Chapter 12. CLASS ANATOMY PART I: static CLASS MEMBERS AND METHOD ADVENTURES

You will learn about the following in this chapter:

Recall that a class provides a blueprint for creating an object, just like an architectural drawing specifies how to build a house. The class is an abstraction of a real-world (tangible or conceptual) object that belongs to, for our program, a relevant problem domain. A single class template can be used to create numerous objects (instances) that all share the features specified by this particular class.

In previous chapters, we saw how to solve several different ...

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