Proper Class Design Part 2
Channel:
Subscribers:
2,640
Published on ● Video Link: https://www.youtube.com/watch?v=Fu79e0CXobw
Today we continued our discussion of how to do proper class design, and ran through the creation of a Circle class. Classes, at their heart, are data + operations you can do on that data. They use a division between a public interface and private member variables to preserve "invariants", which are rules that must always be true about your class, such as the radius of a circle never being less than 0.
Other Videos By Bill Kerney
2022-01-29 | Ways of Knowing, Making an Argument |
2022-01-28 | Separate Compilation in C++ |
2022-01-27 | Unreal Engine Materials in 20 minutes |
2022-01-27 | ARM32 - Dynamic Arrays, Classes in Assembly |
2022-01-26 | Sorting Objects in C++, The Rule of 3 |
2022-01-25 | Ludology: Principles of Game Design |
2022-01-25 | BVHs, Line x Box Intersection, Convex Hulls |
2022-01-25 | ARM32 Assembly - Logical Operators, Shifting, Arrays, Syscalls |
2022-01-25 | Proper Class Design Part 3 - Operators, the Rule of Zero and the Rule of Three |
2022-01-24 | What is Truth? |
2022-01-21 | Proper Class Design Part 2 |
2022-01-21 | Welcome to CSCI 1! |
2022-01-21 | UE5 - Quick Intro |
2022-01-21 | ARM32 Assembly - Functions |
2022-01-20 | "Proper" Class Design in C++, Part 1 |
2022-01-20 | Zeta - Bottom Up Solution |
2022-01-20 | Zeta - Top Down Coding Solution |
2022-01-18 | Acceleration Structures |
2022-01-18 | Intro to Unreal Engine 4 |
2022-01-18 | Ludology: Why EU4 is Fun |
2022-01-18 | ARM32 Assembly - Arithmetic, Conditionals, Loops |
Tags:
csci 41
adt
pods
class design
oop
object oriented programming
invariant