Sunday, 18 January 2015
Friday, 16 January 2015
Top 25 Ad Sense Alternatives for 2015
Having trouble with getting approved for Google AdSense, or not making the revenue you were expecting? Then you will need alternative avenues of revenue to either supplement your AdSense earnings or replace them altogether. In this article, we’re going to look at the top 25 Google AdSense alternatives for 2014. They consist of great display advertising, affiliate marketing, and content monetization networks that will help you earn more revenue.
Just starting out, or have a medium-sized audience? These display networks beyond AdSense can help you monetize.
- Advertising.com — Advertising.com combines the industry’s most advanced technology, precise targeting and a quality network to deliver results for advertisers & publishers. Publishers using this network include Boston.com, Laptopmag.com, and DIYnetwork.com.
- BuySellAds — BuySellAds allows publishers to list their ad inventory on their network to be discovered by advertiser in their niche. Publishers using this network include 9to5google.com, RunBlogger.com, and 1keydata.com.
- Chitika — Chitika sets itself apart with their pledge to only show ads to users when and where they want to see them. Publishers using this network include Used-Cars.info, Freebies4mom.com, and Binatani.com. Click here to read MonetizePros’ in-depth review of Chitika.
- IndustryBrains — IndustryBrains allows publishers to leverage their premium online content to generate additional revenue from contextually targeted ads that are consistent with your brand. Publishers using this network include Telecomsemea.net.
- Kontera — Kontera provides publishers with incremental advertising revenues and premium content syndication for their mobile or PC web pages. Publishers using this network include MajorGeeks.com, PracticalMachinist.com, and EventGuide.com.
- Media.net — Media.net brings contextual ads program from Yahoo! and Bing to publishers so they can create and customize ad units that display relevant text ads consisting of sponsored links and ad topics. This network is currently invite only.
- PulsePoint — PulsePoint owns one of the largest independent and fully transparent ad exchanges in the industry, allowing quality publishers to reveal and monetize the true value of their inventory. Publishers using this network include Gameshok.com, Salary.com, and FlashDriven.com.
- Conversant — Conversant (formerly ValueClick Media) helps publishers maximize profits while keeping their costs down. Publishers using this network include Phys.org, AccessAtlanta.com, and Huffingtonpost.co.uk.
- Adblade — Adblade’s full suite of monetization solutions will help you grow revenue by attracting top advertisers, as well as help monetize inventory that’s not currently generating revenue. Publishers using this network include LAtimes.com, Audible.com, and AutoAnything.com.
- Tribal Fusion — Publishers who meet Tribal Fusion’s rigorous standards can expect to discover the benefits of partnering with them and maximize the value of their highly targeted content. Publishers using their network include Ranker.com, Cheapoair.com, and CDW.com.
- Vibrant Media — Increase incremental revenue with Vibrant’s native advertising placements. Publishers using their network include SparkPeople.com, NBCMiami.com, and Computing.net.
- Disqus — Disqus, the popular commenting platform, is working on Promoted Discovery, which will allow publishers using their comment platform to monetize their content as well.
- Outbrain — For publishers with high amounts of traffic, Outbrain allows you to generate revenue with links to high quality third-party content below the fold. Publishers using this network include CNN.com, DailyCurrant.com, and LAweekly.com.
- Tabooola — Similar to Outbrain, Taboola targets publishers with high traffic to monetize with third-party links to high-quality content. Publishers using this network include Dumpaday.com, WickedLocal.com, and HeraldNews.com.
- VigLink — VigLink automatically pays you when people buy the brands and products you write about by automatically converting regular links into paid ones. Publishers using this network include Makeuseof.com, Rumorfix.com, and HypeLifeMagazine.com.
- LiveIntent — LiveIntent allows you to monetize your valuable newsletter inventory with offers and content in real-time. Publishers using this network include The Weather Channel, AOL, and The Wall Street Journal.
- NewsletterDirectory.co — Membership in NewsletterDirectory.co can help you monetize your email list by finding the right sponsors.
- Adap.TV — Adap.tv allows you to open your inventory up to new sources of revenue by ensuring the highest possible CPMs for every impression.
- YouTube Partner Program — YouTube video creators can monetize their videos by joining the YouTube Partner Program, which offers CPC and CPM monetization with pre-roll video ads as well as in-video overlays.
- Videology — The Videology Addressable Media Platform enhances the yield on a publisher’s ad inventory by connecting the world’s leading marketers with your audience. Publishers using this network include Fool.com, Activebeat.co, and Gamewise.co.
- Amazon Associates — Amazon Associates allows you to earn up to 10% commission by simply referring people to products you recommend on Amazon.
- ClickBank — As an affiliate on Clickbank, you will be able to promote downloadable products you’ve picked out from their extensive marketplace for your audience based on their interests.
- CJ Affiliate by Conversant (Formerly Commission Junction) — Whether you are looking to make money online by monetizing your website or want to grow your existing affiliate business, CJ’s robust technology platform and proven expertise drive results.
- Rakuten LinkShare — Regardless of what type of site you have in mind (or already have in place!) as you build a loyal following you have an opportunity to monetize your website and start earning commissions.
- ShareASale — ShareASale hosts 3,900+ affiliate programs across 40 different countries in a wide range of categories of products beyond online or downloadable only.
You want to get Google adsense approval within 3 days? No problem, it’s 100% possible to get approval within 3 days. You might be wondering, why does Google Adsense disapprove my request? You might have tried many times to apply again, to no avail. There are many reasons for Google Adsense to disapprove your request. You should know the basic requirements before for applying to Google AdSense. Even if you have a good blog, traffic, rank, it’s not must your account should be approved. Find out what makes your site to stand out an get an AdSense approval soon. Below are few important points you need to keep in mind before applying Google Adsense.
Get Google Adsense approval within 3 days:
Before applying for Google Adsense, make sure to follow these points. Everything counts, including your blog/site layout, content, number of posts, SEO metrics, back-links, other required metrics and etc. Every single one of them will play a important role in getting Adsense approved. Check out the most important requirements one should follow before applying for Adsense.
Minimum Posts/Articles/Pages:
If you are applying for Adsense for a WordPress blog, you should maintain a minimum of 40 quality posts/articles. And if it’s any other website (html, Joomla), try to maintain a minimum of 30 pages. Every article is considered to be a page in your site. So consider this as your major requirement and proceed implementing further requirements.
Google Analytics Code:
You need to install a Google Analytics code on your website. To do this, just login to Google Analytics and click on Admin where you can see “+ New Account” under Accounts tab. Click on New Account and enter your website name, url and other details. Click on Get Tracking ID and paste it in your site.
Google Webmasters Verification Page:
Next you need to apply for a Google Verification Page. To do this, login to Google Webmaster Tools and click on “Add a Site” and Enter your site URL. Verify your ownership by any one of the following methods and get a conformation.
Bing Webmaster Verification Page:
Bing Webmaster Tools is very similar to Google Webmaster Tools. You can follow the same procedure here and verify your ownership. In Bing webmaster tools, you need to apply even your website sitemap page. I will tell you how to add that below.
Sitemap.xml Page:
Your site should have a Sitemap.xml page, so that search engines can index your site links and pages quickly. To create a sitemap, just install the Google XML Sitemaps (WordPress) and create a sitemap.
Robots.txt
You need to create a robots.txt file in your site. No matter if it’s a WordPress site or any other CMS based, you need to have a robots.txt file. This file will tell the search engines, what to index and what not to. You can check SEOSiren robots.txt file for clear idea. To create a sitemap, just open your hosting cpanel, click on File Manager, and select your site folder to open it. Once opened, you can create a file and name it as robots.txt. You can enter the basic commands to restrict search engines to over crawl you site.
Alexa Rank:
A lot of people disagree with this statement. But still your site should have a decent Alexa ranking to get adsense approved. Even if your site doesn’t have a decent Alexa rank, you can still apply. But make sure your site rankings are atleast under 400k. Else the chances are quite less to be taken into consideration.
Additional Pages:
Your site should have a Privacy Policy page, Disclaimer page, and Terms of use page. You need to clearly mention what is your site about, and how it is useful for people.
Own Email ID:
If you have your own domain and hosting, its better to apply Adsense via domain email ID. Which means, instead of example@gmail.com, you can apply with example@domain.com. Just like satish@seosiren.com or admin@seosiren.com.
Decent Traffic:
Your site should have a minimum of 50+ visitors per day. Please don’t be in a hurry to apply adsense without having consistent traffic. And even if you follow all the above mentioned requirements without consistent traffic, your account will not be approved.
These are the most effective ways to get Google Adsense approval within 3 days. I hope your Adsense account will be approved. Drop us a line if you have any queries related to Adsense approval. Stay tuned to SEOSiren for more!
Wednesday, 14 January 2015
VTU Recruitment for 73 Professors, Associate Professors and Assistant Professor
Visvesvaraya Tecnological University (VTU) , Belgaum has invited applications for the recruitmentof a total of 73 Professors, Associate Professors and Assistant Professors for various fields of Master of Technology (M Tech), Master of Computer Application (MCA) and Master of Business Administration (MBA). Candidates are required for the posts in VTU's Constituent College, UBDTCE, Davanagere. Selected candidates will be on an initial probation period of two years. Last date for application is April 5, 2014.
Professor Vacancies
1. M. Tech. in Production Engineering and System Technology: 1 post
2. M. Tech. in Thermal Engineering and System Technology: 1 post
3. M. Tech. in Machine Design: 1 post
4. M. Tech. in Computer Science and Engineering: 1 post
5. M. Tech. in Environmental Engineering: 1 post
6. M. Tech. in Computer Aided Design of Structure: 1 post
7. M. Tech. in Power Systems and Power Electronics: 1 post
8. M. Tech. in Digital Communication and Network: 1 post
9. MCA: 2 posts
10. MBA: 1 post
11. Department of Industrial and Production Engineering (UG): 1 post
1. M. Tech. in Production Engineering and System Technology: 1 post
2. M. Tech. in Thermal Engineering and System Technology: 1 post
3. M. Tech. in Machine Design: 1 post
4. M. Tech. in Computer Science and Engineering: 1 post
5. M. Tech. in Environmental Engineering: 1 post
6. M. Tech. in Computer Aided Design of Structure: 1 post
7. M. Tech. in Power Systems and Power Electronics: 1 post
8. M. Tech. in Digital Communication and Network: 1 post
9. MCA: 2 posts
10. MBA: 1 post
11. Department of Industrial and Production Engineering (UG): 1 post
Total: 12 posts
Salary: Rs 37,400 - 67,000 + AGP of Rs 10,000
Eligibility: Age of the candidate should be above 18 years and below 35 years, candidate should also have completed B.E.,/B.Tech., and M.E., / M.Tech., in relevant subject with First Class or equivalent either in B.E.,/B.Tech., or M.E., / M.Tech and PhD.
Experience: Minimum of 10 years teaching and / or research and / or industrial experience of which at least 5 years should be at the level of Associate Professor.
Associate Professor Vacancies1. M. Tech. in Production Engineering and System Technology: 1 post
2. M. Tech. in Thermal Engineering and System Technology: 1 post
3. M. Tech. in Machine Design: 1 post
4. M. Tech. in Computer Science and Engineering: 1 post
5. M. Tech. in Environmental Engineering: 1 post
6. M. Tech. in Computer Aided Design of Structure: 1 post
7. M. Tech. in Power Systems and Power Electronics: 1 post
8. M. Tech. in Digital Communication and Network: 1 post
9. MCA: 6 posts
10. MBA: 4 posts
11. Department of Industrial and Production Engineering (UG): 3 posts
2. M. Tech. in Thermal Engineering and System Technology: 1 post
3. M. Tech. in Machine Design: 1 post
4. M. Tech. in Computer Science and Engineering: 1 post
5. M. Tech. in Environmental Engineering: 1 post
6. M. Tech. in Computer Aided Design of Structure: 1 post
7. M. Tech. in Power Systems and Power Electronics: 1 post
8. M. Tech. in Digital Communication and Network: 1 post
9. MCA: 6 posts
10. MBA: 4 posts
11. Department of Industrial and Production Engineering (UG): 3 posts
Total: 21 posts
Salary: Rs 37,400 - 67,000 + AGP of Rs 9,000
Eligibility: Age of the candidate should be above 18 years and below 35 years, candidate should also have completed B.E.,/B.Tech., and M.E., / M.Tech., in relevant subject with First Class or equivalent either in B.E.,/B.Tech., or M.E., / M.Tech and PhD.
Experience: Minimum of 5 years teaching and / or research and / or industrial experience
Eligibility: Age of the candidate should be above 18 years and below 35 years, candidate should also have completed B.E.,/B.Tech., and M.E., / M.Tech., in relevant subject with First Class or equivalent either in B.E.,/B.Tech., or M.E., / M.Tech and PhD.
Experience: Minimum of 5 years teaching and / or research and / or industrial experience
Assistant Professor Vacancies1. M. Tech. in Production Engineering and System Technology: 1 post
2. M. Tech. in Thermal Engineering and System Technology: 1 post
3. M. Tech. in Machine Design: 1 post
4. M. Tech. in Computer Science and Engineering: 1 post
5. M. Tech. in Environmental Engineering: 1 post
6. M. Tech. in Computer Aided Design of Structure: 1 post
7. M. Tech. in Power Systems and Power Electronics: 1 post
8. M. Tech. in Digital Communication and Network: 1 post
9. MCA: 14 posts
10. MBA: 11 posts
11. Department of Industrial and Production Engineering (UG): 7 posts
Total: 40 posts
2. M. Tech. in Thermal Engineering and System Technology: 1 post
3. M. Tech. in Machine Design: 1 post
4. M. Tech. in Computer Science and Engineering: 1 post
5. M. Tech. in Environmental Engineering: 1 post
6. M. Tech. in Computer Aided Design of Structure: 1 post
7. M. Tech. in Power Systems and Power Electronics: 1 post
8. M. Tech. in Digital Communication and Network: 1 post
9. MCA: 14 posts
10. MBA: 11 posts
11. Department of Industrial and Production Engineering (UG): 7 posts
Total: 40 posts
Salary: Rs 15,600 - 39,100 + AGP of Rs 6,000
Eligibility: Age of the candidate should be above 18 years and below 35 years, candidate should also have completed B.E.,/B.Tech., and M.E., / M.Tech., in relevant subject with First Class or equivalent either in B.E.,/B.Tech., or M.E., / M.Tech
Eligibility: Age of the candidate should be above 18 years and below 35 years, candidate should also have completed B.E.,/B.Tech., and M.E., / M.Tech., in relevant subject with First Class or equivalent either in B.E.,/B.Tech., or M.E., / M.Tech
Selection
Eligible candidates will be selected on the basis of an interview.
Eligible candidates will be selected on the basis of an interview.
How to apply
Application form is to be filled online and a print out copy is to be sent to the given address with required documents to complete the application.
Application form is to be filled online and a print out copy is to be sent to the given address with required documents to complete the application.
Application fees
General: Rs 1, 000
SC/ST: Rs 500
General: Rs 1, 000
SC/ST: Rs 500
The Visvesvaraya
Technological University (VTU), Belgaum has revised the scheme and syllabus of
Postgraduate Master of Computer Application (MCA) course from the year 2013-14.
As per the University policy, the revision of scheme and syllabus of the MCA
course has to be taken up for every three years. Accordingly the revision of
scheme & syllabus of MCA course falls due from 2013-14. In the last
academic year 2010-11 VTU has revised the MCA course scheme and syllabus. On
this regard, the chairman of Board of Syllabus in MCA has prepared the 'Draft
Scheme and syllabus of the MCA' course to be revised with respect to the
2013-14 and submitted to the university. The new scheme and syllabus details
has been uploaded in the official website of VTU. The notice has been sent to
all Engineering colleges affiliated to the University. Click here to the
changed MCA course scheme and syllabus. It has been bring to notice that, If
any suggestions and comments needed for changed scheme and syllabus. The
students and concerned teaching faculty may sent same to the Chairman,
BOS in MCA
either in soft/ hard copy to the below address not later than March 30, 2013.
Dr. C.V.
Srikrishna Chairman,
BOS in MCA of VTU,
Belgaum &
Professor,
P.E.S Institute of technology,
100fe ring Road,
2nd Main,
Banashankri,
Hosakerahalli, Bangalore - 560085.
Tel: 080 - 26721983 E-Mail:
cvsrikrishna@yahoo.co.in .
VTU released MCA 2nd, 3rd, 4th and 5th Semester Results released for all the Regions of Examination December 2014/ January 2015 at www.results.vtu.ac.in : Apply for Revaluation
Belgaum: University had conducted MCA 2nd, 3rd, 4th and 5th Semester Exam for all the Regions during December 2014/ January 2015. Several candidates are waiting for the results. As all the candidates are in rush to check the results server may be slow but keep patience to open the home page of VTU university website and check the results. All the best for the candidates who had written the examinations.
Click here to check the results
Procedure to check the results by Web:
Log on to vtu.ac.in
After appearing the home page candidates can see the option Results by Web under Examinations Click on that option
After appearing the results option Candidates can see the option MCA 2nd, 3rd, 4th and 5th Semester Results released for all the Regions of Examination December 2014/ January 2015. Under in the appropriate column Enter the University seat number
Click on the submit button to get the result
After appearing the result at the screen take the print out of the same
Procedure to check the results by SMS:
Log on to vtu.ac.in
After appearing the home page candidates can see the option Results by SMS under Examinations Click on that option
To get the results in the form of SMS candidates need to type the message as RESULT<space>USN<space>yourEmailID and send the message to 5424204
After checking the results Candidates apply for the revaluation. For more details candidates need to check at the official website of VTU. Visvesvaraya Technological University is a public state University in Karnataka. With the intention to improve the quality of technical education in the state this university was established. In India, it is one of the largest universities. Now it is the time to check the results of MCA examinations.
C++ Interview Questions
for the Data Structures in C++
course
Q: Is it possible
to have Virtual Constructor? If yes, how? If not, Why not possible?
A: There is nothing
like Virtual Constructor. The Constructor can’t be virtual as the constructor
is a code which is responsible
for creating an instance of a class and it can’t be delegated to
any other object by virtual
keyword means.
Q: What is
constructor or ctor?
A: Constructor
creates an object and initializes it. It also creates vtable for virtual
functions. It is
different from other methods in a
class.
Q: What about
Virtual Destructor?
A: Yes there is a
Virtual Destructor. A destructor can be virtual as it is possible as at runtime
depending on the type of object
caller is calling to, proper destructor will be called.
Q: What is the
difference between a copy constructor and an overloaded assignment operator?
A: A copy
constructor constructs a new object by using the content of the argument
object. An
overloaded assignment operator
assigns the contents of an existing object to another existing
object of the same class.
Q: Can a
constructor throws an exception? How to handle the error when the constructor
fails?
A:The constructor
never throws an error.
Q: What is default
constructor?
A: Constructor with
no arguments or all the arguments has default values.
Q: What is copy
constructor?
A: Constructor
which initializes the it's object member variables ( by
shallow copying) with another
object of the same class. If you don't implement one in your class
then compiler implements one for
you. for example:
(a) Boo Obj1(10); // calling Boo
constructor
(b) Boo Obj2(Obj1); // calling
boo copy constructor
(c) Boo Obj2 = Obj1;// calling
boo copy constructor
Q: When are copy
constructors called?
A: Copy
constructors are called in following cases:
(a) when a function returns an
object of that
class by value
(b) when the object of that class
is passed by
value as an argument to a
function
(c) when you construct an object
based on another
object of the same class
(d) When compiler generates a
temporary object
Q: Can a copy
constructor accept an object of the same class as parameter, instead of
reference
of the object?
A: No. It is
specified in the definition of the copy constructor itself. It should generate
an error if
a programmer specifies a copy
constructor with a first argument that is an object and not a
reference.
Q: What is
conversion constructor?
A: constructor with
a single argument makes that constructor as conversion ctor and it can be
used for type conversion.
for example:
class Boo
{
public:
Boo( int i );
};
Boo BooObject = 10 ; // assigning
int 10 Boo object
Q:What is
conversion operator??
A:class can have a
public method for specific data type conversions.
for example:
class Boo
{
double value;
public:
Boo(int i )
operator double()
{
return value;
}
};
Boo BooObject;
double i = BooObject; //
assigning object to variable i of type double.
now conversion operator gets
called to assign the value.
Q: How can I handle
a constructor that fails?
A: throw an
exception. Constructors don't have a return type, so it's not possible to use
return
codes. The best way to signal
constructor failure is therefore to throw an exception.
Q: How can I handle
a destructor that fails?
A: Write a message
to a log-_le. But do not throw an exception. The C++ rule is that you must
never throw an exception from a
destructor that is being called during the "stack unwinding"
process of another exception. For
example, if someone says throw Foo(), the stack will be
unwound so all the stack frames
between the throw Foo() and the } catch (Foo e) { will get
popped. This is called stack
unwinding. During stack unwinding, all the local objects in all
those stack frames are
destructed. If one of those destructors throws an exception (say it throws a
Bar object), the C++ runtime
system is in a no-win situation: should it ignore the Bar and end up
in the } catch (Foo e) { where it
was originally headed? Should it ignore the Foo and look for a }
catch (Bare) { handler? There is
no good answer:either choice
loses information. So the C++
language guarantees that it will call terminate() at this point, and
terminate() kills the process.
Bang you're dead.
Q: What is Virtual
Destructor?
A: Using virtual
destructors, you can destroy objects without knowing their type - the correct
destructor for the object is
invoked using the virtual function mechanism. Note that destructors
can also be declared as pure
virtual functions for abstract classes. if someone will derive from
your class, and if someone will
say "new Derived", where "Derived" is derived from your
class,
and if someone will say delete p,
where the actual object's type is "Derived" but the pointer p's
type is your class.
Q: Can a copy
constructor accept an object of the same class as parameter, instead of
reference
of the object?
A: No. It is specified
in the definition of the copy constructor itself. It should generate an error
if
a programmer specifies a copy
constructor with a first argument that is an object and not a
reference.
Q: What's the order
that local objects are destructed?
A: In reverse order
of construction: First constructed, last destructed.
In the following example, b's
destructor will be executed first, then a's destructor:
void userCode()
{
Fred a;
Fred b;
...
}
Q: What's the order
that objects in an array are destructed?
A: In reverse order
of construction: First constructed, last destructed.
In the following example, the
order for destructors will be a[9], a[8], ..., a[1], a[0]:
void userCode()
{
Fred a[10];
...
}
Q: Can I overload
the destructor for my class?
A: No.
You can have only one destructor
for a class Fred. It's always called Fred::~Fred(). It never takes
any parameters, and it never
returns anything.
You can't pass parameters to the
destructor anyway, since you never explicitly call a destructor
(well, almost never).
Q: Should I
explicitly call a destructor on a local variable?
A: No!
The destructor will get called
again at the close } of the block in which the local was created.
This is a guarantee of the
language; it happens automagically; there's no way to stop it from
happening. But you can get really
bad results from calling a destructor on the same object a
second time! Bang! You're dead!
Q: What if I want a
local to "die" before the close } of the scope in which it was
created? Can I
call a destructor on a local if I
really want to?
A: No! [For
context, please read the previous FAQ].
Suppose the (desirable) side
effect of destructing a local File object is to close the File. Now
suppose you have an object f of a
class File and you want File f to be closed before the end of the
scope (i.e., the }) of the scope
of object f:
void someCode()
{
File f;
...insert code that should
execute when f is still open...
We want the side-effect of f's
destructor here!
...insert code that should
execute after f is closed...
}
There is a simple solution to
this problem. But in the mean time, remember: Do not explicitly
call the destructor!
Q: OK, OK already;
I won't explicitly call the destructor of a local; but how do I handle the
above situation?
A: Simply wrap the
extent of the lifetime of the local in an artificial block {...}:
void someCode()
{
{
File f;
...insert code that should
execute when f is still open...
} f's destructor will
automagically be called here!
...insert code here that should
execute after f is closed...}
Q: What if I can't
wrap the local in an artificial block?
A: Most of the
time, you can limit the lifetime of a local by wrapping the local in an
artificial
block ({...}). But if for some
reason you can't do that, add a member function that has a similar
effect as the destructor. But do
not call the destructor itself!
For example, in the case of class
File, you might add a close() method. Typically the destructor
will simply call this close()
method. Note that the close() method will need to mark the File
object so a subsequent call won't
re-close an already-closed File. E.g., it might set the
fileHandle_ data member to some
nonsensical value such as -1, and it might check at the
beginning to see if the
fileHandle_ is already equal to -1:
class File {
public:
void close();
~File();
...
private:
int fileHandle_; // fileHandle_
>= 0 if/only-if it's open
};
File::~File()
{
close();
}
void File::close()
{
if (fileHandle_ >= 0) {
...insert code to call the OS to
close the file...
fileHandle_ = -1;
}
}
Note that the other File methods
may also need to check if the fileHandle_ is -1 (i.e., check if the
File is closed).
Note also that any constructors
that don't actually open a file should set fileHandle_ to -1.
Q: But can I
explicitly call a destructor if I've allocated my object with new?
A: Probably not.
Unless you used placement new,
you should simply delete the object rather than explicitly
calling the destructor. For
example, suppose you allocated the object via a typical new
expression:
Fred* p = new Fred();
Then the destructor Fred::~Fred()
will automagically get called when you delete it via:
delete p; // Automagically calls
p->~Fred()
You should not explicitly call
the destructor, since doing so won't release the memory that was
allocated for the Fred object
itself. Remember: delete p does two things: it calls the destructor
and it deallocates the memory.
Q: What is
"placement new" and why would I use it?
A: There are many
uses of placement new. The simplest use is to place an object at a particular
location in memory. This is done
by supplying the place as a pointer parameter to the new part of
a new expression:
#include // Must #include this to
use "placement new"
#include "Fred.h" //
Declaration of class Fred
void someCode()
{
char memory[sizeof(Fred)]; //
Line #1
void* place = memory; // Line #2
Fred* f = new(place) Fred(); //
Line #3 (see "DANGER" below)
// The pointers f and place will
be equal
...
}
Line #1 creates an array of
sizeof(Fred) bytes of memory, which is big enough to hold a Fred
object. Line #2 creates a pointer
place that points to the first byte of this memory (experienced C
programmers will note that this
step was unnecessary; it's there only to make the code more
obvious). Line #3 essentially
just calls the constructor Fred::Fred(). The this pointer in the Fred
constructor will be equal to
place. The returned pointer f will therefore be equal to place.
ADVICE: Don't use this
"placement new" syntax unless you have to. Use it only when you
really
care that an object is placed at
a particular location in memory. For example, when your
hardware has a memory-mapped I/O
timer device, and you want to place a Clock object at that
memory location.
DANGER: You are taking sole
responsibility that the pointer you pass to the "placement new"
operator points to a region of
memory that is big enough and is properly aligned for the object
type that you're creating.
Neither the compiler nor the run-time system make any attempt to
check whether you did this right.
If your Fred class needs to be aligned on a 4 byte boundary but
you supplied a location that
isn't properly aligned, you can have a serious disaster on your hands
(if you don't know what
"alignment" means, please don't use the placement new syntax). You
have been warned.
You are also solely responsible
for destructing the placed object. This is done by explicitly
calling the destructor:
void someCode()
{
char memory[sizeof(Fred)];
void* p = memory;
Fred* f = new(p) Fred();
...
f->~Fred(); // Explicitly call
the destructor for the placed object
}
This is about the only time you
ever explicitly call a destructor.
Note: there is a much cleaner but
more sophisticated way of handling the destruction / deletion
situation.
Q: When I write a
destructor, do I need to explicitly call the destructors for my member objects?
A: No. You never
need to explicitly call a destructor (except with placement new).
A class's destructor (whether or
not you explicitly define one) automagically invokes the
destructors for member objects.
They are destroyed in the reverse order they appear within the
declaration for the class.
class Member {
public:
~Member();
...
};
class Fred {
public:
~Fred();
...
private:
Member x_;
Member y_;
Member z_;
};
Fred::~Fred()
{
// Compiler automagically calls
z_.~Member()
// Compiler automagically calls
y_.~Member()
// Compiler automagically calls
x_.~Member()
}
Q: When I write a
derived class's destructor, do I need to explicitly call the destructor for my
base class?
A: No. You never
need to explicitly call a destructor (except with placement new).
A derived class's destructor
(whether or not you explicitly define one) automagically invokes the
destructors for base class
subobjects. Base classes are destructed after member objects. In the
event of multiple inheritance,
direct base classes are destructed in the reverse order of their
appearance in the inheritance
list.
class Member {
public:
~Member();
...
};
class Base {
public:
virtual ~Base(); // A virtual
destructor
...
};
class Derived : public Base {
public:
~Derived();
...
private:
Member x_;
};
Derived::~Derived()
{
// Compiler automagically calls
x_.~Member()
// Compiler automagically calls
Base::~Base()
}
Note: Order dependencies with
virtual inheritance are trickier. If you are relying on order
dependencies in a virtual
inheritance hierarchy, you'll need a lot more information than is in this
FAQ.
Q: Is there any
difference between List x; and List x();?
A: A big
difference!
Suppose that List is the name of
some class. Then function f() declares a local List object called
x:
void f()
{
List x; // Local object named x
(of class List)
...
}
But function g() declares a
function called x() that returns a List:
void g()
{
List x(); // Function named x
(that returns a List)
...
}
Q: Can one
constructor of a class call another constructor of the same class to initialize
the this
object?
A: Nope.
Let's work an example. Suppose
you want your constructor Foo::Foo(char) to call another
constructor of the same class,
say Foo::Foo(char,int), in order that Foo::Foo(char,int) would help
initialize the this object.
Unfortunately there's no way to do this in C++.
Some people do it anyway.
Unfortunately it doesn't do what they want. For example, the line
Foo(x, 0); does not call
Foo::Foo(char,int) on the this object. Instead it calls Foo::Foo(char,int) to
initialize a temporary, local
object (not this), then it immediately destructs that temporary when
control flows over the ;.
class Foo {
public:
Foo(char x);
Foo(char x, int y);
...
};
Foo::Foo(char x)
{
...
Foo(x, 0); // this line does NOT
help initialize the this object!!
...
}
You can sometimes combine two
constructors via a default parameter:
class Foo {
public:
Foo(char x, int y=0); // this
line combines the two constructors
...
};
If that doesn't work, e.g., if
there isn't an appropriate default parameter that combines the two
constructors, sometimes you can
share their common code in a private init() member function:
class Foo {
public:
Foo(char x);
Foo(char x, int y);
...
private:
void init(char x, int y);
};
Foo::Foo(char x)
{
init(x, int(x) + 7);
...
}
Foo::Foo(char x, int y)
{
init(x, y);
...
}
void Foo::init(char x, int y)
{
...
}
BTW do NOT try to achieve this
via placement new. Some people think they can say new(this)
Foo(x, int(x)+7) within the body
of Foo::Foo(char). However that is bad, bad, bad. Please don't
write me and tell me that it
seems to work on your particular version of your particular compiler;
it's bad. Constructors do a bunch
of little magical things behind the scenes, but that bad
technique steps on those
partially constructed bits. Just say no.
Q: Is the default
constructor for Fred always Fred::Fred()?
A: No. A "default
constructor" is a constructor that can be called with no arguments. One
example of this is a constructor
that takes no parameters:
class Fred {
public:
Fred(); // Default constructor:
can be called with no args
...
};
Another example of a
"default constructor" is one that can take arguments, provided they
are
given default values:
class Fred {
public:
Fred(int i=3, int j=5); //
Default constructor: can be called with no args
...
};
Q: Which
constructor gets called when I create an array of Fred objects?
A: Fred's default
constructor (except as discussed below).
class Fred {
public:
Fred();
...
};
int main()
{
Fred a[10]; calls the default
constructor 10 times
Fred* p = new Fred[10]; calls the
default constructor 10 times
...
}
If your class doesn't have a
default constructor, you'll get a compile-time error when you attempt
to create an array using the
above simple syntax:
class Fred {
public:
Fred(int i, int j); assume there
is no default constructor
...
};
int main()
{
Fred a[10]; ERROR: Fred doesn't
have a default constructor
Fred* p = new Fred[10]; ERROR:
Fred doesn't have a default constructor
...
}
However, even if your class
already has a default constructor, you should try to use std::vector
rather than an array (arrays are
evil). std::vector lets you decide to use any constructor, not just
the default constructor:
#include
int main()
{
std::vector a(10, Fred(5,7)); the
10 Fred objects in std::vector a will be initialized with Fred(5,7)
...
}
Even though you ought to use a
std::vector rather than an array, there are times when an array
might be the right thing to do,
and for those, you might need the "explicit initialization of arrays"
syntax. Here's how:
class Fred {
public:
Fred(int i, int j); assume there
is no default constructor
...
};
int main()
{
Fred a[10] = {
Fred(5,7), Fred(5,7), Fred(5,7),
Fred(5,7), Fred(5,7), // The 10 Fred objects are
Fred(5,7), Fred(5,7), Fred(5,7),
Fred(5,7), Fred(5,7) // initialized using Fred(5,7)
};
...
}
Of course you don't have to do
Fred(5,7) for every entry you can put in any numbers you want,
even parameters or other
variables.
Finally, you can use placement-new
to manually initialize the elements of the array. Warning: it's
ugly: the raw array can't be of
type Fred, so you'll need a bunch of pointer-casts to do things like
compute array index operations.
Warning: it's compiler- and hardware-dependent: you'll need to
make sure the storage is aligned
with an alignment that is at least as strict as is required for
objects of class Fred. Warning:
it's tedious to make it exception-safe: you'll need to manually
destruct the elements, including
in the case when an exception is thrown part-way through the
loop that calls the constructors.
But if you really want to do it anyway, read up on placementnew.
(BTW placement-new is the magic
that is used inside of std::vector. The complexity of
getting everything right is yet
another reason to use std::vector.)
By the way, did I ever mention
that arrays are evil? Or did I mention that you ought to use a
std::vector unless there is a
compelling reason to use an array?
Q: Should my
constructors use "initialization lists" or "assignment"?
A: Initialization
lists. In fact, constructors should initialize as a rule all member objects in
the
initialization list. One
exception is discussed further down.
Consider the following
constructor that initializes member object x_ using an initialization list:
Fred::Fred() : x_(whatever) { }.
The most common benefit of doing this is improved
performance. For example, if the
expression whatever is the same type as member variable x_,
the result of the whatever
expression is constructed directly inside x_ the compiler does not
make a separate copy of the
object. Even if the types are not the same, the compiler is usually
able to do a better job with
initialization lists than with assignments.
The other (inefficient) way to
build constructors is via assignment, such as: Fred::Fred() { x_ =
whatever; }. In this case the
expression whatever causes a separate, temporary object to be
created, and this temporary
object is passed into the x_ object's assignment operator. Then that
temporary object is destructed at
the ;. That's inefficient.
As if that wasn't bad enough,
there's another source of inefficiency when using assignment in a
constructor: the member object
will get fully constructed by its default constructor, and this
might, for example, allocate some
default amount of memory or open some default file. All this
work could be for naught if the
whatever expression and/or assignment operator causes the
object to close that file and/or
release that memory (e.g., if the default constructor didn't allocate
a large enough pool of memory or
if it opened the wrong file).
Conclusion: All other things
being equal, your code will run faster if you use initialization lists
rather than assignment.
Note: There is no performance
difference if the type of x_ is some built-in/intrinsic type, such as
int or char* or float. But even
in these cases, my personal preference is to set those data members
in the initialization list rather
than via assignment for consistency. Another symmetry argument
in favor of using initialization
lists even for built-in/intrinsic types: non-static const and nonstatic
reference data members can't be
assigned a value in the constructor, so for symmetry it
makes sense to initialize
everything in the initialization list.
Now for the exceptions. Every
rule has exceptions (hmmm; does "every rule has exceptions"
have exceptions? reminds me of
Gdel's Incompleteness Theorems), and there are a couple of
exceptions to the "use
initialization lists" rule. Bottom line is to use common sense: if it's
cheaper, better, faster, etc. to
not use them, then by all means, don't use them. This might happen
when your class has two
constructors that need to initialize the this object's data members in
different orders. Or it might
happen when two data members are self-referential. Or when a datamember
needs a reference to the this
object, and you want to avoid a compiler warning about
using the this keyword prior to
the { that begins the constructor's body (when your particular
compiler happens to issue that
particular warning). Or when you need to do an if/throw test on a
variable (parameter, global,
etc.) prior to using that variable to initialize one of your this
members. This list is not
exhaustive; please don't write me asking me to add another "Or
when...". The point is
simply this: use common sense.
Q: Should you use
the this pointer in the constructor?
A: Some people feel
you should not use the this pointer in a constructor because the object is not
fully formed yet. However you can
use this in the constructor (in the {body} and even in the
initialization list) if you are
careful.
Here is something that always
works: the {body} of a constructor (or a function called from the
constructor) can reliably access
the data members declared in a base class and/or the data
members declared in the
constructor's own class. This is because all those data members are
guaranteed to have been fully
constructed by the time the constructor's {body} starts executing.
Here is something that never
works: the {body} of a constructor (or a function called from the
constructor) cannot get down to a
derived class by calling a virtual member function that is
overridden in the derived class.
If your goal was to get to the overridden function in the derived
class, you won't get what you
want. Note that you won't get to the override in the derived class
independent of how you call the
virtual member function: explicitly using the this pointer (e.g.,
this->method()), implicitly
using the this pointer (e.g., method()), or even calling some other
function that calls the virtual
member function on your this object. The bottom line is this: even
if the caller is constructing an
object of a derived class, during the constructor of the base class,
your object is not yet of that
derived class. You have been warned.
Here is something that sometimes
works: if you pass any of the data members in this object to
another data member's
initializer, you must make sure that the other data member has already
been initialized. The good news
is that you can determine whether the other data member has (or
has not) been initialized using
some straightforward language rules that are independent of the
particular compiler you're using.
The bad news it that you have to know those language rules
(e.g., base class sub-objects are
initialized first (look up the order if you have multiple and/or
virtual inheritance!), then data
members defined in the class are initialized in the order in which
they appear in the class
declaration). If you don't know these rules, then don't pass any data
member from the this object
(regardless of whether or not you explicitly use the this keyword) to
any other data member's
initializer! And if you do know the rules, please be careful.
Q: What is the
"Named Constructor Idiom"?
A: A technique that
provides more intuitive and/or safer construction operations for users of your
class.
The problem is that constructors
always have the same name as the class. Therefore the only way
to differentiate between the
various constructors of a class is by the parameter list. But if there
are lots of constructors, the
differences between them become somewhat subtle and error prone.
With the Named Constructor Idiom,
you declare all the class's constructors in the private or
protected sections, and you
provide public static methods that return an object. These static
methods are the so-called
"Named Constructors." In general there is one such static method for
each different way to construct
an object.
For example, suppose we are
building a Point class that represents a position on the X-Y plane.
Turns out there are two common
ways to specify a 2-space coordinate: rectangular coordinates
(X+Y), polar coordinates
(Radius+Angle). (Don't worry if you can't remember these; the point
isn't the particulars of
coordinate systems; the point is that there are several ways to create a
Point object.) Unfortunately the
parameters for these two coordinate systems are the same: two
floats. This would create an
ambiguity error in the overloaded constructors:
class Point {
public:
Point(float x, float y); //
Rectangular coordinates
Point(float r, float a); // Polar
coordinates (radius and angle)
// ERROR: Overload is Ambiguous:
Point::Point(float,float)
};
int main()
{
Point p = Point(5.7, 1.2); //
Ambiguous: Which coordinate system?
...
}
One way to solve this ambiguity
is to use the Named Constructor Idiom:
#include // To get sin() and
cos()
class Point {
public:
static Point rectangular(float x,
float y); // Rectangular coord's
static Point polar(float radius,
float angle); // Polar coordinates
// These static methods are the
so-called "named constructors"
...
private:
Point(float x, float y); //
Rectangular coordinates
float x_, y_;
};
inline Point::Point(float x,
float y)
: x_(x), y_(y) { }
inline Point
Point::rectangular(float x, float y)
{ return Point(x, y); }
inline Point Point::polar(float
radius, float angle)
{ return Point(radius*cos(angle),
radius*sin(angle)); }
Now the users of Point have a
clear and unambiguous syntax for creating Points in either
coordinate system:
int main()
{
Point p1 =
Point::rectangular(5.7, 1.2); // Obviously rectangular
Point p2 = Point::polar(5.7,
1.2); // Obviously polar
...
}
Make sure your constructors are
in the protected section if you expect Point to have derived
classes.
The Named Constructor Idiom can
also be used to make sure your objects are always created via
new.
Note that the Named Constructor
Idiom, at least as implemented above, is just as fast as directly
calling a constructor modern
compilers will not make any extra copies of your object.
_ _ _
_ _
Q: What is virtual
function?
A: When derived
class overrides the base class method by redefining the same function, then if
client wants to access redefined
the method from derived class through a pointer from base class
object, then you must define this
function in base class as virtual function.
class parent
{
void Show()
{
cout << "i'm
parent" << endl;
}
};
class child: public parent
{
void Show()
{
cout << "i'm
child" << endl;
}
};
parent * parent_object_ptr = new
child;
parent_object_ptr->show() //
calls parent->show()
now we goto virtual world...
class parent
{
virtual void Show()
{
cout << "i'm
parent" << endl;
}
};
class child: public parent
{
void Show()
{
cout << "i'm
child" << endl;
}
};
parent * parent_object_ptr = new
child;
parent_object_ptr->show() //
calls child->show()
Q: What is a
"pure virtual" member function?
A: The abstract
class whose pure virtual method has to be implemented by all the classes which
derive on these. Otherwise it
would result in a compilation error. This construct should be used
when one wants to ensure that all
the derived classes implement the method defined as pure
virtual in base class.
Q: How virtual
functions are implemented C++?
A: Virtual
functions are implemented using a table of function pointers, called the
vtable. There
is one entry in the table per
virtual function in the class. This table is created by the constructor
of the class. When a derived
class is constructed, its base class is constructed _rst which creates
the vtable. If the derived class
overrides any of the base classes virtual functions, those entries in
the vtable are overwritten by the
derived class constructor. This is why you should never call
virtual functions from a
constructor: because the vtable entries for the object may not have
been set up by the derived class
constructor yet, so you might end up calling base class
implementations of those virtual
functions
Q: What is pure
virtual function? or what is abstract class?
A: When you de_ne
only function prototype in a base class without implementation and do the
complete implementation in
derived class. This base class is called abstract class and client won't
able to instantiate an object
using this base class. You can make a pure virtual function or
abstract class this way..
class Boo
{
void foo() = 0;
}
Boo MyBoo; // compilation error
Q: What is Pure
Virtual Function? Why and when it is used?
A: The abstract
class whose pure virtual method has to be implemented by all the classes which
derive on these. Otherwise it
would result in a compilation error. This construct should be used
when one wants to ensure that all
the derived classes implement the method defined as pure
virtual in base class.
Q: How Virtual
functions call up is maintained?
A: Through Look up
tables added by the compile to every class image. This also leads to
performance penalty.
Q: What is a
virtual destructor?
A: The simple
answer is that a virtual destructor is one that is declared with the virtual
attribute.
The behavior of a virtual
destructor is what is important. If you destroy an object through a caller
or reference to a base class, and
the base-class destructor is not virtual, the derived-class
destructors are not executed, and
the destruction might not be complete.
_ __ __ _
__ _ __ _
Q: What is
inheritance?
A: Inheritance
allows one class to reuse the state and behavior of another class. The derived
class
inherits the properties and
method implementations of the base class and extends it by overriding
methods and adding additional
properties and methods.
Q: When should you
use multiple inheritance?
A:There are three
acceptable answers:- "Never,""Rarely," and "When the
problem domain
cannot be accurately modeled any
other way." Consider an Asset class, Building class, Vehicle
class, and CompanyCar class. All
company cars are vehicles. Some company cars are assets
because the organizations own
them. Others might be leased. Not all assets are vehicles. Money
accounts are assets. Real estate
holdings are assets. Some real estate holdings are buildings. Not
all buildings are assets. Ad
infinitum. When you diagram these relationships, it becomes
apparent that multiple
inheritance is a likely and intuitive way to model this common problem
domain. The applicant should
understand, however, that multiple inheritance, like a chainsaw, is
a useful tool that has its
perils, needs respect, and is best avoided except when nothing else will
do.
Q: Explain the ISA
and HASA class relationships. How would you implement each in a class
design?
A: A specialized
class "is" a specialization of another class and, therefore, has the
ISA
relationship with the other
class. This relationship is best implemented by embedding an object
of the Salary class in the
Employee class.
Q: When is a template
a better solution than a base class?
A: When you are
designing a generic class to contain or otherwise manage objects of other
types, when the format and
behavior of those other types are unimportant to their containment or
management, and particularly when
those other types are unknown (thus, the generality) to the
designer of the container or
manager class.
Q: What is multiple
inheritance(virtual inheritance)? What are its advantages and disadvantages?
A: Multiple
Inheritance is the process whereby a child can be derived from more than one
parent
class. The advantage of multiple
inheritance is that it allows a class to inherit the functionality of
more than one base class thus
allowing for modeling of complex relationships.
The disadvantage of multiple inheritance
is that it can lead to a lot of confusion(ambiguity)
when two base classes implement a
method with the same name.
Q: What a derived
class inherits or doesn't inherit?
A: Inherits:
Every data member defined in the
parent class (although such members may not always be
accessible in the derived class!)
Every ordinary member function of
the parent class (although such members may not always be
accessible in the derived class!)
The same initial data layout as
the base class.
Doesn't Inherit :
The base class's constructors and
destructor.
The base class's assignment
operator.
The base class's friends
_ __ _ _
__ _ _ _ __ _
Q: What is
Polymorphism??
A: Polymorphism
allows a client to treat di_erent objects in the same way even if they were
created from di_erent classes and
exhibit di_erent behaviors. You can use implementation
inheritance to achieve
polymorphism in languages such as C++ and Java. Base class object's
pointer can invoke methods in
derived class objects. You can also achieve polymorphism in C++
by function overloading and
operator overloading.
Q: What is problem
with Runtime type identification?
A: The run time
type identification comes at a cost of performance penalty. Compiler maintains
the class.
Q: What is
Polymorphism?
A: Polymorphism
allows a client to treat different objects in the same way even if they were
created from different classes
and exhibit different behaviors. You can use implementation
inheritance to achieve
polymorphism in languages such as C++ and Java. Base class object's
pointer can invoke methods in
derived class objects. You can also achieve polymorphism in
C++ by function overloading and
operator overloading.
__ _ _____
Q: What is a class?
A: A class is an
expanded concept of a data structure: instead of holding only data, it can hold
both data and functions.
Q: What are the
differences between a C++ struct and C++ class?
A: The default
member and base class access specifies are different. This is one of the
commonly misunderstood aspects of
C++. Believe it or not, many programmers think that a C++
struct is just like a C struct,
while a C++ class has inheritance, access specifes, member
functions, overloaded operators,
and so on. Actually, the C++ struct has all the features of the
class. The only differences are
that a struct defaults to public member access and public base
class inheritance, and a class
defaults to the private access specified and private base-class
inheritance.
Q: How do you know
that your class needs a virtual destructor?
A: If your class
has at least one virtual function, you should make a destructor for this class
virtual. This will allow you to
delete a dynamic object through a caller to a base class object. If
the destructor is non-virtual,
then wrong destructor will be invoked during deletion of the
dynamic object.
Q: What is
encapsulation?
A: Containing and
hiding Information about an object, such as internal data structures and code.
Encapsulation isolates the
internal complexity of an object's operation from the rest of the
application. For example, a
client component asking for net revenue from a business object need
not know the data's origin.
Q: What is
"this" pointer?
A: The this pointer
is a pointer accessible only within the member functions of a class, struct, or
union type. It points to the
object for which the member function is called. Static member
functions do not have a this
pointer. When a nonstatic member function is called for an
object, the address of the object
is passed as a hidden argument to the function. For example, the
following function call
myDate.setMonth( 3 );
can be interpreted this way:
setMonth( &myDate, 3 );
The object's address is available
from within the member function as the this pointer. It is legal,
though unnecessary, to use the
this pointer when referring to members of the class.
Q: What happens
when you make call "delete this;"?
A: The code has two
built-in pitfalls. First, if it executes in a member function for an extern,
static, or automatic object, the
program will probably crash as soon as the delete statement
executes. There is no portable
way for an object to tell that it was instantiated on the heap, so the
class cannot assert that its
object is properly instantiated. Second, when an object commits
suicide this way, the using
program might not know about its demise. As far as the instantiating
program is concerned, the object
remains in scope and continues to exist even though the object
did itself in. Subsequent
dereferencing of the pointer can and usually does lead to disaster.
You should never do this. Since
compiler does not know whether the object was allocated on the
stack or on the heap,
"delete this" could cause a disaster.
Q: What is
assignment operator?
A: Default
assignment operator handles assigning one object to another of the same class.
Member to member copy (shallow
copy)
Q: What are all the
implicit member functions of the class? Or what are all the functions which
compiler implements for us if we
don't define one?
A:
(a) default ctor
(b) copy ctor
(c) assignment operator
(d) default destructor
(e) address operator
Q: What is a
container class? What are the types of container classes?
A: A container
class is a class that is used to hold objects in memory or external storage. A
container class acts as a generic
holder. A container class has a predefined behavior and a wellknown
interface. A container class is a
supporting class whose purpose is to hide the topology
used for maintaining the list of
objects in memory. When a container class contains a group of
mixed objects, the container is
called a heterogeneous container; when the container is holding a
group of objects that are all the
same, the container is called a homogeneous container.
Q: What is
Overriding?
A: To override a
method, a subclass of the class that originally declared the method must
declare
a method with the same name,
return type (or a subclass of that return type), and same parameter
list.
The definition of the method
overriding is:
· Must have same method name.
· Must have same data type.
· Must have same argument list.
Overriding a method means that
replacing a method functionality in child class. To imply
overriding functionality we need
parent and child classes. In the child class you define the same
method signature as one defined
in the parent class.
Q: How do you
access the static member of a class?
A: ::
Q: What is a nested
class? Why can it be useful?
A: A nested class
is a class enclosed within the scope of another class. For example:
// Example 1: Nested class
//
class OuterClass
{
class NestedClass
{
// ...
};
// ...
};
Nested classes are useful for
organizing code and controlling access and dependencies. Nested
classes obey access rules just
like other parts of a class do; so, in Example 1, if NestedClass is
public then any code can name it
as OuterClass::NestedClass. Often nested classes contain
private implementation details,
and are therefore made private; in Example 1, if NestedClass
is private, then only
OuterClass's members and friends can use NestedClass. When you
instantiate as outer class, it
won't instantiate inside class.
Q: What is a local
class? Why can it be useful?
A: Local class is a
class defined within the scope of a function _ any function, whether a
member function or a free
function. For example:
// Example 2: Local class
//
int f()
{
class LocalClass
{
// ...
};
// ...
};
Like nested classes, local
classes can be a useful tool for managing code dependencies.
Q: What a derived
class can add?
A: New data members
New member functions
New constructors and destructor
New friends
Q: What happens
when a derived-class object is created and destroyed?
A: Space is
allocated (on the stack or the heap) for the full object (that is, enough space
to store
the data members inherited from
the base class plus the data members defined in the derived
class itself)
The base class's constructor is
called to initialize the data members inherited from the base class
The derived class's constructor
is then called to initialize the data members added in the derived
class
The derived-class object is then
usable
When the object is destroyed
(goes out of scope or is deleted) the derived class's destructor is
called on the object first
Then the base class's destructor
is called on the object
Finally the allocated space for
the full object is reclaimed
Q: How do I create
a subscript operator for a Matrix class?
A: Use operator()
rather than operator[].
When you have multiple
subscripts, the cleanest way to do it is with operator() rather than with
operator[]. The reason is that
operator[] always takes exactly one parameter, but operator() can
take any number of parameters (in
the case of a rectangular matrix, two parameters are needed).
For example:
class Matrix {
public:
Matrix(unsigned rows, unsigned
cols);
double& operator() (unsigned
row, unsigned col); subscript operators often come in pairs
double operator() (unsigned row,
unsigned col) const; subscript operators often come in pairs
...
~Matrix(); // Destructor
Matrix(const Matrix& m); //
Copy constructor
Matrix& operator= (const
Matrix& m); // Assignment operator
...
private:
unsigned rows_, cols_;
double* data_;
};
inline
Matrix::Matrix(unsigned rows,
unsigned cols)
: rows_ (rows)
, cols_ (cols)
//data_ <--initialized below
(after the 'if/throw' statement)
{
if (rows == 0 || cols == 0)
throw BadIndex("Matrix
constructor has 0 size");
data_ = new double[rows * cols];
}
inline
Matrix::~Matrix()
{
delete[] data_;
}
inline
double& Matrix::operator()
(unsigned row, unsigned col)
{
if (row >= rows_ || col >=
cols_)
throw BadIndex("Matrix
subscript out of bounds");
return data_[cols_*row + col];
}
inline
double Matrix::operator()
(unsigned row, unsigned col) const
{
if (row >= rows_ || col >=
cols_)
throw BadIndex("const Matrix
subscript out of bounds");
return data_[cols_*row + col];
}
Then you can access an element of
Matrix m using m(i,j) rather than m[i][j]:
int main()
{
Matrix m(10,10);
m(5,8) = 106.15;
std::cout << m(5,8);
...
}
Q: Why shouldn't my
Matrix class's interface look like an array-of-array?
A: Here's what this
FAQ is really all about: Some people build a Matrix class that has an
operator[] that returns a
reference to an Array object (or perhaps to a raw array, shudder), and
that Array object has an
operator[] that returns an element of the Matrix (e.g., a reference to a
double). Thus they access
elements of the matrix using syntax like m[i][j] rather than syntax like
m(i,j).
The array-of-array solution
obviously works, but it is less flexible than the operator() approach.
Specifically, there are easy
performance tuning tricks that can be done with the operator()
approach that are more difficult
in the [][] approach, and therefore the [][] approach is more
likely to lead to bad
performance, at least in some cases.
For example, the easiest way to
implement the [][] approach is to use a physical layout of the
matrix as a dense matrix that is
stored in row-major form (or is it column-major; I can't ever
remember). In contrast, the
operator() approach totally hides the physical layout of the matrix,
and that can lead to better
performance in some cases.
Put it this way: the operator()
approach is never worse than, and sometimes better than, the [][]
approach.
The operator() approach is never
worse because it is easy to implement the dense, row-major
physical layout using the
operator() approach, so when that configuration happens to be the
optimal layout from a performance
standpoint, the operator() approach is just as easy as the [][]
approach (perhaps the operator()
approach is a tiny bit easier, but I won't quibble over minor
nits).
The operator() approach is
sometimes better because whenever the optimal layout for a given
application happens to be
something other than dense, row-major, the implementation is often
significantly easier using the
operator() approach compared to the [][] approach.
As an example of when a physical
layout makes a significant difference, a recent project
happened to access the matrix
elements in columns (that is, the algorithm accesses all the
elements in one column, then the
elements in another, etc.), and if the physical layout is rowmajor,
the accesses can "stride the
cache". For example, if the rows happen to be almost as big as
the processor's cache size, the
machine can end up with a "cache miss" for almost every element
access. In this particular
project, we got a 20% improvement in performance by changing the
mapping from the logical layout
(row,column) to the physical layout (column,row).
Of course there are many examples
of this sort of thing from numerical methods, and sparse
matrices are a whole other
dimension on this issue. Since it is, in general, easier to implement a
sparse matrix or swap row/column
ordering using the operator() approach, the operator()
approach loses nothing and may
gain something it has no down-side and a potential up-side.
Use the operator() approach.
Q: Should I design
my classes from the outside (interfaces first) or from the inside (data first)?
A: From the
outside!
A good interface provides a
simplified view that is expressed in the vocabulary of a user. In the
case of OO software, the
interface is normally the set of public methods of either a single class or
a tight group of classes.
First think about what the object
logically represents, not how you intend to physically build it.
For example, suppose you have a
Stack class that will be built by containing a LinkedList:
class Stack {
public:
...
private:
LinkedList list_;
};
Should the Stack have a get()
method that returns the LinkedList? Or a set() method that takes a
LinkedList? Or a constructor that
takes a LinkedList? Obviously the answer is No, since you
should design your interfaces
from the outside-in. I.e., users of Stack objects don't care about
LinkedLists; they care about
pushing and popping.
Now for another example that is a
bit more subtle. Suppose class LinkedList is built using a
linked list of Node objects,
where each Node object has a pointer to the next Node:
class Node { /*...*/ };
class LinkedList {
public:
...
private:
Node* first_;
};
Should the LinkedList class have
a get() method that will let users access the first Node? Should
the Node object have a get()
method that will let users follow that Node to the next Node in the
chain? In other words, what
should a LinkedList look like from the outside? Is a LinkedList
really a chain of Node objects?
Or is that just an implementation detail? And if it is just an
implementation detail, how will
the LinkedList let users access each of the elements in the
LinkedList one at a time?
The key insight is the
realization that a LinkedList is not a chain of Nodes. That may be how it is
built, but that is not what it
is. What it is is a sequence of elements. Therefore the LinkedList
abstraction should provide a
LinkedListIterator class as well, and that LinkedListIterator might
have an operator++ to go to the
next element, and it might have a get()/set() pair to access its
value stored in the Node (the
value in the Node element is solely the responsibility of the
LinkedList user, which is why
there is a get()/set() pair that allows the user to freely manipulate
that value).