Concept of Reusability in C++ Using Inheritance

Concept of Reusability in C++ Using Inheritance

Inheritance provides an automatic way to reuse code from other classes in your program to reduce the development time. This article focuses on explaining how inheritance works and how it can be used for reusability in C++ programming language. It explains when to use the class inheritance and when to use interface inheritance using various examples with the help of animations.

Basic Problems

One of the most important concepts in object-oriented programming is that of reusability. This means that code can be written once and used multiple times. This is done by creating classes, which are templates for objects.

These objects can then be created, or instantiated, whenever they are needed.

Inheritance is one way to achieve reusability in C++. When a class inherits from another class, it automatically has all the member variables and member functions of the parent class. This means that the child class can use all the functionality of the parent class without having to write any code itself. Furthermore, if there is some new functionality that needs to be added, the child class can inherit again from the parent class. In this case, the two classes will share both sets of member variables and member functions.

Static Inheritance

Reusability is one of the important features of Object Oriented Programming. It means that the code written for one purpose can be used for another purpose. This is achieved by using inheritance. Inheritance is a powerful tool that allows us to create new classes from existing classes. The new class inherits all the properties and behavior of the existing class.

The existing class is called the base class and the new class is called the derived class. Static inheritance means that the relationship between the base class and derived class is established at compile time. This means that the derived class cannot be changed at runtime.

Dynamic Inheritance

The concept of reuse is very important in software development. It helps to save time and money by using existing code instead of rewriting it. In order to make code reusable, developers often use inheritance. Inheritance is a way to create a new class from an existing class.

The new class inherits all the data and behavior of the existing class, but can also add its own data and behavior. This makes it possible to create a hierarchy of classes, where each subclass inherits from its parent class. When inheritance is used correctly, it can lead to more robust and flexible code. However, when used incorrectly, it can lead to problems such as bloated code or unexpected behavior.

Virtual Functions

When you design a base class, you should be thinking about how it might be reused in the future. One way to make a base class more reusable is to use virtual functions. Virtual functions allow derived classes to override the behavior of a base class function. This means that when you call a virtual function on a base class pointer, the function that gets called will be the one defined in the derived class. Let’s take an example: Let’s say we have two classes, Derived and Base.

Derived overrides the virtual function base_function from Base with its own implementation: void Derived::base_function() { // do something } Now if we instantiate a Base object and then use its address to invoke a virtual function from the base class (for example static void test()), which would get called? The answer is that this depends on what kind of objects are stored in our instance of Base. If our instance contains pointers to objects derived from Derived, then only the overridden version of base_function will be invoked. But if our instance contains pointers to objects derived from Base, then both versions will be invoked!

This can be confusing at first because it might seem like Derived is overriding the functionality provided by Base instead of just adding new functionality. But this actually gives us more control over what happens when we store pointers to different types of objects in a single base class container.

 Object Construction/Destruction

When an object is created, its constructor is called. The constructor initializes the object’s member variables and performs any other required setup. Similarly, when an object is destroyed, its destructor is called. Destructors are typically used to release resources that were acquired by the object, such as memory or file handles. A destructor should not perform any operation that could be performed during the next construction of a similar type; this will ensure proper operation when constructing objects sequentially.

In fact, certain operations may even be impossible to do during construction (such as deallocating memory). As with constructors, there are two forms: a default version can use all default values for parameters and another version can be provided which takes parameters. A default destructor can also optionally take no parameters but must still have a semicolon at the end.

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