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📁 good book for learning c++ standard language
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9:        private:
10:          int itsAge;
11:    };
12:
13:    CAT & MakeCat(int age);
14:    int main()
15:    {
16:       int age = 7;
17:       CAT Boots = MakeCat(age);
18:       cout << "Boots is " << Boots.GetAge() << " years old\n";
19:     return 0;
20:    }
21:
22:    CAT & MakeCat(int age)
23:    {
24:       CAT * pCat = new CAT(age);
25:       return *pCat;
26:    }
</FONT></PRE>

<DL>
	<DD><TT>MakeCat</TT> returns a reference to the <TT>CAT</TT> created on the free
	store. There is no way to free that memory, and this produces a memory leak.<BR>
	<BR>
	<B>9.</B> Fix the program from Exercise 8.
</DL>

<PRE><FONT COLOR="#0066FF">1:     #include &lt;iostream.h&gt;
2:
3:     class CAT
4:     {
5:        public:
6:           CAT(int age) { itsAge = age; }
7:           ~CAT(){}
8:           int GetAge() const { return itsAge;}
9:        private:
10:          int itsAge;
11:    };
12:
13:    CAT * MakeCat(int age);
14:    int main()
15:    {
16:       int age = 7;
17:       CAT * Boots = MakeCat(age);
18:       cout &lt;&lt; &quot;Boots is &quot; &lt;&lt; Boots-&gt;GetAge() &lt;&lt; &quot; years old\n&quot;;
19:       delete Boots;
20:     return 0;
21:    }
22:
23:    CAT * MakeCat(int age)
24:    {
25:       return new CAT(age);
26:    }
</FONT></PRE>
<H3 ALIGN="CENTER"><FONT COLOR="#0066FF"></FONT></H3>
<H3><A NAME="Heading30"></A><FONT COLOR="#000077">Day 10</FONT></H3>
<H4 ALIGN="CENTER"><A NAME="Heading31"></A><FONT COLOR="#000077">Quiz</FONT></H4>

<DL>
	<DD><B>1. When you overload member functions, in what ways must they differ?<BR>
	</B><BR>
	Overloaded member functions are functions in a class that share a name but differ
	in the number or type of their parameters.<BR>
	<B>2. What is the difference between a declaration and a definition?<BR>
	</B><BR>
	A definition sets aside memory, but a declaration does not. Almost all declarations
	are definitions; the major exceptions are class declarations, function prototypes,
	and <TT>typedef</TT> statements.<BR>
	<B><BR>
	3. When is the copy constructor called?<BR>
	</B><BR>
	Whenever a temporary copy of an object is created. This happens every time an object
	is passed by value.<BR>
	<BR>
	<B>4. When is the destructor called?<BR>
	</B><BR>
	The destructor is called each time an object is destroyed, either because it goes
	out of scope or because you call <TT>delete</TT> on a pointer pointing to it.<BR>
	<B><BR>
	5. How does the copy constructor differ from the assignment operator (<TT>=</TT>)?<BR>
	</B><BR>
	The assignment operator acts on an existing object; the copy constructor creates
	a new one.<BR>
	<B><BR>
	6. What is the <TT>this</TT> pointer?<BR>
	</B><BR>
	The <TT>this</TT> pointer is a hidden parameter in every member function that points
	to the object itself.<BR>
	<BR>
	<B>7. How do you differentiate between overloading the prefix and postfix increments?<BR>
	</B><BR>
	The prefix operator takes no parameters. The postfix operator takes a single <TT>int</TT>
	parameter, which is used as a signal to the compiler that this is the postfix variant.<BR>
	<BR>
	<B>8. Can you overload the operator<TT>+</TT> for <TT>short</TT> integers?<BR>
	</B><BR>
	No, you cannot overload any operator for built-in types.<BR>
	<BR>
	<B>9. Is it legal in C++ to overload <TT>operator++</TT> so that it decrements a
	value in your class?<BR>
	</B><BR>
	It is legal, but it is a bad idea. Operators should be overloaded in a way that is
	likely to be readily understood by anyone reading your code.<BR>
	<BR>
	<B>10. What return value must conversion operators have in their declaration?<BR>
	</B><BR>
	None. Like constructors and destructors, they have no return values.
</DL>

<H4 ALIGN="CENTER"><A NAME="Heading32"></A><FONT COLOR="#000077">Exercises</FONT></H4>

<DL>
	<DD><B>1.</B> Write a <TT>SimpleCircle</TT> class declaration (only) with one member
	variable: <TT>itsRadius</TT>. Include a default constructor, a destructor, and accessor
	methods for <TT>itsRadius</TT>.
</DL>

<PRE><FONT COLOR="#0066FF">class SimpleCircle
{
public:
     SimpleCircle();
     ~SimpleCircle();
     void SetRadius(int);
     int GetRadius();
private:
     int itsRadius;
};
</FONT></PRE>

<DL>
	<DD><B>2.</B> Using the class you created in Exercise 1, write the implementation
	of the default constructor, initializing <TT>itsRadius</TT> with the value <TT>5</TT>.
</DL>

<PRE><FONT COLOR="#0066FF">SimpleCircle::SimpleCircle():
itsRadius(5)
{}
</FONT></PRE>

<DL>
	<DD><B>3.</B> Using the same class, add a second constructor that takes a value as
	its parameter and assigns that value to <TT>itsRadius</TT>.
</DL>

<PRE><FONT COLOR="#0066FF">SimpleCircle::SimpleCircle(int radius):
itsRadius(radius)
{}
</FONT></PRE>

<DL>
	<DD><B>4. </B>Create a prefix and postfix increment operator for your <TT>SimpleCircle</TT>
	class that increments <TT>itsRadius</TT>.
</DL>

<PRE><FONT COLOR="#0066FF">const SimpleCircle&amp; SimpleCircle::operator++()
{
     ++(itsRadius);
     return *this;
}

// Operator ++(int) postfix. 
// Fetch then increment
const SimpleCircle SimpleCircle::operator++ (int)
{
// declare local SimpleCircle and initialize to value of *this
    SimpleCircle temp(*this);  
    ++(itsRadius);
    return temp;  
}
</FONT></PRE>

<DL>
	<DD><B>5.</B> Change <TT>SimpleCircle</TT> to store <TT>itsRadius</TT> on the free
	store, and fix the existing methods.
</DL>

<PRE><FONT COLOR="#0066FF">class SimpleCircle
{
public:
     SimpleCircle();
     SimpleCircle(int);
     ~SimpleCircle();
     void SetRadius(int);
     int GetRadius();
     const SimpleCircle&amp; operator++();
     const SimpleCircle operator++(int);
private:
     int *itsRadius;
};


SimpleCircle::SimpleCircle()
{itsRadius = new int(5);}

SimpleCircle::SimpleCircle(int radius)
{itsRadius = new int(radius);}

const SimpleCircle&amp; SimpleCircle::operator++()
{
     ++(itsRadius);
     return *this;
}

// Operator ++(int) postfix. 
// Fetch then increment
const SimpleCircle SimpleCircle::operator++ (int)
{
// declare local SimpleCircle and initialize to value of *this
    SimpleCircle temp(*this);  
    ++(itsRadius);
    return temp;  
}
</FONT></PRE>

<DL>
	<DD><B>6. </B>Provide a copy constructor for <TT>SimpleCircle</TT>.
</DL>

<PRE><FONT COLOR="#0066FF">SimpleCircle::SimpleCircle(const SimpleCircle &amp; rhs)
{
     int val = rhs.GetRadius();
     itsRadius = new int(val);
}
</FONT></PRE>

<DL>
	<DD><B>7.</B> Provide an <TT>operator=</TT> for <TT>SimpleCircle</TT>.
</DL>

<PRE><FONT COLOR="#0066FF">SimpleCircle&amp; SimpleCircle::operator=(const SimpleCircle &amp; rhs)
{
     if (this == &amp;rhs)
          return *this;
     delete itsRadius;
    itsRadius = new int;
    *itsRadius = rhs.GetRadius();
    return *this;
}
</FONT></PRE>

<DL>
	<DD><B>8.</B> Write a program that creates two <TT>SimpleCircle</TT> objects. Use
	the default constructor on one and instantiate the other with the value <TT>9</TT>.
	Call <TT>increment</TT> on each and then print their values. Finally, assign the
	second to the first and print its values.
</DL>

<PRE><FONT COLOR="#0066FF">#include &lt;iostream.h&gt;

class SimpleCircle
{
public:
      // constructors
     SimpleCircle();
     SimpleCircle(int);
     SimpleCircle(const SimpleCircle &amp;);
     ~SimpleCircle() {}

// accessor functions
     void SetRadius(int);
     int GetRadius()const;

// operators
     const SimpleCircle&amp; operator++();
     const SimpleCircle operator++(int);
     SimpleCircle&amp; operator=(const SimpleCircle &amp;);

private:
     int *itsRadius;
};


SimpleCircle::SimpleCircle()
{itsRadius = new int(5);}

SimpleCircle::SimpleCircle(int radius)
{itsRadius = new int(radius);}

SimpleCircle::SimpleCircle(const SimpleCircle &amp; rhs)
{
     int val = rhs.GetRadius();
     itsRadius = new int(val);
}
SimpleCircle&amp; SimpleCircle::operator=(const SimpleCircle &amp; rhs)
{
     if (this == &amp;rhs)
          return *this;
     *itsRadius = rhs.GetRadius();
     return *this;
}

const SimpleCircle&amp; SimpleCircle::operator++()
{
     ++(itsRadius);
     return *this;
}

// Operator ++(int) postfix. 
// Fetch then increment
const SimpleCircle SimpleCircle::operator++ (int)
{
// declare local SimpleCircle and initialize to value of *this
    SimpleCircle temp(*this);  
    ++(itsRadius);
    return temp;  
}
int SimpleCircle::GetRadius() const
{
     return *itsRadius;
}
int main()
{
     SimpleCircle CircleOne, CircleTwo(9);
     CircleOne++;
     ++CircleTwo;
     cout &lt;&lt; &quot;CircleOne: &quot; &lt;&lt; CircleOne.GetRadius() &lt;&lt; endl;
     cout &lt;&lt; &quot;CircleTwo: &quot; &lt;&lt; CircleTwo.GetRadius() &lt;&lt; endl;
     CircleOne = CircleTwo;
     cout &lt;&lt; &quot;CircleOne: &quot; &lt;&lt; CircleOne.GetRadius() &lt;&lt; endl;
     cout &lt;&lt; &quot;CircleTwo: &quot; &lt;&lt; CircleTwo.GetRadius() &lt;&lt; endl;
return 0;
}
</FONT></PRE>

<DL>
	<DD><B>9.</B> BUG BUSTERS: What is wrong with this implementation of the assignment
	operator?
</DL>

<PRE><FONT COLOR="#0066FF">SQUARE SQUARE ::operator=(const SQUARE &amp; rhs)
{
      itsSide = new int;
      *itsSide = rhs.GetSide();
      return *this;
}
</FONT></PRE>

<DL>
	<DD>You must check to see whether <TT>rhs</TT> equals <TT>this</TT>, or the call
	to <TT>a = a</TT> will crash your program.<BR>
	<BR>
	<B>10.</B> BUG BUSTERS: What is wrong with this implementation of <TT>operator+</TT>?
</DL>

<PRE><FONT COLOR="#0066FF">VeryShort  VeryShort::operator+ (const VeryShort&amp; rhs)
{
   itsVal += rhs.GetItsVal();
   return *this;
}
</FONT></PRE>

<DL>
	<DD>This <TT>operator+</TT> is changing the value in one of the operands, rather
	than creating a new <TT>VeryShort</TT> object with the sum. The right way to do this
	is as follows:
</DL>

<PRE><FONT COLOR="#0066FF">VeryShort  VeryShort::operator+ (const VeryShort&amp; rhs)
{
   return VeryShort(itsVal + rhs.GetItsVal());
}
</FONT></PRE>
<H3 ALIGN="CENTER"><FONT COLOR="#0066FF"></FONT></H3>
<H3><A NAME="Heading33"></A><FONT COLOR="#000077">Day 11</FONT></H3>
<H4 ALIGN="CENTER"><A NAME="Heading34"></A><FONT COLOR="#000077">Quiz</FONT></H4>

<DL>
	<DD><B>1. What are the first and last elements in <TT>SomeArray[25]</TT>?<BR>
	</B><TT><BR>
	SomeArray[0]</TT>,<TT> SomeArray[24]</TT><BR>
	<BR>
	<B>2. How do you declare a multidimensional array?<BR>
	</B><BR>
	Write a set of subscripts for each dimension. For example, <TT>SomeArray[2][3][2]</TT>
	is a three-dimensional array. The first dimension has two elements, the second has
	three, and <BR>
	the third has two.<BR>
	<BR>
	<B>3. Initialize the members of the array in Question 2.</B>
</DL>

<PRE><FONT COLOR="#0066FF">SomeArray[2][3][2] = { { {1,2},{3,4},{5,6} } , { {7,8},{9,10},{11,12} } };
</FONT></PRE>

<DL>
	<DD><B>4. How many elements are in the array <TT>SomeArray[10][5][20]</TT>?<BR>
	</B><BR>
	10x5x20=1,000<BR>
	<BR>
	<B>5. What is the maximum number of elements that you can add to a linked list?<BR>
	</B><BR>
	There is no fixed maximum. It depends on how much memory you have available.<BR>
	<BR>
	<B>6. Can you use subscript notation on a linked list?<BR>
	</B><BR>
	You can use subscript notation on a linked list only by writing your own class to
	contain the linked list and overloading the subscript operator.<BR>
	<BR>
	<B>7. What is the last character in the string &quot;Brad is a nice guy&quot;?<BR>
	</B><BR>
	The null character.
</DL>

<H4 ALIGN="CENTER"><A NAME="Heading35"></A><FONT COLOR="#000077">Exercises</FONT></H4>

<DL>
	<DD><B>1. </B>Declare a two-dimensional array that represents a tic-tac-toe game
	board.
</DL>

<PRE><FONT COLOR="#0066FF">int GameBoard[3][3];
</FONT></PRE>

<DL>
	<DD><B>2.</B> Write the code that initializes all the elements in the array you created
	in Exercise 1 to the value <TT>0</TT>.
</DL>

<PRE><FONT COLOR="#0066FF">int GameBoard[3][3] = { {0,0,0},{0,0,0},{0,0,0} }
</FONT></PRE>

<DL>
	<DD><B>3.</B> Write the declaration for a <TT>Node</TT> class that holds <TT>unsigned</TT>
	<TT>short</TT> integers.
</DL>

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