Objects First with Java

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1 ^ Objects First with Java A Practical Introduction using BlueJ David J. Barnes and Michael Kolling Second edition PEARSON Prentice Hall Harlow, England London New York Boston San Francisco Toronto Sydney Tokyo Singapore Hong Kong Seoul Taipei New Di Cape Town Madrid Mexico C ty Amsterdam Munich Paris Milan

2 Foreword Preface to the instructor List of projects discussed in detail in this book Acknowledgements Part 1 Chapter Chapter Foundations of object orientation Objects and classes Objects and classes Creating objects Calling methods Parameters Data types Multiple instances State What is in an object? Object interaction Source code Another example Return values Objects as parameters Understanding class definitions Ticket machines Exploring the behavior of a naive ticket machine Examining a class definition Fields, constructors, and methods Fields Constructors Passing data via parameters

3 viii Contents 2.5 Assignment 2.6 Accessor methods 2.7 Mutator methods 2.8 Printing from methods 2.9 of the naive ticket machine 2.10 Reflecting on the design of the ticket machine 2.11 Making choices: the conditional statement 2.12 A further conditional-statement example 2.13 Local variables 2.14 Fields, parameters, and local variables 2.15 of the better ticket machine 2.16 Reviewing a familiar example 2.17 Chapter 3 Object interaction 3.1 The clock example 3.2 Abstraction and modularization 3.3 Abstraction in software 3.4 Modularization in the clock example 3.5 Implementing the clock display 3.6 Class diagrams versus object diagrams 3.7 Primitive types and object types 3.8 The ClockDisplay source code Class Number-Display String concatenation The modulo operator Class ClockDisplay 3.9 Objects creating objects 3.10 Multiple constructors 3.11 Method calls Internal method calls External method calls of the clock display 3.12 Another example of object interaction The mail system example The this keyword 3.13 Using a debugger Setting breakpoints Single stepping Stepping into methods 3.14 Method calling revisited 3.15

4 Contents ix Chapter Grouping objects Grouping objects in flexible-size collections A personal notebook A first look at library classes An example of using a library Object structures with collections Numbering within collections Removing an item from a collection Processing a whole collection The while loop Iterating over a collection Index access versus iterators of the notebook example Another example: an auction system The Lot class The Auction class Casting Anonymous objects Using collections Flexible collection summary Fixed-size collections A log-file analyzer Declaring array variables Creating array objects Using array objects Analyzing the log file The for loop Chapter More sophisticated behavior Documentation for library classes The TechSuDDort svstem Exploring the TechSupport system Reading the code 5.3 Reading class documentation Interfaces versus implementation Using library-class methods Checking string equality 5.4 Adding random behavior The Random class Random numbers with limited range Generating random responses

5 Contents 5.5 Packages and import 5.6 Using maps for associations The concept of a map Using a HashMap Using a map for the TechSupport system 5.7 Using sets 5.8 Dividing strings 5.9 Finishing the TechSupport system 5.10 Writing class documentation Using javadoc in BlueJ Elements of class documentation 5.11 Public versus private Information hiding Private methods and public fields Learning about classes from their interfaces Class variables and constants The static key word Constants pter Well-behaved objects Introduction Testing and debugging Unit testing within BlueJ Using inspectors Positive versus negative testing Test automation Regression testing Automated checking of test results Recording a test Fixtures 6.5 Modularization and interfaces 6.6 A debugging scenario 6.7 Commenting and style 6.8 Manual walkthroughs A high-level walkthrough Checking state with a walkthrough Verbal walkthroughs 6.9 Print statements Turning debugging information on or off Choosing a test strategy Debuggers

6 Contents xi Putting the techniques into practice Chapter Designing classes Introduction The world-of-zuul game example Introduction to coupling and cohesion Code duplication Making extensions The task Finding the relevant source code Coupling Using encapsulation to reduce coupling Responsibility-driven design Responsibilities and coupling Localizing change Implicit coupling Thinking ahead Cohesion Cohesion of methods Cohesion of classes Cohesion for readability Cohesion for reuse Refactoring Refactoring and testing An example of refactoring Design guidelines Executing without BlueJ Class methods The main method Limitations of class methods Part 2 Application structures 215 Chapter 8 Improving structure with inheritance 8.1 The DoME example DoME classes and objects DoME source code Discussion of the DoME application 8.2 Using inheritance 8.3 Inheritance hierarchies

7 ii Contents Chapter 9 Chapter Inheritance in Java Inheritance and access rights Inheritance and initialization 8.5 DoME: adding other item types 8.6 Advantages of inheritance (so far) 8.7 Subtyping Subclasses and subtypes Subtyping and assignment Subtyping and parameter passing Polymorphic variables 8.8 The Object class 8.9 Polymorphic collections Element types Casting revisited Wrapper classes 8.10 The collection hierarchy 8.11 More about inheritance 9.1 The problem: DoME's print method 9.2 Static type and dynamic type Calling print from Database 9.3 Overriding 9.4 Dynamic method lookup 9.5 Super call in methods 9.6 Method polymorphism 9.7 Object methods: tostring 9.8 Protected access 9.9 Another example of inheritance with overriding 9.10 Further abstraction techniques 10.1 Simulations 10.2 The foxes-and-rabbits simulation The foxes-and-rabbits project The Rabbit class The Fox class The Simulator class: setup The Simulator class: a simulation step Taking steps to improve the simulation 10.3 Abstract classes The Animal superclass

8 Contents xiii Abstract methods Abstract classes More abstract methods Multiple inheritance An Actor class Flexibility through abstraction Selective drawing Drawable actors: multiple inheritance Interfaces An Actor interface Multiple inheritance of interfaces Interfaces as types Interfaces as specifications A further example of interfaces Abstract class or interface? of inheritance Chapter 11 Building graphical user interfaces Introduction Components, layout, and event handling AWT and Swing The ImageViewer example First experiments: creating a frame Adding simple components Adding menus Event handling Centralized receipt of events Inner classes Anonymous inner classes ImageViewer 1.0: the first complete version Image-processing classes Adding the image Layout Nested containers Image filters A Help menu Dialogs ImageViewer 2.0: improving program structure ImageViewer 3.0: more interface components Buttons 332

9 xiv Contents Borders Further extensions Another example: SoundPlayer Chapter 12 Handling errors The address-book project Defensive programming Client-server interaction Argument checking Server error reporting Notifying the user Notifying the client object Exception-throwing principles Throwing an exception Exception classes The effect of an exception Unchecked exceptions Preventing object creation Exception handling Checked exceptions: the throws clause Catching exceptions: the try statement Throwing and catching multiple exceptions Propagating an exception The finally clause Defining new exception classes Using assertions Internal consistency checks The assert statement Guidelines for using assertions Assertions and the BlueJ unit testing framework Error recovery and avoidance Error recovery Error avoidance Case study: text input/output Readers, writers, and streams The address-book-io project Text output with FileWriter Text input with FileReader Object serialization

10 Contents Chapter 13 Designing applications 13.1 Analysis and design The verb/noun method The cinema booking example Discovering classes Using CRC cards Scenarios 13.2 Class design Designing class interfaces User interface design 13.3 Documentation 13.4 Cooperation 13.5 Prototyping 13.6 Software growth Waterfall model Iterative development 13.7 Using design patterns Structure of a pattern Decorator Singleton Factory method Observer Pattern summary Chapter A case study The case study The problem description Analysis and design Class design Discovering classes Using CRC cards Scenarios Designing class interfaces Collaborators The outline implementation Testing Some remaining issues Iterative development Development steps A first stage Testing the first stage

11 xvi Contents A later stage of development Further ideas for development Reuse 14.5 Another example 14.6 Taking things further Appendices A B C D LJJ F G H I J K Working with a BlueJ project Java data types Java control structures Operators Running Java without BlueJ Configuring BlueJ Using the debugger JUnit unit-testing tools Javadoc Program style guide Important library classes Index 455 Website resources For Students: Program style guide for all examples in the Links to further material of interest book For Lecturers: Powerpoint slides that can be downloaded and used as OHTs Solutions to exercises Additional activities, exercises and projects for use in teaching

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