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Based on slides at buildingjavaprograms.com Objects and Classes, take 2 Managing Complexity with Programmer-Defined Types  Classes are programmer-defined.

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Presentation on theme: "Based on slides at buildingjavaprograms.com Objects and Classes, take 2 Managing Complexity with Programmer-Defined Types  Classes are programmer-defined."— Presentation transcript:

1 based on slides at buildingjavaprograms.com Objects and Classes, take 2 Managing Complexity with Programmer-Defined Types  Classes are programmer-defined types.  All data types other than primitive types (char, int, double, boolean) are written/defined by programmers, including classes from the Java Standard Library  Classes help us manage complexity, since they:  tie together related data and operations  decompose an application into some number of objects and their interactions  can be re-used in different applications

2 2 A programming problem  Given a file of cities' (x, y) coordinates, which begins with the number of cities: 6 50 20 90 60 10 72 74 98 5 136 150 91  Write a program to draw the cities on a DrawingPanel, then drop a "bomb" that turns all cities red that are within a given radius: Blast site x/y? 100 100 Blast radius? 75

3 3 A bad solution Scanner input = new Scanner(new File("cities.txt")); int cityCount = input.nextInt(); int[] xCoords = new int[cityCount]; int[] yCoords = new int[cityCount]; for (int i = 0; i < cityCount; i++) { xCoords[i] = input.nextInt(); // read each city yCoords[i] = input.nextInt(); }...  parallel arrays: 2+ arrays with related data at same indexes.  Poor solution - as the programmer, you must remember the connection between entries in the int arrays - the program does not tie them together.

4 4 Observations  This problem would be easier to solve if there were such a thing as a Point object.  A Point would store a city's x,y data.  We could compare distances between Point s to see whether the bomb hit a given city.  Each Point would know how to draw itself.  The overall program would be shorter and cleaner.  A city’s coordinates would be logically connected in the program.

5 5 Clients of objects  client program: A program that uses objects.  Example: Circles is a client of DrawingPanel and Graphics. Circles.java (client program) public class Circles { main(String[] args) { new DrawingPanel(...)... } DrawingPanel.java (class) public class DrawingPanel {... }

6 6 Classes and objects  class: A program entity that represents either: 1.A program / module, or 2.A template for a new type of objects.  A blueprint for a collection of similar objects, that have similar attributes and behavior  The DrawingPanel class is a template for creating DrawingPanel objects.  object: An entity that combines state and behavior.  object-oriented programming (OOP): Programs that perform their behavior as interactions between objects.

7 7 Blueprint analogy iPod blueprint state: current song volume battery life behavior: power on/off change station/song change volume choose random song iPod #1 state: song = " 1,000,000 Miles " volume = 17 battery life = 2.5 hrs behavior: power on/off change station/song change volume choose random song iPod #2 state: song = "Letting You" volume = 9 battery life = 3.41 hrs behavior: power on/off change station/song change volume choose random song iPod #3 state: song = "Discipline" volume = 24 battery life = 1.8 hrs behavior: power on/off change station/song change volume choose random song creates

8 8 Abstraction  abstraction: A distancing between ideas and details.  We can use objects without knowing how they work.  abstraction in an iPod:  You understand its external behavior (buttons, screen).  You don't understand its inner details, and you don't need to, in order to use an iPod.

9 9 Class Design  In the following slides, we will implement a Point class as a way of learning about classes.  We will define a type of objects named Point.  Each Point object will contain x,y data called fields.  Each Point object will contain behavior called methods.  Client programs will use the Point objects.  To create a new class, think about the objects that will be created of this new class type:  what the object knows  what the object does

10 10 Class Design  For a Car class:  What does a Car object know? (What attributes does it have?)  What can a Car object do? (What actions can it carry out?)  Instance variables are an object’s data, i.e., the things the object knows about itself.  Methods are the things an object can do.  Note: Often our classes contain methods that  read new values to store in instance variables,  write the data stored in the instance variables.

11 11 Point objects Point p1 = new Point(5, -2); Point p2 = new Point(); // origin, (0, 0)  Data in each Point object:  Methods in each Point object: Method nameDescription setLocation( x, y ) sets the point's x and y to the given values translate( dx, dy ) adjusts the point's x and y by the given amounts distance( p ) how far away the point is from point p draw( g ) displays the point on a drawing panel Field name Description x the point's x- coordinate y the point's y- coordinate

12 12 Point class as blueprint  The class (blueprint) describes how to create objects.  Each object contains its own data and methods. Point class state: int x, y behavior: setLocation(int x, int y) translate(int dx, int dy) distance(Point p) draw(Graphics g) Point object #1 state: x = 5, y = -2 behavior: setLocation(int x, int y) translate(int dx, int dy) distance(Point p) draw(Graphics g) Point object #2 state: x = -245, y = 1897 behavior: setLocation(int x, int y) translate(int dx, int dy) distance(Point p) draw(Graphics g) Point object #3 state: x = 18, y = 42 behavior: setLocation(int x, int y) translate(int dx, int dy) distance(Point p) draw(Graphics g)

13 13 Point class, version 1: State public class Point { private int x; private int y; }  Save this code in file Point.java.  The above code creates a new type named Point.  Each Point object contains two pieces of data:  an int named x, and  an int named y.  Point objects do not contain any behavior (yet).

14 14 Fields  field: A variable inside an object that is part of its state. Called an instance variable or instance field.  Each object has its own copy of each field.  Declaration syntax: ;  Example: public class Student { private String name;// each Student object private double gpa;// name and gpa field }

15 15 Accessing fields  Other classes can access/modify an object's fields, if permitted by the access specifier for the field.  access:variable. field  modify:variable. field = value ;  Example: Point p1 = new Point(); Point p2 = new Point(); System.out.println("the x-coord is " + p1.x);// access p2.y = 13;// modify - usually disallowed (encapsulation)

16 16 A class and its client  Point.java is not, by itself, a runnable program.  A class can be used by client programs. PointMain.java (client program) public class PointMain {... main(args) { Point p1 = new Point(); p1.x = 7; p1.y = 2; Point p2 = new Point(); p2.x = 4; p2.y = 3;... } Point.java (class of objects) public class Point { int x; int y; } x 7 y 2 x 4 y 3

17 17 PointMain client example public class PointMain { public static void main(String[] args) { // create two Point objects Point p1 = new Point(); p1.y = 2; Point p2 = new Point(); p2.x = 4; System.out.println(p1.x + "," + p1.y); // 0,2 // move p2 and then print it p2.x += 2; p2.y++; System.out.println(p2.x + "," + p2.y); // 6,1 }

18 18 Methods: An Object’s Behavior  Methods of objects (methods that are non-static) define the behavior of the object. public class Point { private int x; private int y; public void setLocation(int newX, int newY) { x = newX; y = newY; }

19 19 More on Methods + this keyword  The keyword this allows an object to refer to itself: public void setLocation(int x, int y) { this.x = x;// this.x is instance var for this object this.y = y; }  this is used to distinguish between the instance variable and parameter of the same name.  an instance method is executed from the context or perspective of a particular object  this lets you refer to the object on which the method is running.  this is called the “implicit parameter”

20 20 Constructors  Method that executes when a new object is created  Same name as the class  No return type - implicitly returns new object  Used to initialize object’s data fields public class Point { private int x; private int y; public Point(int x, int y) { this.x = x; this.y = y; }

21 21 Accessors or Getters  Many classes include methods that get, or return, the value of an instance variable. This is needed if clients need access to variable values, since we protect our instance variables (by declaring them private)  This methods are called accessors or getters, and usually have the name get.  Getter for x coordinate, in Point class: public class Point { private int x;// x cannot be modified from outside class private int y; public int getX() { return x; }

22 22 Mutators or Setters  Many classes contain methods that allow a user to modify the value of an instance variable, often with restrictions on the type of modifications allowed.  These methods are called mutator or setter methods. public class Point { private int x; public void setX(int newX) { x = newX; }

23 23 Point class - Exercise  Write a complete Point class that contains:  a constructor that takes as arguments the coordinates of the point  a constructor that takes no arguments, and initializes the point to represent the origin (0, 0)  mutator methods for both the x and y coordinates  accessor methods for both the x and y coordinates  a distanceToOrigin method that computes the distance to (0, 0) from the current point  a distance method that takes a Point p as its argument, and returns the distance from this point to p

24 24 Point Objects  Instance method: method that exists inside each object Point p = new Point(2, 3); p.setLocation(4, 1); Point q = new Point(5, 5); q.setLocation(0, 0); p x y public void setLocation(int x, int y) {... } q x y public void setLocation(int x, int y) {... } 23 5 5

25 25 More on Constructors  Initializes the state of a new object  Runs when the client creates a new object using the new keyword + the class/constructor name  If a class contains no constructor, Java provides the class with a default constructor that takes no arguments Syntax: public (,... ) { }

26 26 Common Constructor Errors  Including a return type: public void Point(int newX, int newY) {... } Remember that a constructor automatically returns the new Point object.  Assigning values to local variables (the constructor’s parameter) rather than instance variables: public void Point(int newX, int newY) { newX = x; // assign parameter the value of // instance variable int y = newY; // create local variable y }

27 27 Arrays of objects  null : A reference that does not refer to any object.  The elements of an array of objects are initialized to null. String[] words = new String[5]; DrawingPanel[] windows = new DrawingPanel[3]; index01234 valuenull index012 valuenull words window s

28 28 Things you can do w/ null  store null in a variable or an array element String s = null; words[2] = null;  print a null reference System.out.println(s); // output: null  ask whether a variable or array element is null if (words[i] == null) {...  pass null as a parameter to a method  return null from a method (often to indicate failure)

29 29 Null pointer exception  dereference: To access data or methods of an object with the dot notation, such as s.length().  It is illegal to dereference null (causes an exception).  null is not any object, so it has no methods or data. String[] words = new String[5]; System.out.println("word is: " + words[0]); words[0] = words[0].toUpperCase(); Output: word is: null Exception in thread "main" java.lang.NullPointerException at Example.main(Example.java:8)

30 30 Looking before you leap  You can check for null before calling an object's methods. String[] words = new String[5]; words[0] = "hello"; words[2] = "goodbye";// words[1], [3], [4] are null for (int i = 0; i < words.length; i++) { if (words[i] != null) { words[i] = words[i].toUpperCase(); } index01234 value "hello" null "goodbye" null words

31 31 Two-phase initialization 1) initialize the array itself (each element is initially null ) 2) initialize each element of the array to be a new object String[] words = new String[4]; // phase 1 for (int i = 0; i < words.length; i++) { coords[i] = "word " + i; // phase 2 } index0123 value "word 0""word 1""word 2""word 3" words


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