Anatomy of a Class & Method

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Presentation transcript:

Anatomy of a Class & Method Writing Classes Anatomy of a Class & Method

Objects An object has: state - descriptive characteristics behaviors - what it can do (or what can be done to it) For example, consider a coin that can be flipped so that it's face shows either "heads" or "tails" The state of the coin is its current face (heads or tails) The behavior of the coin is that it can be flipped Note that the behavior of the coin might change its state Object-oriented programming is a programming technique that makes use of objects. Objects are self-contained data structures that consist of properties or attributes, methods and events. Properties specify the data represented by an object. Methods specify an object’s behavior. Events provide communication between objects.

Classes A class is a blueprint of an object It is the model or pattern from which objects are created For example, the String class is used to define String objects Each String object contains specific characters (its state) Each String object can perform services (behaviors) such as toUpperCase

Classes The String class was provided for us by the Java standard class library But we can also write our own classes that define specific objects that we need For example, suppose we want to write a program that simulates the flipping of a coin We can write a Coin class to represent a coin object

Classes A class contains data declarations and method declarations int x, y; char ch; Data declarations Method declarations

Data Scope The scope of data is the area in a program in which that data can be used (referenced) Data declared at the class level can be used 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

Instance Data The face variable in the Coin class is called instance data because each instance (object) of the Coin class has its own A class declares the type of the data, but it does not reserve any memory space for it Every time a Coin object is created, a new face variable is created as well The objects of a class share the method definitions, but each has its own data space That's the only way two objects can have different states

Instance Data

Encapsulation We can take one of two views of an object: internal - the variables the object holds and the methods that make the object useful external - the services that an object provides and how the object interacts From the external view, an object is an encapsulated entity, providing a set of specific services These services define the interface to the object Recall from Chapter 2 that an object is an abstraction, hiding details from the rest of the system

Encapsulation An object should be self-governing Any changes to the object's state (its variables) should be made only by that object's methods We should make it difficult, if not impossible, to access an object’s variables other than via its methods The user, or client, of an object can request its services, but it should not have to be aware of how those services are accomplished

Encapsulation An encapsulated object can be thought of as a black box Its inner workings are hidden to the client, which invokes only the interface methods Methods Client Data