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How does inheritance support code reuse and make code easier to main\(\operatorname{tain} ?\)

Short Answer

Expert verified
Answer: Inheritance in object-oriented programming promotes code reusability by enabling a new class (subclass) to inherit the properties and methods of an existing class (parent class). This allows the subclass to use the properties and methods of the parent class without duplication, increasing code reusability. It improves code maintenance by organizing code in a hierarchical structure, with common functionality shared among classes. This hierarchy makes the code easier to understand, modify, and maintain. Changes made to the parent class are automatically propagated to derived classes, reducing the risk of bugs and ensuring consistency.

Step by step solution

01

Introduction to Inheritance

Inheritance is one of the four fundamental principles of object-oriented programming (OOP), along with encapsulation, polymorphism, and abstraction. It's a mechanism that promotes code reuse and maintainability by allowing classes to inherit properties and methods from existing classes, forming a hierarchical relationship between them.
02

Benefits of Inheritance

The main benefits of inheritance include code reuse, extensibility, and maintainability. By inheriting properties and methods from existing classes, new classes can be created with minimal additional code, resulting in both time and effort savings. This also allows for easier code management and makes it less prone to errors.
03

Code Reuse With Inheritance

Code reuse is the practice of using existing code to implement new features and functionalities. Inheritance allows code reuse by enabling a new class (subclass/derived class) to inherit the properties and methods of an existing class (parent class/superclass). This means that the subclass can use the properties and methods of the parent class without the need to write them again, thus reducing duplication and increasing the reusability of the code.
04

Code Maintainability With Inheritance

Code maintainability refers to how easily a piece of code can be modified or extended to include new features or address defects. Inheritance significantly improves code maintainability by organizing the code in a hierarchy, with common functionality shared among various classes. This hierarchy makes the code easier to understand, modify, and maintain, as changes to the parent class can be automatically propagated to all derived classes, reducing the risk of introducing bugs.
05

Example: Inheritance in Action

Let's consider an example to demonstrate the benefits of using inheritance. Suppose there's a base class called 'Animal' with properties like 'name', 'age', and 'type', and methods like 'speak' and 'eat'. There can be several subclasses, such as 'Cat', 'Dog', and 'Bird', which inherit the properties and methods from the 'Animal' class. By using inheritance, we only need to define the common properties and methods once in the 'Animal' class and don't need to rewrite them in every subclass. This promotes code reuse and makes the code more maintainable as any changes to these properties or methods will automatically be reflected in all subclasses.

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Most popular questions from this chapter

Give a definition for the function with the following function declaration. The class BankAccount is defined in Display 10.5 double difference(BankAccount account1, BankAccount account2); / / Precondition: account1 and account2 have been given values // (that is, their member variables have been given values). // Returns the balance in account1 minus the balance in account2.

Give a definition for the function with the following function declaration. The class BankAccount is defined in Display 10.5 BankAccount new_account(BankAccount old_account); //Precondition: old_account has previously been given a value // (that is, its member variables have been given values). //Returns the value for a new account that has a balance of zero / / and the same interest rate as the old_account. For example, after this function is defined, a program could contain the following: BankAccount account3, account4; account3.set(999, 99, 5.5) ; account4 \(=\) new_account(account 3) account4.output(cout); This would produce the following output:

Consider the following type definition: struct ShoeType \\{ char style double price \\}; Given this structure type definition, what will be the output produced by the following code? ShoeType shoe1, shoe2; shoe1.style \(=^{\prime} A^{\prime}\) shoe1.price \(=9.99\) cout \( < < \) shoe \(1 .\) style \( < < " \$^{\prime \prime} < < \) shoe1.price \( < < \) endl shoe \(2=\) shoe 1 shoe2.price \(=\) shoe \(2 .\) price \(/ 9\) cout \( < < \) shoe \(2 .\) style \( < < " \$ " < < \) shoe \(2 .\) price \( < < \) end 1;

When you define an ADT as a C++ class, should you make the member variables public or private? Should you make the member functions public or private?

Suppose your program contains the following class definition (along with definitions of the member functions): class Yourclass \\{ public: YourClass(int new_info, char more_new_info); Yourclass(); void do_stuff( \()\) private: int information; char more_information; \\} Which of the following are legal? YourClass an_object(42, 'A'); YourClass another_object; YourClass yet_another_object() \\[ \begin{array}{l} a n_{-} \text {object }=\text { Yourclass }\left(99, \quad^{\prime} B^{\prime}\right) ; \\ a n_{-} \text {object }=\text { Yourclass }() ; \\ \text { an_object }=\text { YourClass } \end{array} \\]

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