1. A class defines a new user-defined type by encapsulating data members and member functions. Data members store the attributes of an object, while member functions implement the behaviors.
2. An object is an instance of a class that allocates memory for the class's data members. Objects are declared by specifying the class name followed by an identifier. Member functions manipulate the data members of an object using dot or arrow operators.
3. A class's data members and member functions can be accessed privately, publicly, or protected. Constructors initialize new objects by setting initial values for data members. Destructors release resources when objects are destroyed.
A class in C++ allows developers to group together related data and functions to represent an object. The document discusses the basics of classes and objects in C++, including:
- What a class is and how it can constrain and manipulate data like an int primitive.
- The components of a class declaration including data members and methods.
- How objects are instances of a class that occupy memory and can access class members.
- The importance of encapsulation through making data private and providing public accessors.
- How to define methods and access class members using the scope resolution operator.
- Best practices like placing class declarations in header files and definitions in cpp files.
A class in C++ allows developers to group together related data and functions to represent an object. The document discusses the basics of classes and objects in C++, including:
- What a class is and how it can constrain and manipulate data like an int primitive.
- The components of a class declaration including data members and methods.
- How objects are instances of a class that occupy memory and can access class members.
- The importance of encapsulation through making data private and providing public accessors.
- How to define methods and access class members using the scope resolution operator.
- Best practices like placing class declarations in header files and definitions in cpp files.
A class in C++ allows developers to group together related data and functions to represent an object. The document discusses the basics of classes and objects in C++, including:
- What a class is and how it can constrain and manipulate data like an int primitive.
- The components of a class declaration including data members and methods.
- How objects are instances of a class that occupy memory and can access class members.
- The importance of encapsulation through making data private and providing public accessors.
- How to define methods and access class members using the scope resolution operator.
- Best practices like placing class declarations in header files and definitions in cpp files.
The document discusses classes and objects in C++. Some key points:
- A class defines a new user-defined data type that encapsulates data members and member functions. Data members represent the attributes of an object, while member functions represent the behaviors.
- When a class is defined, objects can be instantiated from that class. Objects are instances of a class that allocate memory to store the class's data members. Multiple objects of the same class can exist.
- Member functions can access private data members, while non-member functions cannot. Member functions can be defined inside or outside the class. Static members exist only once per class rather than per object.
- Classes allow data abstraction by hiding implementation
C++ppt. Classs and object, class and objectsecondakay
Â
1. Classes are blueprints that define objects with attributes (data members) and behaviors (member functions). Objects are instantiated from classes.
2. The Time class implements a time abstract data type with data members for hours, minutes, seconds and member functions to set time and print time in different formats.
3. Classes allow for encapsulation of data and functions, information hiding of implementation details, and software reusability through class libraries.
This document discusses classes in C++ and compares them to structures in C. It defines what a class is, how to declare and define a class, how to create objects of a class, access class members, define member functions inside and outside the class, create arrays of objects, pass objects as function arguments, and use friend functions and classes. The key advantages of classes over structures are data hiding, treating classes like built-in data types, and allowing member functions to access private data members.
Classes in C++ allow developers to combine data and functions that operate on that data into logical units called objects. A class defines the form and behavior of objects, while objects are individual instances of a class. Some key points:
- Classes contain data fields called data members and functions called member functions.
- Objects are instantiated from classes and allocate memory to store values for an instance.
- Access specifiers like public, private, and protected determine which parts of a class are accessible from outside the class.
- Classes can contain static members that are shared across all objects of the class rather than being unique to each object.
The document discusses objects and classes in object-oriented programming, explaining that classes define templates for objects with data fields and methods, objects are instances of classes that contain state in their data fields and behavior through methods, and constructors are used to initialize objects when they are created from a class.
A class defines a data structure that can contain both data and functions as members. An object is an instance of a class that allocates memory for the class's data members. Classes allow the declaration of multiple objects that each have their own copies of the class's data members and can access the class's member functions. Constructors initialize an object's data members when it is created, while destructors perform cleanup tasks when an object is destroyed.
The document discusses object-oriented programming and class-based design. It explains that object-oriented programming focuses on modeling real-world objects as software objects with both data fields (attributes) and methods to operate on that data. A class defines a blueprint for objects, describing their attributes and methods. Objects are instances of classes that package both data and behaviors together. The document outlines key concepts like encapsulation, inheritance, polymorphism, and UML class diagrams.
Classes allow users to define their own data types that can be used like built-in types. A class defines both data members that represent the internal representation and member functions that define operations on class objects. Classes support information hiding by declaring data members as private and operations as public. An object is an instance of a class that allocates memory for the class's data members. Member functions can access class data members and are declared either inside or outside the class definition.
Introduction to Fundamental of Class.pptxDawitTekie1
Â
What is a Class?
A class is a blueprint or template for creating objects. It defines a set of attributes (data) and methods (functions) that the created objects will have. Classes are a core concept in Object-Oriented Programming (OOP).
Think of a class like a blueprint for a house â it defines the structure, but the actual house (object) is built based on that blueprint.
C++ classes allow programmers to encapsulate data and functions into user-defined types called classes. A class defines the data attributes and functions that operate on those attributes. Classes support object-oriented programming by allowing objects to be created from a class which store and manipulate data private to the class through public member functions.
The document discusses objects and classes in C++. It covers creating objects using new, constructors, destructors, accessor and mutator methods, default copy constructors, returning objects from functions, and variable scope. Specifically, it provides examples of creating Circle objects with constructors, defining destructors to deallocate memory, using getter and setter methods to access private data, and copying objects using the default copy constructor.
Classes and Objects
Classes in C++
Declaring Objects
Access Specifiers and their Scope
Defining Member Function
Overloading Member Function
Nested class
Constructors and Destructors
Introduction
Characteristics of Constructor and Destructor
Application with Constructor
Constructor with Arguments (parameterized Constructors)
Destructors
Chapter 2 OOP using C++ (Introduction).pptxFiraolGadissa
Â
Introduction to Object-Oriented Programming
Object-Oriented Programming (OOP) is a programming paradigm that organizes software design around data, or objects, rather than functions and logic. It is widely used for developing complex, scalable, and maintainable software systems. The core principles of OOP include encapsulation, abstraction, inheritance, and polymorphism.
Key Concepts of OOP
Encapsulation: This involves bundling data and methods that operate on that data within a single unit, called an object. It helps protect the internal state of an object from external interference23.
Abstraction: This principle focuses on exposing only necessary information while hiding complex details. It allows users to interact with objects without knowing their internal workings23.
Inheritance: This feature enables a new class (subclass) to inherit properties and behaviors from an existing class (superclass), promoting code reuse and hierarchical organization23.
Polymorphism: This allows objects of different classes to be treated as objects of a common superclass. It enables multiple behaviors to be implemented through a common interface23.
Object Technology and Programming Environment
Object Technology: This refers to the use of objects to model real-world entities in software development. It includes classes, objects, inheritance, polymorphism, and encapsulation7.
Programming Environment: OOP is typically supported in class-based languages like Java, Python, and C++. These environments provide tools for designing, developing, and testing object-oriented software
This document discusses object-oriented programming concepts in C++ including classes, objects, constructors, destructors, and friend functions. It begins by explaining that classes are abstract data types that contain data members and member functions. It then provides examples of declaring a class, creating objects, and accessing class members. It also covers topics like static class members, arrays of objects, constructor and destructor definitions and uses, and declaring friend functions to allow non-member functions access to private class members.
The document discusses structures and classes in C++. It explains that structures in C++ allow grouping of related data items but do not provide data hiding. Classes in C++ address this limitation by allowing data and functions as members, and designating some members as private. The key aspects of a class include its declaration with data and function members, creation of objects from the class, and accessing members using objects and dot operator (for public members) or within class functions (for private members). Static members are also discussed which are shared among all class objects.
This document provides an overview of classes and objects in C++. It defines object-oriented programming as encapsulating data and functions into packages called classes. A class defines both data members (attributes) and member functions (behavior). Class members can be declared as private or public, with private only accessible within the class and public accessible outside. The document also discusses creating objects from classes, constructors, destructors, and accessing class members. Examples are provided of defining a Circle class to represent geometric circles and a Time class to represent time values.
The document discusses object-oriented programming concepts like classes, objects, member functions, data members, constructors, and encapsulation. It explains that a class defines the structure and behavior of objects, with data members representing attributes and member functions representing behaviors. Constructors initialize an object's data when it is created. Encapsulation protects data by making it private and only accessible through public member functions.
This document provides an introduction to classes and objects in C++. It defines key concepts like class, object, member functions, access specifiers, and arrays of objects. It also discusses defining objects of a class, accessing class members, passing objects as function arguments, and the differences between classes and structures in C++.
The document discusses object-oriented programming (OOP) concepts in C++. It defines key OOP concepts like classes, objects, encapsulation, inheritance and polymorphism. It explains that in OOP, classes encapsulate both data and functions that operate on that data. Classes define public and private sections to control access to members. The document also provides examples to demonstrate class definition, object creation, member functions and destructors.
The document provides information about classes and objects in C++. Some key points:
- A class defines a user-defined data type by binding data and functions together. It contains data members and member functions.
- Classes have access specifiers like private, public, and protected that control access to members.
- Objects are instances of a class that allocate memory dynamically. They are used to access class members by using dot operator.
- Member functions can access private data members while non-member functions cannot. Memory is separately allocated for each object's data members.
- Static members have single copy shared among all objects rather than each object having its own copy. They are initialized only once.
Object Oriented Programming involves modeling real-world entities as objects that encapsulate both data and behavior. Classes define these objects by grouping related data members and functions together, and objects are instantiated from classes. Some key aspects of OOP include:
1. Encapsulation which involves hiding implementation details within classes and exposing a public interface.
2. Inheritance which allows a derived class to extend a base class while retaining shared properties.
3. Dynamic binding which enables polymorphic behavior where derived classes can exhibit different behavior than base classes in the same context.
Object Oriented Programming involves modeling real-world entities as objects that encapsulate both data and behavior. Classes define these objects by grouping the data (attributes) and functions (methods) that operate on that data. In C++, classes use access specifiers like public and private to control whether data and methods can be accessed from outside the class or only within the class. Methods are defined either inside or outside the class using the scope resolution operator. Objects are instantiated from classes and their methods and data can be accessed using dot or arrow operators.
From Chaos to Clarity - Designing (AI-Ready) APIs with APIOps CyclesMarjukka Niinioja
Â
Teams delivering API are challenges with:
- Connecting APIs to business strategy
- Measuring API success (audit & lifecycle metrics)
- Partner/Ecosystem onboarding
- Consistent documentation, security, and publishing
đ§ The big takeaway?
Many teams can build APIs. But few connect them to value, visibility, and long-term improvement.
Thatâs why the APIOps Cycles method helps teams:
đ Start where the pain is (one âmetro stationâ at a time)
đ Scale success across strategy, platform, and operations
đ Use collaborative canvases to get buy-in and visibility
Want to try it and learn more?
- Follow APIOps Cycles in LinkedIn
- Visit the www.apiopscycles.com site
- Subscribe to email list
-
More Related Content
Similar to Object Oriented Programming Examples with explanation (20)
Classes in C++ allow developers to combine data and functions that operate on that data into logical units called objects. A class defines the form and behavior of objects, while objects are individual instances of a class. Some key points:
- Classes contain data fields called data members and functions called member functions.
- Objects are instantiated from classes and allocate memory to store values for an instance.
- Access specifiers like public, private, and protected determine which parts of a class are accessible from outside the class.
- Classes can contain static members that are shared across all objects of the class rather than being unique to each object.
The document discusses objects and classes in object-oriented programming, explaining that classes define templates for objects with data fields and methods, objects are instances of classes that contain state in their data fields and behavior through methods, and constructors are used to initialize objects when they are created from a class.
A class defines a data structure that can contain both data and functions as members. An object is an instance of a class that allocates memory for the class's data members. Classes allow the declaration of multiple objects that each have their own copies of the class's data members and can access the class's member functions. Constructors initialize an object's data members when it is created, while destructors perform cleanup tasks when an object is destroyed.
The document discusses object-oriented programming and class-based design. It explains that object-oriented programming focuses on modeling real-world objects as software objects with both data fields (attributes) and methods to operate on that data. A class defines a blueprint for objects, describing their attributes and methods. Objects are instances of classes that package both data and behaviors together. The document outlines key concepts like encapsulation, inheritance, polymorphism, and UML class diagrams.
Classes allow users to define their own data types that can be used like built-in types. A class defines both data members that represent the internal representation and member functions that define operations on class objects. Classes support information hiding by declaring data members as private and operations as public. An object is an instance of a class that allocates memory for the class's data members. Member functions can access class data members and are declared either inside or outside the class definition.
Introduction to Fundamental of Class.pptxDawitTekie1
Â
What is a Class?
A class is a blueprint or template for creating objects. It defines a set of attributes (data) and methods (functions) that the created objects will have. Classes are a core concept in Object-Oriented Programming (OOP).
Think of a class like a blueprint for a house â it defines the structure, but the actual house (object) is built based on that blueprint.
C++ classes allow programmers to encapsulate data and functions into user-defined types called classes. A class defines the data attributes and functions that operate on those attributes. Classes support object-oriented programming by allowing objects to be created from a class which store and manipulate data private to the class through public member functions.
The document discusses objects and classes in C++. It covers creating objects using new, constructors, destructors, accessor and mutator methods, default copy constructors, returning objects from functions, and variable scope. Specifically, it provides examples of creating Circle objects with constructors, defining destructors to deallocate memory, using getter and setter methods to access private data, and copying objects using the default copy constructor.
Classes and Objects
Classes in C++
Declaring Objects
Access Specifiers and their Scope
Defining Member Function
Overloading Member Function
Nested class
Constructors and Destructors
Introduction
Characteristics of Constructor and Destructor
Application with Constructor
Constructor with Arguments (parameterized Constructors)
Destructors
Chapter 2 OOP using C++ (Introduction).pptxFiraolGadissa
Â
Introduction to Object-Oriented Programming
Object-Oriented Programming (OOP) is a programming paradigm that organizes software design around data, or objects, rather than functions and logic. It is widely used for developing complex, scalable, and maintainable software systems. The core principles of OOP include encapsulation, abstraction, inheritance, and polymorphism.
Key Concepts of OOP
Encapsulation: This involves bundling data and methods that operate on that data within a single unit, called an object. It helps protect the internal state of an object from external interference23.
Abstraction: This principle focuses on exposing only necessary information while hiding complex details. It allows users to interact with objects without knowing their internal workings23.
Inheritance: This feature enables a new class (subclass) to inherit properties and behaviors from an existing class (superclass), promoting code reuse and hierarchical organization23.
Polymorphism: This allows objects of different classes to be treated as objects of a common superclass. It enables multiple behaviors to be implemented through a common interface23.
Object Technology and Programming Environment
Object Technology: This refers to the use of objects to model real-world entities in software development. It includes classes, objects, inheritance, polymorphism, and encapsulation7.
Programming Environment: OOP is typically supported in class-based languages like Java, Python, and C++. These environments provide tools for designing, developing, and testing object-oriented software
This document discusses object-oriented programming concepts in C++ including classes, objects, constructors, destructors, and friend functions. It begins by explaining that classes are abstract data types that contain data members and member functions. It then provides examples of declaring a class, creating objects, and accessing class members. It also covers topics like static class members, arrays of objects, constructor and destructor definitions and uses, and declaring friend functions to allow non-member functions access to private class members.
The document discusses structures and classes in C++. It explains that structures in C++ allow grouping of related data items but do not provide data hiding. Classes in C++ address this limitation by allowing data and functions as members, and designating some members as private. The key aspects of a class include its declaration with data and function members, creation of objects from the class, and accessing members using objects and dot operator (for public members) or within class functions (for private members). Static members are also discussed which are shared among all class objects.
This document provides an overview of classes and objects in C++. It defines object-oriented programming as encapsulating data and functions into packages called classes. A class defines both data members (attributes) and member functions (behavior). Class members can be declared as private or public, with private only accessible within the class and public accessible outside. The document also discusses creating objects from classes, constructors, destructors, and accessing class members. Examples are provided of defining a Circle class to represent geometric circles and a Time class to represent time values.
The document discusses object-oriented programming concepts like classes, objects, member functions, data members, constructors, and encapsulation. It explains that a class defines the structure and behavior of objects, with data members representing attributes and member functions representing behaviors. Constructors initialize an object's data when it is created. Encapsulation protects data by making it private and only accessible through public member functions.
This document provides an introduction to classes and objects in C++. It defines key concepts like class, object, member functions, access specifiers, and arrays of objects. It also discusses defining objects of a class, accessing class members, passing objects as function arguments, and the differences between classes and structures in C++.
The document discusses object-oriented programming (OOP) concepts in C++. It defines key OOP concepts like classes, objects, encapsulation, inheritance and polymorphism. It explains that in OOP, classes encapsulate both data and functions that operate on that data. Classes define public and private sections to control access to members. The document also provides examples to demonstrate class definition, object creation, member functions and destructors.
The document provides information about classes and objects in C++. Some key points:
- A class defines a user-defined data type by binding data and functions together. It contains data members and member functions.
- Classes have access specifiers like private, public, and protected that control access to members.
- Objects are instances of a class that allocate memory dynamically. They are used to access class members by using dot operator.
- Member functions can access private data members while non-member functions cannot. Memory is separately allocated for each object's data members.
- Static members have single copy shared among all objects rather than each object having its own copy. They are initialized only once.
Object Oriented Programming involves modeling real-world entities as objects that encapsulate both data and behavior. Classes define these objects by grouping related data members and functions together, and objects are instantiated from classes. Some key aspects of OOP include:
1. Encapsulation which involves hiding implementation details within classes and exposing a public interface.
2. Inheritance which allows a derived class to extend a base class while retaining shared properties.
3. Dynamic binding which enables polymorphic behavior where derived classes can exhibit different behavior than base classes in the same context.
Object Oriented Programming involves modeling real-world entities as objects that encapsulate both data and behavior. Classes define these objects by grouping the data (attributes) and functions (methods) that operate on that data. In C++, classes use access specifiers like public and private to control whether data and methods can be accessed from outside the class or only within the class. Methods are defined either inside or outside the class using the scope resolution operator. Objects are instantiated from classes and their methods and data can be accessed using dot or arrow operators.
From Chaos to Clarity - Designing (AI-Ready) APIs with APIOps CyclesMarjukka Niinioja
Â
Teams delivering API are challenges with:
- Connecting APIs to business strategy
- Measuring API success (audit & lifecycle metrics)
- Partner/Ecosystem onboarding
- Consistent documentation, security, and publishing
đ§ The big takeaway?
Many teams can build APIs. But few connect them to value, visibility, and long-term improvement.
Thatâs why the APIOps Cycles method helps teams:
đ Start where the pain is (one âmetro stationâ at a time)
đ Scale success across strategy, platform, and operations
đ Use collaborative canvases to get buy-in and visibility
Want to try it and learn more?
- Follow APIOps Cycles in LinkedIn
- Visit the www.apiopscycles.com site
- Subscribe to email list
-
Revolutionize Your Insurance Workflow with Claims Management SoftwareInsurance Tech Services
Â
Claims management software enhances efficiency, accuracy, and satisfaction by automating processes, reducing errors, and speeding up transparent claims handlingâbuilding trust and cutting costs. Explore More - https://www.damcogroup.com/insurance/claims-management-software
Design by Contract - Building Robust Software with Contract-First DevelopmentPar-Tec S.p.A.
Â
In the fast-paced world of software development, code quality and reliability are paramount. This SlideShare deck, presented at PyCon Italia 2025 by Antonio Spadaro, DevOps Engineer at Par-Tec, introduces the âDesign by Contractâ (DbC) philosophy and demonstrates how a Contract-First Development approach can elevate your projects.
Beginning with core DbC principlesâpreconditions, postconditions, and invariantsâthese slides define how formal âcontractsâ between classes and components lead to clearer, more maintainable code. Youâll explore:
The fundamental concepts of Design by Contract and why they matter.
How to write and enforce interface contracts to catch errors early.
Real-world examples showcasing how Contract-First Development improves error handling, documentation, and testability.
Practical Python demonstrations using libraries and tools that streamline DbC adoption in your workflow.
Agentic Techniques in Retrieval-Augmented Generation with Azure AI SearchMaxim Salnikov
Â
Discover how Agentic Retrieval in Azure AI Search takes Retrieval-Augmented Generation (RAG) to the next level by intelligently breaking down complex queries, leveraging full conversation history, and executing parallel searches through a new LLM-powered query planner. This session introduces a cutting-edge approach that delivers significantly more accurate, relevant, and grounded answersâunlocking new capabilities for building smarter, more responsive generative AI applications.
Traditional Retrieval-Augmented Generation (RAG) pipelines work well for simple queriesâbut when users ask complex, multi-part questions or refer to previous conversation history, they often fall short. Thatâs where Agentic Retrieval comes in: a game-changing advancement in Azure AI Search that brings LLM-powered reasoning directly into the retrieval layer.
This session unveils how agentic techniques elevate your RAG-based applications by introducing intelligent query planning, subquery decomposition, parallel execution, and result mergingâall orchestrated by a new Knowledge Agent. Youâll learn how this approach significantly boosts relevance, groundedness, and answer quality, especially for sophisticated enterprise use cases.
Key takeaways:
- Understand the evolution from keyword and vector search to agentic query orchestration
- See how full conversation context improves retrieval accuracy
- Explore measurable improvements in answer relevance and completeness (up to 40% gains!)
- Get hands-on guidance on integrating Agentic Retrieval with Azure AI Foundry and SDKs
- Discover how to build scalable, AI-first applications powered by this new paradigm
Whether you're building intelligent copilots, enterprise Q&A bots, or AI-driven search solutions, this session will equip you with the tools and patterns to push beyond traditional RAG.
Explore the professional resume of Pramod Kumar, a skilled iOS developer with extensive experience in Swift, SwiftUI, and mobile app development. This portfolio highlights key projects, technical skills, and achievements in app design and development, showcasing expertise in creating intuitive, high-performance iOS applications. Ideal for recruiters and tech managers seeking a talented iOS engineer for their team.
Alt-lenders are scaling fast, but manual loan reconciliation is cracking under pressure. See how automation solves revenue leakage and compliance chaos.
https://www.taxilla.com/loan-repayment-reconciliation
FME for Climate Data: Turning Big Data into Actionable InsightsSafe Software
Â
Regional and local governments aim to provide essential services for stormwater management systems. However, rapid urbanization and the increasing impacts of climate change are putting growing pressure on these governments to identify stormwater needs and develop effective plans. To address these challenges, GHD developed an FME solution to process over 20 years of rainfall data from rain gauges and USGS radar datasets. This solution extracts, organizes, and analyzes Next Generation Weather Radar (NEXRAD) big data, validates it with other data sources, and produces Intensity Duration Frequency (IDF) curves and future climate projections tailored to local needs. This presentation will showcase how FME can be leveraged to manage big data and prioritize infrastructure investments.
Artificial Intelligence Applications Across IndustriesSandeepKS52
Â
Artificial Intelligence is a rapidly growing field that influences many aspects of modern life, including transportation, healthcare, and finance. Understanding the basics of AI provides insight into how machines can learn and make decisions, which is essential for grasping its applications in various industries. In the automotive sector, AI enhances vehicle safety and efficiency through advanced technologies like self-driving systems and predictive maintenance. Similarly, in healthcare, AI plays a crucial role in diagnosing diseases and personalizing treatment plans, while in financial services, it helps in fraud detection and risk management. By exploring these themes, a clearer picture of AI's transformative impact on society emerges, highlighting both its potential benefits and challenges.
Providing Better Biodiversity Through Better DataSafe Software
Â
This session explores how FME is transforming data workflows at Irelandâs National Biodiversity Data Centre (NBDC) by eliminating manual data manipulation, incorporating machine learning, and enhancing overall efficiency. Attendees will gain insight into how NBDC is using FME to document and understand internal processes, make decision-making fully transparent, and shine a light on underlying code to improve clarity and reduce silent failures.
The presentation will also outline NBDCâs future plans for FME, including empowering staff to access and query data independently, without relying on external consultants. It will also showcase ambitions to connect to new data sources, unlock the full potential of its valuable datasets, create living atlases, and place its valuable data directly into the hands of decision-makers across Irelandâensuring that biodiversity is not only protected but actively enhanced.
Automating Map Production With FME and PythonSafe Software
Â
People still love a good paper map, but every time a request lands on a GIS teamâs desk, it takes time to create that perfect, individual mapâeven when you're ready and have projects prepped. Then come the inevitable changes and iterations that add even more time to the process. This presentation explores a solution for automating map production using FME and Python. FME handles the setup of variables, leveraging GIS reference layers and parameters to manage details like map orientation, label sizes, and layout elements. Python takes over to export PDF maps for each location and template size, uploading them monthly to ArcGIS Online. The result? Fresh, regularly updated maps, ready for anyone to grab anytimeâsaving you time, effort, and endless revisions while keeping users happy with up-to-date, accessible maps.
The Future of Open Source Reporting Best Alternatives to Jaspersoft.pdfVarsha Nayak
Â
In recent years, organizations have increasingly sought robust open source alternative to Jasper Reports as the landscape of open-source reporting tools rapidly evolves. While Jaspersoft has been a longstanding choice for generating complex business intelligence and analytics reports, factors such as licensing changes and growing demands for flexibility have prompted many businesses to explore other options. Among the most notable alternatives to Jaspersoft, Helical Insight stands out for its powerful open-source architecture, intuitive analytics, and dynamic dashboard capabilities. Designed to be both flexible and budget-friendly, Helical Insight empowers users with advanced featuresâsuch as in-memory reporting, extensive data source integration, and customizable visualizationsâmaking it an ideal solution for organizations seeking a modern, scalable reporting platform. This article explores the future of open-source reporting and highlights why Helical Insight and other emerging tools are redefining the standards for business intelligence solutions.
Bonk coin airdrop_ Everything You Need to Know.pdfHerond Labs
Â
The Bonk airdrop, one of the largest in Solanaâs history, distributed 50% of its total supply to community members, significantly boosting its popularity and Solanaâs network activity. Below is everything you need to know about the Bonk coin airdrop, including its history, eligibility, how to claim tokens, risks, and current status.
https://blog.herond.org/bonk-coin-airdrop/
Micro-Metrics Every Performance Engineer Should Validate Before Sign-OffTier1 app
Â
When it comes to performance testing, most engineers instinctively gravitate toward the big-picture indicatorsâresponse time, memory usage, throughput. But what about the smaller, more subtle indicators that quietly shape your applicationâs performance and stability? we explored the hidden layer of performance diagnostics that too often gets overlooked: micro-metrics. These small but mighty data points can reveal early signs of trouble long before they manifest as outages or degradation in production.
From garbage collection behavior and object creation rates to thread state transitions and blocked thread patterns, we unpacked the critical micro-metrics every performance engineer should assess before giving the green light to any release.
This session went beyond the basics, offering hands-on demonstrations and JVM-level diagnostics that help identify performance blind spots traditional tests tend to miss. We showed how early detection of these subtle anomalies can drastically reduce post-deployment issues and production firefighting.
Whether you're a performance testing veteran or new to JVM tuning, this session helped shift your validation strategies leftâempowering you to detect and resolve risks earlier in the lifecycle.
4. 4
Class
âą The class is the cornerstone of C++
â It makes possible encapsulation, data hiding and inheritance
âą Type
â Concrete representation of a concept
âą Eg. float with operations like -, *, + (math real numbers)
âą Class
â A user defined type
â Consists of both data and methods
â Defines properties and behavior of that type
âą Advantages
â Types matching program concepts
âą Game Program (Explosion type)
â Concise program
â Code analysis easy
â Compiler can detect illegal uses of types
âą Data Abstraction
â Separate the implementation details from its essential properties
5. 5
class Rectangle
{
private:
int width;
int length;
public:
void set(int w, int l);
int area();
};
Classes & Objects
Rectangle r1;
Rectangle r2;
Rectangle r3;
âŠâŠ
int a;
Objects: Instance of a class
6. 6
Define a Class Type
class class_name
{
permission_label:
member;
permission_label:
member;
...
};
class Rectangle
{
private:
int width;
int length;
public:
void set(int w, int l);
int area();
};
Body
Header
7. 7
Class Definition
Data Members
âą Can be of any type, built-in or user-defined
âą non-static data member
â Each class object has its own copy
âą static data member
â Acts as a global variable
â One copy per class type, e.g. counter
8. 8
class Rectangle
{
private:
int width;
int length;
static int count;
public:
void set(int w, int l);
int area();
}
Static Data Member
Rectangle r1;
Rectangle r2;
Rectangle r3;
width
length
width
length
width
length
r1
r3
r2
count
9. 9
Class Definition
Member Functions
âą Used to
â access the values of the data members (accessor)
â perform operations on the data members
(implementor)
âą Are declared inside the class body
âą Their definition can be placed inside the class
body, or outside the class body
âą Can access both public and private members of
the class
âą Can be referred to using dot or arrow member
access operator
10. 10
Define a Member Function
class Rectangle
{
private:
int width, length;
public:
void set (int w, int l);
int area() {return width*length; }
};
void Rectangle :: set (int w, int l)
{
width = w;
length = l;
}
inline
class name
member function name
scope operator
r1.set(5,8);
rp->set(8,10);
11. 11
âą const member function
â declaration
âą return_type func_name (para_list) const;
â definition
⹠return_type func_name (para_list) const { ⊠}
⹠return_type class_name :: func_name (para_list) const { ⊠}
â Makes no modification about the data members (safe
function)
â It is illegal for a const member function to modify a
class data member
Class Definition
Member Functions
12. 12
Const Member Function
class Time
{
private :
int hrs, mins, secs ;
public :
void Write ( )
const ;
} ;
void Time :: Write( ) const
{
cout <<hrs << â:â << mins << â:â << secs << endl;
}
function declaration
function definition
13. 13
âą Information hiding
â To prevent the internal representation from direct
access from outside the class
âą Access Specifiers
â public
âą may be accessible from anywhere within a program
â private
âą may be accessed only by the member functions, and friends
of this class
â protected
âą acts as public for derived classes
âą behaves as private for the rest of the program
Class Definition - Access Control
14. 14
class Time Specification
class Time
{
public :
void Set ( int hours , int minutes , int seconds ) ;
void Increment ( ) ;
void Write ( ) const ;
Time ( int initHrs, int initMins, int initSecs ) ; // constructor
Time ( ) ; // default constructor
private :
int hrs ;
int mins ;
int secs ;
} ;
14
16. 16
âą The default access specifier is private
âą The data members are usually private or protected
âą A private member function is a helper, may only be
accessed by another member function of the same
class (exception friend function)
âą The public member functions are part of the class
interface
âą Each access control section is optional,
repeatable, and sections may occur in any order
Class Definition
Access Control
17. 17
What is an object?
OBJECT
Operations
Data
set of methods
(member functions)
internal state
(values of private data members)
18. 18
class Rectangle
{
private:
int width;
int length;
public:
void set(int w, int l);
int area();
};
Declaration of an Object
main()
{
Rectangle r1;
Rectangle r2;
r1.set(5, 8);
cout<<r1.area()<<endl;
r2.set(8,10);
cout<<r2.area()<<endl;
}
19. 19
Another Example
#include <iostream.h>
class circle
{
private:
double radius;
public:
void store(double);
double area(void);
void display(void);
};
// member function definitions
void circle::store(double r)
{
radius = r;
}
double circle::area(void)
{
return 3.14*radius*radius;
}
void circle::display(void)
{
cout << âr = â << radius << endl;
}
int main(void) {
circle c; // an object of circle class
c.store(5.0);
cout << "The area of circle c is " << c.area() << endl;
c.display();
}
20. 20
class Rectangle
{
private:
int width;
int length;
public:
void set(int w, int l);
int area();
};
Declaration of an Object
main()
{
Rectangle r1;
r1.set(5, 8);
}
r1 is statically allocated
width
length
r1
width = 5
length = 8
21. 21
class Rectangle
{
private:
int width;
int length;
public:
void set(int w, int l);
int area();
};
Declaration of an Object
main()
{
Rectangle r1;
r1.set(5, 8);
Rectangle *r2;
r2 = &r1;
r2->set(8,10);
}
r2 is a pointer to a Rectangle object
width
length
r1
width = 5
length = 8
5000
???
r2
6000
5000
width = 8
length = 10
//dot notation
//arrow notation
22. 22
class Rectangle
{
private:
int width;
int length;
public:
void set(int w, int l);
int area();
};
Declaration of an Object
main()
{
Rectangle *r3;
r3 = new Rectangle();
r3->set(80,100);
delete r3;
r3 = NULL;
}
r3 is dynamically allocated
???
r3
6000
width
length
5000
5000
width = 80
length = 100
???
NULL
//arrow notation
23. 23
#include <iostream.h>
class circle
{
public:
double radius;
};
Object Initialization
int main()
{
circle c1; // Declare an instance of the class circle
c1.radius = 5; // Initialize by assignment
}
1. By Assignment
âą Only work for public data
members
âą No control over the operations
on data members
24. 24
#include <iostream.h>
class circle
{
private:
double radius;
public:
void set (double r)
{radius = r;}
double get_r ()
{return radius;}
};
int main(void) {
circle c; // an object of circle class
c.set(5.0); // initialize an object with a public member function
cout << "The radius of circle c is " << c.get_r() << endl;
// access a private data member with an accessor
}
Object Initialization
2. By Public Member Functions
25. 25
class Rectangle
{
private:
int width;
int length;
public:
void set(int w, int l);
int area();
}
Declaration of an Object
main()
{
Rectangle r1;
r1.set(5, 8);
Rectangle *r2;
r2 = &r1;
r2->set(8,10);
}
r2 is a pointer to a Rectangle object
//dot notation
//arrow notation
r1 and r2 are both initialized by
public member function set
26. 26
class Rectangle
{
private:
int width;
int length;
public:
Rectangle();
Rectangle(const Rectangle &r);
Rectangle(int w, int l);
void set(int w, int l);
int area();
}
Object Initialization
3. By Constructor
âą Default constructor
âą Copy constructor
âą Constructor with parameters
There is no return type
Are used to initialize class data
members
Have the same name as the class
They are publicly accessible
They have different signatures
27. 27
class Rectangle
{
private:
int width;
int length;
public:
void set(int w, int l);
int area();
};
Object Initialization
âą Default constructor
When a class is declared with no
constructors,
the compiler automatically assumes default
constructor and copy constructor for it.
Rectangle :: Rectangle() { };
âą Copy constructor
Rectangle :: Rectangle (const
Rectangle & r)
{
width = r.width; length = r.length;
};
28. 28
class Rectangle
{
private:
int width;
int length;
public:
void set(int w, int l);
int area();
}
Object Initialization
âą Initialize with default constructor
Rectangle r1;
Rectangle *r3 = new Rectangle();
âą Initialize with copy constructor
Rectangle r4;
r4.set(60,80);
Rectangle r5 = r4;
Rectangle r6(r4);
Rectangle *r7 = new Rectangle(r4);
29. 29
class Rectangle
{
private:
int width;
int length;
public:
Rectangle(int w, int l)
{width =w; length=l;}
void set(int w, int l);
int area();
}
Object Initialization
If any constructor with any number
of parameters is declared, no default
constructor will exist, unless you
define it.
Rectangle r4; // error
âą Initialize with constructor
Rectangle r5(60,80);
Rectangle *r6 = new Rectangle(60,80);
30. 30
class Rectangle
{
private:
int width;
int length;
public:
Rectangle();
Rectangle(int w, int l);
void set(int w, int l);
int area();
}
Object Initialization
Write your own constructors
Rectangle :: Rectangle()
{
width = 20;
length = 50;
};
Rectangle *r7 = new Rectangle();
width
length
width = 20
length = 50
5000
???
r7
6000
5000
31. 31
class Account
{
private:
char *name;
double balance;
unsigned int id;
public:
Account();
Account(const Account &a);
Account(const char *person);
}
Object Initialization
With constructors, we have more
control over the data members
Account :: Account()
{
name = NULL; balance = 0.0;
id = 0;
};
Account :: Account(const Account &a)
{
name = new char[strlen(a.name)+1];
strcpy (name, a.name);
balance = a.balance;
id = a.id;
};
Account :: Account(const char *person)
{
name = new char[strlen(person)+1];
strcpy (name, person);
balance = 0.0;
id = 0;
};
32. 32
So far, âŠ
âą An object can be initialized by a class
constructor
â default constructor
â copy constructor
â constructor with parameters
âą Resources are allocated when an object is
initialized
âą Resources should be revoked when an
object is about to end its lifetime
33. 33
Cleanup of An Object
class Account
{
private:
char *name;
double balance;
unsigned int id; //unique
public:
Account();
Account(const Account &a);
Account(const char *person);
~Account();
}
Destructor
Account :: ~Account()
{
delete[] name;
}
âą Its name is the class name
preceded by a ~ (tilde)
âą It has no argument
âą It is used to release dynamically
allocated memory and to perform
other "cleanup" activities
âą It is executed automatically when
the object goes out of scope
34. 34
Putting Them Together
class Str
{
char *pData;
int nLength;
public:
//constructors
Str();
Str(char *s);
Str(const Str &str);
//accessors
char* get_Data();
int get_Len();
//destructor
~Str();
};
Str :: Str() {
pData = new char[1];
*pData = â0â;
nLength = 0;
};
Str :: Str(const Str &str) {
int n = str.nLength;
pData = new char[n+1];
nLength = n;
strcpy(pData,str.pData);
};
Str :: Str(char *s) {
pData = new char[strlen(s)+1];
strcpy(pData, s);
nLength = strlen(s);
};
35. 35
Putting Them Together
class Str
{
char *pData;
int nLength;
public:
//constructors
Str();
Str(char *s);
Str(const Str &str);
//accessors
char* get_Data();
int get_Len();
//destructor
~Str();
};
char* Str :: get_Data()
{
return pData;
};
Str :: ~Str()
{
delete[] pData;
};
int Str :: get_Len()
{
return nLength;
};
36. 36
Putting Them Together
class Str
{
char *pData;
int nLength;
public:
//constructors
Str();
Str(char *s);
Str(const Str &str);
//accessors
char* get_Data();
int get_Len();
//destructor
~Str();
};
int main()
{
int x=3;
Str *pStr1 = new Str(âJoeâ);
Str *pStr2 = new Str();
}
37. 37
Interacting Objects
Class A Class B
Private:
data members
Private:
data members
Member methods Member methods
Constructor
Other
public methods
Public:
Destructor
Constructor
Other
public methods
Public:
Destructor
Message passing
Private:
methods
Private:
methods
38. 38
Working with Multiple Files
âą To improve the readability, maintainability and
reusability, codes are organized into modules.
âą When working with complicated codes,
â A set of .cpp and .h files for each class groups
âą .h file contains the prototype of the class
âą .cpp contains the definition/implementation of the class
â A .cpp file containing main() function, should include
all the corresponding .h files where the functions used
in .cpp file are defined
39. 39
Example : time.h
// SPECIFICATION FILE ( time .h )
// Specifies the data members and
// member functions prototypes.
#ifndef _TIME_H
#define _TIME_H
class Time
{
public:
. . .
private:
. . .
} ;
#endif
40. 40
// IMPLEMENTATION FILE ( time.cpp )
// Implements the member functions of class Time
#include <iostream.h>
#include â time.hâ // also must appear in client code
⊠âŠ
bool Time :: Equal ( Time otherTime ) const
// Function value == true, if this time equals otherTime
// == false , otherwise
{
return ( (hrs == otherTime.hrs) && (mins == otherTime.mins)
&& (secs == otherTime.secs) ) ;
}
. . .
Example : time.cpp
41. 41
Example : main.cpp
// Client Code ( main.cpp )
#include â time.hâ
// other functions, if any
int main()
{
⊠âŠ
}
Compile and Run
g++ -o mainExec main.cpp time.cpp
42. 42
Separate Compilation and Linking of Files
time.h
main.cpp time.cpp
main.o
mainExec
time.o
Compiler Compiler
Linker
#include âtime.hâ
implementation file
specification file
main program