Chapter 4: Writing Classes

Similar documents
Anatomy of a Class Encapsulation Anatomy of a Method

Encapsulation. Administrative Stuff. September 12, Writing Classes. Quick review of last lecture. Classes. Classes and Objects

Anatomy of a Method. HW3 is due Today. September 15, Midterm 1. Quick review of last lecture. Encapsulation. Encapsulation

CmSc 150 Fundamentals of Computing I. Lesson 28: Introduction to Classes and Objects in Java. 1. Classes and Objects

Chapter. We've been using predefined classes. Now we will learn to write our own classes to define objects

11/19/2014. Objects. Chapter 4: Writing Classes. Classes. Writing Classes. Java Software Solutions for AP* Computer Science A 2nd Edition

Designing Classes part 2

CS1004: Intro to CS in Java, Spring 2005

Designing Classes. Where do objects come from? Where do objects come from? Example: Account datatype. Dr. Papalaskari 1

ECE 122. Engineering Problem Solving with Java

ECE 122. Engineering Problem Solving with Java

Where do objects come from? Good question!

CSC 1051 Data Structures and Algorithms I. Dr. Mary-Angela Papalaskari Department of Computing Sciences Villanova University

CSC 1051 Data Structures and Algorithms I. Dr. Mary-Angela Papalaskari Department of Computing Sciences Villanova University

Encapsulation. You can take one of two views of an object: internal - the structure of its data, the algorithms used by its methods

Table of Contents Date(s) Title/Topic Page #s. Chapter 4: Writing Classes 4.1 Objects Revisited

class declaration Designing Classes part 2 Getting to know classes so far Review Next: 3/18/13 Driver classes:

Assignment 1 due Monday at 11:59pm

Designing Classes. Where do objects come from? Where do objects come from? Example: Account datatype. Dr. Papalaskari 1

Chapter 5: Writing Classes and Enums

Objects and Classes -- Introduction

COMP 202. More on OO. CONTENTS: static revisited this reference class dependencies method parameters variable scope method overloading

COMP 202. More on OO. CONTENTS: static revisited this reference class dependencies method parameters variable scope method overloading

Java Basic Introduction, Classes and Objects SEEM

Java Basic Introduction, Classes and Objects SEEM

Object Class. EX: LightSwitch Class. Basic Class Concepts: Parts. CS257 Computer Science II Kevin Sahr, PhD. Lecture 5: Writing Object Classes

writing classes objectives chapter

Chapter 4 Defining Classes I

Chapter 4 Writing Classes

COMP-202 Unit 8: Defining Your Own Classes. CONTENTS: Class Definitions Attributes Methods and Constructors Access Modifiers and Encapsulation

Object Oriented Features. Inheritance. Inheritance. CS257 Computer Science I Kevin Sahr, PhD. Lecture 10: Inheritance

COMP-202. Objects, Part III. COMP Objects Part III, 2013 Jörg Kienzle and others

Programming II (CS300)

ECE 122. Engineering Problem Solving with Java

Mat 2170 Week 9. Spring Mat 2170 Week 9. Objects and Classes. Week 9. Review. Random. Overloading. Craps. Clients. Packages. Randomness.

Programming II (CS300)

Encapsulation. Mason Vail Boise State University Computer Science

Programming II (CS300)

Student Responsibilities. Mat 2170 Week 9. Notes About Using Methods. Recall: Writing Methods. Chapter Six: Objects and Classes

Operations. I Forgot 9/4/2016 COMPUTER SCIENCE DEPARTMENT PICNIC. If you forgot your IClicker, or your batteries fail during the exam

public class Foo { private int var; public int Method1() { // var accessible anywhere here } public int MethodN() {

Handout 7. Defining Classes part 1. Instance variables and instance methods.

Chapter 7 User-Defined Methods. Chapter Objectives

An Introduction to C++

CS1004: Intro to CS in Java, Spring 2005

Methods and Data (Savitch, Chapter 5)

CS1083 Week 2: Arrays, ArrayList

Lecture 5: Methods CS2301

ECE 122. Engineering Problem Solving with Java

COMP 202. Building Your Own Classes. CONTENTS: Anatomy of a class Constructors and Methods (parameter passing) COMP 202 Objects 2 1

CHAPTER 4 FUNCTIONS. 4.1 Introduction

Function Call Stack and Activation Records

Implementing Subprograms

Reviewing for the Midterm Covers chapters 1 to 5, 7 to 9. Instructor: Scott Kristjanson CMPT 125/125 SFU Burnaby, Fall 2013

Creating an object Instance variables

ITI Introduction to Computing II

Chief Reader Report on Student Responses:

Chapter 6 Introduction to Defining Classes

Container Vs. Definition Classes. Container Class

Object Oriented Programming is a programming method that combines: Advantage of Object Oriented Programming

Chapter 11. Abstract Data Types and Encapsulation Concepts

Objects and Classes. 1 Creating Classes and Objects. CSCI-UA 101 Objects and Classes

More About Objects and Methods

Review Chapters 1 to 4. Instructor: Scott Kristjanson CMPT 125/125 SFU Burnaby, Fall 2013

Data Structures. Data structures. Data structures. What is a data structure? Simple answer: a collection of data equipped with some operations.

AP Computer Science Chapter 10 Implementing and Using Classes Study Guide

OO Programming Concepts. Classes. Objects. Chapter 8 User-Defined Classes and ADTs

COMP 202. Building Your Own Classes. CONTENTS: Anatomy of a class Constructors and Methods (parameter passing) Instance Data. COMP Objects 2 1

ITI Introduction to Computing II

Object Oriented Programming

Packages & Random and Math Classes

Binghamton University. CS-140 Fall Problem Solving. Creating a class from scratch

Chapter 11. Abstract Data Types and Encapsulation Concepts ISBN

COMP 250 Winter 2011 Reading: Java background January 5, 2011

Topic 3 Encapsulation - Implementing Classes

Java Review. Java Program Structure // comments about the class public class MyProgram { Variables

OBJECT ORIENTED PROGRAMMING USING C++

Robots. Byron Weber Becker. chapter 6

Introduction to Visual Basic and Visual C++ Introduction to Java. JDK Editions. Overview. Lesson 13. Overview

Cmpt 135 Assignment 2: Solutions and Marking Rubric Feb 22 nd 2016 Due: Mar 4th 11:59pm

Do not start the test until instructed to do so!

ENCAPSULATION. private, public, scope and visibility rules. packages and package level access.

Inheritance Chapter 8. Instructor: Scott Kristjanson CMPT 125/125 SFU Burnaby, Fall 2013

Object-Oriented Programming (OOP) Basics. CSCI 161 Introduction to Programming I

Kapil Sehgal PGT Computer. Science Ankleshwar Gujarat

CS111: PROGRAMMING LANGUAGE II

CHAPTER 7 OBJECTS AND CLASSES

CHAPTER 7 OBJECTS AND CLASSES

Recommended Group Brainstorm (NO computers during this time)

Computer Science II (20073) Week 1: Review and Inheritance

CS 251 Intermediate Programming Methods and Classes

CS 251 Intermediate Programming Methods and More

CSC 1051 Algorithms and Data Structures I. Final Examination May 2, Name:

Inheritance and Polymorphism

Interfaces. Quick Review of Last Lecture. November 6, Objects instances of classes. Static Class Members. Static Class Members

Robots. Byron Weber Becker. chapter 6

12/22/11. } Rolling a Six-Sided Die. } Fig 6.7: Rolling a Six-Sided Die 6,000,000 Times

EMBEDDED SYSTEMS PROGRAMMING OO Basics

52 Franck van Breugel and Hamzeh Roumani

CS112 Lecture: Defining Instantiable Classes

Transcription:

Chapter 4: Writing Classes Java Software Solutions Foundations of Program Design Sixth Edition by Lewis & Loftus Writing Classes We've been using predefined classes. Now we will learn to write our own classes to define objects Chapter 4 focuses on: class definitions instance data encapsulation and Java modifiers method declaration and parameter passing constructors graphical objects events and listeners buttons and text fields 4-2 1

Writing Classes The programs we ve written in previous examples have used classes defined in the Java standard class library Now we will begin to design programs that rely on classes that we write ourselves True object-oriented programming is based on defining classes that represent objects with welldefined characteristics and functionality 4-3 Classes and Objects Recall from our overview of objects in Chapter 1 that an object has state and behavior Consider a six-sided die (singular of dice) Its state can be defined as which face is showing One of its behaviors is that it can be rolled We can represent a die in software by designing a class called Die that models this state and behavior The class serves as the blueprint for a die object We can then instantiate (create) as many die objects as we need for any particular program 4-4 2

Classes A class can contain data declarations and method declarations int size, weight; char category; Data declarations Method declarations 4-5 Classes The values of the data define the state of an object created from the class The functionality of the methods define the behaviors of the object For our Die class, we might declare an integer that represents the current value showing on the face One of the methods would roll the die by setting that value to a random number between one and six 4-6 3

Classes We ll want to design the Die class with other data and methods to make it a versatile and reusable resource Any given program will not necessarily use all aspects of a given class See the RollingDice.java and Die.java programs in chapter 4. 4-7 The Die Class The Die class contains two data values a constant MAX that represents the maximum face value an integer facevalue that represents the current face value The roll method uses the random method of the Math class to determine a new face value There are also methods to explicitly set and retrieve the current face value at any time 4-8 4

The tostring Method All classes that represent objects should define a tostring method The tostring method returns a String that represents the object in some way. The tostring method is called automatically when an object is concatenated to a string or when it is passed to the println method 4-9 Constructors A constructor is a special method that is used to set up an object when it is initially created. The main purpose of a constructor is to initialize the object s variables. A constructor has the same name as the class A constructor is public and does not have a return type (not even void). The Die constructor is used to set the initial face value of each new die object to 1. 4-10 5

Data Scope The scope of data is the area in a program in which that data can be referenced (used) Data declared at the class level can be referenced by all methods in that class Data declared within a method can be used only in that method Data declared within a method is called local data In the Die class, the variable result is declared inside the tostring method -- it is local to that method and cannot be referenced anywhere else 4-11 Instance Data The facevalue variable in the Die class is called instance data because each instance (object) that is created has its own version of it An instance variable declaration gives the type of the data, but it does not reserve any memory space for it Every time a Die object is created, a new facevalue variable is created as well and memory is allocated The objects of a class share the method definitions, but each object has its own data space 4-12 6

Instance Data We can depict the two Die objects from the RollingDice program as follows: die1 facevalue 5 die2 facevalue 2 Each object maintains its own facevalue variable, and thus its own state 4-13 Encapsulation We can take one of two views of an object: internal - the details of the variables and methods of the class that defines it external - the services that an object provides and how the object interacts with the rest of the system From the external view, an object is an encapsulated entity, providing a set of specific services These services define the interface to the object 4-14 7

Encapsulation One object (called the client) may use another object for the services it provides The client of an object may request its services (call its methods), but it should not have to be aware of how those services are accomplished Any changes to the object's state (its variables) should be made by that object's methods We should make it difficult, if not impossible, for a client to access an object s variables directly That is, an object should be self-governing 4-15 Encapsulation An encapsulated object can be thought of as a black box -- its inner workings are hidden from the client The client invokes the interface methods of the object, which manages the instance data Client Methods Data 4-16 8

Visibility Modifiers In Java, we accomplish encapsulation through the appropriate use of visibility modifiers A modifier is a Java reserved word that specifies particular characteristics of a method or data We've used the final modifier to define constants Java has three visibility modifiers: public, protected, and private The protected modifier involves inheritance, which we will discuss later 4-17 Visibility Modifiers Members of a class that are declared with public visibility can be referenced anywhere Members of a class that are declared with private visibility can be referenced only within that class Members declared without a visibility modifier have default visibility and can be referenced by any class in the same package An overview of all Java modifiers is presented in Appendix E 4-18 9

Visibility Modifiers Public variables violate encapsulation because they allow the client to reach in and modify the values directly Therefore instance variables should not be declared with public visibility It is acceptable to give a constant public visibility, which allows it to be used outside of the class Public constants do not violate encapsulation because, although the client can access it, its value cannot be changed 4-19 Visibility Modifiers public private Variables Violate encapsulation Enforce encapsulation Methods Provide services to clients Support other methods in the class 4-20 10

Accessors and Mutators Because instance data is private, a class usually provides services to access and modify data values An accessor method returns the current value of a variable A mutator method changes the value of a variable The names of accessor and mutator methods take the form getx and setx, respectively, where X is the name of the instance variable They are sometimes called getters and setters 4-21 Mutator Restrictions The use of mutators gives the class designer the ability to restrict a client s options to modify an object s state A mutator is often designed so that the values of variables can be set only within particular limits For example, the setfacevalue mutator of the Die class should have restricted the value to the valid range (1 to MAX) 4-22 11

Method Declarations Let s now examine method declarations in more detail A method declaration specifies the code that will be executed when the method is invoked (called) When a method is invoked, the flow of control jumps to the method and executes its code When complete, the flow returns to the place where the method was called and continues The invocation may or may not return a value, depending on how the method is defined 4-23 Method Header A method declaration begins with a method header char calc (int num1, int num2, String message) return type method name parameter list The parameter list specifies the type and name of each parameter The name of a parameter in the method declaration is called a formal parameter 4-24 12

Method Body The method header is followed by the method body char calc (int num1, int num2, String message) { int sum = num1 + num2; char result = message.charat (sum); } return result; The return expression must be consistent with the return type sum and result are local data They are created each time the method is called, and are destroyed when it finishes executing 4-25 The return Statement The return type of a method indicates the type of value that the method sends back to the calling location A method that does not return a value has a void return type A return statement specifies the value that will be returned return expression; Its expression must conform to the return type 4-26 13

Parameters When a method is called, the actual parameters in the invocation are copied into the formal parameters in the method header ch = obj.calc (25, count, "Hello"); char calc (int num1, int num2, String message) { int sum = num1 + num2; char result = message.charat (sum); } return result; 4-27 Local Data As we ve seen, local variables can be declared inside a method The formal parameters of a method create automatic local variables when the method is invoked When the method finishes, all local variables are destroyed (including the formal parameters) Keep in mind that instance variables, declared at the class level, exists as long as the object exists 4-28 14

Driver Programs (Test Programs) A driver program drives the use of programs Driver programs are often used to test other parts of the software A driver program should contain a main method For example, the RollingDice.java program is a driver for Die.java 4-29 15