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养花风水
12月24日
养花风水
The C++ Standard Template Library is a big chunk of classes and functions that have been prewritten and are available to C++ programmers when dealing with algorithms and data structures. It is one of the most powerful features of C++, as developers can write code without having to create the same tasks over and over, such as data management. By giving programmers the option of using the STL, programmers do not have to waste their time and effort remaking tools that they already have each time they need to work with data. STL can assist in simplifying C++ programming, this article is intended to provide insights on the scope, object and purpose of STL.

What is the Standard Template Library?


As stated before, STL is a part of the standard library of C++. And like C++, STL has a set of tools also. These tools have a template or rather are templates of sorts meaning you are not restricted in the use of any particular data type. As with many application protocols, the greatest advantage of STL is the practicality it offers: you do not have to worry about data structures in detail, and you are presented with a high-level interface.

STL has many components, each serving a purpose – containers, algorithms, iterators and function objects. All components can operate alone but also work together to make robust systems. Use of templates allows these components to be flexible and work with multiple data types The STL has four main components: containers, algorithms, iterators, and function objects. What is helpful to understand is that these components are designed to work in the STL as a puzzle and how they fit together is crucial to being good at the library.

1. Containers


The most integral part of storing data in STL is using containers. They are essentially template classes for collections of objects and allow for their retrieval, modification or removal. The primary function of a container is to enable the software builder to have efficiency and flexibility in the program by allowing them to select the appropriate data structure.

STL lists multiple containers such as vector, list, deque, map, set, and queue. Each container aids in distinct resources being utilized for accomplishing certain goals due to having being proficient allocated to random access. Vector is a preferable option as it is capable of removing and inserting happenings somewhere in a list. The required operations that should be taken into use are the core determinants for selecting a particular container.

2. Algorithms


In SLT, STL algorithms can be termed as the pre-defined functions with a certain purpose which serves interaction with containers. For operations involving searching, sorting, modifying or even transforming data, algorithms come in handy. Upon using STL algorithms, the developer is relieved of writing code for programming for performing complex tasks without modifying anything.

The STL allows algorithms to be used with different types of containers without restrictions. Some examples of algorithms are sorting a set of numbers and determining the maximum, or the minimum, or checking for an element in a set of values. Such standard algorithms need not be independently developed from scratch, which makes it easier and more efficient for developers as their implementation is given and tested.

3. Iterators


Thus, iterators are merely empty objects that are meant to give the user the contents of a container. They are essentially like pointers but more advanced and generalized in their purpose towards elements housed in a container. Iterators streamline lower and higher levels such that the contents can still be accessed, irrespective of the type of container one is using.

Among other types of iterators in the STL are input iterators, output iterators, forward iterators and bidirectional iterators. As the name implies, each type of iterator is put to different lengths of use over the contents of the container. A forward iterator can only go forwards while a bidirectional iterator can go forward and backward.

STL algorithms involve the use of iterators quite often because an iterator shields the user from knowing the particulars of the locality for the item in the container to be iterated. The code becomes more general and reusable because an iterator can be used irrespective of the type of container in question.

4. Function Objects


A function that acts as an object is often called a function object or a functor. In C++, you have the ability to define classes which redefine how the function call operator works, which allows the instance of the class to be called as a function. They are also commonly used with other algorithms in order to specialize them.

Regarding STL algorithms, function objects are effective because they enable one to implement custom procedures and provide it to the algorithm. For instance, let’s say that you want to change how sorting works – you can create a procedure that performs the comparison as a function object and provide it to the sorting procedure.

[图片]There are certain gains associated with the Standard Template Library which make it favorable for a C++ programmer. One key advantage is code reusability. This is so because the containers, algorithms and iterators are all templates meaning that they can work alongside any type of data, hence the need for new programs to be written is eliminated. This cuts down on both time and effort as the same components can be used in several different projects.

A further plus of the STL is efficiency. Steel containers and algorithms are created with maximum optimization in mind. By using STL components, you are using the brainwork of specialists who have devised efficient and reliable components. This means you can spend your time on higher level concepts rather than having to care too much about the performance of the basic data structures and the operations you are performing on them.

Moreover, STL bears the essence of cleaner code which is easy to maintain. By encapsulating low-level details into simple-to-use templates, such as the ones coming with STL, it also decreases the volume of code that has to be written, as well as the need to comprehend and maintain low-level implementations.

The Contribution of Templates to STL


This capability to use templates is what gives STL its power and efficiency. With templates, the use of containers, algorithms and iterators can be done automatically for all data types without having to create an implementation for every type. This approach to programming has enabled the performance of a written code to be reused for multiple data types which in turn cuts down on both the duplication and the errors.

While working with STL, you frequently come across template functions and classes. Part of the STL concept involves containers; for instance, for integers you’ll have a container vector like `vector<int>`, and also have strings stored in a container like `vector<string> `.” This is nice because it allows one to use the same container class or rather the same template class `vector` regardless of data type without having to write another class for each.

Conclusion


STL is an integral portion of C++ as it equips the programmer with means to control, manage and change data effectively. With the extensive components which include containers, algorithms, iterators, function objects etc., STL makes it easy for developers to produce code that is efficient, reusable and easy to maintain. Moreover, templates added to it enable diverse functionalities as it can be applied to any data type, which proves that C++ is a good language to develop in. So, understanding STL and its components is important to any software developer intending to learn C++.
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12月23日
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Errors are somewhat a part and parcel of the software development world, be it a logic issue, a problem with an outside resource, or perhaps a certain unanticipated occurrence which can hinder the program from functioning properly. In the sphere of programming, where there is ample flexibility to encounter unprecedented situations, error handling takes a critical role. Specifically, in C++ programming, error handling can be understood as preventing and addressing problems in such a way that a program continues to operate as expected even while it is encountering conditions it does not want to. The time it takes to get comfortable with error management greatly increases the robustness, maintainability and usability of the application developed in C++.

Why is Error Management So Important

Most people confuse error management with just being able to catch bugs, but that is not true. Bugs will arise, and error management means being able to mitigate the worst-case occurrences when things go south. Imagine a programming malfunction, the application’s functionality will be impacted and it can show an incorrect output, which can not only result in data loss, but can also crash the system and in the worst case make the entire system vulnerable. What’s more, error management means devising a method for the program to resolve and rectify the unexpected situations during the execution, or in situations where it can not rectify it, then alert the user.

When you write some code to rectify those errors, you already expect the program to malfunction, and this can drastically improve the user experience by making the application much stronger and more efficient.

Types of Errors in C++

Errors in C++ can largely be classified into two groups, namely, compile-time errors and runtime errors.

1. Compile-time Errors

Compile-time errors happen when a source code is being compiled. These errors can only occur before the program has ever been executed, and they are discovered by the compiler. Missing files, bad calls to a function or simply a syntactical error cause these. These errors are simple to correct because they can be discovered quickly. Nonetheless, since these errors exist, the program is unable to run.

As an example, a missed semicolon or an improperly named variable will cause a compile-time issue. All of these issues should be fixed first before the code can be compiled.

2. Runtime Errors

A program that has been completed may generate errors on execution. Unlike compile time issues, runtime errors are way harder since they are program dependent as well as input dependent. Zero division, invalid memory access, and insufficient memory needed for performing certain operations are a few predictors of runtime errors. Program crash, abnormal termination and wrong output are some of the side effects of runtime errors.

Certain run-time errors can be expected – for example, users failing to provide any input – and such errors can be accounted for. However, some errors, such as hardware malfunctions or lack of available resources, are difficult to predict. However, proper practices of handling errors can help relieve the effects of the run-time errors.

C++ Error Handling Functions

C++ contains a number of error handling functions, and the most common one is concerned with throwing exceptions. As well as that, error handling can also be achieved by using error codes, return values, and assertions. In the paragraphs below, the function of exceptions in error handling is analyzed.

1. Exceptions

One of the best features added in C++ is exception handling which is used for handling run time errors. It enables a program to catch exceptional situations in a reasonable manner. Whenever an error occurs, the program throws an exception and interrupts this normal sequence of execution. The program then looks for a particular section of code known as the exception handler to handle the raised exception.

In C++, exceptions are handled by throwing an object that is usually derived from the std::exception class. If this exception is caught during the code execution, it’s handled in a specific block. This approach makes it possible to split the business logic of the program from the error management code, which renders it clear and more maintainable.

The use of throw and catch of exceptions is useful because it gives stronger cover on the errors. The way throwing an error works is that the program is able to resolve the error and continue its run, or the program is terminated if the error is serious. However, this is not the only method as exceptions can also be used to further coordinate the handling of errors blocking similar errors in the same entire block.

[图片]

2. Return Values and Error Codes

Exception handling was not always used, and one common way of handling errors was through the use of error codes or error return values. This practice involves a function that on failure will return special values such as -1 or 0 for instance while the function prototype would have been in the form of int foo(). Thus the calling code would check and act based on the value returned. Although straightforward, this approach does have multiple issues. For instance, it does not distinguish between standard return values and values signifying an error, thus making it all too easy to overlook her structural flaws. Consequently, error codes tend to become rather cumbersome, leading the design to become less readable.

3. Assertions

Similar to error codes, C++ also introduces the use of assertion errors. An assertion can be termed as a statement that will check for certain conditions at specific points within the program, if the condition is not met, the program will stop, providing the user with an error message. Assertions are mostly helpful in the stage of coding and debugging as they ensure that the program works as desired.

Assertions do not substitute the required error management processes but serve as a means of picking up coding blunders in the early phases of development. They are helpful in checking assumptions and logical mistakes that are otherwise rather hard to identify.

Effective Error Handling Strategies in C++

Developers should respect themselves and read from their caps at the mechanics, but error-handling code in C++ is never important to program implementers for their appropriate position which catches wherein the level the program. It is best.

Secondly, for both the user and the developer, the core problem annexed is stated and how to fix it. Phrases like "An error occurred" are best avoided with details about the type of error and its location preferred.

In most cases however such codes ARE poorly documented and no comments exist to explain their purpose. Local error holding mechanisms SHOULD BE preferred since they are easier to manage and trace, these serve to SCOR universal kinetic error codes.

To wrap things up, it is worth reiterating that writing tests for error-handling code is equally important. The program should be able to handle a variety of situations without failing or acting strangely if it is designed with good error-handling in mind. Testing ensures that any bugs that have been handled are done so properly and that the program performs as intended in a variety of conditions.
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养花风水
12月23日
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Memory Management is one in a C++ difference with many other programming languages. Deep in the core of this system, there is a concept called pointers. Pointers enable programmers to be more efficient and optimize their programs but brings with it risk and complexity if not done properly. Pointers and the inclusion of memory management techniques are difficult to grasp for a beginner and are often required in order to write more efficient and optimized code.

A Brief Context About Pointers



To put it in simpler terms, a pointer is defined as a variable whose value is a memory address that contains another variable's value. Variables mostly render as data values but pointers, as previously mentioned, are a class of variables which point or store the address of a location where data is rendered in memory. With this feature programmers are able to do rather complex operations like constructing data structures or allocating memory dynamically.

For example, It's rather inefficient to send a big array to a function directly when you send the address of the array instead. The program is said to be efficient because not only is time saved but also memory is conserved. With pointers, the memory can be controlled in a more effective manner therefore optimizing performance due to having to deal with large sets of data.

Memory Management in C++



In C++, memory allocation takes place through two main types of memory which will be analyzed in-depth in this article: stack memory and heap memory.

1. Stack Memory:



The stack is the main repository for local variables. When a given function is designed to use local variables, the stack is expanded to make more room for those variables. Those local variables are allocated memory in the stack but that memory is freed as soon as the function exits. Local variables, however, are usually of small size and stack memory is constrained, so it is not useful for data that has been allocated dynamically.

2. Heap Memory:



Heap Memory, on the other hand, takes up the dynamically allocated memory. This occurs during the program’s runtime while using commands like `new` in C++. Memory allocated in heap does not get automatically freed after a particular function gets terminated as is the case in stack memory. It is only freed once deleted from memory through the command `delete` in C++. This provides the programmer access to more space but requires proper handling of memory in order to prevent memory leaks.

The Role of Pointers in Memory Management



C++ makes extensive use of pointers. Pointers assist with the allocation of memory which assists programs in creating and manipulating variables through the use of dynamic memory allocation. Heap memory that is allocated via pointers is not at any time automatically deallocated when a variable goes out of scope unlike stack allocated variables. This scenario explains why manual fixing of memory becomes relevant and is one of the key issues faced when filing coding tasks when coding in C++.

When a pointer is used to represent a dynamically allocated memory address, it is the programmer that needs to politely request that the memory is released when it is no longer required using the `delete` or `delete[]`. In the event that memory is not properly released this can potentially lead to memory leaks in which instance the memory that is no longer useful is still allocated taking up unnecessary resources.

Dynamic Memory Allocation



Memory allocation is the controlled process of requesting for memory placements and usually involves free areas on a physical device such as a computer and in this case within the context of the computer is called Dynamic Memory Allocation and is opposed to static allocation during compile. Variables of single types must use `new` when requesting dynamic memory allocation and `new[]` when dealing with arrays in C++. Dynamic memory allocation permits the program to ask for memory when it is needed to be allocated keeping in mind the fact that in some cases the user may not know the accurate amount of memory that will be needed.

By way of illustration, consider a program that requires an array of integers but does not know its size until the program is run. In such a case, the programmer will use `new[]` to request an array of a certain size. When the variable is no longer required, the programmer is obliged to free the memory by calling `delete[]`. If this is ignored, the memory is not released and a memory leak occurs.

Managing Memory with Pointers



In C++, pointers in conjunction with memory management entails a number of key responsibilities. First, a pointer must be assigned the value returned from `new` or `new[]` during the process of obtaining memory, and this value should not be omitted if memory was allocated. A pointer is set to the address returned from the allocated memory and can be used to obtain or adjust the values stored there.

[图片]When an object or array is no longer required, `delete` or `delete[]` must be used to free the memory. Upon failure to utilize `delete`, there would be problems of memory being left unused and which cannot be reclaimed by the system, leading to application performance problems and finally application crashing.

Another significant course of action is to prevent dangling pointers from occurring. A dangling pointer is said to exist when a pointer still points to a memory address that has been freed or allocated to some other process. Whenever dangling pointers are used, the resulting effects can be undefined. This may include crashing of the system or corruption of data. To avoid this from happening, a common practice that programmers undertake is to set such pointers to `nullptr` once they have been deleted.

Common Problems Related To Memory Management



Pointers and allocating dynamic memory comes with its own set of benefits and features, but alongside it introduces additional risks and makes people more prone to errors. One of the most common issues that tends to arise is memory leaks that occur when memory is never deleted, but is allocated. This can be the case when a programmer forgets to use `delete`, or when the program crashes before memory is freed. Memory leaks over a long time span can build up causing the application to use more and more memory till the device resources have been exhausted.

Accessing memory that has already been freed is another issue but not as common as the other ones. Also known as dangling pointers, it occurs when one tries to access memory which has been deallocated. Since a pointer is trying to point at a location which has already been deallocated, it results in undefined behavior whenever any operation is done on it. For this reason one must make it a habit to delete pointers after they have been used to prevent this problem from occurring.

Additionally, incorrect utilization of pointers may result in the dreaded phenomenon known as buffer overflows, which occurs when data is inscribed or written beyond a particular memory address. This is dangerous in the sense that it has the capacity to overwrite data locations next to it, which in the long run leads to data corruption or crashes or security risks.

Smart Pointers in Modern C++



As the language progressed, there was a feature that was introduced in C++ which was known as Smart Pointers which can be useful. A smart pointer is essentially an object that behaves like a classic pointer, but does all the memory management work for you. As the rest, smart pointers solve a lot of the issues connected to this manual memory management, and especially memory leaks and dangling pointers.

Types of smart pointers available include `std::unique_ptr`, `std::shared_ptr`, and `std::weak_ptr`. Each one has a different behavior to offer. As an example, this pointer `std::unique_ptr` makes certain that only one pointer at the time is in charge of an object and will physically remove the object once the pointer no longer exists. `std::shared_ptr` empowers pointer duplication by more than one group where an object is shared but once the last pointer goes off there will not be more objects to point to.

It is apparent that when it comes to managing memory, smart pointers eliminate a lot of the tasks that cut the chance of making errors making it easy to maintain programs.

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养花风水
12月23日
养花风水
Let’s delve into the two concepts, 'constructors' and 'destructors' in this article. These are very common concepts in OOP programming in languages like C++ or Java as every programmer should know them. These two functions are also known as methods and they are used in a class which will determine their lifespan. So as we go into more detail with this topic, it is good to understand what these two elements do and how they help ensure smooth running of a program.

What Are Constructors?



In scenarios where a particular class has to be used, a constructor is called which is in a manner of speaking a special function that is automatically called when an object of a class is created. This function's main design is to ensure that the usage of the newly recreated object to be at a valid status at the very beginning of its usage. The constructor bears the same name as the class and has got no return, not even ‘void.’

Anytime an object is created, the constructor first gets executed and sets the initial parameters on the attributes of the object. The usage of these special functions also eliminates the chances of an object being created which was not completely initialized that would have led to undefined behaviors in the program.

Explaining Overloading of Constructors



C++ and Java have what is known as constructor overloading, which permits one to have more than one constructor for a class and want them to accept different sets of parameters. And this gives the programmers a freedom of instantiating the objects in different ways depending on their requirements or the scenarios at hand.

The Role of Destructors



On the inverse side of an object’s life cycle there is a destructor. Destructor is a function that gets called automatically when an object goes out of existence. Its purpose is to free resources that have been dynamically allocated to an object during its existence. For example, memory, file handles, etc. In C++ for example, where the programmer is to manage memory, destructors are important as it prevents memory leaks from happening and ensures resources are not left hanging when they are no longer useful.

A destructor usually has the same name as the class except that it is preceded with a tilde (~). Like the constructors, destructors are functions that do not take in any parameters nor return any values. Rather these functions are run when an object is no longer within the portions of code where it was created or when that object is deleted by a programmer. Unlike constructors, destructors cannot be overloaded. A single class can have a single destructor only; and this is called once when the object gets destroyed.

Core Differences between a Constructor and a Destructor



Both the object’s life cycle and early stages in construction are associated with both constructors and destructors. Nevertheless, the two are also different in certain respects considered further down the text:

1. Invocation:



Constructors, for one, are invoked once a class-based object is instantiated, and as for destructors, they resume their role once a class-based object has been terminated or has gone out of the defined scope.

2. Role of Constructor and Role of Destructor:



A constructor’s responsibility lies with preparing an object for use, setting its state, whereas destructors, on the other hand, depend on ensuring that any tools utilized by an object are available before it is finally destroyed and are able to clean up after it.

3. Overloading:



Overloading a constructor is quite plausible. A certain class can comfortably accommodate several constructors all of which serve to initialize the objects differently. Destructors do not share this privilege – the total number of destructors that a class contains is limited to one.

4. Return:



The main aim of both constructors and destructors is the function lifecycle of an object, which is the reason behind their shared nature of being void. Neither constructors nor destructors yield an output.

Memory Management and Its Effect



In languages like C++, programmers are required to allocate and free memory on their own and here the most critical component is the destructor. This occurs where an instance is created and tries to obtain memory from the heap or other operations which need to be terminated correctly. In the case of memory leak, where memory is allocated for use but is never released due to bad programming of the system, performance degrades to the point that the operating system may crash.

For instance, if an instance tries to open a file or begins a session with a database, there is a need to ensure that instance is gone before the database and files are left in the open state. This can lead to corruption of any potential further use due to, among other problems, an open database or an open file or an active session with the two.

[图片]

Constructors, Destructors and Their Functions in Inheritance



In object-oriented programming, inheritance is another important feature, and it enables the definition of subclasses which can access properties and methods from its parent class. The previous statement implies that a task of instantiation of a copied object starts with an invocation of the constructor of the first base class followed by the constructor of the referred class. This proves that the orientation has taken root before any new capabilities are added by the derived class.

Also, when an object of a derived class is deleted, the derived class’s destructor is first called and only then the base class’s destructor completes its destruction. The sequence ensures that the derived class performs its clean-up tasks before the base class cleans up. It is necessary to call the destructor for the base class, in particular C++ class programmers, to avoid problems with use after free.

Destructor Behavior in Automatic and Dynamic Memory Allocation



As for creating the objects on the stack, that is automatic memory allocation, the memory is instantly freed when the scope of the object is terminated. In these instances, destructors are executed automatically, and intervention from the programmer is unnecessary.

On the other hand, if the objects are created using the ‘new’ keyword, dynamic memory allocation is done, and the deletion of the object becomes the responsibility of the programmer using the ‘delete’ keyword in C++ or through garbage collection in Java. If the correct procedures on the implementers of the destructor are not followed in these scenarios, then such memory may not be freed accurately leading to memory leakage.

Difficulties with the Implementing Process of Constructor and Destructor



The creator and destructor of an object are embedded into the language model but their creation could be quite difficult for some programmers. To begin with, in the majority of cases they are unable to properly initialize objects which in turn are projected to execute within the given system. Moreover, designers are advised to think twice before drafting a complex destructor that seeks to destroy any dynamic memory or use any external resource. In this aspect, using an ex-memory leak that lacks proper design could lead to not properly using resources or not catching exceptions.

When it comes to this aspect of programming, it is rather disturbing that certain complex structural programming systems fail to allow multiple inheritances. As with the use of such languages, the inheritor is placed in a more complex role even while overloading, the use of various base structures numbers along with the lead structure shouldn’t get mixed up. Untamed use of base class destructors could lead to improper retaining of resources which could later on tamper with data.

Writer’s Conclusion



As seen, the abstractions cannot exist in a vacuum without relations to the real world and encapsulation should ideally serve as an interface. In a nutshell, the ability to combine constructor and destructor makes the process of object-oriented programming simpler. Understanding the function of each one and then properly executing them so that objects not only work but remember to clean themselves in order to keep the applications stable in terms of performance and resources.

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OOP stands for Object Oriented Programming. It is a programming paradigm that comes in handy for developers to better organize and structure the software closer to the representation of real world systems. In C++, programming with OOP is more efficient since data together with associated functions are encapsulated together into ‘objects’. This paradigm introduces several concepts such as classes, objects, inheritance, polymorphism, encapsulation and abstraction. These concepts are very important to understand for every C++ programmer who wants to be able to create robust and highly scalable applications.

The Concept of Objects and Classes



The principal elements in Object Oriented Programming are objects and classes. The fundamental building block of an object is its class. This means that you can create any kind of object based on the class defined. While defining a car class, you outline certain characteristics (which can also be said as attributes or fields) as well as possible functions (which are usually methods). When a class has been created, any number of its instances called objects may be created. Each of these objects is capable of retaining its own state and performing its own unique functions.

For instance, suppose that there is a `Car` class. The class could include color, model and year as properties and starting the engine or horn as the behavior. In this case, every particular car example, ie red toyota or blue honda will be an object of this class.

Encapsulation: Data and Implementation Hiding



In the context of object-oriented programming, the concept known as encapsulation can perhaps be termed as one of the most important concepts. It is the concept of bundling the data (properties) and the methods (functions) that operate on that said data into a single unit, referred to as a class. Encapsulation also includes restricting certain aspects of the object’s data structure, a concept referred to as data hiding.

C++ employs several possible mechanisms for implementing encapsulation including the use of access specifiers such as private, protected, and public. These are the mechanisms that specify the degree of exposure of class members. The members of the class that are labeled as private cannot be accessed from anywhere outside the class, thus allowing data to be accessed or altered only through the public methods. This regulates how the data of an object may be fetched or modified.

Encapsulation also tends to ensure that an object will protect the pertinacity of its attributes by ensuring that the object’s internal attributes can not be accessed meaning that the chance of interference is limited. For example, using a class “Car”, the internal state of the engine may not be controllable directly via direct interaction with the car object. Rather methods like `startEngine()` or `stopEngine()` can be made public, thereby allowing control over the car in an indirect manner.

Inheritance: The Concept of Code Reuse



Inheritance is one of the favorite features in OOP which allows implementing one class in another. This enables a programmer to build on existing codes and improve its function without changing its logic. Inheritance exemplifies a ‘is-a’ relationship where the subclass explains the parent class to a finer degree.

In C++, the keyword `public` is used a lot especially in the context of public inheritance which ensures that all the public sections of the parent class are also present in the child class. For instance, suppose a base class “Vehicle” has some parameters such as `color`, `make` and `model`. Then you can consider creating a base class as “Car” which is more detailed in nature. Thus, the “Car” class can inherit these generics and append more specific concepts such as `airConditioning` or `numberOfDoors`.

This type of relationship in computing also encourages the reuse of codes which leads to a more complete class hierarchy. This makes resolving the dependencies and disassociation between the classes occurring in your program much simpler and easier.

Polymorphism: Multiple Methods of Getting the Task Done Through One Interface



Polymorphism is the quality of an object to exist in more than one form. With regard to OOP, polymorphism allows the use of one interface for a set of classes. It also means that multiple functions can share the same name but will perform differently depending on the object that invokes them. In C++, polymorphism is mainly implemented by the mechanisms of function overloading and function overriding.

- Function overloading is a feature that allows different functions to use the same name if they have a different number of arguments (or a different type of arguments). The final decision as to which function to execute is up to the compiler depending on how many of the types of arguments have been presented.

- Function overriding occurs when a subclass provides a specific implementation of a method which has been provided in a parent class. The child class method provides the more specific implementation while the method in the parent class provides the general purpose one.

Polymorphism enables programmers to write code that is more flexible and more reusable. For example, a `draw()` function could be implemented for any shape even if those shapes include circles and rectangles or any other shape. However, the drawing itself is specific to the shape of the object. In this program, a `draw()` function can be executed on any object received that is derived from the main class “Shape” and the relevant function for `draw()` is executed depending on the shape of the object.

[图片]

Abstraction: Hiding Internal Details With Simplification



Abstraction is as much about eliminating unnecessary details as it is about encapsulating important features. Such level of complexity is manageable because developers are provided with low level interfaces such as `class` and `object`. Hence the user might not be interested in the inner workings of an object, but rather what an object is capable of. In C++, the principle of abstraction is most often employed with the help of abstract classes and pure virtual functions.

An abstract class cannot be used alone because it is not suitable for instantiation. Rather it exhibits the design of other classes that can make use of it. One or more pure virtual functions may reside in this class which are undeclared in the abstract class but require definition in classes that are derived from the abstract class. Such practice guarantees that all derived classes implement their version of the abstract function.

Abstraction is essential in handling large systems as it helps focus on the general operations and ignores the operative details. For instance, a PaymentProcessor class will encapsulate a method called processPayment and its functionality will be varied in a number of extending classes like CreditCardPayment or PayPalPayment, which will provide the specifics of the implementation.

What OOP is and How it Differs from the Rest



Object-Oriented Programming provides order to the jumble of C++ code which is the case mostly in large and complex projects. Likewise, from everyday experience, C++ programmers can construct class objects and methods to approach the system in a comprehensible, simplified manner. This can be done with the help of inheritance and polymorphism which allow reusability of code and adaptable design, while encapsulation and abstraction maintain the premise that the code is optimized for modification and troubleshooting.

C++ comes with great means of observing the principles of OOP, and learning those principles comes handy for writing reasonably-portable, efficient, and highly-readable code. Be it a basic application such as a notepad or a complicated and distributed system, using and understanding OOP concepts will bring order and rationale into the final product implemented.

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Always remember, in C++, functions and scope are indispensable tools when it comes to code organization and readability. As a language learner, you must also comprehend how functions are defined and the context in which a variable is referenced. When placed in the appropriate position, functions enable you to partition complicated operations into simple and easily manipulable components, and scope determines where you will be able to obtain certain variables. The purpose of this article is to gradually construct an understanding of the concepts of functions and scope in C++, which will serve as a good starting point for those of you who want to code.

Functions in C++



In C++ a function is a program unit which encapsulates a sequence of instructions aimed at accomplishing a particular function. It is also a set of instructions that make any desired computation benefits hitherto given benefits of writing once and calling many times in the program. Functions provide many advantages over non-booked code including program understandable, avoid duplication of code, debugging capability is enhanced, and others.

C++ functions can be described in their most basic form as having three parts:

1. Function Declaration (or Prototype):



This specifies the name of the function, the data type that is returned by the function, and the parameters of the function. It explains to the compiler the type of data that the function will receive and the type of value that the function will return. The declaration of the function comes before the function is invoked or used in a program.

2. Function Definition:



It gives the name of the function and its body. There in the body of the function, the mentioned operations or tasks are conducted. It comes later the declaration and executes the logic of the particular task that is overridden by the function.

3. Function Call:



It is during this part that the function is implemented into the program. The function call enables the program to hand over control to the function defined and once the function is executed with all its tasks, returns back the control to the point from which it was invoked.

Every C++ function may return a number, an alphabet, or a float, besides the integer values, and if the function does not return anything, it could also be declared void. Furthermore, a function is capable of receiving parameters, which allow it to be given certain values to perform its operation, enabling it to complete a particular task. In this way, the functions can be regarded as aid for the development of complex programs by dividing the jobs into several smaller ones.

Parameters and Arguments



In C++, functions need some input in order to work as they should. For clients using XSI or any X software, that input is done through parameters, which are defined when a certain function is erected. Parameters are variables that will be replaced by actual values (arguments) when the function gets executed. It means that a single function can be executed multiple times with different parameters.

Filling in the gaps left by the parameters, the duties of the arguments are to create the actual function bodies. Where else, the values of these parameters can afterwards be incorporated into the functions themselves.

Scope in C++



The definition of a variable range in a program’s part is called scope. It decides the extent to which a variable can be accessed and altered. In C++, there are different types of scope which are Local scope, global scope and function scope.

1. Local Scope:



The term ‘local scope’ refers to parameters, variables and data that are declared within a function. It means that the local variables can only be accessed within that function and from nowhere else. This implies that as soon as the function ends its execution, the data in such variables is deleted and cannot be used, since its value is lost. Local variables are also useful for storing data that are needed only for some parts of the program or local functions.

2. Global Scope:



A variable declared outside any function probably at the beginning of the program is said to be of global scope. A global variable is one that can be used from anywhere, that is from all the functions of the program. These variables are in the scope all over the program and their scope lasts from the time the program starts until it terminates. However, it is recommended that they should not be used as much as possible otherwise the program becomes so difficult to comprehend and maintain.

3. Function Scope:



All variables which are declared within a function have function scope which makes them accessible only from that given function. These variables come into existence as the function gets invoked and cease to exist when the function is completed and executed. They are independent of outer functions, that is, two functions can declare variables with the same name without any conflict between them.

4. Block Scope:



Variables can have a block scope which means that they can only be used within the specific block of code in which they were defined. A block of code is indicated by a pair of curly braces, `{ }`. The scope of such variables will be restricted only within that block, and on exiting this block, they cannot be used. This is very common in loops and in conditional statements.

[图片]

C++ Scope and Local Variable



In the case of C++, whenever one has to call a function, a separate scope is formed for that particular function. This means that all variables that are defined inside the function’s body are only defined and fully accessible within the body of that function. These variables are defined as local variables and they hold a primary importance in modifying, structuring or controlling the flow of data within the program.

As an example, consider a case where a particular function has two parameters and the function performs some calculation using those parameters. Thus the parameters will be in existence only during the lifetime of the function. After the function is done, the lifetime for the local variables which are the parameters in this case ends, so all these parameters and their values are permanently destroyed or inaccessible.

The way the local variables are in a particular scope is helpful in ensuring that they do not affect or mix up with other segments of the program. Since it is hidden from the eyes of the rest of the program there are no chances of other parts of the program trying to alter the data and this is how it is useful. It also helps to promote a modular pattern in which each function works independently.

Global Variables and Their Scope



The code is well-structured and does not have any conflicts because of the presence of local variables. But on some occasions, it might be required to share a variable across multiple functions. In such situations, one can make use of global variables. Global Variable refers to all the variables which are declared outside any function, generally at the beginning of the program. A global variable is visible and may be changed by any function within the program.

Even though global variables have their advantages, global variables also have their disadvantages. If global variables are used too often it may prove a program to be confused and also hard to maintain as one might not know the exact location in which a global variable is changed. Hence global variables should be used sparingly and with care as it can result in bugs that may be hard to debug.

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In this way control structures in C++ allow a programmer to manage when to execute certain other sequences, or when to repeat a certain sequence. This is a core part of any logic and decision-making processes in any programming work. There are a number of significant developments in C++, such as the creation of the nitrogen-fixing “if-else” statement as well as loops - for and while and do-while. With the help of these structures, programs are able to accomplish different tasks under given circumstances and the need to perform such tasks again, under given times. In this article, we will be examining these control structures in C++ considering that they determine how one is able to make decisions and be able to formulate repetitive behaviour in his or her codes.

If-Else Statements: Making Decisions



To begin with, the so-called control units of an algorithm are the statements comprising an “if-else” block. As such, it is rather hard to find a programmer who has never come across such a block. Using this feature one is able to reach the goal while pursuing a number of alternative objectives.

The if section of the statement is a check if the condition is satisfied. If yes, it specifies the block of code to be executed. If false, then the alternative part of that statement, which is the else, is said to execute. This type of control structure is very important when making choices in a programming language, for instance when making selection of different values, calling out specific functions or performing a task depending on what the user chooses.

The if-else statement offers a good degree of flexibility and can be extended with more options via multiple “else if” clauses. This makes it possible to look for several conditions being true in a certain order, provided that the next condition is only checked only if the preceding one is false.

In programming there is a decision-making process and much more such sub-processes that help a programmer in writing versatile codes that would react differently based on the situation. For example, an action concerning a program may change depending on the input. The program might perform one action for a valid input and a different one for an invalid one. This is crucial for interactive programs where a program has to deal with different actions carried out by the user.

Loops: Repeating Tasks



Loops repeat tasks in programming in simple terms. In situations where multiple portions of programs need to be the same, loops are implemented to save time from too many repetitions of a portion of code. C++ has three main types of loops: the “for”, “while” and “do-while” loops.

The “For” Loop



The for loop comes in handy when you are aware how many times exactly will a specific task need to be performed. For instance, iteration of an array can be a case, or performing a specific amount of actions at certain amounts of intervals. There are three main components in for loops: Initialization which is the first part, Condition which is the second part and Increment/Decrement which serves as the third part.

- Initialization: This is where the loop counter is set.

- Condition: This tells how long the loop will run. The condition has to be true first, if it's true, then only the loop will run.

- Increment/Decrement: This section alters the value of the loop counter after every loop iteration, which helps get closer to the end condition.

Say, a “for” loop is used which will print numbers from one to ten. Initially one is set, the condition to be tested is that, “current number is less than or equal to ten”, and then the number is incremented after every loop. After the number 11 is reached, the condition will become false and therefore the loop will be terminated.

[图片]

The "While" Loop



A while loop is suitable to use if you are not sure how many times you may need to repeat a certain task. Also, it is known that the task must be continued as long as a certain condition holds true. The loop that is created with the help of “while” first checks the condition and only then executes the block of code. When the condition is satisfied, that particular loop will keep executing the block; however upon failing it, the loop will complete.

This type of loop is useful in situations when you want to continue doing some action until a specific condition is completed. For example, this may work in a situation where a user is requested by the computer to respond until a proper answer is provided.

The 'Do - While' Statement Structure



Practically all relate the two: as far as the do-while condition is concerned, a block of code need not be executed when the provided input fails. It is elementary and logical. What fairly strikes in the case is that the block is executed at least for one time even if the condition proves to be false. In such an instance it is advocated that the first iteration of the do structure is done so that the condition on the do is checked and once true, the do-while statement tells that the command is to be carried out again.

It is important to be able to clearly demonstrate how this line can also penetrate the block of a password. A password has a minimum degree of difficulty which actually prohibits penetration into a particular area; thus, three figures may now enter any password they wish on the do problem statement. Therefore, a password is entered at least once by the program.

When "Loops" Are Combined With "If-Else"



Increments are equally important as decrementing the underlined parts. Now, instead of giving the complete basic form statement, it instead allows one to write a very simple statement followed by loops. The following example perfectly depicts without an if statement since it is the most likely condition if a counter reaches zero which is repeatedly true combined with an aperture that is round.

As an instance, it is possible to consider the utilization of the while loop when requesting the user input until the user provides a suitable answer. Within the loop, it is possible to include an if-else statement that checks whether the input is to the required standard. In this way, if the input is appropriate, then the program is able to continue as required; otherwise, the program will ask the user to provide the answer again. It is the combination of the loops and the conditionals combination that enable you to manage both the number of times some sections of the code are executed as well as the logic of your program.

The Role of Control Structures in Programming



Control structures such as “if statements and else statements” or loops are the very basics of programming. They enable the builders the ability to create well-structured, intricate algorithms that can work together with the user to accomplish tasks that are repeated. Without these structures, programs would be limited in functioning as simple automata which can only include a set of predefined commands in varying otherwise unchanging parameters.

For instance, if-else statements can set controls for a program to follow different routes based on user interaction while loops allow executing many iterations or cycling through tasks which are the same. These structures are definitely important aspects when it comes to executing multifaceted procedures and working with data on many levels of users.

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The C++ programming language enjoys widespread relevance and is suitable for system software, game development as well as application development which demand high performance. While learning this language, it’s essential to understand one interesting concept, how do we store and retrieve the information. This entails grasping the idea of variables, data types and operators. These 3 components serve as the backbone of any C++ application since they facilitate the storage and handling of bits of information within the application. In this article, we shall describe these terms one by one in such a way that it becomes clear to you how a particular task is achieved in C++.

C++ Variable



In C++, a variable is an address assigned to a value, or, to be precise, a name given to a memory address that holds a value during the program’s execution. A variable can be defined as a data item that can take different values at different times during the program. It can be a number, text or a more complex data structure. Other variables would depend on this fixed number for certain calculations or modulations during the program execution.

When working with C++, you will notice that creating a variable involves defining it using a specific type. For instance, in such a case as a variable, its descriptors tell a compiler what it is going to contain. Moreover, it is also important to note that when multiple variables are added, they should be given different names based on the restrictions or rules that each language possesses. Most of these rules require that the name must start with either a letter or an underscore and may end with letters, digits, or underscores. It should also be noted that variable names are case sensitive, hence it follows that myVariable and myvariable are two distinct variables.

Data Types in C++



Applying any contact where there’s interaction with variables within C++ language, it’s good to understand what data types constitute a variable in such a case. C++ allows numerical data representation for all weight classifications, moreover, a classification system through weight classification is also provided. There are three main categories of data types in C++, which are, but not limited to derived types and primitive types:

1. Primitive Data Types:



These are basic types which are supported in C++, namely:

- Integer Types: It is often referred to as a set used for the data that comprises whole numbers most specifically int (widely used), short (smaller whole numbers), and long (less whole numbers).

- Floating Point Types: The usage of a decimal in a number is possible through floating point types. In addition, there are `float`, which is all for single-precision numbers, and `double` for double-precision numbers, which can be expected to have more accurate digits.

- Character Type: A single element such as a letter, digit or any other symbol is stored using the `char` type. Each character is represented as a numerical value, which is the ASCII code of the character.

- Boolean Type: In computer programs, the `bool` type allows only the two boolean values - `true` and `false`.

2. Derived Data Types:



They are constructed out of the primitive types and as a matter of fact they are called derived types. Some of them are:

- Arrays: When data is stored in an array, the array contains variables of the same type and the variables are stored in a sequence in the computer’s memory.

- Pointers: What the pointer does is store the address of one variable in a different variable.

3. User-Defined Data Types:



More complex structures in a program may be implemented as user-defined datatypes which were defined by the programmer. Such datatypes are:

- Structures: A structure is defined as a data type that contains a group of other data types and allows for storing a lot of variables under a single name.

- Unions: With a union, you can set one or more data types at one address but only one data type can be set at that address at once.

- Enumerations: An enumeration is a set of user-defined types which comprises named integer values.

Operators in C++



Operators are the symbols which perform certain operations on variables and values in C++. They aid you in making calculations by using arithmetic, logical and even bitwise operators. C++ offers a number of operator classifications which contain:

[图片]

1. Arithmetic Operators:



These operators are used to make any form of calculations. The most frequently used arithmetic operators are:

- Additive or simply Plus (`+`)

- Subtractive or simply Minus (`-`)

- Standard Multiplicative operator (`*`)

- The Division operator (`/`)

- The Modulus operator (`%`) - The output is the remainder left after the division operation is performed.

2. Relational Operators:



Comparing two values with relational operators is possibly the most basic function of any programming language. Depending on the outcome of the comparison, this set of functions returns a boolean value – a “true” or a “false”. The following are the most common relational operators and their symbols:

- Equal to (`==`)

- Not equal to (`!=`)

- Greater than (`>`)

- Less than (`<`)

- Greater than or equal to (`>=`)

- Less than or equal to (`<=`)

3. Logical Operators:



Whenever any complex condition has to be written, logical operators are used. Also, the function of logical operators is to combine other conditions or negate them. The most common logical operators are:

- AND (`&&`)

- OR (`||`)

- NOT (`!`)

4. Assignment Operators:



These are the operators that assign values to the variables in any program. The most commonly used assignment operator is equal to sign (`=`) but other operators also exist that combine assignment with other operations:

- Addition assignment (`+=`)

- Subtraction assignment (`-=`)

- Multiplication assignment (`*=`)

- Division assignment (`/=`)

5. Increment and Decrement Operators:



In order for a variable to be increased or decreased in value by one, this category of operators is used:

- Increment (`++`): Used when the value of a variable is to be increased by 1.

- Decrement (`--`): Used when there is a decrease in the value of the variable by 1.

6. Bitwise Operators:



The tasks are executed on the bits of an integer instead of on the integer as a whole thanks to bitwise operators. Some of them include:

- AND (`&`)

- OR (`|`)

- XOR (`^`)

- NOT (`~`)

- Left shift (`<<`)

- Right shift (`>>`)

7. Conditional (Ternary) Operator:



The word ternary is derived from the word three. The conditional operator is a more ideal way of writing an “if-else” statement as it condenses the structure into three parts:

- `condition ? expression1 : expression2;`

A condition dictates that the operator evaluates. If true, `expression1` is executed, else `expression2` is executed.

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Game programming and high-level performance applications include System programming and highlight C++ as one of the best languages performing on such level. Having said that, as a beginner using C++, one of the necessary steps is setting up the environment which includes installing Rust as an IDE platform. Most especially the compiling and debugging tools incorporated into the IDE lessen the burden of software development on the particular language C++. This paper deals with the processes involved in setting up an IDE for C++ programming, describing the important components and how to prepare the IDE for C++ programming.

The Best Available IDE for C++



There are many available for C++ programming and each and every IDE has its advantages and disadvantages. Your choice of the IDE will depend on your likes, the OS you use, and the kind of C++ programming you intend to do. Some IDEs are set up to be ready to go right out of the box, but there are also simple text editors that can be modified with plugins to meet your needs.

Some of the more widely used integrated development environments (IDE) for the C++ programming language are:

1. Microsoft Visual Studio:



As the broadest reaching IDE for the C++ development, in particular for the audience of Windows. It has a relatively good range of tools for debugging, building, and testing applications, making it enjoyable to use the application.

2. Code::Blocks:



A free multi-OS support C++ IDE that is light in weight, open-source and easy to use for developers. It’s simply great for starters.

3. Eclipse:



While Eclipse is predominantly used for Java development only, it contains some C++ support which can be enabled via the C++ Development Tools (CDT) extension. There is no denying that Eclipse is a level above when it comes to versatility.

4. CLion:



A product of JetBrains, a paid IDE with advanced features such as smart refactoring, intelligent code completion, and powerful debugging tools. It is targeted towards professional C++ developers.

5. Xcode:



For developing on the macOS platform, Xcode is the go-to IDE for development as it supports C++ and cross-platform development.

Downloading C++ IDE



Upon deciding on a choice of IDE, the next thing will be to install it on your computer. While the exact procedures of installation may vary depending on the IDE, generally speaking, it goes along these lines:

1. Obtain the IDE Software:



On the official page of the IDE, a version suitable for the operating system in use is Windows, macOS or Linux. Once again be sure to check which system architecture version you take, either 32 or 64 bit.

2. Launch the Installer:



Once the IDE is fully downloaded, it's time to run the installer. Follow the on-screen instructions which may include accepting agreements, and conditions, choosing components or defining the installation path.

3. Get the Compiler:



Examples of IDEs that include a built-in C++ compiler are Visual Studio. As for the rest, some may have to get a compiler separately. Examples of C++ compilers include GNU Compiler Collection (GCC) and Clang as well. You may either choose to install the compilers independently or set them up to your IDE.

4. Installation of IDE:



The first thing you will need to do here is to install the requisite IDE and most probably set it up for C++ Development. This implies that it may involve defining the path to the location of the compiler, changing default build settings, and defining any other applicable tools you may require.

5. Installation Verification:



It is wise that after configuring the IDE, one checks to see if things are working properly. Most Integrated Development Environments include a ready-made paradigm of the easy ‘Hello World’ application which suffices as a good method of testing the working of the interface.

New Project Creation in the IDE



The next course of action after the Installation and configuring the IDE is creating a new project. A project in C++ may include the source code, headers, libraries, or any other associated files relevant to the application. To enhance the efficacy of your work, it is sensible to break up your code and file it under varied projects. Creating a new C++ project in your IDE is quite simple in a few easy steps.

[图片]

1. Launching the IDE:



The first thing you should do after installation is to launch the IDE. Most IDEs will have a start screen which presents you with an option to create a new project.

2. Select C++ Project Type:



While creating a new project, the IDE may prompt you to choose the type of the project you would like to create. So in this case you will go for a C++ project. Some IDEs let users decide if they want a console application or a graphical one.

3. Choose a Project Name and Location:



The next step is simply how to name your project and the directory in which you want to place it. It is always good practice to give your project files a representative name and store them in a properly organized directory.

4. Add Source Files:



Once the project has been created, you can engage in adding source files to the project. Most of the time these files are given a .cpp suffix and they will be storing the real C++ source code of your application.

5. Configure Build Settings:



In some cases, when settling down on an IDE, things such as selecting a compiler, setting up project dependencies, and build settings in general have to be tweaked. An easy-to-use menu to set up build settings is available with most IDEs.

Characteristics of the C++ Integrated Development Environment



Considering an Integrated Development Environment in this case, I consider it to be essential that the constructed tool goes beyond providing means for coding and executing specific programs and extends to providing features which improve the user's experience programming in general. Some of the most useful features include:

1. Color Coding:



The IDE might choose to put some colours and styling to some of the parts of your code like keywords, variables, strings, etc. so that it’s more comprehensible.

2. Completing Suggestions:



There’s a common tendency as people pick their IDE to go for one, which implements several features including an autocomplete function, which incorporates a list of already completed variables, functions and some parts of your code, thus conserving time and ameliorating mistakes.

3. Breakpoints:



The debugger sets breakpoints and allows you to ‘walk through’ your code to trace errors for correction. Debugging tools also assist code verification processes while improving development efficiency.

4. Code Checkers:



As you define the code, the IDE checkers will indicate syntax and/or semantic errors by flash, highlighting them for a faster resolution in the future.

5. File Organization:



It becomes less complex to work on an integrated development environment, for instance Microsoft Visual Studio, because all your documents are clustered around a single project file.

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This is an entertaining project for every beginner who wants to learn Java, creating a banking application. Working on banking software serves as a good demonstration for the handling of various programming concepts such as object-oriented design, user input, and data management. So in this article, you will learn how to think and build a very simple banking program in Java explaining the requirements needed to account for fundamental banking functions such as opening new accounts, making deposits and withdrawing funds. As this article will not have any code snippets, it will take you through the thought processes of creating the software.

What Needs to be Done



Before jumping into writing the code, it’s important to make sure that you are completely clear of the requirements that the application is going to possess. At the heart of any banking software, these operations should be there:

1. Account Creation



When a user wants to create a new account in a bank, this must be provided in the application. For this an account holder’s name, account category (savings or checking) and the amount that will be deposited into the account have to be filled.

2. Depositing Funds



A user should have the ability to put money into the account. In this function, the account balance will automatically change every time the user deposits some funds in order to keep it accurate.

3. Withdrawing Funds



Also, a user should be able to withdraw funds from his/her account. Before permitting the operation to be carried out, it is necessary to check if the account has a sufficient balance in it.

4. Checking Account Balance



The user should be enabled to check the account balance in the system whenever he or she feels like doing so.

5. Transfer Between Accounts



Another feature that a simple banking app may provide is that users may transfer amounts from one account to another, which will require using a number of the accounts at the same time.

Defining the Classes and Objects



In OOP, a class specifies a basic description of an object, its attributes and operations. In the case of banking applications, we may begin by implementing a `BankAccount` class. This class is supposed to implement the bank account, and its properties can include account holder name, account number, and account balance.

The `BankAccount` class will encapsulate all the actions that can be done with money accounts. Methods like `deposit()`, `increaseAmount(…)`, `withdraw()`, `decreaseAmount(…)`, `checkBalance()`, and `viewAccount(…)` would refer to depositing money, taking out some money, seeing how much was available, and so on.

A new class can be called, for instance, `Bank` allowing combining multiple `BankAccount` objects together. This class can also offer opening of new accounts, searching for accounts by numbers and support several operations such as money transfer between the existing accounts.

Implementing Core Functionalities



1. Account Creation:



For opening an account in a bank, the application has to get requisite information from the user. In most cases, the user will give their names, type of the account and how much will be deposited there. Then, with the provided information, the application creates and adds a new `BankAccount` object and assigns a unique number to it. This information can be kept in structures (such as a list or a map) to ensure that all accounts have been accounted for.

2. Depositing Money:



The `deposit()` method will enable the user to put in money in their account. The deposits put in the particular account can change the balance amount of that account as well. However, the input requires validation, that is, the amount which is to be put in as deposit should be a number greater than zero.

3. Withdrawing Money:



The `withdraw()` function grants the ability to withdraw but treats it as a financial transaction first, therefore scanning if there is a sufficient balance in the account. If the account balance is good, then the request gets approved and the record is changed correspondingly. If no funds are available, a message should be displayed indicating that the account has no sufficient funds.

4. Balance in the Account:



In order to know the amount that an account holds, a `checkBalance()` function has been defined which displays a number. This function is very easy to execute because it simply requires looking up the balance kept in the account.

5. Moving The Funds Between Accounts:



Transferring funds from one account to another could be enabled via this transfer feature. The transfer method is mainly composed of checking both accounts: the transferring account for adequate funds, and the receiving account for existence. After verifying that all the conditions are satisfied, the system prompts for deducting the amount from the sender's account, and adding it to the receiver's account.

User Data As An Interface



The need for user data is strong as the application is aimed at the end user, therefore user data management needs to be handled thoughtfully. Generally in this category, a user of the application will be prompted to provide information such as their name, account number, how much they would like to deposit and how much they would like to withdraw.

In a banking simulation, a user can work with the application using the command line while a mouse stays idle. The Java programming language has a `Scanner` class that allows reading data entered in the console. For instance, you can ask the user to give you their account number and fetch the input using `nextInt()` or `nextLine()` methods.

Error Handling and Validation



As in every application, the issue of handling errors is also important in the banking application. Invalid outputs or potentially illegal operations offers have to be checked and properly managed. For instance, a negative number should never be used as a transfer or withdrawal amount and the funds transferred must not be greater than what is available to the sender in his account.

Then, it is crucial to address also such situations when a user tries to do operations that require funds from an unrelated account or accepts other illicit actions such as withdrawing cash in excess of the balance. These mistakes are also accompanied by user-friendly messages that provide the necessary information to the user.

UI for Simple Banking Application



[图片]We can design the UI for this simple banking application in a very basic form. If you are designing for a console, perhaps a better approach would be to design a menu system that lets the end user select the operations to be performed. The application could show the following form:

- Register new bank account

- Put in some funds

- Take out some cash

- Send some funds

- Check how much cash is left in

- Leave the application.

The user clicks on a radio button, and the application calls the method that corresponds to the radio button that has been selected. If you want to work more, you may later focus on how to design a GUI with JavaFX or Swing that allows you to design forms, buttons and textboxes for better interaction.

For Typical Banking Application



In normal applications, information is maintained in a database so that the users and their transaction details are not lost after the session ends. But for this simple banking application, it is alright to use some of the built-in structures in Java like arrays, lists or maps to hold the account details during the session.

It is possible to save the accounts on a Map as follows: the key is the account number and the value is the `BankAccount` object. This way you can easily access the accounts and request actions on them.

Security



As simple as this might be a banking application, it is crucial to mention security practices during the design of such a system. While this may be too intricate for the current version of the system, one would want to implement measures to ensure that users' information is not exposed and that the passwords are well secured.

For this minimal demo version of the application, you may want to pretend that there is security such that the user first has to enter their account number correctly and then pass an identity verification procedure (e.g., a pin or a password) before they access actions such as withdrawal of funds or transfer of funds.

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