Chapter 5: Enhancing Classes Presentation slides for Java Software Solutions Foundations of Program Design Second Edition by John Lewis and William Loftus.

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Presentation transcript:

Chapter 5: Enhancing Classes Presentation slides for Java Software Solutions Foundations of Program Design Second Edition by John Lewis and William Loftus Java Software Solutions is published by Addison Wesley Longman Presentation slides are copyright 1999 by John Lewis and William Loftus. All rights reserved. Instructors using the textbook may use and modify these slides for pedagogical purposes.

2 Enhancing Classes b We can now explore various aspects of classes and objects in more detail b Chapter 5 focuses on: object references and aliasesobject references and aliases passing objects as parameterspassing objects as parameters the static modifierthe static modifier nested classesnested classes interfaces and polymorphisminterfaces and polymorphism events and listenersevents and listeners animationanimation

3 References b Recall from Chapter 2 that an object reference holds the memory address of an object b Rather than dealing with arbitrary addresses, we often depict a reference graphically as a “pointer” to an object ChessPiece bishop1 = new ChessPiece(); bishop1

4 Assignment Revisited b The act of assignment takes a copy of a value and stores it in a variable b For primitive types: num2 = num1; Before num1 5 num2 12 After num1 5 num2 5

5 Reference Assignment b For object references, assignment copies the memory location: bishop2 = bishop1; Before bishop1bishop2 After bishop1bishop2

6 Aliases b Two or more references that refer to the same object are called aliases of each other b One object (and its data) can be accessed using different variables b Aliases can be useful, but should be managed carefully b Changing the object’s state (its variables) through one reference changes it for all of its aliases

7 Garbage Collection b When an object no longer has any valid references to it, it can no longer be accessed by the program b It is useless, and therefore called garbage b Java performs automatic garbage collection periodically, returning an object's memory to the system for future use b In other languages, the programmer has the responsibility for performing garbage collection

Passing Objects to Methods b Parameters in a Java method are passed by value b This means that a copy of the actual parameter (the value passed in) is stored into the formal parameter (in the method header) b Passing parameters is essentially an assignment b When an object is passed to a method, the actual parameter and the formal parameter become aliases of each other

Passing Objects to Methods b What you do to a parameter inside a method may or may not have a permanent effect (outside the method) b See ParameterPassing.java (page 226) ParameterPassing.java b See ParameterTester.java (page 228) ParameterTester.java b See Num.java (page 230) Num.java b Note the difference between changing the reference and changing the object that the reference points to

10 The static Modifier b In Chapter 2 we discussed static methods (also called class methods) that can be invoked through the class name rather than through a particular object  For example, the methods of the Math class are static  To make a method static, we apply the static modifier to the method definition  The static modifier can be applied to variables as well b It associates a variable or method with the class rather than an object

11 Static Methods public static int triple (int num) { int result; result = num * 3; return result; } class Helper Because it is static, the method could be invoked as: value = Helper.triple (5);

12 Static Methods b The order of the modifiers can be interchanged, but by convention visibility modifiers come first  Recall that the main method is static; it is invoked by the system without creating an object b Static methods cannot reference instance variables, because instance variables don't exist until an object exists b However, they can reference static variables or local variables

13 Static Variables b Static variables are sometimes called class variables b Normally, each object has its own data space b If a variable is declared as static, only one copy of the variable exists private static float price; b Memory space for a static variable is created as soon as the class in which it is declared is loaded

Static Variables b All objects created from the class share access to the static variable b Changing the value of a static variable in one object changes it for all others b Static methods and variables often work together b See CountInstances.java (page 233) CountInstances.java b See MyClass.java (page 234) MyClass.java

Nested Classes b In addition to a class containing data and methods, it can also contain other classes b A class declared within another class is called a nested class Outer Class Nested Class

Nested Classes b A nested class has access to the variables and methods of the outer class, even if they are declared private b In certain situations this makes the implementation of the classes easier because they can easily share information b Furthermore, the nested class can be protected by the outer class from external use b This is a special relationship and should be used with care

Nested Classes b A nested class produces a separate bytecode file b If a nested class called Inside is declared in an outer class called Outside, two bytecode files will be produced: Outside.class Outside$Inside.class b Nested classes can be declared as static, in which case they cannot refer to instance variables or methods b A nonstatic nested class is called an inner class

Interfaces b A Java interface is a collection of abstract methods and constants b An abstract method is a method header without a method body  An abstract method can be declared using the modifier abstract, but because all methods in an interface are abstract, it is usually left off b An interface is used to formally define a set of methods that a class will implement

Interfaces public interface Doable { public void doThis(); public int doThat(); public void doThis2 (float value, char ch); public boolean doTheOther (int num); } interface is a reserved word None of the methods in an interface are given a definition (body) A semicolon immediately follows each method header

Interfaces b An interface cannot be instantiated b Methods in an interface have public visibility by default b A class formally implements an interface by stating so in the class headerstating so in the class header providing implementations for each abstract method in the interfaceproviding implementations for each abstract method in the interface b If a class asserts that it implements an interface, it must define all methods in the interface or the compiler will produce errors.

Interfaces public class CanDo implements Doable { public void doThis () { // whatever } public void doThat () { // whatever } // etc. } implements is a reserved word Each method listed in Doable is given a definition

Interfaces b A class that implements an interface can implement other methods as well b See Speaker.java (page 236) Speaker.java b See Philosopher.java (page 237) Philosopher.java b See Dog.java (page 238) Dog.java b A class can implement multiple interfaces b The interfaces are listed in the implements clause, separated by commas b The class must implement all methods in all interfaces listed in the header

Polymorphism via Interfaces b An interface name can be used as the type of an object reference variable Doable obj;  The obj reference can be used to point to any object of any class that implements the Doable interface  The version of doThis that the following line invokes depends on the type of object that obj is referring to: obj.doThis();

Polymorphism via Interfaces b That reference is polymorphic, which can be defined as "having many forms"  That line of code might execute different methods at different times if the object that obj points to changes b See Talking.java (page 240) Talking.java b Note that polymorphic references must be resolved at run time; this is called dynamic binding b Careful use of polymorphic references can lead to elegant, robust software designs

Interfaces b The Java standard class library contains many interfaces that are helpful in certain situations  The Comparable interface contains an abstract method called compareTo, which is used to compare two objects  The String class implements Comparable which gives us the ability to put strings in alphabetical order  The Iterator interface contains methods that allow the user to move through a collection of objects easily

Events b An event is an object that represents some activity to which we may want to respond b For example, we may want our program to perform some action when the following occurs: the mouse is movedthe mouse is moved a mouse button is clickeda mouse button is clicked the mouse is draggedthe mouse is dragged a graphical button is clickeda graphical button is clicked a keyboard key is presseda keyboard key is pressed a timer expiresa timer expires b Often events correspond to user actions, but not always

Events b The Java standard class library contains several classes that represent typical events b Certain objects, such as an applet or a graphical button, generate (fire) an event when it occurs b Other objects, called listeners, respond to events b We can write listener objects to do whatever we want when an event occurs

Events and Listeners Generator This object may generate an event Listener This object waits for and responds to an event Event When an event occurs, the generator calls the appropriate method of the listener, passing an object that describes the event

Listener Interfaces b We can create a listener object by writing a class that implements a particular listener interface b The Java standard class library contains several interfaces that correspond to particular event categories  For example, the MouseListener interface contains methods that correspond to mouse events b After creating the listener, we add the listener to the component that might generate the event to set up a formal relationship between the generator and listener

Mouse Events b The following are mouse events: mouse pressed - the mouse button is pressed downmouse pressed - the mouse button is pressed down mouse released - the mouse button is releasedmouse released - the mouse button is released mouse clicked - the mouse button is pressed and releasedmouse clicked - the mouse button is pressed and released mouse entered - the mouse pointer is moved over a particular componentmouse entered - the mouse pointer is moved over a particular component mouse exited - the mouse pointer is moved off of a particular componentmouse exited - the mouse pointer is moved off of a particular component b Any given program can listen for some, none, or all of these b See Dots.java (page 246) Dots.java b See DotsMouseListener.java (page 248) DotsMouseListener.java

Mouse Motion Events b The following are called mouse motion events: mouse moved - the mouse is movedmouse moved - the mouse is moved mouse dragged - the mouse is moved while the mouse button is held downmouse dragged - the mouse is moved while the mouse button is held down  There is a corresponding MouseMotionListener interface b One class can serve as both a generator and a listener b One class can serve as a listener for multiple event types b See RubberLines.java (page 249) RubberLines.java

Key Events b The following are called key events: key pressed - a keyboard key is pressed downkey pressed - a keyboard key is pressed down key released - a keyboard key is releasedkey released - a keyboard key is released key typed - a keyboard key is pressed and releasedkey typed - a keyboard key is pressed and released  The KeyListener interface handles key events b Listener classes are often implemented as inner classes, nested within the component that they are listening to b See Direction.java (page 253) Direction.java

Animations b An animation is a constantly changing series of pictures or images that create the illusion of movement b We can create animations in Java by changing a picture slightly over time  The speed of a Java animation is usually controlled by a Timer object  The Timer class is defined in the javax.swing package

Animations  A Timer object generates an ActionEvent every n milliseconds (where n is set by the object creator)  The ActionListener interface contains an actionPerformed method  Whenever the timer expires (generating an ActionEvent ) the animation can be updated b See Rebound.java (page 258) Rebound.java