Notes Unit I
Notes Unit I
1. Procedural Programming
Definition:
Procedural programming is a paradigm based on the concept of procedure
calls, where the program is structured as a series of step-by-step
instructions or procedures (functions or routines). These procedures
manipulate data and control the flow of the program.
Key Characteristics:
Disadvantages:
Definition:
Object-Oriented Programming organizes software design around objects,
which are instances of classes. It focuses on representing real-world
entities as objects that have both attributes (data) and methods
(functions that operate on the data).
Key Characteristics:
Encapsulation: Data and the methods that operate on the data are
bundled together in a single unit called a class.
Advantages:
Disadvantages:
3. Logical Programming
Definition:
Logical programming is based on formal logic. In this paradigm, programs
are constructed using facts, rules, and logical relationships. The program
solves problems by deducing answers from the given facts and applying
rules, typically through backtracking.
Key Characteristics:
Inference Engine: A system that uses the rules and facts to infer
new information or find solutions to problems.
Advantages:
Disadvantages:
4. Functional Programming
Definition:
Functional programming is a paradigm that treats computation as the
evaluation of mathematical functions and avoids changing state or
mutable data. It is based on the concept of pure functions — functions
that do not have side effects and return the same output for the same
input.
Key Characteristics:
Advantages:
Easy to reason about code since functions have no side effects and
always produce the same output for the same input.
Disadvantages:
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Introduction to Programming Paradigms
Each programming paradigm has its strengths and weaknesses and is suited to different kinds
of tasks and problem-solving approaches.
Programming languages play a crucial role in the development of software and systems. They
are the tools through which developers can communicate instructions to computers. The
importance of programming languages lies in the following aspects:
A good programming language should have several key characteristics that make it easy to
use, efficient, and effective in solving problems. Some of these include:
1. Simplicity: The language should have a simple and clear syntax that is easy for
developers to learn and use. The fewer concepts a programmer must understand to
write a program, the better.
2. Readability: Code written in the language should be easy to read and understand.
This includes having intuitive syntax, meaningful names for variables and functions,
and proper indentation and structure.
3. Expressiveness: A good programming language should allow developers to express
their ideas and logic concisely and effectively. It should support abstractions that
make it easier to represent complex problems in code.
4. Efficiency: The language should enable the creation of programs that can run
efficiently in terms of time and memory usage. Some languages offer high
performance, while others may focus on ease of development at the cost of runtime
efficiency.
5. Portability: Programs written in a good programming language should be able to run
on multiple platforms or hardware environments with minimal modification.
6. Maintainability: The language should encourage writing code that is easy to
maintain and modify over time. This is important for long-term projects where code
will likely need to be updated or modified by different developers.
7. Robustness: The language should allow developers to handle errors and exceptions
effectively. It should also have mechanisms to prevent or minimize bugs, such as type
checking or memory management features.
8. Support for Abstraction: The language should support high-level abstractions that
allow developers to focus on the problem at hand rather than low-level details (e.g.,
object-oriented programming or functional programming paradigms).
9. Rich Libraries and Frameworks: A good language should have a large set of
standard libraries and third-party frameworks that help in accelerating development,
reducing the need to reinvent common solutions.
10. Community and Ecosystem: A good programming language should have a strong
community and a large ecosystem of tools, resources, and documentation to support
developers.
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Programming paradigms are styles or approaches to programming that are based on certain
principles and methodologies. These paradigms influence how problems are solved and how
programs are structured and executed. The four major programming paradigms are
Procedural Programming, Object-Oriented Programming (OOP), Logical
Programming, and Functional Programming. Each paradigm has its own way of
approaching software design and development.
1. Procedural Programming
Definition:
Procedural programming is a paradigm based on the concept of procedure calls, where the
program is structured as a series of step-by-step instructions or procedures (functions or
routines). These procedures manipulate data and control the flow of the program.
Key Characteristics:
Advantages:
Disadvantages:
Can become difficult to manage and maintain as the program grows in size, especially
when handling large data structures or complex relationships.
Definition:
Object-Oriented Programming organizes software design around objects, which are instances
of classes. It focuses on representing real-world entities as objects that have both attributes
(data) and methods (functions that operate on the data).
Key Characteristics:
Encapsulation: Data and the methods that operate on the data are bundled together in
a single unit called a class.
Inheritance: New classes can be derived from existing ones, allowing for code reuse
and the creation of hierarchical relationships between classes.
Polymorphism: Allows objects of different classes to be treated as instances of the
same class through a common interface, enabling flexibility in code.
Abstraction: Hides complex implementation details and exposes only essential
features of objects to the user.
Advantages:
Disadvantages:
3. Logical Programming
Definition:
Logical programming is based on formal logic. In this paradigm, programs are constructed
using facts, rules, and logical relationships. The program solves problems by deducing
answers from the given facts and applying rules, typically through backtracking.
Key Characteristics:
Declarative Nature: The programmer specifies what needs to be done rather than
how to do it, focusing on the relationships between data.
Facts and Rules: Knowledge is expressed in terms of facts (e.g., "John is a student")
and rules (e.g., "If someone is a student, they study").
Inference Engine: A system that uses the rules and facts to infer new information or
find solutions to problems.
Advantages:
Disadvantages:
Can be inefficient for certain types of tasks due to the computational overhead of
backtracking.
Requires a different way of thinking, which can be challenging for those used to
imperative paradigms.
4. Functional Programming
Definition:
Functional programming is a paradigm that treats computation as the evaluation of
mathematical functions and avoids changing state or mutable data. It is based on the concept
of pure functions — functions that do not have side effects and return the same output for
the same input.
Key Characteristics:
Pure Functions: Functions that take inputs and return outputs without modifying any
external state or variables.
Immutability: Data is immutable, meaning once data is created, it cannot be changed.
First-Class Functions: Functions are treated as first-class citizens, meaning they can
be passed as arguments, returned from other functions, and assigned to variables.
Higher-Order Functions: Functions that take other functions as arguments or return
them as results.
Recursion: Functional programming uses recursion as the primary method of
looping, avoiding traditional control structures like for or while loops.
Advantages:
Disadvantages:
Object-Oriented
Procedural Logical Functional
Feature Programming
Programming Programming Programming
(OOP)
Treating
Step-by-step Organizing code Solving problems
computation as the
Core Idea execution of around objects and using facts and
evaluation of
instructions classes rules
functions
Pure functions,
Functions, Classes, objects,
Facts, rules, immutability,
Key Concepts procedures, inheritance,
logical deduction higher-order
variables polymorphism
functions
Focus How to execute What entities and What What to compute
Object-Oriented
Procedural Logical Functional
Feature Programming
Programming Programming Programming
(OOP)
behaviors exist in relationships hold and how to express
tasks
the system true functions
Messages between
Explicit sequence Inference, Recursion, function
Control Flow objects, method
of commands backtracking composition
calls
Java, C++, Python, Haskell, Lisp,
Languages C, Fortran, Pascal Prolog, Mercury
Ruby Erlang, Scala
Good for Code predictability,
Simple, easy to Code reuse, easy
complex modularity,
Advantages understand for to model real-
reasoning concurrency-
small tasks world entities
problems friendly
Can be hard to Can be complex, Learning curve,
Inefficient for
Disadvantages maintain for large performance performance issues
some tasks
programs overhead for some tasks
1. Abstraction
Definition:
Abstraction in OOP is the concept of hiding the complex implementation
details of a system and exposing only the essential features to the user. It
allows programmers to focus on what an object does, rather than how it
does it.
Key Points:
Example:
Consider a class Car with methods like start() and stop(). The user of the
Car class does not need to know the internal workings of the engine or
how the methods are implemented; they only need to know how to
interact with the Car by calling start() or stop().
2. Encapsulation
Definition:
Encapsulation is the bundling of data (attributes) and methods (functions)
that operate on the data into a single unit known as a class. It also
involves restricting access to some of the object’s components, making
the object’s internal state hidden and protected from direct external
manipulation.
Key Points:
Example:
python
class BankAccount:
def __init__(self, balance):
if amount > 0:
self.__balance += amount
def get_balance(self):
account = BankAccount(1000)
account.deposit(500)
3. Inheritance
Definition:
Inheritance allows a class (called a subclass or child class) to inherit the
attributes and methods of another class (called a superclass or parent
class). It promotes code reuse and establishes a relationship between the
parent and child classes.
Key Points:
python
class Animal:
def make_sound(self):
def make_sound(self):
print("Bark")
dog = Dog()
Here, the Dog class inherits the make_sound method from the Animal
class but overrides it to provide a specific implementation for dogs.
4. Polymorphism
Definition:
Polymorphism allows different classes to be treated as instances of the
same class through a common interface. It enables one interface to be
used for different data types or objects, allowing methods to operate on
objects of different classes seamlessly.
Key Points:
Example:
python
class Animal:
def make_sound(self):
class Dog(Animal):
def make_sound(self):
print("Bark")
class Cat(Animal):
def make_sound(self):
print("Meow")
def animal_sound(animal):
animal.make_sound() # Polymorphism
dog = Dog()
cat = Cat()
In this example, the animal_sound function works with any object that is
an instance of Animal, and it calls the correct make_sound method based
on the actual type of the object (either Dog or Cat).
Data types in C++ define the kind of data a variable can store. C++ has
several built-in data types, including fundamental types and more
complex ones.
Modifiers:
Example:
cpp
2. Variables in C++
Syntax:
cpp
<datatype> <variable_name>;
Example:
cpp
cpp
cpp
3. Operators in C++
Arithmetic Operators:
+ (Addition)
- (Subtraction)
* (Multiplication)
/ (Division)
% (Modulus)
Example:
cpp
Relational Operators:
== (Equal to)
Example:
cpp
if (a > b) {
Logical Operators:
|| (Logical OR)
! (Logical NOT)
Example:
cpp
if (x > 0 && y < 5) {
Assignment Operators:
= (Simple assignment)
Example:
cpp
int x = 5;
x += 3; // x = x + 3; x becomes 8
Increment/Decrement Operators:
++ (Increment)
-- (Decrement)
Example:
cpp
int num = 5;
num++; // num = 6
num--; // num = 5
Conditional Statements:
cpp
} else {
Switch-Case:
Example:
cpp
switch (day) {
case 1:
break;
case 2:
break;
default:
Loops:
Example:
cpp
for (int i = 0; i < 5; i++) {
while loop: Used when the condition is checked before entering the
loop.
Example:
cpp
int i = 0;
while (i < 5) {
i++;
Example:
cpp
int i = 0;
do {
i++;
5. Arrays in C++
Syntax:
cpp
<datatype> <array_name>[<size>];
Example:
cpp
cpp
cpp
6. Pointers in C++
Declaring a Pointer:
cpp
Assigning a Pointer:
cpp
int num = 10;
Dereferencing a Pointer:
To access the value stored at the memory address the pointer is pointing
to, you use the dereference operator *.
cpp
Pointer Example:
cpp
#include <iostream>
int main() {
cout << "Value of num: " << num << endl; // Output: 100
cout << "Address of num: " << &num << endl; // Output: Address of
num
cout << "Pointer holds address: " << ptr << endl; // Output: Address
of num
cout << "Value through pointer: " << *ptr << endl; // Output: 100
return 0;
In C++, classes are defined using the class keyword. A class can have
different access specifiers that control the visibility of its members.
Syntax:
cpp
class ClassName {
private:
public:
};
Example:
cpp
class Rectangle {
private:
public:
void setDimensions(int l, int w) { // Public member function
length = l;
width = w;
};
In this example, length and width are private, so they cannot be accessed
directly from outside the class. The setDimensions() and getArea()
functions are public, allowing external code to interact with the private
data.
2. Constructors
Syntax:
cpp
class ClassName {
public:
// Initialization code
}
ClassName(int l, int w) { // Parameterized constructor
length = l;
width = w;
};
Example:
cpp
class Rectangle {
private:
int length;
int width;
public:
// Default constructor
Rectangle() {
length = 0;
width = 0;
// Parameterized constructor
Rectangle(int l, int w) {
length = l;
width = w;
int getArea() {
}
};
int main() {
cout << "Area of rect1: " << rect1.getArea() << endl; // Output: 0
cout << "Area of rect2: " << rect2.getArea() << endl; // Output: 50
return 0;
Here, rect1 uses the default constructor and initializes its members to 0,
while rect2 uses the parameterized constructor to initialize the rectangle
with the provided values.
3. Destructors
Syntax: The destructor’s name is the same as the class name, but
it is prefixed with a tilde (~).
Example:
cpp
class Rectangle {
private:
int* length;
int* width;
public:
~Rectangle() {
delete length;
delete width;
};
int main() {
return 0;
4. Member Data
Member data (also called data members) are variables that hold the
state of an object. These are typically defined inside the class, and their
access is controlled by access specifiers (private, public, or protected).
Example:
cpp
class Person {
private:
string name; // Private data member
public:
Person(string n, int a) {
name = n;
age = a;
void displayInfo() {
cout << "Name: " << name << ", Age: " << age << endl;
};
In this example, the name and age are private members and cannot be
accessed directly from outside the class. You can interact with them using
public functions like displayInfo().
5. Member Functions
Syntax:
cpp
class ClassName {
public:
void functionName() {
};
Example:
cpp
class Rectangle {
private:
int length;
int width;
public:
// Constructor
Rectangle(int l, int w) {
length = l;
width = w;
int getArea() {
cout << "Length: " << length << ", Width: " << width << endl;
}
};
In this example: