Object-oriented programming principles in C++: Encapsulation: Encapsulate data and methods in an entity called a class to protect data and promote code reuse. Inheritance: allows derived classes to inherit data and methods from base classes, promoting code reuse and expressing parent-child relationships. Polymorphism: allows objects in different classes to exhibit different behaviors according to the class they belong to, realizing common code logic.
Object-Oriented Programming Principles in C++ Class Design
Object-oriented programming (OOP) is a set of guiding principles for Organize and design computer programs. The C++ language supports OOP well through the concept of classes. Understanding OOP principles is critical to designing efficient, maintainable, and reusable C++ code.
Three major OOP principles
Implementation in C++
Encapsulation:
class Person { private: int age; string name; public: void setAge(int age) { this->age = age; } void setName(string name) { this->name = name; } int getAge() const { return age; } string getName() const { return name; } };
In the above example, Person
The class encapsulates the age
and name
data and provides public functions to access and modify these data.
Inheritance:
class Employee : public Person { private: int salary; public: void setSalary(int salary) { this->salary = salary; } int getSalary() const { return salary; } };
Employee
class inherits age
and ## from the Person
class #name data, and
salary data added. This establishes a parent-child relationship between
Employee and
Person.
Polymorphism:
class Shape { public: virtual void draw() = 0; // 纯虚函数 }; class Rectangle : public Shape { public: void draw() override { cout << "Drawing a rectangle" << endl; } }; class Circle : public Shape { public: void draw() override { cout << "Drawing a circle" << endl; } };
Shape The class is a base class and declares a pure virtual function
draw(). The
Rectangle and
Circle classes inherit from
Shape and override the
draw() function to implement specific drawing behavior. This allows the
draw() method to be called with the
Shape variable and perform the correct drawing behavior based on the actual type of the object.
Practical case:
Consider a program for managing books. You can create aBook class to represent a book's title, author, and publication date. You can then create the
FictionBook and
NonFictionBook classes that extend the
Book class and add additional functionality specific to each class. Using OOP principles, you can design a flexible and maintainable program to handle different types of books.
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