Saturday, August 9, 2008

Classes

Classes (I)


A class is an expanded concept of a data structure: instead of holding only data, it can hold both data and functions.

An object is an instantiation of a class. In terms of variables, a class would be the type, and an object would be the variable.

Classes are generally declared using the keyword class, with the following format:

class class_name {
access_specifier_1:
member1;
access_specifier_2:
member2;
...
} object_names;

Where class_name is a valid identifier for the class, object_names is an optional list of names for objects of this class. The body of the declaration can contain members, that can be either data or function declarations, and optionally access specifiers.

All is very similar to the declaration on data structures, except that we can now include also functions and members, but also this new thing called access specifier. An access specifier is one of the following three keywords: private, public or protected. These specifiers modify the access rights that the members following them acquire:

  • private members of a class are accessible only from within other members of the same class or from their friends.
  • protected members are accessible from members of their same class and from their friends, but also from members of their derived classes.
  • Finally, public members are accessible from anywhere where the object is visible.

By default, all members of a class declared with the class keyword have private access for all its members. Therefore, any member that is declared before one other class specifier automatically has private access. For example:

class CRectangle {
int x, y;
public:
void set_values (int,int);
int area (void);
} rect;

Declares a class (i.e., a type) called CRectangle and an object (i.e., a variable) of this class called rect. This class contains four members: two data members of type int (member x and member y) with private access (because private is the default access level) and two member functions with public access: set_values() and area(), of which for now we have only included their declaration, not their definition.

Notice the difference between the class name and the object name: In the previous example, CRectangle was the class name (i.e., the type), whereas rect was an object of type CRectangle. It is the same relationship int and a have in the following declaration:

int a;

where int is the type name (the class) and a is the variable name (the object).

After the previous declarations of CRectangle and rect, we can refer within the body of the program to any of the public members of the object rect as if they were normal functions or normal variables, just by putting the object's name followed by a dot (.) and then the name of the member. All very similar to what we did with plain data structures before. For example:

rect.set_values (3,4);
myarea = rect.area();

The only members of rect that we cannot access from the body of our program outside the class are x and y, since they have private access and they can only be referred from within other members of that same class.


The most important new thing in this code is the operator of scope (::, two colons) included in the definition of set_values(). It is used to define a member of a class from outside the class definition itself.

You may notice that the definition of the member function area() has been included directly within the definition of the CRectangle class given its extreme simplicity, whereas set_values() has only its prototype declared within the class, but its definition is outside it. In this outside declaration, we must use the operator of scope (::) to specify that we are defining a function that is a member of the class CRectangle and not a regular global function.

The scope operator (::) specifies the class to which the member being declared belongs, granting exactly the same scope properties as if this function definition was directly included within the class definition. For example, in the function set_values() of the previous code, we have been able to use the variables x and y, which are private members of class CRectangle, which means they are only accessible from other members of their class.

The only difference between defining a class member function completely within its class or to include only the prototype and later its definition, is that in the first case the function will automatically be considered an inline member function by the compiler, while in the second it will be a normal (not-inline) class member function, which in fact supposes no difference in behavior.

Members x and y have private access (remember that if nothing else is said, all members of a class defined with keyword class have private access). By declaring them private we deny access to them from anywhere outside the class. This makes sense, since we have already defined a member function to set values for those members within the object: the member function set_values(). Therefore, the rest of the program does not need to have direct access to them. Perhaps in a so simple example as this, it is difficult to see an utility in protecting those two variables, but in greater projects it may be very important that values cannot be modified in an unexpected way (unexpected from the point of view of the object).


In this concrete case, the class (type of the objects) to which we are talking about is CRectangle, of which there are two instances or objects: rect and rectb. Each one of them has its own member variables and member functions.

Notice that the call to rect.area() does not give the same result as the call to rectb.area(). This is because each object of class CRectangle has its own variables x and y, as they, in some way, have also their own function members set_value() and area() that each uses its object's own variables to operate.

That is the basic concept of object-oriented programming: Data and functions are both members of the object. We no longer use sets of global variables that we pass from one function to another as parameters, but instead we handle objects that have their own data and functions embedded as members. Notice that we have not had to give any parameters in any of the calls to rect.area or rectb.area. Those member functions directly used the data members of their respective objects rect and rectb.

Constructors and destructors

Objects generally need to initialize variables or assign dynamic memory during their process of creation to become operative and to avoid returning unexpected values during their execution. For example, what would happen if in the previous example we called the member function area() before having called function set_values()? Probably we would have gotten an undetermined result since the members x and y would have never been assigned a value.

In order to avoid that, a class can include a special function called constructor, which is automatically called whenever a new object of this class is created. This constructor function must have the same name as the class, and cannot have any return type; not even void.


As you can see, the result of this example is identical to the previous one. But now we have removed the member function set_values(), and have included instead a constructor that performs a similar action: it initializes the values of x and y with the parameters that are passed to it.

Notice how these arguments are passed to the constructor at the moment at which the objects of this class are created:


Constructors cannot be called explicitly as if they were regular member functions. They are only executed when a new object of that class is created.

You can also see how neither the constructor prototype declaration (within the class) nor the latter constructor definition include a return value; not even void.

The destructor fulfills the opposite functionality. It is automatically called when an object is destroyed, either because its scope of existence has finished (for example, if it was defined as a local object within a function and the function ends) or because it is an object dynamically assigned and it is released using the operator delete.

The destructor must have the same name as the class, but preceded with a tilde sign (~) and it must also return no value.


Classes defined with struct and union

Classes can be defined not only with keyword class, but also with keywords struct and union.

The concepts of class and data structure are so similar that both keywords (struct and class) can be used in C++ to declare classes (i.e. structs can also have function members in C++, not only data members). The only difference between both is that members of classes declared with the keyword struct have public access by default, while members of classes declared with the keyword class have private access. For all other purposes both keywords are equivalent.

The concept of unions is different from that of classes declared with struct and class, since unions only store one data member at a time, but nevertheless they are also classes and can thus also hold function members. The default access in union classes is public.

Control Structures


A program is usually not limited to a linear sequence of instructions. During its process it may bifurcate, repeat code or take decisions. For that purpose, C++ provides control structures that serve to specify what has to be done by our program, when and under which circumstances.

With the introduction of control structures we are going to have to introduce a new concept: the compound-statement or block. A block is a group of statements which are separated by semicolons (;) like all C++ statements, but grouped together in a block enclosed in braces: { }:

{ statement1; statement2; statement3; }

Most of the control structures that we will see in this section require a generic statement as part of its syntax. A statement can be either a simple statement (a simple instruction ending with a semicolon) or a compound statement (several instructions grouped in a block), like the one just described. In the case that we want the statement to be a simple statement, we do not need to enclose it in braces ({}). But in the case that we want the statement to be a compound statement it must be enclosed between braces ({}), forming a block.

Conditional structure: if and else

The if keyword is used to execute a statement or block only if a condition is fulfilled. Its form is:

if (condition) statement

Where condition is the expression that is being evaluated. If this condition is true, statement is executed. If it is false, statement is ignored (not executed) and the program continues right after this conditional structure.
For example, the following code fragment prints x is 100 only if the value stored in the x variable is indeed 100:

if (x == 100)
cout << "x is 100";

If we want more than a single statement to be executed in case that the condition is true we can specify a block using braces { }:

if (x == 100)
{
cout << "x is ";
cout << x;
}

We can additionally specify what we want to happen if the condition is not fulfilled by using the keyword else. Its form used in conjunction with if is:

if (condition) statement1 else statement2

For example:

if (x == 100)
cout << "x is 100";
else
cout << "x is not 100";

prints on the screen x is 100 if indeed x has a value of 100, but if it has not -and only if not- it prints out x is not 100.

The if + else structures can be concatenated with the intention of verifying a range of values. The following example shows its use telling if the value currently stored in x is positive, negative or none of them (i.e. zero):

if (x > 0)
cout << "x is positive";
else if (x < 0)
cout << "x is negative";
else
cout << "x is 0";

Remember that in case that we want more than a single statement to be executed, we must group them in a block by enclosing them in braces { }.

Iteration structures (loops)

Loops have as purpose to repeat a statement a certain number of times or while a condition is fulfilled.

The while loop

Its format is: while (expression) statement

When the program starts the user is prompted to insert a starting number for the countdown. Then the while loop begins, if the value entered by the user fulfills the condition n>0 (that n is greater than zero) the block that follows the condition will be executed and repeated while the condition (n>0) remains being true.

The whole process of the previous program can be interpreted according to the following script (beginning in main):

  1. User assigns a value to n
  2. The while condition is checked (n>0). At this point there are two posibilities:
    * condition is true: statement is executed (to step 3)
    * condition is false: ignore statement and continue after it (to step 5)
  3. Execute statement:
    cout << n << ", ";
    --n;
    (prints the value of n on the screen and decreases n by 1)
  4. End of block. Return automatically to step 2
  5. Continue the program right after the block: print FIRE! and end program.

When creating a while-loop, we must always consider that it has to end at some point, therefore we must provide within the block some method to force the condition to become false at some point, otherwise the loop will continue looping forever. In this case we have included --n; that decreases the value of the variable that is being evaluated in the condition (n) by one - this will eventually make the condition (n>0) to become false after a certain number of loop iterations: to be more specific, when n becomes 0, that is where our while-loop and our countdown end.

Of course this is such a simple action for our computer that the whole countdown is performed instantly without any practical delay between numbers.

The do-while loop

Its format is:

do statement while (condition);

The do-while loop is usually used when the condition that has to determine the end of the loop is determined within the loop statement itself, like in the previous case, where the user input within the block is what is used to determine if the loop has to end. In fact if you never enter the value 0 in the previous example you can be prompted for more numbers forever.

The for loop

Its format is:

for (initialization; condition; increase) statement;

and its main function is to repeat statement while condition remains true, like the while loop. But in addition, the for loop provides specific locations to contain an initialization statement and an increase statement. So this loop is specially designed to perform a repetitive action with a counter which is initialized and increased on each iteration.



Friday, August 8, 2008

Adobe Dreamweaver

Adobe Dreamweaver is a web development application originally created by Macromedia and now owned by Adobe Systems, which acquired Macromedia in 2005.

Dreamweaver is available for both Mac and Windows operating systems. Recent versions have incorporated support for web technologies such as CSS, JavaScript, and various server-side scripting languages and frameworks including ASP.NET, ColdFusion, JavaServer Pages, and PHP.


Features

As a WYSIWYG Presto-based editor, Dreamweaver can hide the details of pages' HTML code from the user, making it possible for non-coders to create web pages and sites. One criticism of this approach is that it can produce HTML pages whose file size and amount of HTML code is larger than an optimally hand-coded page would be, which can cause web browsers to perform poorly. This can be particularly true because the application makes it very easy to create table-based layouts. In addition, some web site developers have criticized Dreamweaver in the past for producing code that often does not comply with W3C standards, though recent versions have been more compliant. Dreamweaver 8.0 performed poorly on the Acid2 Test, developed by the Web Standards Project. However, Macromedia has increased the support for CSS and other ways to lay out a page without tables in later versions of the application, with the ability to convert tables to layers and vice versa.

Dreamweaver allows users to preview websites in many browsers, provided that they are installed on their computer. It also has some site management tools, such as the ability to find and replace lines of text or code by whatever parameters specified across the entire site, and a templatization feature for creating multiple pages with similar structures. The behaviors panel also enables use of basic JavaScript without any coding knowledge.

Dreamweaver can use "Extensions" - small programs, which any web developer can write (usually in HTML and JavaScript). Extensions provide added functionality to the software for whomever wants to download and install them. Dreamweaver is supported by a large community of extension developers who make extensions available (both commercial and free) for most web development tasks from simple rollover effects to full-featured shopping carts.

Like other HTML editors, Dreamweaver edits files locally, then uploads all edited files to the remote web server using FTP, SFTP, or WebDAV.