C++ Basic Tutorial

1: Introduction to Objects
The genesis of the computer revolution was in a
machine. The genesis of our programming languages
thus tends to look like that machine.

But computers are not so much machines as they are mind
amplification tools (“bicycles for the mind,” as Steve Jobs is fond of
saying) and a different kind of expressive medium. As a result, the
tools are beginning to look less like machines and more like parts of
our minds, and also like other expressive mediums such as writing,
painting, sculpture, animation, and filmmaking. Object-oriented
programming is part of this movement toward using the computer
as an expressive medium.
This chapter will introduce you to the basic concepts of objectoriented
programming (OOP), including an overview of OOP
development methods. This chapter, and this book, assume that
you have had experience in a procedural programming language,
although not necessarily C. If you think you need more preparation
in programming and the syntax of C before tackling this book, you
should work through the “Thinking in C: Foundations for C++ and
Java” training CD ROM, bound in with this book and also available
at www.BruceEckel.com.
This chapter is background and supplementary material. Many
people do not feel comfortable wading into object-oriented
programming without understanding the big picture first. Thus,
there are many concepts that are introduced here to give you a
solid overview of OOP. However, many other people don’t get the
big picture concepts until they’ve seen some of the mechanics first;
these people may become bogged down and lost without some
code to get their hands on. If you’re part of this latter group and are
eager to get to the specifics of the language, feel free to jump past
this chapter – skipping it at this point will not prevent you from
writing programs or learning the language. However, you will
want to come back here eventually to fill in your knowledge so you
can understand why objects are important and how to design with
them.
24 Thinking in C++ www.BruceEckel.com
The progress of abstraction
All programming languages provide abstractions. It can be argued
that the complexity of the problems you’re able to solve is directly
related to the kind and quality of abstraction. By “kind” I mean,
“What is it that you are abstracting?” Assembly language is a small
abstraction of the underlying machine. Many so-called
“imperative” languages that followed (such as Fortran, BASIC, and
C) were abstractions of assembly language. These languages are big
improvements over assembly language, but their primary
abstraction still requires you to think in terms of the structure of the
computer rather than the structure of the problem you are trying to
solve. The programmer must establish the association between the
machine model (in the “solution space,” which is the place where
you’re modeling that problem, such as a computer) and the model
of the problem that is actually being solved (in the “problem
space,” which is the place where the problem exists). The effort
required to perform this mapping, and the fact that it is extrinsic to
the programming language, produces programs that are difficult to
write and expensive to maintain, and as a side effect created the
entire “programming methods” industry.
The alternative to modeling the machine is to model the problem
you’re trying to solve. Early languages such as LISP and APL chose
particular views of the world (“All problems are ultimately lists” or
“All problems are algorithmic”). PROLOG casts all problems into
chains of decisions. Languages have been created for constraintbased
programming and for programming exclusively by
manipulating graphical symbols. (The latter proved to be too
restrictive.) Each of these approaches is a good solution to the
particular class of problem they’re designed to solve, but when you
step outside of that domain they become awkward.
The object-oriented approach goes a step farther by providing tools
for the programmer to represent elements in the problem space.
This representation is general enough that the programmer is not
constrained to any particular type of problem. We refer to the
1: Introduction to Objects 25
elements in the problem space and their representations in the
solution space as “objects.” (Of course, you will also need other
objects that don’t have problem-space analogs.) The idea is that the
program is allowed to adapt itself to the lingo of the problem by
adding new types of objects, so when you read the code describing
the solution, you’re reading words that also express the problem.
This is a more flexible and powerful language abstraction than
what we’ve had before. Thus, OOP allows you to describe the
problem in terms of the problem, rather than in terms of the
computer where the solution will run. There’s still a connection
back to the computer, though. Each object looks quite a bit like a
little computer; it has a state, and it has operations that you can ask
it to perform. However, this doesn’t seem like such a bad analogy
to objects in the real world; they all have characteristics and
behaviors.
Some language designers have decided that object-oriented
programming by itself is not adequate to easily solve all
programming problems, and advocate the combination of various
approaches into multiparadigm programming languages.1
Alan Kay summarized five basic characteristics of Smalltalk, the
first successful object-oriented language and one of the languages
upon which C++ is based. These characteristics represent a pure
approach to object-oriented programming:
1. Everything is an object.Think of an object as a fancy
variable; it stores data, but you can “make requests” to that
object, asking it to perform operations on itself. In theory,
you can take any conceptual component in the problem
you’re trying to solve (dogs, buildings, services, etc.) and
represent it as an object in your program.
2. A program is a bunch of objects telling each
other what to do by sending messages. To make a
1 See Multiparadigm Programming in Leda by Timothy Budd (Addison-Wesley 1995).
26 Thinking in C++ www.BruceEckel.com
request of an object, you “send a message” to that object.
More concretely, you can think of a message as a request to
call a function that belongs to a particular object.
3. Each object has its own memory made up of
other objects. Put another way, you create a new kind of
object by making a package containing existing objects. Thus,
you can build complexity in a program while hiding it
behind the simplicity of objects.
4. Every object has a type. Using the parlance, each object
is an instance of a class, in which “class” is synonymous with
“type.” The most important distinguishing characteristic of a
class is “What messages can you send to it?”
5. All objects of a particular type can receive the
same messages. This is actually a loaded statement, as
you will see later. Because an object of type “circle” is also an
object of type “shape,” a circle is guaranteed to accept shape
messages. This means you can write code that talks to shapes
and automatically handles anything that fits the description
of a shape. This substitutability is one of the most powerful
concepts in OOP.
An object has an interface
Aristotle was probably the first to begin a careful study of the
concept of type; he spoke of “the class of fishes and the class of
birds.” The idea that all objects, while being unique, are also part of
a class of objects that have characteristics and behaviors in common
was used directly in the first object-oriented language, Simula-67,
with its fundamental keyword class that introduces a new type into
a program.
1: Introduction to Objects 27
Simula, as its name implies, was created for developing simulations
such as the classic “bank teller problem2.” In this, you have a bunch
of tellers, customers, accounts, transactions, and units of money – a
lot of “objects.” Objects that are identical except for their state
during a program’s execution are grouped together into “classes of
objects” and that’s where the keyword class came from. Creating
abstract data types (classes) is a fundamental concept in objectoriented
programming. Abstract data types work almost exactly
like built-in types: You can create variables of a type (called objects
or instances in object-oriented parlance) and manipulate those
variables (called sending messages or requests; you send a message
and the object figures out what to do with it). The members
(elements) of each class share some commonality: every account
has a balance, every teller can accept a deposit, etc. At the same
time, each member has its own state, each account has a different
balance, each teller has a name. Thus, the tellers, customers,
accounts, transactions, etc., can each be represented with a unique
entity in the computer program. This entity is the object, and each
object belongs to a particular class that defines its characteristics
and behaviors.
So, although what we really do in object-oriented programming is
create new data types, virtually all object-oriented programming
languages use the “class” keyword. When you see the word “type”
think “class” and vice versa3.
Since a class describes a set of objects that have identical
characteristics (data elements) and behaviors (functionality), a class
is really a data type because a floating point number, for example,
also has a set of characteristics and behaviors. The difference is that
a programmer defines a class to fit a problem rather than being
forced to use an existing data type that was designed to represent a
2 You can find an interesting implementation of this problem in Volume 2 of this
book, available at www.BruceEckel.com.
3 Some people make a distinction, stating that type determines the interface while
class is a particular implementation of that interface.
28 Thinking in C++ www.BruceEckel.com
unit of storage in a machine. You extend the programming
language by adding new data types specific to your needs. The
programming system welcomes the new classes and gives them all
the care and type-checking that it gives to built-in types.
The object-oriented approach is not limited to building simulations.
Whether or not you agree that any program is a simulation of the
system you’re designing, the use of OOP techniques can easily
reduce a large set of problems to a simple solution.
Once a class is established, you can make as many objects of that
class as you like, and then manipulate those objects as if they are
the elements that exist in the problem you are trying to solve.
Indeed, one of the challenges of object-oriented programming is to
create a one-to-one mapping between the elements in the problem
space and objects in the solution space.
But how do you get an object to do useful work for you? There
must be a way to make a request of the object so that it will do
something, such as complete a transaction, draw something on the
screen or turn on a switch. And each object can satisfy only certain
requests. The requests you can make of an object are defined by its
interface, and the type is what determines the interface. A simple
example might be a representation of a light bulb:
Light
Type Name
on()
off()
Interface
brighten()
dim()
Light lt;
lt.on();
The interface establishes what requests you can make for a
particular object. However, there must be code somewhere to
satisfy that request. This, along with the hidden data, comprises the
1: Introduction to Objects 29
implementation. From a procedural programming standpoint, it’s
not that complicated. A type has a function associated with each
possible request, and when you make a particular request to an
object, that function is called. This process is usually summarized
by saying that you “send a message” (make a request) to an object,
and the object figures out what to do with that message (it executes
code).
Here, the name of the type/class is Light, the name of this
particular Light object is lt, and the requests that you can make of a
Light object are to turn it on, turn it off, make it brighter or make it
dimmer. You create a Light object by declaring a name (lt) for that
object. To send a message to the object, you state the name of the
object and connect it to the message request with a period (dot).
From the standpoint of the user of a pre-defined class, that’s pretty
much all there is to programming with objects.
The diagram shown above follows the format of the Unified
Modeling Language (UML). Each class is represented by a box, with
the type name in the top portion of the box, any data members that
you care to describe in the middle portion of the box, and the
member functions (the functions that belong to this object, which
receive any messages you send to that object) in the bottom portion
of the box. Often, only the name of the class and the public member
functions are shown in UML design diagrams, and so the middle
portion is not shown. If you’re interested only in the class name,
then the bottom portion doesn’t need to be shown, either.
The hidden implementation
It is helpful to break up the playing field into class creators (those
who create new data types) and client programmers4 (the class
consumers who use the data types in their applications). The goal
of the client programmer is to collect a toolbox full of classes to use
4 I’m indebted to my friend Scott Meyers for this term.
30 Thinking in C++ www.BruceEckel.com
for rapid application development. The goal of the class creator is
to build a class that exposes only what’s necessary to the client
programmer and keeps everything else hidden. Why? Because if
it’s hidden, the client programmer can’t use it, which means that
the class creator can change the hidden portion at will without
worrying about the impact to anyone else. The hidden portion
usually represents the tender insides of an object that could easily
be corrupted by a careless or uninformed client programmer, so
hiding the implementation reduces program bugs. The concept of
implementation hiding cannot be overemphasized.
In any relationship it’s important to have boundaries that are
respected by all parties involved. When you create a library, you
establish a relationship with the client programmer, who is also a
programmer, but one who is putting together an application by
using your library, possibly to build a bigger library.
If all the members of a class are available to everyone, then the
client programmer can do anything with that class and there’s no
way to enforce rules. Even though you might really prefer that the
client programmer not directly manipulate some of the members of
your class, without access control there’s no way to prevent it.
Everything’s naked to the world.
So the first reason for access control is to keep client programmers’
hands off portions they shouldn’t touch – parts that are necessary
for the internal machinations of the data type but not part of the
interface that users need in order to solve their particular problems.
This is actually a service to users because they can easily see what’s
important to them and what they can ignore.
The second reason for access control is to allow the library designer
to change the internal workings of the class without worrying
about how it will affect the client programmer. For example, you
might implement a particular class in a simple fashion to ease
development, and then later discover that you need to rewrite it in
order to make it run faster. If the interface and implementation are
1: Introduction to Objects 31
clearly separated and protected, you can accomplish this easily and
require only a relink by the user.
C++ uses three explicit keywords to set the boundaries in a class:
public, private, and protected. Their use and meaning are quite
straightforward. These access specifiers determine who can use the
definitions that follow. publicmeans the following definitions are
available to everyone. The privatekeyword, on the other hand,
means that no one can access those definitions except you, the
creator of the type, inside member functions of that type. privateis
a brick wall between you and the client programmer. If someone
tries to access a privatemember, they’ll get a compile-time error.
protectedacts just like private, with the exception that an
inheriting class has access to protectedmembers, but not private
members. Inheritance will be introduced shortly.
Reusing the implementation
Once a class has been created and tested, it should (ideally)
represent a useful unit of code. It turns out that this reusability is
not nearly so easy to achieve as many would hope; it takes
experience and insight to produce a good design. But once you
have such a design, it begs to be reused. Code reuse is one of the
greatest advantages that object-oriented programming languages
provide.
The simplest way to reuse a class is to just use an object of that class
directly, but you can also place an object of that class inside a new
class. We call this “creating a member object.” Your new class can
be made up of any number and type of other objects, in any
combination that you need to achieve the functionality desired in
your new class. Because you are composing a new class from
existing classes, this concept is called composition (or more
generally, aggregation). Composition is often referred to as a “has-a”
relationship, as in “a car has an engine.”
32 Thinking in C++ www.BruceEckel.com
Car Engine
(The above UML diagram indicates composition with the filled
diamond, which states there is one car. I will typically use a simpler
form: just a line, without the diamond, to indicate an association.5)
Composition comes with a great deal of flexibility. The member
objects of your new class are usually private, making them
inaccessible to the client programmers who are using the class. This
allows you to change those members without disturbing existing
client code. You can also change the member objects at runtime, to
dynamically change the behavior of your program. Inheritance,
which is described next, does not have this flexibility since the
compiler must place compile-time restrictions on classes created
with inheritance.
Because inheritance is so important in object-oriented
programming it is often highly emphasized, and the new
programmer can get the idea that inheritance should be used
everywhere. This can result in awkward and overly-complicated
designs. Instead, you should first look to composition when
creating new classes, since it is simpler and more flexible. If you
take this approach, your designs will stay cleaner. Once you’ve had
some experience, it will be reasonably obvious when you need
inheritance.
5 This is usually enough detail for most diagrams, and you don’t need to get specific
about whether you’re using aggregation or composition.
1: Introduction to Objects 33
Inheritance:
reusing the interface
By itself, the idea of an object is a convenient tool. It allows you to
package data and functionality together by concept, so you can
represent an appropriate problem-space idea rather than being
forced to use the idioms of the underlying machine. These concepts
are expressed as fundamental units in the programming language
by using the class keyword.
It seems a pity, however, to go to all the trouble to create a class
and then be forced to create a brand new one that might have
similar functionality. It’s nicer if we can take the existing class,
clone it, and then make additions and modifications to the clone.
This is effectively what you get with inheritance, with the exception
that if the original class (called the base or super or parent class) is
changed, the modified “clone” (called the derived or inherited or sub
or child class) also reflects those changes.
Base
Derived
(The arrow in the above UML diagram points from the derived
class to the base class. As you will see, there can be more than one
derived class.)
A type does more than describe the constraints on a set of objects; it
also has a relationship with other types. Two types can have
characteristics and behaviors in common, but one type may contain
more characteristics than another and may also handle more
messages (or handle them differently). Inheritance expresses this
similarity between types using the concept of base types and
34 Thinking in C++ www.BruceEckel.com
derived types. A base type contains all of the characteristics and
behaviors that are shared among the types derived from it. You
create a base type to represent the core of your ideas about some
objects in your system. From the base type, you derive other types
to express the different ways that this core can be realized.
For example, a trash-recycling machine sorts pieces of trash. The
base type is “trash,” and each piece of trash has a weight, a value,
and so on, and can be shredded, melted, or decomposed. From this,
more specific types of trash are derived that may have additional
characteristics (a bottle has a color) or behaviors (an aluminum can
may be crushed, a steel can is magnetic). In addition, some
behaviors may be different (the value of paper depends on its type
and condition). Using inheritance, you can build a type hierarchy
that expresses the problem you’re trying to solve in terms of its
types.
A second example is the classic “shape” example, perhaps used in a
computer-aided design system or game simulation. The base type
is “shape,” and each shape has a size, a color, a position, and so on.
Each shape can be drawn, erased, moved, colored, etc. From this,
specific types of shapes are derived (inherited): circle, square,
triangle, and so on, each of which may have additional
characteristics and behaviors. Certain shapes can be flipped, for
example. Some behaviors may be different, such as when you want
to calculate the area of a shape. The type hierarchy embodies both
the similarities and differences between the shapes.
1: Introduction to Objects 35
Shape
draw()
erase()
move()
getColor()
setColor()
Circle Square Triangle
Casting the solution in the same terms as the problem is
tremendously beneficial because you don’t need a lot of
intermediate models to get from a description of the problem to a
description of the solution. With objects, the type hierarchy is the
primary model, so you go directly from the description of the
system in the real world to the description of the system in code.
Indeed, one of the difficulties people have with object-oriented
design is that it’s too simple to get from the beginning to the end. A
mind trained to look for complex solutions is often stumped by this
simplicity at first.
When you inherit from an existing type, you create a new type.
This new type contains not only all the members of the existing
type (although the privateones are hidden away and inaccessible),
but more importantly it duplicates the interface of the base class.
That is, all the messages you can send to objects of the base class
you can also send to objects of the derived class. Since we know the
type of a class by the messages we can send to it, this means that
the derived class is the same type as the base class. In the previous
example, “a circle is a shape.” This type equivalence via inheritance
is one of the fundamental gateways in understanding the meaning
of object-oriented programming.
36 Thinking in C++ www.BruceEckel.com
Since both the base class and derived class have the same interface,
there must be some implementation to go along with that interface.
That is, there must be some code to execute when an object receives
a particular message. If you simply inherit a class and don’t do
anything else, the methods from the base-class interface come right
along into the derived class. That means objects of the derived class
have not only the same type, they also have the same behavior,
which isn’t particularly interesting.
You have two ways to differentiate your new derived class from
the original base class. The first is quite straightforward: You
simply add brand new functions to the derived class. These new
functions are not part of the base class interface. This means that
the base class simply didn’t do as much as you wanted it to, so you
added more functions. This simple and primitive use for
inheritance is, at times, the perfect solution to your problem.
However, you should look closely for the possibility that your base
class might also need these additional functions. This process of
discovery and iteration of your design happens regularly in objectoriented
programming.
Shape
draw()
erase()
move()
getColor()
setColor()
Circle Square Triangle
FlipVertical()
FlipHorizontal()
1: Introduction to Objects 37
Although inheritance may sometimes imply that you are going to
add new functions to the interface, that’s not necessarily true. The
second and more important way to differentiate your new class is
to change the behavior of an existing base-class function. This is
referred to as overriding that function.
Shape
draw()
erase()
move()
getColor()
setColor()
Circle Square Triangle
draw() draw() draw()
erase() erase() erase()
To override a function, you simply create a new definition for the
function in the derived class. You’re saying, “I’m using the same
interface function here, but I want it to do something different for
my new type.”
Is-a vs. is-like-a relationships
There’s a certain debate that can occur about inheritance: Should
inheritance override only base-class functions (and not add new
member functions that aren’t in the base class)? This would mean
that the derived type is exactly the same type as the base class since
it has exactly the same interface. As a result, you can exactly
substitute an object of the derived class for an object of the base
class. This can be thought of as pure substitution, and it’s often
referred to as the substitution principle. In a sense, this is the ideal
way to treat inheritance. We often refer to the relationship between
38 Thinking in C++ www.BruceEckel.com
the base class and derived classes in this case as an is-a relationship,
because you can say “a circle is a shape.” A test for inheritance is to
determine whether you can state the is-a relationship about the
classes and have it make sense.
There are times when you must add new interface elements to a
derived type, thus extending the interface and creating a new type.
The new type can still be substituted for the base type, but the
substitution isn’t perfect because your new functions are not
accessible from the base type. This can be described as an is-like-a
relationship; the new type has the interface of the old type but it
also contains other functions, so you can’t really say it’s exactly the
same. For example, consider an air conditioner. Suppose your
house is wired with all the controls for cooling; that is, it has an
interface that allows you to control cooling. Imagine that the air
conditioner breaks down and you replace it with a heat pump,
which can both heat and cool. The heat pump is-like-an air
conditioner, but it can do more. Because the control system of your
house is designed only to control cooling, it is restricted to
communication with the cooling part of the new object. The
interface of the new object has been extended, and the existing
system doesn’t know about anything except the original interface.
Thermostat Controls Cooling System
lowerTemperature() cool()
Air Conditioner Heat Pump
cool() cool()
heat()
Of course, once you see this design it becomes clear that the base
class “cooling system” is not general enough, and should be
1: Introduction to Objects 39
renamed to “temperature control system” so that it can also include
heating – at which point the substitution principle will work.
However, the diagram above is an example of what can happen in
design and in the real world.
When you see the substitution principle it’s easy to feel like this
approach (pure substitution) is the only way to do things, and in
fact it is nice if your design works out that way. But you’ll find that
there are times when it’s equally clear that you must add new
functions to the interface of a derived class. With inspection both
cases should be reasonably obvious.
Interchangeable objects
with polymorphism
When dealing with type hierarchies, you often want to treat an
object not as the specific type that it is but instead as its base type.
This allows you to write code that doesn’t depend on specific types.
In the shape example, functions manipulate generic shapes without
respect to whether they’re circles, squares, triangles, and so on. All
shapes can be drawn, erased, and moved, so these functions simply
send a message to a shape object; they don’t worry about how the
object copes with the message.
Such code is unaffected by the addition of new types, and adding
new types is the most common way to extend an object-oriented
program to handle new situations. For example, you can derive a
new subtype of shape called pentagon without modifying the
functions that deal only with generic shapes. This ability to extend
a program easily by deriving new subtypes is important because it
greatly improves designs while reducing the cost of software
maintenance.
There’s a problem, however, with attempting to treat derived-type
objects as their generic base types (circles as shapes, bicycles as
vehicles, cormorants as birds, etc.). If a function is going to tell a
40 Thinking in C++ www.BruceEckel.com
generic shape to draw itself, or a generic vehicle to steer, or a
generic bird to move, the compiler cannot know at compile-time
precisely what piece of code will be executed. That’s the whole
point – when the message is sent, the programmer doesn’t want to
know what piece of code will be executed; the draw function can be
applied equally to a circle, a square, or a triangle, and the object
will execute the proper code depending on its specific type. If you
don’t have to know what piece of code will be executed, then when
you add a new subtype, the code it executes can be different
without requiring changes to the function call. Therefore, the
compiler cannot know precisely what piece of code is executed, so
what does it do? For example, in the following diagram the
BirdControllerobject just works with generic Bird objects, and
does not know what exact type they are. This is convenient from
BirdController’s perspective, because it doesn’t have to write
special code to determine the exact type of Bird it’s working with,
or that Bird’s behavior. So how does it happen that, when move( )
is called while ignoring the specific type of Bird, the right behavior
will occur (a Goose runs, flies, or swims, and a Penguinruns or
swims)?
BirdController Bird
What happens
reLocate() when move() is move()
called?
Goose Penguin
move() move()
The answer is the primary twist in object-oriented programming:
The compiler cannot make a function call in the traditional sense.
The function call generated by a non-OOP compiler causes what is
called early binding, a term you may not have heard before because
you’ve never thought about it any other way. It means the compiler
generates a call to a specific function name, and the linker resolves
1: Introduction to Objects 41
this call to the absolute address of the code to be executed. In OOP,
the program cannot determine the address of the code until
runtime, so some other scheme is necessary when a message is sent
to a generic object.
To solve the problem, object-oriented languages use the concept of
late binding. When you send a message to an object, the code being
called isn’t determined until runtime. The compiler does ensure
that the function exists and performs type checking on the
arguments and return value (a language in which this isn’t true is
called weakly typed), but it doesn’t know the exact code to execute.
To perform late binding, the C++ compiler inserts a special bit of
code in lieu of the absolute call. This code calculates the address of
the function body, using information stored in the object (this
process is covered in great detail in Chapter 15). Thus, each object
can behave differently according to the contents of that special bit
of code. When you send a message to an object, the object actually
does figure out what to do with that message.
You state that you want a function to have the flexibility of latebinding
properties using the keyword virtual. You don’t need to
understand the mechanics of virtualto use it, but without it you
can’t do object-oriented programming in C++. In C++, you must
remember to add the virtualkeyword because, by default, member
functions are not dynamically bound. Virtual functions allow you
to express the differences in behavior of classes in the same family.
Those differences are what cause polymorphic behavior.
Consider the shape example. The family of classes (all based on the
same uniform interface) was diagrammed earlier in the chapter. To
demonstrate polymorphism, we want to write a single piece of
code that ignores the specific details of type and talks only to the
base class. That code is decoupled from type-specific information,
and thus is simpler to write and easier to understand. And, if a new
type – a Hexagon, for example –is added through inheritance, the
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code you write will work just as well for the new type of Shape as
it did on the existing types. Thus, the program is extensible.
If you write a function in C++ (as you will soon learn how to do):
void doStuff(Shape& s) {
s.erase();
// ...
s.draw();
}
This function speaks to any Shape, so it is independent of the
specific type of object that it’s drawing and erasing (the ‘&’ means
“Take the address of the object that’s passed to doStuff( ),” but it’s
not important that you understand the details of that right now). If
in some other part of the program we use the doStuff( )function:
Circle c;
Triangle t;
Line l;
doStuff(c);
doStuff(t);
doStuff(l);
The calls to doStuff( )automatically work right, regardless of the
exact type of the object.
This is actually a pretty amazing trick. Consider the line:
doStuff(c);
What’s happening here is that a Circleis being passed into a
function that’s expecting a Shape. Since a Circleis a Shape it can be
treated as one by doStuff( ). That is, any message that doStuff( )
can send to a Shape, a Circlecan accept. So it is a completely safe
and logical thing to do.
We call this process of treating a derived type as though it were its
base type upcasting. The name cast is used in the sense of casting
into a mold and the up comes from the way the inheritance diagram
is typically arranged, with the base type at the top and the derived
1: Introduction to Objects 43
classes fanning out downward. Thus, casting to a base type is
moving up the inheritance diagram: “upcasting.”
Shape
"Upcasting"
Circle Square Triangle
An object-oriented program contains some upcasting somewhere,
because that’s how you decouple yourself from knowing about the
exact type you’re working with. Look at the code in doStuff( ):
s.erase();
// ...
s.draw();
Notice that it doesn’t say “If you’re a Circle, do this, if you’re a
Square, do that, etc.” If you write that kind of code, which checks
for all the possible types that a Shape can actually be, it’s messy
and you need to change it every time you add a new kind of Shape.
Here, you just say “You’re a shape, I know you can erase( )and
draw( )yourself, do it, and take care of the details correctly.”
What’s impressive about the code in doStuff( )is that, somehow,
the right thing happens. Calling draw( )for Circlecauses different
code to be executed than when calling draw( )for a Squareor a
Line, but when the draw( )message is sent to an anonymous
Shape, the correct behavior occurs based on the actual type of the
Shape. This is amazing because, as mentioned earlier, when the
C++ compiler is compiling the code for doStuff( ), it cannot know
exactly what types it is dealing with. So ordinarily, you’d expect it
to end up calling the version of erase( )and draw( )for Shape, and
not for the specific Circle, Square, or Line. And yet the right thing
happens because of polymorphism. The compiler and runtime
44 Thinking in C++ www.BruceEckel.com
system handle the details; all you need to know is that it happens
and more importantly how to design with it. If a member function
is virtual, then when you send a message to an object, the object
will do the right thing, even when upcasting is involved.
Creating and destroying objects
Technically, the domain of OOP is abstract data typing, inheritance,
and polymorphism, but other issues can be at least as important.
This section gives an overview of these issues.
Especially important is the way objects are created and destroyed.
Where is the data for an object and how is the lifetime of that object
controlled? Different programming languages use different
philosophies here. C++ takes the approach that control of efficiency
is the most important issue, so it gives the programmer a choice.
For maximum runtime speed, the storage and lifetime can be
determined while the program is being written, by placing the
objects on the stack or in static storage. The stack is an area in
memory that is used directly by the microprocessor to store data
during program execution. Variables on the stack are sometimes
called automatic or scoped variables. The static storage area is simply
a fixed patch of memory that is allocated before the program begins
to run. Using the stack or static storage area places a priority on the
speed of storage allocation and release, which can be valuable in
some situations. However, you sacrifice flexibility because you
must know the exact quantity, lifetime, and type of objects while
you’re writing the program. If you are trying to solve a more
general problem, such as computer-aided design, warehouse
management, or air-traffic control, this is too restrictive.
The second approach is to create objects dynamically in a pool of
memory called the heap. In this approach you don’t know until
runtime how many objects you need, what their lifetime is, or what
their exact type is. Those decisions are made at the spur of the
moment while the program is running. If you need a new object,
you simply make it on the heap when you need it, using the new
1: Introduction to Objects 45
keyword. When you’re finished with the storage, you must release
it using the deletekeyword.
Because the storage is managed dynamically at runtime, the
amount of time required to allocate storage on the heap is
significantly longer than the time to create storage on the stack.
(Creating storage on the stack is often a single microprocessor
instruction to move the stack pointer down, and another to move it
back up.) The dynamic approach makes the generally logical
assumption that objects tend to be complicated, so the extra
overhead of finding storage and releasing that storage will not have
an important impact on the creation of an object. In addition, the
greater flexibility is essential to solve general programming
problems.
There’s another issue, however, and that’s the lifetime of an object.
If you create an object on the stack or in static storage, the compiler
determines how long the object lasts and can automatically destroy
it. However, if you create it on the heap, the compiler has no
knowledge of its lifetime. In C++, the programmer must determine
programmatically when to destroy the object, and then perform the
destruction using the deletekeyword. As an alternative, the
environment can provide a feature called a garbage collector that
automatically discovers when an object is no longer in use and
destroys it. Of course, writing programs using a garbage collector is
much more convenient, but it requires that all applications must be
able to tolerate the existence of the garbage collector and the
overhead for garbage collection. This does not meet the design
requirements of the C++ language and so it was not included,
although third-party garbage collectors exist for C++.
Exception handling:
dealing with errors
Ever since the beginning of programming languages, error
handling has been one of the most difficult issues. Because it’s so
46 Thinking in C++ www.BruceEckel.com
hard to design a good error-handling scheme, many languages
simply ignore the issue, passing the problem on to library designers
who come up with halfway measures that can work in many
situations but can easily be circumvented, generally by just
ignoring them. A major problem with most error-handling schemes
is that they rely on programmer vigilance in following an agreedupon
convention that is not enforced by the language. If
programmers are not vigilant, which often occurs when they are in
a hurry, these schemes can easily be forgotten.
Exception handling wires error handling directly into the
programming language and sometimes even the operating system.
An exception is an object that is “thrown” from the site of the error
and can be “caught” by an appropriate exception handler designed to
handle that particular type of error. It’s as if exception handling is a
different, parallel path of execution that can be taken when things
go wrong. And because it uses a separate execution path, it doesn’t
need to interfere with your normally-executing code. This makes
that code simpler to write since you aren’t constantly forced to
check for errors. In addition, a thrown exception is unlike an error
value that’s returned from a function or a flag that’s set by a
function in order to indicate an error condition – these can be
ignored. An exception cannot be ignored so it’s guaranteed to be
dealt with at some point. Finally, exceptions provide a way to
recover reliably from a bad situation. Instead of just exiting the
program, you are often able to set things right and restore the
execution of a program, which produces much more robust
systems.
It’s worth noting that exception handling isn’t an object-oriented
feature, although in object-oriented languages the exception is
normally represented with an object. Exception handling existed
before object-oriented languages.
Exception handling is only lightly introduced and used in this
Volume; Volume 2 (available from www.BruceEckel.com) has
thorough coverage of exception handling.
1: Introduction to Objects 47
Analysis and design
The object-oriented paradigm is a new and different way of
thinking about programming and many folks have trouble at first
knowing how to approach an OOP project. Once you know that
everything is supposed to be an object, and as you learn to think
more in an object-oriented style, you can begin to create “good”
designs that take advantage of all the benefits that OOP has to
offer.
A method (often called a methodology) is a set of processes and
heuristics used to break down the complexity of a programming
problem. Many OOP methods have been formulated since the
dawn of object-oriented programming. This section will give you a
feel for what you’re trying to accomplish when using a method.
Especially in OOP, methodology is a field of many experiments, so
it is important to understand what problem the method is trying to
solve before you consider adopting one. This is particularly true
with C++, in which the programming language is intended to
reduce the complexity (compared to C) involved in expressing a
program. This may in fact alleviate the need for ever-more-complex
methodologies. Instead, simpler ones may suffice in C++ for a
much larger class of problems than you could handle using simple
methodologies with procedural languages.
It’s also important to realize that the term “methodology” is often
too grand and promises too much. Whatever you do now when
you design and write a program is a method. It may be your own
method, and you may not be conscious of doing it, but it is a
process you go through as you create. If it is an effective process, it
may need only a small tune-up to work with C++. If you are not
satisfied with your productivity and the way your programs turn
out, you may want to consider adopting a formal method, or
choosing pieces from among the many formal methods.
While you’re going through the development process, the most
important issue is this: Don’t get lost. It’s easy to do. Most of the
48 Thinking in C++ www.BruceEckel.com
analysis and design methods are intended to solve the largest of
problems. Remember that most projects don’t fit into that category,
so you can usually have successful analysis and design with a
relatively small subset of what a method recommends6. But some
sort of process, no matter how limited, will generally get you on
your way in a much better fashion than simply beginning to code.
It’s also easy to get stuck, to fall into “analysis paralysis,” where
you feel like you can’t move forward because you haven’t nailed
down every little detail at the current stage. Remember, no matter
how much analysis you do, there are some things about a system
that won’t reveal themselves until design time, and more things
that won’t reveal themselves until you’re coding, or not even until
a program is up and running. Because of this, it’s crucial to move
fairly quickly through analysis and design, and to implement a test
of the proposed system.
This point is worth emphasizing. Because of the history we’ve had
with procedural languages, it is commendable that a team will
want to proceed carefully and understand every minute detail
before moving to design and implementation. Certainly, when
creating a DBMS, it pays to understand a customer’s needs
thoroughly. But a DBMS is in a class of problems that is very wellposed
and well-understood; in many such programs, the database
structure is the problem to be tackled. The class of programming
problem discussed in this chapter is of the “wild-card” (my term)
variety, in which the solution isn’t simply re-forming a well-known
solution, but instead involves one or more “wild-card factors” –
elements for which there is no well-understood previous solution,
and for which research is necessary7. Attempting to thoroughly
6 An excellent example of this is UML Distilled, by Martin Fowler (Addison-Wesley
2000), which reduces the sometimes-overwhelming UML process to a manageable
subset.
7 My rule of thumb for estimating such projects: If there’s more than one wild card,
don’t even try to plan how long it’s going to take or how much it will cost until
you’ve created a working prototype. There are too many degrees of freedom.
1: Introduction to Objects 49
analyze a wild-card problem before moving into design and
implementation results in analysis paralysis because you don’t
have enough information to solve this kind of problem during the
analysis phase. Solving such a problem requires iteration through
the whole cycle, and that requires risk-taking behavior (which
makes sense, because you’re trying to do something new and the
potential rewards are higher). It may seem like the risk is
compounded by “rushing” into a preliminary implementation, but
it can instead reduce the risk in a wild-card project because you’re
finding out early whether a particular approach to the problem is
viable. Product development is risk management.
It’s often proposed that you “build one to throw away.” With OOP,
you may still throw part of it away, but because code is
encapsulated into classes, during the first iteration you will
inevitably produce some useful class designs and develop some
worthwhile ideas about the system design that do not need to be
thrown away. Thus, the first rapid pass at a problem not only
produces critical information for the next analysis, design, and
implementation iteration, it also creates a code foundation for that
iteration.
That said, if you’re looking at a methodology that contains
tremendous detail and suggests many steps and documents, it’s
still difficult to know when to stop. Keep in mind what you’re
trying to discover:
1. What are the objects? (How do you partition your project into
its component parts?)
2. What are their interfaces? (What messages do you need to be
able to send to each object?)
If you come up with nothing more than the objects and their
interfaces, then you can write a program. For various reasons you
might need more descriptions and documents than this, but you
can’t get away with any less.
50 Thinking in C++ www.BruceEckel.com
The process can be undertaken in five phases, and a phase 0 that is
just the initial commitment to using some kind of structure.
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Evan
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January 4, 2016 at 8:48 AM Reply Delete Delete

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