condition enclosed in ( ) :
assert (continuation condition);
If the condition is true, it continues to the next statement. If it is false, it will call method abort , and print out an error message, including the line number, the condition and the file name, and terminate the program. It is a very useful debugging tool.
When you write a complex project, you can put assert statements after important operations to make sure that the result is right. It helps you to filter out bugs at a early stage before it causes complex confusions.
After the whole program is debugged, you needn t delete those assert statements. Just add one line at the beginning of the file:
#define NDEBUG
This causes the preprocessor to ignore all assertions.
assert is defined in header file assert.h . Method abort is defined in header file stdlib.h .
6.26 Proxy/Wrapper Classes
As we discussed before, separating interface from implementation helps hiding the implementation details from the clients. However, the clients can still see the class s private data members. By providing clients with a proxy/wrapper class of the original class, the original class can be totally hidden from the clients.
For example, the original class is:
In “origin.h”:
class Origin { public: Origin(int); void set(int); const int get() const; private: int value; };
In “origin.cpp”:
#include <iostream> #include origin. h Origin::Origin(int v) { value = v; } void Origin::set(int v) { value = v; } const int Origin::get() const { return value; }
The wrapper class wrapping around the original class:
In “proxy. h”:
class Origin; // forward class declaration class Proxy { public: Proxy(int); void set(int); const int get() const; private: Origin * ptr; };
In “proxy. cpp”:
#include Origin. h #include Proxy. h Proxy::Proxy(int v) : ptr(new Origin(v)) { } void Proxy::set(int v) { ptr->set(v); } const int Proxy::get() const { return ptr->get(); }
The reason the wrapper class wraps around a pointer instead of a member object is: if a class only has a pointer pointing to another class, the header file of the other class is not required to be included. You can simply declare that class as a data type with a forward class declaration. This is the key factor that makes it possible to hide the private data members of the original class from clients.
Notice that there is not proceeding preprocessor directives
#ifndef XXXX_H #define XXXX_H ... #endif
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