Object oriented programming deals with partitioning the entire programs into groups using data structures called 'objects' and assigning attributes and methods to them.Object oriented programming consists of two things:
1) classes
2) objects

CLASSES:
A class is a group of attributes of the same kind. it is used to impart object orientedness to a program. for example,pen, pencil, rubber etc belongs to a class stationary.A class is a blueprint for a data type. it cant be implemented itself, we always need an object to implement a class in a program.simple example using classes :

class abc
{
   public:
      double length;   // Length of a box
      double breadth;  // Breadth of a box
      double height;   // Height of a box
};
 
A class can be used with 3 keywords:
1) public-This means the attributed included in that class can be used even outside that class
2) private-This means attributes of a class are used within that class only 
3) protected-used basically in inheritance
 
OBJECTS:
Objects are the physical representation of classes. Classes cant be implemented without the help of the 
objects.Classes are the blueprints for objects.
Syntax for creating object:
 
classname objectname;
 
for example:
box box1;
here box is a classname whereas box1 is an objectname.
 
PRINCIPLES OF OOPS:
 
1)Encapsulation
Encapsulation is the process of hiding of data implementation by restricting access to accessors and 
mutators. Mutators are open ways that are used to update the state of an object, whereas concealing 
the implementation of exactly how the data gets revised. 
An accessor is a technique which is used to request an object about itself. In
OOP, they are generally in the form of properties, that have, under standard conditions, a get method, 
that is an accessor method.However, accessor methods are not confined to properties and can be any
kind of public method that offers information about the state of the object. 

2)Abstraction
Data abstraction is the easiest of principles to figure out. Data
abstraction and encapsulation are directly tied together, because a
plain definition of data abstraction is the growth and development of classes,
objects, types in terms of their interfaces and functionality, instead
of their implementation details. Abstraction denotes a model, a view,
or various other focused representation for an actual item. Its the
development of a software object to symbolize an object we can find in
the real world. Encapsulation hides the details of that implementation.

Abstraction is employed to manage complexity. Software developers use abstraction to
decompose complex models into smaller elements. As development
progress, software engineers know the overall performance they can expect from as
yet undeveloped subsystems. Thus, programmers are not burdened by
thinking about the ways in which the execution of later on subsystem
will influence the model of previous development.
 
3)Inheritance
Inheritance as the name suggests implies inheriting properties from one class to another.Let us take an
example,In a family child inherits properties/genes of his parents,his/her parents inherits properties/genes 
of their parents and so on.The same happens in the case of classes.A class can inherit certain properties 
from some other class.The class which inherits the properties  from some other class is referred to as 
child and the class from which the properties are inherited is referred to as base class or super-class.
 
4)Polymorphism
Polymorphism means a single name, numerous types. Polymorphism
manifests itself by having multiple ways all with similar name, but
slightly dissimilar functionality.

There are actually two basic types of polymorphism. Overriding, additionally
known as run-time polymorphism, and overloading, that is referred to as
compile-time polymorphism. This dissimilarity is, for method
overloading, the compiler decides which method will be
executed, and this choice is done when the code gets compiled.
Which method is going to be used for method overriding is determined at
run-time depending on the dynamic nature of an object.    
 
 





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Variables are certain data types which can store values during execution of the program.The values stored in variables can be changed during the program execution.For eg. a,b,d etc.

Declaration of Variables

In order to create use of a variable in C++, they need to first declare it specifying which data type they need it to be. The syntax to declare a new variable is to write the specifier of the specified data type (like int, bool, float...) followed by a valid  variable identifier.Various data types are as followed:

Name                       Description                                               Size*           Range* 


char                          Character or small integer.               1byte           signed: -128 to 127                                                                                                                                     unsigned:0 to 255 
short int(short)       Short Integer.                                    2bytes         signed: -32768 to 32767  
                                                                                                                     unsigned: 0 to 65535 
int                              Integer.                                              4bytes         signed: -2147483648                                                                                                                        to 2147483647      
long int (long)          Long integer.                                   4bytes          signed: -2147483648 to                                                                                                                       2147483647 
                                                                                                                     unsigned: 0 to 4294967295 
bool                          Boolean value.                                  1byte true 
                                  It can take one of two                       or false 
                                  values: true  or false.                                                               
                                                   
float                         Floating point number.                 4bytes           +/- 3.4e +/- 38 (~7 digits)
double                    Double precision floating              8bytes            +/- 1.7e +/- 308 (15 digits)
                                     point number.
long double           Long double precision                   8bytes             +/- 1.7e +/- 308 (15 digits) 
                                   floating point number.


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SAMPLE PROGRAM FOR BEGINNERS

// sample program

#include <iostream>

using namespace std; 
int main () 

 cout << "This is my first program"; 
return 0; 


// sample program


This is a comment line. All lines starting with slash signs (//) are  comments and don't 
have any impact on the behavior of the program. The computer programmer will use them to incorporate short explanations or observations among the ASCII text file itself. In the above Example the line may be a temporary description of  what our program is or what is it all about.This is used in very large programs in order to avoid any confusion.


#include <iostream>


Lines starting with a hash sign (#) are directives for the preprocessor. They're not regular code lines 
with expressions however indications for the compiler's preprocessor.In the above example, the directive #include  tells the preprocessor to incorporate the iostream customary file. This specific file (iostream) includes the declarations of the essential customary input-output library in C++, & it is enclosed because its  functionality is going to be used later within the program.Various other standard library header files are as followed:


Utilities library

<cstdlib>               General purpose utilities: program control, dynamic memory allocation                                                    
<csignal>              Functions and macro constants for signal management
<csetjmp>              Macro (and function) that saves (and jumps) to an execution context
<cstdarg>              Handling of variable length argument lists
<typeinfo>              Runtime type information utilities
<typeindex>           std::type_index
<type_traits>       Compile-time type information
<bitset>              std::bitset class template
<functional>      Function objects, designed for use with the standard algorithms
<utility>              Various utility components
<ctime>              C-style time/date utilites
<chrono>               C++ time utilites
<cstddef>              typedefs for types such as size_t, NULL and others
<initializer_list>       std::initializer_list class template
<tuple>)              std::tuple class template


using namespace std; 


All the elements of the quality C++ library are declared inside what's known as a namespace, the 
namespace with the name std.This line is frequent in C++ programs that use the  library functions, 
and actually it'll be enclosed in most of the source codes.
Namespaces in C++ are used to define a scope and allows us to group global classes, functions and/or objects into one group.

When you use using namespace std; you are instructing C++ compiler to use the standard C++ library. If you don't give this instruction, then you will have to use std::, each time you use a standard C++ function/entity.

int main () 


This line corresponds to the beginning of the definition of function operate. The main function is with which all C++ programs begin their execution, severally of its location among the ASCII text file. It 
does not matter whether or not there is different functions with different names outlined before or when it - the instructions contained among this function's definition can continuously be the primary ones to execute in any  C++ program. For that very same reason, it is essential that each one C++ programs have a main operate
The word main is followed within the code by a combine of parentheses (()).That is because it is a function  declaration:  In C++, what differentiates a main  declaration from different kinds of expressions are these  parentheses that follow its name. Optionally, these parentheses might enclose an inventory of parameters among  them. Right after these parentheses you can find the body of the main function enclosed in braces {}. What is  contained within these braces is what the function does when it is executed.


cout << "This is my first program"; 


This line is a C++ statement. A statement may be a straightforward or compound expression which will actually turn out some result. In fact, this statement performs the sole action that generates an understandable result in our initial program. 
cout represents the quality output stream in C++,  which means  to insert a sequence of characters (in this case the 'This is my first' program sequence of characters) in to the quality output stream (which is usually the output screen). 
Notice that the statement ends with a punctuation mark character (;). This character is employed to mark the end of the statement &  it should be enclosed at the end of all expression statements.


return 0;


The return statement causes the main function to finish. return may be followed by a return code (in our 
example is followed by the return code 0). A return code of 0 for the main function is generally interpreted 
as the program worked as expected without any errors during its execution. This is the most usual way to 
end a C++ console program.


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