Professional Object Oriented Programming Using C By Tasleem Mustafa Rapidshare 64 Utorrent Key
- chanmetalygeex
- Nov 18, 2021
- 2 min read
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This tutorial is a step-by-step guide to Object Oriented Programming using C, which will teach you how to create a new application from scratch using the OOP language. The tutorial features screenshots and helpful notes for easy navigation along with a downloadable project so that you can easily work on it as follows: ## What is object oriented programming? Object oriented programming is an advanced computer programming technique that allows one to create software that has some or all of its code organized into an object model that groups data and functions together. It has been around for over 20 years now, however it appears on the rise as more and more people realize its benefits. An object oriented programming language is based on self-contained units called objects. Each object contains its own data and functions that operate on its data. The cool thing is that any object can use the functions in another object provided it has the same data type. Communicating with other objects is very easy when you use OOP because you just need to use your object's member variables or functions to access them. ## Why should I use OOP? There are many reasons why using an Object Oriented Programming language is advantageous over conventional non-OOP languages such as C, C++, Java, etc... : * Enhancement of memory: Objects have their own memory that is easily accessed through their member variables. So it is easier to store and manipulate large amounts of data with OOP languages. A good rule of thumb is to keep a minimum of 50% of your program's memory for data and the other 50% for program logic. That way, the most critical data can be stored in a single object, making it more efficient and faster to access compared to having the same number of objects using traditional non-OOP programming techniques. * Class hierarchies: Classes allow a designer to organize the functions and fields within classes so that they are logically grouped together as they relate to one another. This is useful since if the designer changes the function or its field, all other design objects can be affected by it. * Reusability: Objects are reusable, meaning that an object can be used in more than one program. For example in a car company, instead of making a car object for each car in production, you could have one generic car class in your software that has all the functions and data that you would need for any car-specific object, then just change the data in that class to represent whatever model number you are using. When a new object is made, the only code that needs to be written is the code that changes the data. That means that you can make a car class once, then use it again and again in many other programs. * Extensibility: The design of objects (and classes) provides for extensibility. This means that you can add new member variables and functions to an existing class and not break the code in another program using this class. You can even add new classes using your existing classes as templates. cfa1e77820
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