CS180 Recitation. More about Objects and Methods
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1 CS180 Recitation More about Objects and Methods
2 Announcements Project3 issues Output did not match sample output. Make sure your code compiles. Otherwise it cannot be graded. Pay close attention to file names, have them match expected names. Thoroughly test before submitting.
3 Operation Overloading It is sometimes useful to have two methods of the same name but accept different parameters (very common in Math library) May not differ only by return type or variable name Constructors can be overloaded like other methods Valid: public String f(int x) { } public String f(double x) { } public String f(float f) { } Invalid: public int f(int x) { } public double f(int x) { }
4 Default Constructors If you dont write your own, Java will provide one for you. Write your own! Good programming practice Use mutators to modify class variables. Better code reuse. Single point of error.
5 Copy Constructors and Memory Management Copy constructors are useful in making a deep copy of an object Shallow copy: simple reference assignment with = (what problems may crop up?) Deep copy: copy over all values and objects (deep copy usually) explicitly into new memory
6 Memory Management public class A { } private int x; public A() { x=0; } public A(int x) { set(x); } public A(A a) { x = a.get(); } public void set(int x) { this.x = x; } public int get() { return x; } A a1 = new A(); A a2 = new A(2); a1 = a2; a2.set(3); A a3 = new A(a1); a1.set(4); a1.get()? a2.get()? a3.get()?
7 static keyword Useful for methods which do not need to access class variables or methods Called using the class name Think: Math library Used for class variables which are shared over instances of the class class A { private static int a; public void seta(int x) { a = x; } A a1 = new A(); A a2 = new A(); a1.seta(5); System.out.println( a: +a2.geta()); } public int geta() { return a; }
8 static Memory Management public class A { private static int x; public A() { x=0; } public A(int x) { set(x); } public A(A a) { x = a.get(); } A a1 = new A(); A a2 = new A(2); a1 = a2; A.set(3); A a3 = new A(a1); a1.set(4); a3.set(1); } public static void set(int x) { this.x = x; } public static int get() { return x; } a1.get()? a2.get()? a3.get()?
9 null keyword Indicates the non-existence of an object (think address 0x ) Can be used to represent any object type A null object can NOT call any methods This will result in a runtime error called a NullPointerException Get in the habit of checking against the null object!
10 null Memory Management public class A { } private int x; public A() { x=0; } public A(int x) { set(x); } public A(A a) { x = a.get(); } public void set(int x) { this.x = x; } public int get() { return x; } A a1 = null; a1 = new A(); A a2 = new A(a1); A a3 = null; if (a3 == null) a3 = new A(); else a3.set(3); a1.set(4); a1.get()? a2.get()? a3.get()?
11 Pass-By-Value Parameters in Java are passed by value (as opposed to pass by reference). public class A { private int x; public A() { x=0; } public A(int x) { set(x); } public A(A a) { x = a.get(); } A a1 = new A(); a1.set(4); A.reset(a1); a1.get()? } public static void reset(a a) { a = new A(); } public void set(int x) { this.x = x; } public int get() { return x; }
12 Wrapper Classes Recall that arguments of primitive type treated differently from those of a class type May need to treat primitive value as an object Java provides wrapper classes for each primitive type Methods provided to act on values Java library methods work with Objects, not Promitives. 12
13 Wrapper Classes Allow programmer to have an object that corresponds to value of primitive type Contain useful predefined constants and methods Wrapper classes have no default constructor Programmer must specify an initializing value when creating new object Wrapper classes have no set methods 13
14 Testing Methods To test a method use a driver program Example code in listing 6.13 Every method in a class should be tested Bottom-up testing Test code at end of sequence of method calls first Use a stub simplified version of a method for testing purposes Used in top-down testing 14
15 Adding Buttons Create object of type Jbutton Then add to content pane Possible to associate an action with a button View applet example, listing 6.21 class PreliminaryButtonDemo 15
16 Adding Buttons Applet Output If the user clicks either of these buttons, nothing happens. 16
17 Event-Driven Programming Applets use events and event handlers An event An object that represents some user action which elicits a response Example: clicking on button with mouse Listener objects are specified to receive the events Listener objects have event handler methods 17
18 Event-Driven Programming Figure 6.6 Event firing and an event listener This event object is the result of a button click. The event object goes from the button to the listener. This listener object performs some action, such as making text visible in the applet, when it receives the event object. 18
19 Programming Buttons When an event is "sent" to the listener object A method of the listener object is invoked The event object is given to the listener object method as the argument For each button Specify the listener object (register the listener) Methods to be invoked must be defined 19
20 Programming Buttons Figure 6.7 Buttons and an action listener 20
21 Programming Buttons Buttons fire events as objects of class ActionEvent Event objects handled by action listeners To make a class an action listener Add phrase implements ActionListener to heading of class definition Register the action listener by invoking addactionlistener Add definition named actionperformed to class 21
22 Programming Buttons To be an action listener, a class must have A method named actionperformed The method has a parameter of type ActionEvent This is the only method required by the ActionListener interface Syntax 22
23 Programming Example A Complete Applet with Buttons View applet code, listing 6.22 class ButtonDemo Note features Specification implements ActionListener Invocation of addactionlistener Method actionperformed 23
24 Programming Example Initial applet output 24
25 Programming Example Applet output after clicking Sunny 25
26 Programming Example Applet output after clicking Cloudy 26
27 Adding Icons An icon is a picture Usually small (but not necessarily) Often a.gif or.jpeg file Picture file stored in same folder as program Icon can be added to a label, button, or other component Class ImageIcon used to convert digital image to icon 27
28 Adding Icons View sample applet, listing 6.23 class IconDemo Note Creation of icon Attaching icon to label Sample screen output 28
29 Adding Icons Figure 6.8 A button containing an icon 29
30 Changing Visibility Components have a method named setvisible Changes component from visible to invisible (or the other way) An invisible component is considered not there Thus an invisible button would be inoperable 30
31 Programming Example An Example of Changing Visibility View sample applet, listing 6.24 class VisibliityDemo 31
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