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Uploaded by

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© © All Rights Reserved
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You are on page 1/ 452

Chapter 1

A Cr
Crash
ash Course in JJaava
• “Hello, World!” in Java
• Documentation Comments
• Primitive Types
• Control Flow Statements
• Object References
• Parameter Passing
• Packages
• Basic Exception Handling
• Strings
• Reading Input
• Array Lists and Linked Lists
• Arrays
• Static Fields and Methods
• Programming Style
• Exercises

The purpose of this chapter is to teach you the elements of the Java programming
language—or to give you an opportunity to review them— assuming that you know an
object-oriented programming language. In particular, you should be familiar with the
concepts of classes and objects. If you know C++ and understand classes, member
functions, and constructors, then you will find that it is easy to make the switch to Java.

1.1. “Hello, W
World!”
orld!” in JJaava
Classes are the building blocks of Java programs. Let’s start our crash course by looking
at a simple but typical class:

public class Greeter


{
public Greeter(String aName)
{
name = aName;
}
public String sayHello()
{
return "Hello, " + name + "!";
}
private String name;
}

This class has three features:

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• A constructor Greeter(String aName) that is used to construct new objects of this
class.
• A method sayHello() that you can apply to objects of this class. ( Java uses the
term “method” for a function defined in a class.)
• A field name. Every object of this class has an instance of this field.

A class definition Each feature is tagged as public or private. Implementation details(such as the name
contains the
implementation of
field) are private. Features that are intended for the class user (such as the constructor
constructors, and sayHello method) are public. The class itself is declared as public as well. You will
methods, and
fields. see the reason in the section on packages.

To construct an object, you use the new operator, which invokes the constructor.

new Greeter("World")

The new operator The object that the new operator returns belongs to the Greeter class. In object-oriented
constructs new
instances of a
parlance, we say that it is an instance of the Greeter class. The process of constructing an
class. object of a class is often called “instantiating the class”.

After you obtain an instance of a class, you can call (or invoke) methods on it. The call

(new Greeter("World")).sayHello()

creates a new object and causes the sayHello method to be executed. The result is the
string "Hello, World!", the concatenation of the strings "Hello, ", name, and "!".

Object-oriented The code that invokes a method is often called the client code. We think of the object as
programming
follows the “client-
providing a service for the client.
server” model.
The client code
requests a service
You often need variables to store object references that are the result of the new operator
by invoking a or a method call:
method on an
object.
Greeter worldGreeter = new Greeter("World");

ch01/helloworld/GreeterTester.java
1 public class GreeterTester
2 {
3 public static void main(String[] args)
4 {
5 Greeter worldGreeter = new Greeter("World");
6 String greeting = worldGreeter.sayHello();
7 System.out.println(greeting);
8 }
9 }
Execution of a Java
program starts
with the main
This class has a main method, which is required to start a Java application. The main
method of a class. method is static, which means that it doesn’t operate on an object. (We will discuss static
methods—also called class methods —in greater detail later in this chapter.) When the
application is launched, there aren’t any objects yet. It is the job of the main method to

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construct the objects that are needed to start the program.

The args parameter of the main method holds the command-line arguments, which are not
used in this example. We will discuss command-line arguments in the section on arrays.

You have already seen the first two statements inside the main method. They construct a
Greeter object, store it in an object variable, invoke the sayHello method, and capture the
result in a string variable. The last statement invokes the println method on the
System.out object. The result is to print the message and a line terminator to the standard
output stream.

To build and execute the program, put the Greeter class inside a file Greeter.java and the
GreeterTester class inside a separate file GreeterTester.java. The directions for compiling
and running the program depend on your development environment.

The Java Software Development Kit (SDK) from Sun Microsystems is a set of command-
line programs for compiling, running, and documenting Java programs. Versions for
several platforms are available at http://oracle.com/technetwork/java. If you use the Java
SDK, then follow these instructions:

1. Create a new directory of your choice to hold the program files.


2. Use a text editor of your choice to prepare the files Greeter.java and
GreeterTester.java. Place them inside the directory you just created.
3. Open a shell window.
4. Use the cd command to change to the directory you just created.
5. Run the compiler with the command

javac GreeterTester.java

If the Java compiler is not on the search path, then you need to use the full path
(such as /usr/local/jdk1.8.0/bin/javac or c:\jdk1.8.0\bin\javac) instead of just
javac. Note that the Greeter.java file is automatically compiled as well since the
GreeterTester class requires the Greeter class. If any compilation errors are
reported, then make a note of the file and line numbers and fix them.
6. Have a look at the files in the current directory. Verify that the compiler has
generated two class files, Greeter.class and GreeterTester.class.
7. Start the Java interpreter with the command

java GreeterTester

Now you will see a message “Hello, World!” in the shell window (see Figure 1).

The structure of this program is typical for a Java application. The program consists of a
collection of classes. One class has a main method. You run the program by launching the
Java interpreter with the name of the class whose main method contains the instructions
for starting the program activities.

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Figure 1-1: Running the “Hello, World!” Program in a Shell Window

Some
programming
environments
The BlueJ development environment lets you test classes without having to write a new
allow you to program for every test. BlueJ supplies an interactive environment for constructing
execute Java code
without requiring
objects and invoking methods on the objects. You can download BlueJ from
a main method. http://www.bluej.org.

With BlueJ, you don’t need a GreeterTester class to test the Greeter class. Instead, just
follow these steps.

1. Select “Project → New…” from the menu; point the file dialog box to a directory of
your choice and type in the name of the subdirectory that should hold your
classes—this must be the name of a new directory. BlueJ will create it.
2. Click on the “New Class…” button and type in the class name Greeter. Rightclick on
the class rectangle and type in the code of the Greeter class.
3. Click on the “Compile” button to compile the class. Click on the “Close” button.
4. The class is symbolized as a rectangle. Right-click on the class rectangle and select
“new Greeter(aName)” to construct a new object. Call the object worldGreeter
supply the constructor parameter "World" (including the quotation marks).
5. The object appears in the object workbench. Right-click on the object rectangle
and select “String sayHello( )” to execute the sayHello method.
6. A dialog box appears to display the result (see Figure 2).

As you can see, BlueJ lets you think about objects and classes without fussing with public
static void main.

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Figure 1-2: Testing a Class with BlueJ

1.2. Documentation Comments


Java has a standard form for comments that describe classes and their features. The Java
development kit contains a tool, called javadoc, that automatically generates a convenient
set of HTML pages that document your classes.

Documentation comments are delimited by /** and */. Both class and method comments
start with freeform text. The javadoc utility copies the first sentence of each comment to
a summary table. Therefore, it is best to write tha first sentence with some care. It should
start with an uppercase letter and end with a period. It does not have to be a
grammatically complete sentence, but it should be meaningful when it is pulled out of the
comment and displayed in a summary.

Method and constructor comments contain additional information. For each parameter,
supply a line that starts with @param, followed by the parameter name and a short
explanation. Supply a line that starts with @return to describe the return value. Omit the
@param tag for methods that have no parameters, and omit the @return tag for methods

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whose return type is void.

Here is the Greeter class with documentation comments for the class and its public
interface.

ch01/helloworld/Greeter.java
1 /**
2 A class for producing simple greetings.
3 */
4
5 public class Greeter
6 {
7 /**
8 Constructs a Greeter object that can greet a person or
9 entity.
10 @param aName the name of the person or entity who should
11 be addressed in the greetings.
12 */
13 public Greeter(String aName)
14 {
15 name = aName;
16 }
17
18 /**
19 Greet with a "Hello" message.
20 @return a message containing "Hello" and the name of
21 the greeted person or entity.
22 */
23 public String sayHello()
24 {
25 return "Hello, " + name + "!";
26 }
27
28 private String name;
29 }

Your first reaction may well be “Whoa! I am supposed to write all this stuff?” These
comments do seem pretty repetitive. But you should still take the time to write them,
even if it feels silly at times. There are three reasons.

First, the javadoc utility will format your comments into a nicely formatted set of HTML
documents. It makes good use of the seemingly repetitive phrases. The first sentence of
each method comment is used for a summary table of all methods of your class (see
Figure 3). The @param and @return comments are neatly formatted in the detail
descriptions of each method (see Figure 4). If you omit any of the comments, then
javadoc generates documents that look strangely empty.

Supply comments Next, it is possible to spend more time pondering whether a comment is too trivial to
for all methods
write than it takes just to write it. In practical programming, very simple methods are

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and public fields rare. It is harmless to have a trivial bvgmethod overcommented, whereas a complicated
of a class.
method without any comment can cause real grief to future maintenance programmers.
According to the standard Java documentation style, every class, every method, every
parameter, and every return value should have a comment.

Finally, it is always a good idea to write the method comment first, before writing the
method code. This is an excellent test to see that you firmly understand what you need to
program. If you can’t explain what a class or method does, you aren’t ready to implement
it.

Figure 1-3: A javadoc Class Summary

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Figure 1-4: Parameter and Return Value Documentation in javadocy

After you have written the documentation comments, invoke the javadoc utility.

1. Open a shell window.


2. Use the cd command to change to the directory you just created.
3. Run the javadoc utility javadoc *.java

If the Java development tools are not on the search path, then you need to use the full
path (such as /usr/local/jdk1.8.0/bin/javadoc or c:\jdk1.8\bin\javadoc) instead of just
javadoc.

The javadoc utility The javadoc utility then produces one HTML file for each class (such as Greeter.html and
extracts
documentation
GreeterTester.html) as well as a file index.html and a number of other summary files. The
comments and index.html file contains links to all classes.
produces a set of
cross-linked
HTML files. The javadoc tool is wonderful because it does one thing right: It allows you to put the
documentation together with your code. That way, when you update your programs, you
can see immediately which documentation needs to be updated. Hopefully, you will then
update it right then and there. Afterwards, run javadoc again and get a set of nicely
formatted HTML pages with the updated comments.

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Figure 1-5: The Java API Documentation

The Java development kit contains the documentation for all classes in the Java library,
also called the application programming interface or API. Figure 5 shows the
documentation of the String class. This documentation is directly extracted from the
library source code. The programmers who wrote the Java library documented every
class and method and then simply ran javadoc to extract the HTML documentation.

Tip: Download the SDK documentation from http://oracle.com/technetwork/java.


Uncompress the documentation on your computer. Point your browser to the docs/api/
index.html file inside the documentation directory, and make a bookmark. Do it now! You
will need to access this information frequently.

1.3. Primitive T
Types
ypes
Java has eight In Java, numbers, characters, and Boolean values are not objects but values of a primitive
primitive types for
integers, floating-
type. Table 1 shows the eight primitive types of the Java language.
point numbers,
bytes, characters,
and Boolean
To indicate long constants, use a suffix L, such as 10000000000L. Similarly, float constants
values. have a suffix F, such as 3.1415927F.

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Characters are encoded in Unicode, a uniform encoding scheme for characters in many
languages around the world. Character constants are enclosed in single quotes, such as
'a'. Several characters, such as a newline '\n', are represented as two-character escape
sequences. Table 2 shows the most common permitted escape sequences. Arbitrary char
values are denoted by a \u, followed by four hexadecimal digits enclosed in single quotes.
For example, '\u2122' is the trademark symbol (™).

Table 1-1: The Primitive Types of the Java Language


Type Size Range
4
int –2,147,483,648 . . . 2,147,483,647
bytes
8 –9,223,372,036,854,775,808 . .
long
bytes .9,223,372,036,854,775,807
2
short –32768 . . . 32767
bytes
byte 1 byte –128 . . . 127
2
char '\u0000' ... '\uFFFF'
bytes
boolean false, true
8
double approximately ±1.79769313486231570E+308
bytes
4
float approximately ±3.40282347E+38F
bytes

Table 1-2: Character Escape


Sequences
Escape Sequence Meaning
\b backspace (\u0008)
\f form feed (\u000C)
\n newline (\u000A)
\r return (\u000D)
\t tab (\u0009)
\\ backslash
\' single quote
\" double quote
\un1n2n3n4 Unicode code unit

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You can find the encodings of hundreds of thousands of letters in many alphabets at
http://www.unicode.org.

Caution: A char value is not the same as a Unicode character. Unicode characters with a
“code point” that is larger than 65535 require two char values. For example, the character
“Smiling cat face with heart-shaped eyes” (😻) has code point 128571 and is encoded as
\uD83D\uDE3B.

Conversions that don’t incur information loss (such as short to int or float to double) are
always legal. Values of type char can be converted to int. All integer types can be
converted to float or double, even though some of the conversions (such as long to
double) lose precision. All other conversions require a cast:

double x = 10.0 / 3.0; // sets x to 3.3333333333333335


int n = (int) x; // sets n to 3
float f = (float) x; // sets f to 3.3333333

It is not possible to convert between the boolean type and number types. The Math class
implements useful mathematical methods. Table 3 contains some of the most useful ones.
The methods of the Math class do not operate on objects. Instead, numbers are supplied
as parameters. (Recall that numbers are not objects in Java.) For example, here is how to
call the sqrt method:

double y = Math.sqrt(x);

Since the method doesn’t operate on an object, the class name must be supplied to tell
the compiler that the sqrt method is in the Math class. In Java, every method must belong
to some class.

Table 1-3: Mathematical Methods


Method Description
Math.sqrt(x) Square root of x, √x
Math.pow(x, y) xy (x > 0, or x = 0 and y > 0, or x < 0 and y is an integer)
Math.toRadians(x) Converts x degrees to radians (i.e., returns x⋅π/180)
Math.toDegrees(x) Converts x radians to degrees (i.e., returns x⋅180/π )
Math.round(x) Closest integer to x (as a long)
Math.abs(x) Absolute value |x|

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1.4. Contr
Control
ol Flow Statements
The if statement is used for conditional execution. The else branch is optional.

if (x >= 0) y = Math.sqrt(x); else y = 0;

The while and do statements are used for loops. The body of a do loop is executed at least
once.

while (x < target)


{
x = x * a;
n++;
}
do
{
x = x * a;
n++;
}
while (x < target);

The for statement is used for loops that are controlled by a loop counter.

for (i = 1; i <= n; i++)


{
x = x * a;
sum = sum + x;
}

A variable can be defined in a for loop. Its scope extends to the end of the loop.

for (int i = 1; i <= n; i++)


{
x = x * a;
sum = sum + x;
}
// i no longer defined here

We will discuss an enhanced form of the for loop later in this chapter.

1.5. Obje
Object
ct R
Refer
eferenc
ences
es
In Java, an object value is always a reference to an object, or, in other words, a value that
describes the location of the object. For example, consider the statement

Greeter worldGreeter = new Greeter("World");

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An object The value of the new expression is the location of the newly constructed object. The
reference
describes the
variable worldGreeter can hold the location of any Greeter object, and it is being filled
location of an with the location of the new object (see Figure 6.)
object. In Java, you
manipulate object
references, not
objects.

Figure 1-6: An Object Reference

There can be multiple variables that store references to the same object. For example,
after the assignment

Greeter anotherGreeter = worldGreeter;

the two object variables refer to the same object (see Figure 7).

When you copy If the Greeter class has a setName method that allows modification of the object, and if that
object references,
the copy accesses
method is invoked on the object reference, then both variables access the modified
the same object as object.
the original.

anotherGreeter.setName("Dave");
// now worldGreeter also refers to the changed object

To make a copy of the actual object, instead of just copying the object reference, use the
clone method. Implementing the clone method correctly is a subtle process that is
discussed in greater detail in Chapter 7. However, many library classes have a clone
method. It is then a simple matter to make a copy of an object of such a class. For
example, here is how you clone a Date object:

Date aDate = . . .;
Date anotherDate = (Date) aDate.clone();

The cast (Date) is necessary because clone is a generic method with return type Object.
In Java, all classes extend the class Object.

The special reference null refers to no object. You can set an object variable to null:

worldGreeter = null;

You can test if an object reference is currently null:

if (worldGreeter == null) . . .

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The null If you invoke a method on a null reference, a NullPointerException is thrown. Unless you
reference refers to
no object.
supply a handler for the exception, the program terminates. (Exception handling is
discussed later in this chapter.)

Figure 1-7: A Shared Object

It can happen that an object has no references pointing to it, namely when all object
variables that previously referred to it are filled with other values or have been recycled.
In that case, the memory that was used for storing the object will be automatically
reclaimed by the garbage collector. In Java, you never need to manually recycle memory.

If you are familiar with the C++ programming language, you will recognize that object
references in Java behave just like pointers in C++. In C++, you can have multiple pointers
to the same value, and a NULL pointer points to no value at all. Of course, in C++, pointers
strike fear in the hearts of many programmers because it is so easy to create havoc with
invalid pointers. It is sometimes said that Java is easier than C++ because it has no
pointers. That statement is not true. Java always uses pointers (and calls them
references), so you don’t have to worry about the distinction between pointers and
values. More importantly, the pointers in Java are safe. It is not possible to create invalid
pointers, and the garbage collector automatically reclaims unused objects.

1.6. Par
arameter
ameter P
Pas
assing
sing
The object reference on which you invoke a method is called the implicit parameter. In
addition, a method may have any number of explicit parameters that are supplied
between parentheses. For example, in the call

myGreeter.setName("Mars");

the reference stored in myGreeter is the implicit parameter, and the string "Mars" is the
explicit parameter. The explicit parameters are so named because they are explicitly
defined in a method, whereas the implicit parameter is implied in the method definition.

Occasionally, you need to refer to the implicit parameter of a method by its special name,
this. For example, consider the following implementation of the setName method:

public class Greeter


{

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. . .
/**
Sets this greeter’s name to the given name.
@param name the new name for this greeter
*/
public void setName(String name)
{
this.name = name;
}
. . .
}

The this The this reference refers to the object on which the method was invoked (such as
reference refers to
the object on
myGreeter in the call myGreeter.setName("Mars")). The name field is set to the value of the
which a method explicit parameter that is also called name. In the example, the use of the this reference
was invoked.
was necessary to resolve the ambiguity between the name field and the name parameter.

Occasionally, the this reference is used for greater clarity, as in the next example.

A method can In Java, a method can modify the state of an object because the corresponding parameter
change the state of
an object whose
variable is set to a copy of the passed object reference. Consider this contrived method of
reference it the Greeter class:
receives.

public class Greeter


{
. . .
/**
Sets another greeter’s name to this greeter’s name.
@param other a reference to the other Greeter
*/
public void copyNameTo(Greeter other)
{
other.name = this.name;
}
. . .
}

Now consider this call:

Greeter worldGreeter = new Greeter("World");


Greeter daveGreeter = new Greeter("Dave");
worldGreeter.copyNameTo(daveGreeter);

Figure 8 shows how the other parameter variable is initialized with the daveGreeter
reference. The copyNameTo method changes other.name, and after the method returns,
daveGreeter.name has been changed.

However, in Java, a method can never update the contents of a variable that is passed as a
parameter. For example, after the call

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worldGreeter.copyNameTo(daveGreeter);

the contents of daveGreeter is the same object reference before and after the call. It is not
possible to write a method that would change the contents of daveGreeter to another
object reference. In this regard, Java differs from languages such as C++ and C# that have
a “call by reference” mechanism.

To see that Java does not support call by reference, consider yet another set of contrived
methods. These methods try to modify a parameter, but they have no effect at all.

Figure 1-8: Accessing an Object through a Parameter Variable

public class Greeter


{
. . .
/**
Tries to copy the length of this greeter’s name into an integer variable.
@param n the variable into which the method tries to copy the length
*/
public void copyLengthTo(int n)
{
// this assignment has no effect outside the method
n = name.length();
}
/**
Tries to set another Greeter object to a copy of this object.
@param other the Greeter object to initialize
*/
public void copyGreeterTo(Greeter other)
{
// this assignment has no effect outside the method
other = new Greeter(name);
}
. . .
}

Let’s call these two methods:

int length = 0;

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Greeter worldGreeter = new Greeter("World");
Greeter daveGreeter = new Greeter("Dave");
worldGreeter.copyLengthTo(length);
// has no effect on the contents of length
worldGreeter.copyGreeterTo(daveGreeter);
// has no effect on the contents of daveGreeter

Java uses “call by Neither method call has any effect. Changing the value of the parameter variable does not
value” when
passing
affect the variable supplied in the method call. Thus, Java has no call by reference. Java
parameters. uses the “call by value” mechanism for both primitive types and object references.

1.7. Packag
ackages
es
Java classes can be grouped into packages. Package names are dot-separated sequences
of identifiers, such as

java.util
javax.swing
com.sun.misc
edu.sjsu.cs.cs151.alice

Java uses packages To guarantee the uniqueness of package names, the inventors of Java recommend that
to group related
classes and to
you start a package name with a domain name in reverse (such as com.sun or
ensure unique edu.sjsu.cs), because domain names are guaranteed to be unique. Then use some other
class names.
mechanism within your organization to ensure that the remainder of the package name
is unique as well.

You place a class inside a package by adding a package statement as the first statement of
the source file:

package edu.sjsu.cs.cs151.alice;
public class Greeter
{
. . .
}

Any class without a package statement is in the “default package” with no package name.

The full name of a class consists of the package name followed by the class name, such as
edu.sjsu.cs.cs151.alice.Greeter. Some full class name examples from the Java library
are java.util.ArrayList and javax.swing.JOptionPane.

The import It is tedious to use these full names in your code. Use the import statement to use the
directive allows
programmers to
shorter class names instead. For example, after you place a statement
omit package
names when
referring to
import java.util.Scanner;
classes.
into your source file, then you can refer to the class simply as Scanner. If you

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simultaneously use two classes with the same short name (such as java.util.Date and
java.sql.Date), then you are stuck—you must use the full name for one of them.

You can also import all classes from a package:

import java.util.*;

However, you never need to import the classes in the java.lang package, such as String or
Math.

Organize your Large programs consist of many classes in multiple packages. The class files must be
class files in
directories that
located in subdirectories that match the package names. For example, the class file
match the package Greeter.class for the class
names.

edu.sjsu.cs.cs151.alice.Greeter

must be in a subdirectory

edu/sjsu/cs/cs151/alice

or

edu\sjsu\cs\cs151\alice

of the project’s base directory (see Figure 9). The base directory is the directory that
contains all package directories as well as any classes that are contained in the default
package (that is, the package without a name).

Figure 1-9: Package Name Must Match the Directory Path

Always compile from the base directory, for example

javac edu/sjsu/cs/cs151/alice/Greeter.java

or

javac edu\sjsu\cs\cs151\alice\Greeter.java

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Then the class file is automatically placed in the correct location.

To run a program, you must start the Java virtual machine in the base directory and
specify the full class name of the class that contains the main method:

java edu.sjsu.cs.cs151.alice.Greeter

1.8. Basic Exc


Exception
eption Handling
When a program carries out an illegal action, an exception is generated. Here is a common
example. Suppose you initialize a variable with the null reference, intending to assign an
actual object reference later, but then you accidentally use the variable when it is still
null.

String name = null;


int n = name.length(); // Illegal

When an Applying a method call to null is illegal. The virtual machine now throws a
exception occurs
and there is no
NullPointerException. Unless your program handles this exception, it will terminate after
handler for it, the displaying a stack trace (the sequence of pending method calls) such as this one:
program
terminates.
Exception in thread "main" java.lang.NullPointerException
at Greeter.sayHello(Greeter.java:25)
at GreeterTester.main(GreeterTester.java:6)

Different programming errors lead to different exceptions. For example, trying to open a
file with an illegal file name causes a FileNotFoundException.

Throw an You can also throw your own exceptions if you find that a programmer makes an error
exception to
indicate an error
when using one of your classes. For example, if you require that the parameter of one of
condition that the your methods should be positive, and the caller supplies a negative value, you can throw
current method
cannot handle. an Illegal- ArgumentException:

if (n <= 0) throw new IllegalArgumentException("n should be > 0");

There are two We will discuss the hierarchy of exception types in greater detail in Chapter 6. At this
categories of
exceptions:
point you need to be aware of an important distinction between two kinds of exceptions,
checked and called checked exceptions and unchecked exceptions. The NullPointerException is an
unchecked. If you
call a method that example of an unchecked exception. That is, the compiler does not check that your code
might throw a handles the exception. If the exception occurs, it is detected at runtime and may
checked
exception, you terminate your program. The IOException, on the other hand, is a checked exception. If
must either you call a method that might throw this exception, you must also specify how you want
declare it or catch
it. the program to deal with this failure.

In general, a checked exception is caused by an external condition beyond the


programmer’s control. Exceptions that occur during input and output are checked
because the file system or network may spontaneously cause problems that the
programmer cannot control. Therefore, the compiler insists that the programmer

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provide code to handle these situations.

On the other hand, unchecked exceptions are generally the programmer’s fault. You
should never get a NullPointerException. Therefore, the compiler doesn’t tell you to
provide a handler for a NullPointerException. Instead, you should spend your energy on
making sure that the error doesn’t occur in the first place. Either initialize your variables
properly, or test that they aren’t null before making a method call.

Whenever you write code that might cause a checked exception, you must take one of
two actions:

1. Declare the exception in the method header.


2. Handle (or catch) the exception.

Consider this example. You want to write data to a file.

public void write(String filename)


{
PrintWriter writer = new PrintWriter(filename, "UTF-8");
. . .
}

If there is no file with the given name, the PrintWriter constructor throws a
FileNotFoundException. Because it is a checked exception, the compiler insists that you
handle it. However, the implementor of the write method probably has no idea how to
correct this situation. Therefore, the optimal remedy is to let the exception propagate to
its caller. That means that the write method terminates, and that the exception is thrown
to the method that called it.

Whenever a method propagates a checked exception, you must declare the exception in
the method header, like this:

public void write(String filename) throws FileNotFoundException


{
PrintWriter writer = new PrintWriter(filename, "UTF-8");
. . .
}

There is no shame associated with acknowledging that your method might throw a
checked exception—it is just “truth in advertising”.

If a method can throw multiple exceptions, you list them all, separated by commas. Here
is a typical example. As you will see in Chapter 7, reading objects from an object stream
can cause both an IOException (if there is a problem with reading the input) and a
ClassNotFoundException (if the input contains an object from an unknown class). A read
method can declare that it throws both exceptions:

public void read(String filename)


throws IOException, ClassNotFoundException

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When you tag a method with a throws clause, the callers of this method are now put on
notice that there is the possibility that a checked exception may occur. Of course, those
calling methods also need to deal with these exceptions. Generally, the calling methods
also add throws declarations. When you carry this process out for the entire program, the
main method ends up being tagged as well:

public static void main(String[] args)


throws IOException, ClassNotFoundException
{
. . .
}

If an exception actually occurs, the main method is terminated, a stack trace is displayed,
and the program exits.

However, if you write a professional program, you do not want the program to terminate
whenever a user supplies an invalid file name. In that case, you want to catch the
exception. Use the following syntax:

try
{
. . .
code that might throw an IOException
. . .
}
catch (IOException exception)
{
take corrective action
}

When an An appropriate corrective action might be to display an error message and to inform the
exception is
thrown, the
user that the attempt to read the file has failed.
program jumps to
the closest
matching catch
In most programs, the lower-level methods simply propagate exceptions to their callers.
clause. Some higher-level method, such as main or a part of the user interface, catches exceptions
and informs the user.

For debugging purposes, you sometimes want to see the stack trace. Call the
printStackTrace method like this:

try
{
. . .
}
catch (IOException exception)
{
exception.printStackTrace();
take corrective action
}

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Use the try-with- Certain resources, such as files or database connections, need to be closed when they are
resources
statements to
no longer used, since a program can only open a limited number of these resources. This
automatically can be tedious to arrange in the presence of exceptions. However, if the resource class
close files and
other closeable implements the AutoCloseable interface (which most closeable resources do), then you
resources. can use the try-with-resources statement:

try (PrintWriter writer = new PrintWriter(filename, "UTF-8"))


{
. . .
}

Then writer.close() is called when the try statement exited normally or with an
exception.

Code in a finally Very occasionally, you need to carry out an action other than closing a resource when an
clause is executed
during normal
exception occurs. The finally clause is executed when the try block exits without an
processing and exception, and also when an exception is thrown inside the try block.
when an exception
is thrown.
try
{
...
}
finally
{
lock.unlock();
}

In either case, the unlock method is called.

1.9. Strings
Java strings are sequences of Unicode characters. The charAt method yields the individual
char values of a string. String positions start at 0.

String greeting = "Hello";


char ch = greeting.charAt(1); // sets ch to 'e'

A Java string is an Java strings are immutable. Once created, a string cannot be changed. Thus, there is no
immutable
sequence of
setCharAt method. This may sound like a severe restriction, but in practice it isn’t. For
Unicode example, suppose you initialized greeting to "Hello". You can still change your mind:
characters.

greeting = "Goodbye";

The string object "Hello" hasn’t changed, but greeting now refers to a different string
object.

The length method yields the number of char values in a string. For example,
"Hello".length() is 5.

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Figure 1-10: Extracting a Substring

Note that the empty string "" of length 0 is different from null—a reference to no string
at all.

The substring method computes substrings of a string. You need to specify the positions
of the first char value that you want to include in the substring and the first char value
that you no longer want to include. For example, "Hello".substring(1, 3) is the string
"el" (see Figure 10). Note that the difference between the two positions equals the length
of the substring.

Since strings are objects, you need to use the equals method to compare whether two
strings have the same contents.

if (greeting.equals("Hello")) . . . // OK

If you use the == operator, you only test whether two string references have the identical
location. For example, the following test fails:

if ("Hello".substring(1, 3) == "el") . . . // NO

The substring is not at the same location as the constant string "el", even though it has
the same contents.

You have already seen the string concatenation operator: "Hello, " + name is the
concatenation of the string "Hello, " and the string object to which name refers.

If either argument of the + operator is a string, then the other is converted to a string. For
example,

int n = 7;
String greeting = "Hello, " + n;

constructs the string "Hello, 7".

If a string and an object are concatenated, then the object is converted to a string by
invoking its toString method. For example, the toString method of the Date class in the
java.util package returns a string containing the date and time that is encapsulated in
the Date object. Here is what happens when you concatenate a string and a Date object:

// default Date constructor sets current date/time


Date now = new Date();
String greeting = "Hello, " + now;

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// greeting is a string such as "Hello, Wed Jan 18 16:57:18 PST 2006"

Sometimes, you have a string that contains a number, for example the string "7". To
convert the string to its number value, use the Integer.parseInt and Double.parseDouble
methods. For example,

String input = "7";


n = Integer.parseInt(input); // sets n to 7

If the string doesn’t contain a number, or contains additional characters besides a


number, the unchecked NumberFormatException is thrown.

1.10. Reading Input


The Scanner class The simplest way to read input in a Java program is to use the Scanner class. To read
can be used to
read input from
console input, construct a Scanner from System.in. Call the nextInt or nextDouble method
the console or a to read an integer or a floating-point number. For example,
file.

Scanner in = new Scanner(System.in);


System.out.print("How old are you? ");
int age = in.nextInt();

If the user types input that is not a number, an (unchecked) InputMismatchException is


thrown. You can protect yourself against that exception by calling the hasNextInt or
hasNextDouble method before calling nextInt or nextDouble.

The next method reads the next whitespace-delimited token, and nextLine reads the next
input line.

You can read input from a file by constructing a Scanner from a Path (which you get from
the static Paths.get method). You should also supply the character encoding of the input
file (which is usually UTF-8 for files on the Internet). For example, the following loop
reads all lines from the file input.txt:

Scanner in = new Scanner(Paths.get("input.txt"), "UTF-8");


while (in.hasNextLine())
{
String line = in.nextLine();
. . .
}

1.11. Arr
Arraay Lists and Link
Linkeed Lists
An array list is a The ArrayList class of the java.util package lets you collect a sequence of objects of any
collection of
objects that
type. The add method adds an object to the end of the array list.
supports efficient
access to storage
ArrayList<String> countries = new ArrayList<>();

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locations specified countries.add("Belgium");
by an integer
positions.
countries.add("Italy");
countries.add("Thailand");

The ArrayList class is a generic class with a type parameter. The type parameter (String
in our example) denotes the type of the list elements. You can form array lists of any type,
except for primitive types. For example, you can use an ArrayList<Date> but not an
ArrayList<int>.

Note that you need to specify the type parameter in the variable declaration
(ArrayList<String>), but you can omit it in the constructor call (new ArrayList<>()), since
the compiler can infer the required type.

The size method returns the number of elements in the array list. The get method
returns the element at a given position; legal positions range from 0 to size() - 1. For
example, the following loop prints all elements of the countries list:

for (int i = 0; i < countries.size(); i++)


{
String country = countries.get(i);
System.out.println(country);
}

Figure 1-11: Inserting into an Array List

This loop is so common that there is a convenient shortcut: the enhanced for loop or “for
each” loop:

for (String country : countries)


System.out.println(country);

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In each loop iteration, the variable before the : is set to the next element of the countries
list.

The set method lets you overwrite an existing element with another:

countries.set(1, "France");

If you access a nonexistent position (< 0 or >= size()), then an


IndexOutOfBoundsException is thrown.

Finally, you can insert and remove elements in the middle of the array list.

countries.add(1, "Germany");
countries.remove(0);

These operations move the remaining elements up or down. The name “array list”
signifies that the public interface allows both array operations (get/set) and list
operations (add/remove).

A linked list is a Inserting and removing elements in the middle of an array list is not efficient. All
collection of
objects that
elements beyond the location of insertion or removal must be moved (see Figure 11). A
supports efficient linked list is a data structure that supports efficient insertion and removal at any location.
insertion and
removal of When inserting or removing an element, all elements stay in place, and only the
elements. You use neighboring links are rearranged (see Figure 12). The standard Java library supplies a
an iterator to
traverse a linked class LinkedList implementing this data structure.
list.

Figure 1-12: Inserting into a Linked List

As with array lists, you use the add method to add elements to the end of a linked list.

LinkedList<String> countries = new LinkedList<>();


countries.add("Belgium");
countries.add("Italy");
countries.add("Thailand");

However, accessing elements in the middle of the linked list is not as simple. You don’t
want to access a position by an integer index. To find an element with a given index, it is
necessary to follow a sequence of links, starting with the head of the list. That process is
not very efficient. Instead, you need aniterator, an object that can access a position

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anywhere in the list:

ListIterator<String> iterator = countries.listIterator();

The next method advances the iterator to the next position of the list and returns the
element that the iterator just passed (see Figure 13). The hasNext method tests whether
the iterator is already past the last element in the list. Thus, the following loop prints all
elements in the list:

while (iterator.hasNext())
{
String country = iterator.next();
System.out.println(country);
}

To add an element in the middle of the list, advance an iterator past the insert location
and call add:

iterator = countries.listIterator();
iterator.next();
iterator.add("France");

To remove an element from the list, call next until you jump over the element that you
want to remove, then call remove. For example, this code removes the second element of
the countries list.

iterator = countries.listIterator();
iterator.next();
iterator.next();
iterator.remove();

Figure 1-13: Iterator Movement

1.12. Arr
Arraays
Array lists and linked lists have one drawback—they can only hold objects, not values of

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primitive types. Arrays, on the other hand, can hold sequences of arbitrary values. You
construct an array as

new T[n]

where T is any type and n any integer-valued expression. The array has type T[].

int[] numbers = new int[10];

An array stores a Now numbers is a reference to an array of 10 integers—see Figure 14. When an array is
fixed number of
values of any
constructed, its elements are set to zero, false, or null.
given type.
The length of an array is stored in the length field

int length = numbers.length;

Note that an empty array of length 0

new int[0]

is different from null—a reference to no array at all.

You access an array element by enclosing the index in brackets, such as

numbers[i] = i * i;

If you access a nonexistent position (< 0 or >= length), then an


ArrayIndexOutOfBoundsException is thrown.

As with array lists, you can use the “for each” loop to traverse the elements of an array.
For example, the loop

for (int n : numbers)


System.out.println(n);

is a shorthand for

for (int i = 0; i < numbers.length; i++)


System.out.println(numbers[i]);

There is a convenient shorthand for constructing and initializing an array. Enclose the
array elements in braces, like this:

int[] numbers = { 0, 1, 4, 9, 16, 25, 36, 49, 64, 81 };

Occasionally, it is convenient to construct an anonymous array, without storing the array


reference in a variable. For example, the Polygon class has a constructor

Polygon(int[] xvalues, int[] yvalues, int n);

You can construct a triangle by calling

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Polygon triangle = new Polygon(
new int[] { 0, 10, 5 }, // anonymous array of integers
new int[] { 10, 0, 5 }, // another anonymous array
3);

Figure 1-14: An Array Reference

After an array has been constructed, you cannot change its length. If you want a larger
array, you have to construct a new array and move the elements from the old array to the
new array.

You can obtain a two-dimensional array like this:

int[][] table = new int[10][20];

You access the elements as table[row][column].

When you launch a program by typing its name into a command shell, then you can
supply additional information to the program by typing it after the program name. The
entire input line is called the command line, and the strings following the program name
are the command-line arguments. The args parameter of the main method is an array of
strings, the strings specified in the command line. The first string after the class name is
args[0]. For example, if you invoke a program as

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java GreeterTester Mars

then args.length is 1 and args[0] is "Mars" and not "java" or "GreeterTester".

Methods can have a variable number of parameters. When you call such a method, you
supply as many parameter values as you like. The parameter values are automatically
placed in an array. Here is an example:

public double sum(double... values)


{
double sum = 0;
for (double v : values) sum += v;
return sum;
}

The ... symbol indicates that the method takes a variable number of parameters of type
double. The parameter variable values is actually an array of type double[]. If you call the
method, for example as

double result = sum(0.25, -1, 10);

then the values parameter is initialized with new double[] { 0.25, -1, 10 }.

1.13. Static Fields and Methods


Occasionally, you would like to share a variable among all objects of a class. Here is a
typical example. The Random class in the java.util package implements a random number
generator. It has methods such as nextInt, nextDouble, and nextBoolean that return
random integers, floating-point numbers, and Boolean values. For example, here is how
you print 10 random integers:

Random generator = new Random();


for (int i = 1; i <= 10; i++)
System.out.println(generator.nextInt());

Let’s use a random number generator in the Greeter class:

public String saySomething()


{
if (generator.nextBoolean())
return "Hello, " + name + "!";
else
return "Goodbye, " + name + "!";
}

It would be wasteful to supply each Greeter object with its own random number
generator. To share one generator among all Greeter objects, declare the field as static:

public class Greeter

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{
. . .
private static Random generator = new Random();
}

A static field The term “static” is an unfortunate and meaningless holdover from C++. A static field is
belongs to the
class, not to
more accurately called a class variable: there is only a single variable for the entire class.
individual objects.
Class variables are relatively rare. A more common use for the static keyword is to define
constants. For example, the Math class contains the following definitions:

public class Math


{
. . .
public static final double E = 2.7182818284590452354;
public static final double PI = 3.14159265358979323846;
}

The keyword final denotes a constant value. After a final variable has been initialized,
you cannot change its value.

These constants are public. You refer to them as Math.PI and Math.E.

A static method (or class method) is a method that does not operate on an object. You
have already encountered static methods such as Math.sqrt and
JOptionPane.showInputDialog. Another use for static methods is factory methods, methods
that return an object, similar to a constructor. Here is a factory method for the Greeter
class that returns a greeter object with a random name:

public class Greeter


{
public static Greeter getRandomInstance()
{
if (generator.nextBoolean())
return new Greeter("Venus");
else
return new Greeter("Mars");
}
. . .
}

A static method is You invoke this method as Greeter.getRandomInstance(). Note that static methods can
not invoked on an
object.
access static fields but not instance fields—they don’t operate on an object.

Static fields and methods have their place, but they are quite rare in object-oriented
programs. If your programs contain many static fields and methods, then this may mean
that you have missed an opportunity to discover sufficient classes to implement your
program in an object-oriented manner. Here is a bad example that shows how you can
write very poor non-object-oriented programs with static fields and methods:

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public class BadGreeter
{
public static void main(String[] args)
{
name = "World";
printHello();
}
public static void printHello() // Bad style
{
System.out.println("Hello, " + name + "!");
}
private static String name; // Bad style
}

1.14. Progr
ogramming
amming Style
Class names should always start with an uppercase letter and use mixed case, such as
String, StringTokenizer, and so on. Package names should always be lowercase, such as
edu.sjsu.cs.cs151.alice. Field and method names should always start with a lowercase
letter and use mixed case, such as name and sayHello. Underscores are not commonly used
in class or method names. Constants should be in all uppercase with an occasional
underscore, such as PI or MAX_VALUE.

Follow the These are not requirements of the Java language but a convention that is followed by
standard naming
conventions for
essentially all Java programmers. Your programs would look very strange to other Java
classes, methods, programmers if you used classes that started with a lowercase letter or methods that
fields, and
constants. started with an uppercase letter. It is not considered good style by most Java
programmers to use prefixes for fields (such as _name or m_name).

It is very common to use get and set prefixes for methods that get or set a property of an
object, such as

public String getName()


public void setName(String aName)

However, a Boolean property has prefixes is and set, such as

public boolean isPolite()


public void setPolite(boolean b)

There are two common brace styles: The “Allmann” style in which braces line up, and the
compact but less clear “Kernighan and Ritchie” style. Here is the Greeter class, formatted
in the Kernighan and Ritchie style.

public class Greeter {


public Greeter(String aName) {
name = aName;
}

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public String sayHello() {
return "Hello, " + name + "!";
}
private String name;
}

We use the Allmann style in this book.

Some programmers list fields before methods in a class:

public class Greeter


{
private String name;
// Listing private features first is not a good idea
public Greeter(String aName)
{
. . .
}
. . .
}

However, from an object-oriented programming point of view, it makes more sense to list
the public interface first. That is the approach we use in this book.

Make sure that Except for public static final fields, all fields should be declared private. If you omit the
you declare all
instance fields
access specifier, the field has package visibility— all methods of classes in the same
private. package can access it—an unsafe practice that you should avoid. Anyone can add classes
to a package at any time. Therefore, there is an open-ended and uncontrollable set of
methods that can potentially access fields with package visibility.

It is technically legal—as a sop to C++ programmers—to declare array variables as

int numbers[]

You should avoid that style and use

int[] numbers

That style clearly shows the type int[] of the variable.

All classes, methods, parameters, and return values should have documentation
comments.

You should put spaces around binary operators and after keywords, but not after method
names.

Good Bad
x>y x>y
if (x > y) if(x > y)

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Math.sqrt(x) Math.sqrt (x)

You should not use magic numbers. Use named constants (final variables) instead. For
example, don’t use

h = 31 * h + val[off]; // Bad—what’s 31?

What is 31? The number of days in January? The position of the highest bit in an integer?
No, it’s the hash multiplier.

Instead, declare a local constant in the method

final int HASH_MULTIPLIER = 31

or a static constant in the class (if it is used by more than one method)

private static final int HASH_MULTIPLIER = 31

Then use the named constant:

h = HASH_MULTIPLIER * h + val[off]; // Much better

The CheckStyle program (http://checkstyle.sourceforge.net) can automatically check


the quality of your code. It reports misaligned braces, missing documentation comments,
and many other style errors.

Exer
Exercises
cises
1. Add a sayGoodbye method to the Greeter class and add a call to test the method in
the GreeterTester class (or test it in BlueJ).
2. What happens when you run the Java interpreter on the Greeter class instead of
the GreeterTester class? Try it out and explain.
3. Add comments to the GreeterTester class and the main method. Document args as
“unused”. Use javadoc to generate a file GreeterTester.html. Inspect the file in your
browser.
4. Bookmark docs/api/index.html in your browser. Find the documentation of the
String class. How many methods does the String class have?
5. Write a program that prints “Hello, San José”. Use a \u escape sequence to denote
the letter é.
6. What is the Unicode character for the Greek letter “pi” (π)? For the Chinese
character “bu” (不)?
7. Run the javadoc utility on the Greeter class. What output do you get? How does the
output change when you remove some of the documentation comments?
8. Write a program that computes and prints the square root of 1000, rounded to the
nearest integer.
9. Write a program that computes and prints the sum of integers from 1 to 100 and

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the sum of integers from 100 to 1000. Create an appropriate class Summer that has
no main method for this purpose. If you don’t use BlueJ, create a second class with
a main method to construct two objects of the Summer class.
10. Add a setName method to the Greeter class. Write a program with two Greeter
variables that refer to the same Greeter object. Invoke setName on one of the
references and sayHello on the other. Print the return value. Explain.
11. Write a program that sets a Greeter variable to null and then calls sayHello on that
variable. Explain the resulting output. What does the number behind the file name
mean?
12. Write a test program that tests the setName, copyNameTo, copyLengthTo, and
copyGreeterTo methods of the examples in Section 0, printing out the parameter
variables before and after the method call.
13. Write a method void swapNames(Greeter other) of the Greeter class that swaps the
names of this greeter and another.
14. Write a program in which Greeter is in the package
edu.sjsu.cs.yourcourse.yourname and GreeterTester is in the default package. Into
which directories do you put the source files and the class files?
15. What is wrong with the following code snippet?

ArrayList<String> strings;
strings.add("France");

16. Write a GreeterTester program that constructs Greeter objects for all command-
line arguments and prints out the results of calling sayHello. For example, if your
program is invoked as

java GreeterTester Mars Venus

then the program should print

Hello, Mars!
Hello, Venus!

17. What are the values of the following?


a. 2 + 2 + "2"
b. "" + countries, where countries is an ArrayList filled with several strings
c. "Hello" + new Greeter("World")

Write a small sample program to find out, then explain your answers.

18. Write a program that prints the sum of its command-line arguments (assuming
they are numbers). For example,

java Adder 3 2.5 -4.1

should print

The sum is 1.4

19. Write a program that reads input data from a file and prints the minimum,

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maximum, and average value of the input data. The file name should be specified
on the command line. Use a class DataAnalyzer and a separate class
DataAnalyzerTester.
20. Write a GreeterTester program that asks the user “What is your name?” and then
prints out "Hello, username".
21. Write a class that can generate random strings with characters in a given set. For
example,

RandomStringGenerator generator = new RandomStringGenerator();


generator.addRange('a', 'z');
generator.addRange('A', 'Z');
String s = generator.nextString(10);
// A random string consisting of ten lowercase
// or uppercase English characters

Your class should keep an ArrayList<Range> of Range objects.


22. Write a program that plays TicTacToe with a human user. Use a class
TicTacToeBoard that stores a 3 × 3 array of char values (filled with 'x', 'o', or space
characters). Your program should use a random number generator to choose who
begins. When it’s the computer’s turn, randomly generate a legal move. When it’s
the human’s turn, read the move and check that it is legal.
23. Improve the performance of the getRandomInstance factory method by returning
one of two fixed Greeter objects (stored in static fields) rather than constructing a
new object with every call.
24. Use any ZIP utility or the jar program from the Java SDK to uncompress the src.zip
file that is part of the Java SDK. Then look at the source code of the String class in
java/lang/String.java. How many style rules do the programmers violate? Look at
the hashCode method. How can you rewrite it in a less muddleheaded way?
25. Look inside the source code of the class java.awt.Window. List the instance fields of
the class. Which of them are private, and which of them have package visibility?
Are there any other classes in the java.awt package that access those fields? If not,
why do you think that they are not private?

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Chapter 2
The Obje
Object-Oriente
ct-Orientedd D
Design
esign P
Prroc
oces
esss
• From Problem to Code
• The Object and Class Concepts
• Identifying Classes
• Identifying Responsibilities
• Relationships Between Classes
• Use Cases
• CRC Cards
• UML Class Diagrams
• Sequence Diagrams
• State Diagrams
• Using javadoc for Design Documentation
• Case Study: A Voice Mail System
• Exercises

In this chapter, we will introduce the main topic of this book: objectoriented design. The
chapter introduces a miniature version of a typical object-oriented design methodology
that can guide you from the functional specification of a program to its implementation.
You will see how to find and document classes and the relationships between them, using
CRC cards and UML diagrams.

2.1. Fr
From
om P
Prroblem to Code
This book discusses the design and implementation of computer programs from the
object-oriented point of view. We focus on small and medium-sized problems. Although
much of what we say remains valid for large projects, there are added complexities with
large projects that we will not address here.

Programming tasks originate from the desire to solve a particular problem. The task may
be simple, such as writing a program that generates and formats a report, or complicated,
such as writing a word processor. The end product is a working program. To this end, it is
traditional to break up the software development process into three phases:

• Analysis
• Design
• Implementation

The software This section briefly discusses the goals and methods of these phases. Of course, it is
development
process consists of
simplistic to assume that development is a simple linear progression through these
analysis, design, phases. Successful software products evolve over time. Implementation experiences may
and
implementation suggest an improved design. New requirements are added, forcing another iteration
phases. through analysis and design. Experience suggests that object-oriented design can lead to
software that facilitates the inevitable evolution better than software developed with

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traditional methods because the objects and classes that represent the concepts of a
problem domain tend to be fairly stable.

2.1.1. The Analysis Phase

In the analysis phase, a vague understanding of the problem is transformed into a precise
description of the tasks that the software system needs to carry out. The result of the
analysis phase is a detailed textual description, commonly called a functional
specification, that has the following characteristics:

• It completely defines the tasks to be performed.


• It is free from internal contradictions.
• It is readable both by experts in the problem domain and by software developers.
• It is reviewable by diverse interested parties.
• It can be tested against reality.

Consider, for example, the task of writing a word-processing program. The analysis phase
must define terms, such as fonts, footnotes, multiple columns, and document sections,
and the interaction of those features, such as how footnotes in multiple-column text
ought to look on the screen and the printed page. The user interface must be
documented, explaining, for example, how the user is to enter and move a footnote or
specify the font for footnote numbers. One possible format for an analysis document is a
user manual, very precisely worded to remove as much ambiguity as possible.

Another common format for describing the behavior of a system is a set of use cases. A
use case is a description of a sequence of actions that yields a benefit for a user of a
system. At least in principle, it should be possible to enumerate all benefits that a system
can confer upon its users and supply use cases that show how they can be obtained.

The analysis phase concerns itself with the description of what needs to be done, not
how it should be done. The selection of specific algorithms, such as those that insert page
breaks or sort the index, will be handled in the implementation phase.

Although we do not do so in this book, it is possible to use object-oriented techniques in


the analysis phase as well as the design phase. An advantage of that approach is that the
object model of the analysis phase can be carried forward to the design phase. A potential
pitfall is that customers of a software product are generally not familiar with the
terminology of object orientation. Clients may not find it easy to tell whether the analysis
will lead to a product that satisfies their needs.

2.1.2. The D
Design
esign Phase

In the design phase, the program designer must structure the programming tasks into a
set of interrelated classes. Each class must be specified precisely, listing both its
responsibilities and its relationship to other classes in the system. You will study this
process in this book in some detail.

The designer must strive for a result in which the classes are crisply defined and class
relationships are of manageable complexity. The exact choice of data structures, for
example, hash tables or binary search trees for a collection, is not of concern in the

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design phase but is deferred until implementation. Even the choice of programming
language is not a design issue. It is possible to map an object-oriented design to a
programming language without object-oriented features, although that process can be
somewhat unpleasant.

The goal of object- Here are the major goals of the design phase:
oriented design is
the identification
of classes, their • Identify the classes
responsibilities,
and the
• Identify the responsibilities of these classes
relationships • Identify the relationships among these classes
among them.

These are goals, not steps. It is usually not possible to find all classes first, then give a
complete description of their responsibilities, then elaborate on their relationships. The
discovery process is iterative—the identification of one aspect of a class may force
changes in or lead to the discovery of others.

The end result of the design process consists of a number of artifacts:

• A textual description of the classes and their most important responsibilities


• Diagrams of the relationships among the classes
• Diagrams of important usage scenarios
• State diagrams of objects whose behavior is highly state-dependent

Depending on the tool support, this information may be stored on paper, in text and
graphics files, or in a CASE (computer-assisted software engineering) tool database. The
information gathered in this phase becomes the foundation for the implementation of the
system in an actual programming language. Typically, the design phase is more time-
consuming than the the actual programming, or––to put a positive spin on it––a good
design greatly reduces the time required for implementation and testing.

2.1.3. The Implementation Phase

The goal of the In the implementation phase, the classes and methods are coded, tested, and deployed. A
implementation
phase is the
part of this book concerns itself with the problems of implementing an object-oriented
programming, design in Java.
testing, and
deployment of the
software product. Traditional programming methods rely on completion and unit testing of procedural
units, followed by an integration phase. This integration tends to be frustrating and
disappointing. Few programs are born according to plan out of a successful “big bang”
integration. Object-oriented development encourages the gradual growth of a program
by successively attaching more working classes and class clusters and repeated testing.

It is quite common to defer the implementation of some operations and build a “rapid
prototype” that displays some functionality of the final product. Such a prototype can be
extremely helpful in influencing the design or even the problem analysis, especially in
cases where a problem was so incompletely understood that seeing a prototype do some
work gives more insights into the solutions that are really desired.

You should not rush the analysis and design phase just to get to a working prototype
quickly, nor should you hesitate to reopen the previous phases if a prototype yields new

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insight.

Object-oriented design is particularly suited for prototyping. The objects supporting the
prototype are likely to be the same that need to be present in the final product, and
growing the prototype into a complete program often is feasible. Some developers
welcome this; others caution against it because prototypes are often rushed and without
sufficient time to work them over carefully. In fact, some people recommend
implementing a prototype in a language such as Visual Basic and then writing the final
product in another language such as Java. For small to medium-sized products, a
prototype can expand into a complete product. If you follow this evolutionary approach,
be sure that the transition from prototype to final product is well managed and that
enough time is allocated to fix mistakes and implement newly discovered improvements.

For the remainder of this chapter, we will mainly be concerned with the design phase of a
programming project, focusing on object-oriented design techniques.

2.2. The Obje


Object
ct and Clas
Classs Conc
Concepts
epts
We assume that you have programmed with classes for some time, and that you are
familiar with the mechanics of defining classes and constructing objects. Thus, you have a
fairly good idea what objects and classes are in the context of Java. Let’s take a
higherlevel view and think about the concepts of objects and classes outside any
particular programming language.

An object is Objects are entities in a computer program that have three characteristic properties:
characterized by
its state, behavior,
and identity.. • State
• Behavior
• Identity

An object can store information that is the result of its prior operations. That information
may determine how the object behaves in the future. The collection of all information
held by an object is the object’s state. An object’s state may change over time, but only
when an operation has been carried out on the object that causes the state change.

Consider the example of a mailbox in a voice mail system. A mailbox object may be in an
empty state (immediately after its creation) or full (after receiving a large number of
messages). This state affects the behavior of the mailbox object: A full mailbox may reject
new mail messages, whereas an empty mailbox may give a special response (“no
messages waiting”) when asked to list all new messages.

The behavior of an object is defined by the operations (or methods, as they are called in
Java) that an object supports. Objects permit certain operations and do not support
others. For example, a mailbox can add a mail message to its collection or retrieve a
stored message, but it cannot carry out other operations such as “translate the stored
messages into Lithuanian”.

Object-oriented programs contain statements in which objects are asked to carry out

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certain operations. Because not all operations are suitable for all objects, there must be a
mechanism for rejecting improper requests. Object-oriented programming systems differ
in this regard. Some systems attempt to weed out unsupported operations at compile
time; others generate run-time errors.

The momentary state and the collection of admissible operations, however, do not fully
characterize an object. It is possible for two or more objects to support the same
operations and to have the same state, yet to be different from each other. Each object has
its own identity. For example, two different mailboxes may, by chance, have the same
contents, yet the program can tell them apart.

Some researchers define objects as entities that have state, behavior, and identity. This
definition is somewhat unsatisfactory—what, after all, is an “entity”? The definition is
also quite broad. As one computer scientist has pointed out, it then follows that his cat is
an object: It has a rich internal state (hungry, purring, sleeping); it carries out certain
operations (scratch sofa, catch mouse) while not supporting others (solve system of
linear equations); and it has an identity that differentiates it from its twin brother.

Of course, when designing software, we consider only objects that have an existence in a
computer program and that are, by necessity, models of real or abstract entities. The
physical cat exists in the real world and not in a computer program. But a software
product (perhaps the software controlling a vacuum-cleaning robot) may well include
Cat objects that simulate certain relevant aspects of real cats.

A class specifies Most object-oriented programming languages support the grouping of similar objects
objects with the
same behavior.
into classes. A class describes a collection of related objects. Objects of the same class
support the same collection of operations and have a common set of possible states. A
class definition must therefore include the following:

• The operations that are allowed on the objects of the class


• The possible states for objects of the class

Consider, for example, a class Mailbox that describes those aspects common to all
mailboxes. All mailboxes support the same operations (add a mail message, retrieve a
stored message, delete a message, and so forth). All mailboxes must store the same kind
of information (collection of messages, index of current message). Each object is
constrained by the properties of its class. It supports only those operations that the class
lists as admissible, and its legal states must stay within the range that the class permits.

An instance of a Objects that conform to a class description are called instances of that class. For example,
class is an object
that belongs to the
my mailbox in the voice mail system at my place of work is an instance of the Mailbox
given class. class. The message that my boss sent me yesterday is an instance of class Message.

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Special Topic: JavaScript—An Object-Oriented Language without
Classes

It is possible for a programming languages to support objects but not classes. A


prime example is JavaScript, a language that is used extensively in Web
programming. (There is no relationship between Java and JavaScript—its creators
renamed their “LiveScript” language to JavaScript for marketing reasons.)

JavaScript lets you create objects without specifying a class, simply by setting values
of fields and methods. Here we define an object that has a name field and a sayHello
method.

worldGreeter =
{
name: "World",
sayHello: function () { return "Hello, " + this.name + "!" },
};

This object supports the sayHello method:

message = worldGreeter.sayHello();

To create multiple related objects, you can write a function that constructs them:

function Greeter(aName)
{
return {
name: aName,
sayHello: function () { return "Hello, " + this.name + "!" }
}
}
marsGreeter = Greeter("Mars");
message = marsGreeter.sayHello();

Even though worldGreeter and marsGreeter have the same behavior and state set, the
language does not recognize them as being related.

For many years, JavaScript had no support for classes at all. In more modern
versions of JavaScript, you can optionally define classes.

2.3. Identifying Clas


Classes
ses
To discover A simple rule of thumb for identifying classes is to look for nouns in the functional
classes, look for
specification. Later in this chapter, we will analyze, design, and implement a voice mail

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nouns in the system. To follow the examples throughout the chapter, you may want to peek ahead at
problem
description.
Section 0, or just use your general knowledge about voice mail systems.

The following nouns are typical of those that can be found in the functional description of
a voice mail system:

• Mailbox
• Message
• User
• Passcode
• Extension
• Menu

Many, but not necessarily all of them, are good choices for classes.

Tip: Make sure not to fall into the trap of making your designs too specific. Suppose you
are designing software to process orders for kitchen appliances such as toasters and
blenders. If you let the object-oriented design process run amok, you end up with classes
KitchenAppliance, Toaster, and Blender. But wait––the kitchen appliance hierarchy is
irrelevant to our problem, namely to process orders for products. A Product class is
probably a better choice.

Don’t fall into the opposite trap of making your designs unreasonably general. Consider
the mail system example. A mailbox is a kind of component, and there are connections
between various components. Connections can carry data (such as messages). Should
you therefore design classes Component, Connection, and Data? No—those classes are too
general. You would not be able to come up with clear responsibilities for them, and you
would be no closer to a solution of your design problem.

After you have harvested the classes that are obvious from the program specification, you
need to turn your attention to other classes that are required to carry out necessary
work. For example, consider the storage of messages in a mailbox. The mailbox owner
wants to listen to the messages in the order in which they were added. In other words,
messages are inserted and retrieved in a FIFO (first in, first out) fashion. Computer
scientists defined the queue data type to describe this behavior, and they have discovered
several implementations of this data type, some of which are more efficient than others.
(See the note at the end of this section for more information about queues.) During
design time, it makes sense to describe a class MessageQueue and its FIFO behavior.
However, the exact implementation of the queue is of no interest in the design phase.

Class names Class names should be nouns in the singular form: Message, Mailbox. Sometimes the noun
should be nouns
in the singular
needs to be prefixed by an adjective or participle: RectangularShape, BufferedReader. Don’t
form. use Object in the class name (MailboxObject)—it adds no value. Unless you are solving a
very generic problem, stay away from generic names such as Agent, Task, Item, Event, User.
If you name your classes after verbs (such as Deliver or Printing), you are probably on
the wrong track.

After you go beyond the technique of finding nouns in the functional specification, it is

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useful to look at other categories of classes that are often helpful. Here are some of these
categories:

• Tangible things
• Agents
• Events and transactions
• Users and roles
• Systems
• System interfaces and devices
• Foundational classes

Tangible things are the easiest classes to discover because they are visible in the problem
domain. We have seen many examples: Mailbox, Message, Document, Footnote.

Sometimes it is helpful to change an operation into an agent class. For example, the
“compute page breaks” operation on a document could be turned into a Paginator class,
which operates on documents. Then the paginator can work on a part of a document
while another part is edited on the screen. In this case, the agent class is invented to
express parallel execution.

The Scanner class is another example. As described in fix chapter referenceChapter 1, a


Scanner is used to scan for numbers and strings in an input stream. Thus, the operation of
parsing input is encapsulated in the Scanner agent.

Agent classes often end in “er” or “or”.

Event and transaction classes are useful to model records of activities that describe what
happened in the past or what needs to be done later. An example is a MouseEvent class,
which remembers when and where the mouse was moved or clicked.

User and role classes are stand-ins for actual users of the program. An Administrator
class is a representation of the human administrator of the system. A Reviewer class in an
interactive authoring system models a user whose role is to add critical annotations and
recommendations for change. User classes are common in systems that are used by more
than one person or where one person needs to perform distinct tasks.

System classes model a subsystem or the overall system being built. Their roles are
typically to perform initialization and shutdown and to start the flow of input into the
system. For example, we might have a class MailSystem to represent the voice mail system
in its entirety.

System interface classes model interfaces to the host operating system, the windowing
system, a database, and so on. A typical example is the File class.

Foundation classes are classes such as String, Date, or Rectangle. They encapsulate basic
data types with well-understood properties. At the design stage, you should simply
assume that these classes are readily available, just as the fundamental types (integers
and floating-point numbers) are.

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Special Topic: Queue

A queue is a very common data type in computer science. You add items to one end
of the queue (the tail) and remove them from the other end of the queue (the head).
To visualize a queue, simply think of people lining up (see Figure 1). People join the
tail of the queue and wait until they have reached the head of the queue. Queues
store items in a first in, first out or FIFO fashion. Items are removed in the same
order in which they have been added.

Figure 2-1: A queue

There are many applications for queues. For example, the Java graphical user
interface system keeps an event queue of all events, such as mouse and keyboard
events. The events are inserted into the queue whenever the operating system
notifies the application of the event. Another thread of control removes them from
the queue and passes them to the appropriate event listeners. Another example is a
print queue. A printer may be accessed by several applications, perhaps running on
different computers. If all of the applications tried to access the printer at the same
time, the printout would be garbled. Instead, each application places all bytes that
need to be sent to the printer into a file and inserts that file into the print queue.
When the printer is done printing one file, it retrieves the next one from the queue.
Therefore, print jobs are printed using the FIFO rule, which is a fair arrangement for
users of the shared printer.

The standard Java library defines a number of queue classes for multithreaded

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programming, but for simple queues, the library designers suggest that you just use
the add and remove methods of the LinkedList class. We will consider a “circular
array” implementation of a queue in the next chapter.

2.4. Identifying R
Responsibilities
esponsibilities
To discover Just as classes correspond to nouns in the problem description, responsibilities
responsibilities,
look for verbs in
correspond to verbs. If you read through the functional description of the voice mail
the problem system in Section 0, you will find that messages are recorded, played, and deleted; users
description.
log in; passcodes are checked. When you discover a responsibility, you must find one class
(and only one class) that owns that responsibility.

A responsibility For some classes, finding responsibilities is quite easy because we are familiar with the
must belong to
exactly one class.
territory. For example, any textbook on data structures will tell us the responsibilities of
the MessageQueue class:

• Add a message to the tail of the queue.


• Remove a message from the head of the queue.
• Test whether the queue is empty.

With other classes, finding the right responsibilities is more difficult. Consider the
following responsibility in a voice mail system.

• Add the message to a mailbox.

Is this is a responsibility of the Message class? That is not a good idea. To see the reason,
think how a message could perform the responsibility. In order to add itself to a mailbox,
the message would need to know the internal structure of the mailbox. The details would
depend on whether the mailbox uses an array list, a queue, or another data structure to
hold its messages. But we always assume that those implementation details are private to
the Mailbox class, and that the Message class has no insight into them.

In our situation, the responsibility of adding a message to a mailbox lies with the
mailbox, not with the message. The mailbox has sufficient understanding of its structure
to perform the operation.

When discovering responsibilities, programmers commonly make wrong guesses and


assign the responsibility to an inappropriate class. For that reason, it is helpful to have
more than one person involved in the design phase. If one person assigns a responsibility
to a particular class, another can ask the hard question, “How can an object of this class
possibly carry out this responsibility?” The question is hard because we are not yet
supposed to get to the nitty-gritty of implementation details. But it is appropriate to
consider a “reasonable” implementation, or better, two different possibilities, to
demonstrate that the responsibility can be carried out.

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Tip: When assigning responsibilities, respect the natural layering of abstraction levels. At
the lowest levels of any system, we have files, keyboard and mouse interfaces, and other
system services. At the highest levels there are classes that tie together the software
system, such as MailSystem. The responsibilities of a class should stay at one abstraction
level. A class Mailbox that represents a mid-level abstraction should not deal with
processing keystrokes, a low-level responsibility, nor should it be concerned with the
initialization of the system, a high-level responsibility.

2.5. Relationships Betwe


Between
en Clas
Classes
ses
Three relationships are common among classes:

• Dependency (“uses”)
• Aggregation (“has”)
• Inheritance (“is”)

We will discuss these three relationships in detail in this section.

2.
2.5.1.
5.1. Dependency

A class depends A class depends on another class if it manipulates objects of the other class in any way.
on another class if
it manipulates
For example, the class Mailbox in a voice mail system uses the Message class because
objects of the Mailbox objects manipulate Message objects.
other class.

It is almost easier to understand when a class doesn't depend on another. If a class can
carry out all of its tasks without being aware that the other class even exists, then it
doesn’t use that class. For example, the Message class does not need to use the Mailbox
class at all. Messages need not be aware that they are stored inside mailboxes. However,
the Mailbox class uses the Message class. This shows that dependency is an asymmetric
relationship.

One important design goal is to minimize the number of dependency relationships; that
is, to minimize the coupling between classes. If one class is unaware of the existence of
another, it is also unconcerned about any changes in that other class. A low degree of
coupling tends to make it much easier to implement changes in the future.

For example, consider this message class:

public class Message


{
public void print() { System.out.println(text); }
. . .
}

The print method prints the message to System.out. Therefore, the Message class is
coupled with both the System and the PrintStream classes. (The System.out object is an

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instance of the PrintStream class.)

If the class is deployed in an embedded device such as a real voice message system or a
toaster oven, then there is no System.out. It would be better to have a method

public String getText()

That returns the message text as a string. Then it is up to some other part of the system
to send the string to System.out, to a dialog box, or to a speaker.

Tip: Minimize the number of dependencies between classes. When classes depend on
each other, changes in one of them can force changes in the others.

2.
2.5.2.
5.2. Aggr
Aggreg
egation
ation

A class aggregates Aggregation takes place if objects of one class contain objects of another class over a
another if its
objects contain
period of time. For example, MessageQueue has Message objects, and we say that the
objects of the MessageQueue class aggregates the Message class.
other class.

Aggregation is a special case of dependency. Of course, if a class contains objects of


another class, then it is acutely aware of the existence of that class.

Aggregation is often informally described as the “has-a” relationship. A message queue


has a message. Actually, a message queue has several messages. With aggregation
relationships, it is useful to keep track of these multiplicities. There may be a 1:1 or 1:n
relationship. For example, each mailbox has exactly one greeting (1:1), but each message
queue may contain many messages (1:n).

Aggregation is usually implemented through instance fields. For example, if a mailbox has
a greeting, then the Java implementation might look like this:

public class Mailbox


{
. . .
private Greeting myGreeting;
}

This particular implementation can serve as a 1:1 or 1:0…1 relationship (if you allow
myGreeting == null to indicate that there is no greeting for a particular mailbox). For a
1:n relationship, you need an array or a collection object. For example,

public class MessageQueue


{
. . .
private ArrayList<Message> elements;
}

However, not all instance fields of a class correspond to aggregation. If an object contains

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a field of a very simple type such as a number, string, or date, it is considered merely an
attribute, not aggregation. For example, suppose a message has a time stamp of type Date.

public class Message


{
. . .
private Date timestamp;
}

We consider Date a foundational type, just like a number or a string. Thus, we don’t say
that the Message class aggregates the Date class, but we consider the time stamp an
attribute.

public class Message


{
. . .
private Date timestamp;
}

We consider Date a foundational type, just like a number or a string. Thus, we don’t say
that the Message class aggregates the Date class, but we consider the time stamp an
attribute.

The distinction between aggregation and attributes depends on the context of your
design. You’ll need to make a judgment whether a particular class is “very simple”, giving
rise to attributes, or whether you should describe an aggregation relationship.

2.
2.5.3.
5.3. Inheritanc
Inheritancee

A class inherits A class inherits from another if all objects of its class are special cases of objects of the
from another if it
incorporates the
other class, capable of exhibiting the same behavior but possibly with additional
behavior of the responsibilities and a richer state.
other class.

Here is a typical example. Many voice mail systems let you forward a message that you
received to another user. When the forwarded message is played, it first tells who
forwarded it before playing the contents of the original message. We can model this
feature by having the ForwardedMessage inherit from the Message class.

We call the more general class the superclass and the more specialized class the subclass.
A subclass object must be usable in all situations in which a superclass object is expected.
For example, a forwarded message object can be stored and played, just like any other
message.

But a greeting in a voice mail system, even though it is in many respects similar to a
message, is not usable in the same contexts as messages are. Users cannot store greetings
in mailboxes. We conclude that Greeting may not inherit from Message.

Inheritance is often called the “is-a” relationship. This intuitive notion makes it easy to
distinguish inheritance from aggregation. For example, a forwarded message is a
message (inheritance) while a mailbox has a greeting (aggregation).

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As you will see in Chapters 4 and 6, exploiting inheritance relationships can lead to very
powerful and extensible designs. However, we must point out that inheritance is much
less common than the dependency and aggregation relationships. Many designs can best
be modeled by employing inheritance in a few selected places.

2.6. Use Cases


Use cases are an analysis technique to describe in a formal way how a computer system
should work. Each use case focuses on a specific scenario, and describes the steps that
are necessary to bring it to successful completion. Each step in a use case represents an
interaction with people or entities outside the computer system (the actors) and the
system itself. For example, the use case “Leave a message” describes the steps that a
caller must take to dial an extension and leave a message. The use case “Retrieve
messages” describes the steps needed to listen to the messages in the mailbox. In the first
case, the actor is the caller leaving a message. In the second case, the actor is the mailbox
owner.

A use case lists a An essential aspect of a use case is that it must describe a scenario that completes to a
sequence of
actions that yields
point that is of some value to one of the actors. In the case of “Leave a message”, the value
a result that is of to the caller is the fact that the message is deposited in the appropriate mailbox. In
value to an actor.
contrast, merely dialing a telephone number and listening to a menu would not be
considered a valid use case because it does not by itself have value to anyone.

Of course, most scenarios that potentially deliver a valuable outcome can also fail for one
reason or another. Perhaps the message queue is full, or a mailbox owner enters the
wrong password. A use case should include variations that describe these situations.

Minimally, a use case should have a name that describes it concisely, a main sequence of
actions, and, if appropriate, variants to the main sequence. Some analysts prefer a more
formal writeup that numbers the use cases, calls out the actors, refers to related use
cases, and so on. However, in this book we’ll keep use cases as simple as possible.

Here is a sample use case for a voice mail system.

Leave a Message
1. The caller dials the main number of the voice mail system.
2. The voice mail system speaks a prompt.

Enter mailbox number followed by #.

3. The user types in the extension number of the message recipient.


4. The voice mail system speaks.

You have reached mailbox xxxx. Please leave a message now.

5. The caller speaks the message.


6. The caller hangs up.

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7. The voice mail system places the recorded message in the recipient’s mailbox.

Variation #1
1.1. In Step 3, the user enters an invalid extension number.
1.2. The voice mail system speaks.

You have typed an invalid mailbox number.

1.3. Continue with Step 2.

Variation #2
2.1. After Step 4, the caller hangs up instead of speaking a message.
2.2. The voice mail system discards the empty message.

2.7. CR
CRC
C Car
Cards
ds
A CRC card is an The CRC card method is an effective design technique for discovering classes,
index card that
describes a class,
responsibilities, and relationships. A CRC card is simply an index card that describes one
its high-level class and lists its responsibilities and collaborators (dependent classes). Index cards are
responsibilities,
and its a good choice for a number of reasons. They are small, thereby discouraging you from
collaborators. piling too much responsibility into a single class. They are low-tech, so that they can be
used by groups of designers gathered around a table. They are more rugged than sheets
of paper and can be handed around and rearranged during brainstorming sessions.

The original article describing CRC cards is: Kent Beck and Ward Cunningham, “A
Laboratory for Teaching Object-Oriented Thinking”, OOPSLA ’89 Conference Proceedings
October 1–6, 1989, New Orleans, Louisiana. You can find an electronic version at
http://c2.com/doc/oopsla89/paper.html.

You make one card for each discovered class. Write the class name at the top of the card.
Below, on the left-hand side, you describe the responsibilities. On the right-hand side,
you list other classes that need to collaborate with this class so that it can fulfill its
responsibilities.

The CRC card shown in Figure 2 indicates that we have discovered three responsibilities
of the mailbox: to manage the passcode, to manage the greeting, and to manage new and
saved messages. The latter responsibility requires collaboration with the MessageQueue
class. That is, the mailbox needs to interact with MessageQueue objects in some unspecified
way.

The responsibilities should be at a high level. Don’t write individual methods. If a class
has more responsibilities than you can fit on the index card, you may need to make two
new cards, distribute the responsibilities among them, and tear up the old card. Between
one and three responsibilities per card is ideal.

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Tip: Programmers who start out with the CRC card technique sometimes equate
responsibilities with methods. Keep in mind that responsibilities are at a high level. A
single responsibility may give rise to a number of methods. If you find that your card
contains lots of related responsibilities, try to express some of them at a higher level. For
example, you may want to replace “manage passcode” and “manage greeting” with
“manage user options”.

Figure 2-2: A CRC Card

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Figure 2-3: Making the Mail System Responsible for Managing Mailboxes

The collaborators don’t have to be on the same lines as the responsibilities. Simply list
collaborators as you discover them, without regard for the ordering.

CRC cards are quite intuitive for “walking through” use cases. Consider, for example, the
use case “Leave a message”. The caller dials the main number and is connected to the
voice mail system. That happens through the public telephone system and is outside our
concern. Next, the caller dials the extension. Now “someone” inside the voice mail
program needs to locate the mailbox that has the given extension number. Neither the
Mailbox nor the Message class can handle this responsibility. Perhaps a mailbox knows its
own extension number, but it doesn’t know about the extension numbers of the other
mailboxes in the system. And a message doesn’t know anything about mailboxes and
extension numbers. A MailSystem knows about all of its mailboxes, so it would be a
reasonable choice for a responsible agent. Let’s create a new index card, shown in Figure
3.

Tip: Beware of the omnipotent system class. You often need a class that is responsible for
coordinating the working of the system that you are building, but there is a tremendous
danger of overburdening that class with too many responsibilities. Have a look at the
evolution of the MailSystem class throughout this chapter and see if we manage to keep it
under control.

Tip: Beware of classes with magical powers that have no connection with the real world
or computer systems. A MailSystem is actually quite real—when you buy a commercial

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voice mail system, you get a box into which you plug phone cables. But you can’t just
define your own “systems”. If in doubt, check with experts that understand the problem
domain.

Next, imagine how the mail system is going to locate the mailbox. Maybe each mailbox
knows its number, and the mail system asks each one of the mailboxes “are you number
x”? Or maybe the mailboxes don’t know their numbers, and the mail system keeps a table
that lists all extension numbers and their mailboxes? Either one is a reasonable
mechanism, and you don’t have to settle for one or the other at this stage. All that matters
is that you are convinced that the mail system can do the job.

Let’s finish the use case. The mail system has located the appropriate mailbox. It now
needs to deliver the message to that mailbox. Look again at the Mailbox CRC card. It has a
responsibility “manage new and saved messages”. Thus, it seems to be up to the job of
storing the message. Now you should add the Mailbox class as a collaborator of the
MailSystem class. The mail system needs the collaboration of the mailbox to complete the
delivery.

Tip: Avoid “mission creep”. If a class acquires too many responsibilities, then consider
splitting it in two. Ideally, a class should not have more than three high-level
responsibilities.

Tip: Watch out for unrelated responsibilities. A class should represent a coherent
concept, with related responsibilities. If the Mailbox class gets charged with storing
messages and parsing input, make a new class and split the responsibilities.

Tip: Resist the temptation to add responsibilities just because they can be done. For
example, someone may have suggested a Mailbox responsibility “sort messages”. But the
task at hand requires no sorting, and you shouldn’t collect unused responsibilities.

Tip: A class with no responsibilities surely is not useful. Try eliminating classes that don’t
seem to contribute to solving the problem at hand. Typical candidates are vague
mechanisms such as Connector and Data.

The walkthroughs with CRC cards are particularly suited for group discussion. Let’s
assume the analysts are done with their work and have left behind a stack of use cases.
Get two or three designers together. Here is a good way to “break the ice” and get started.
Let all participants use the “noun and verb” technique to come up with a pool of
candidates for classes and operations. Then consider the first use case that looks
interesting and perform a walkthrough. Have one person play the protagonist, who

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proposes a responsible agent and a method for carrying out the task. Invariably the
description will be somewhat vague, and the other participants will find it easy to ask for
clarification or to suggest different preferences. Rotate the protagonist role so that each
participant gets to play “devil’s advocate”.

Arrange cards on the table so that classes are physically close to their collaborators. The
visual arrangement of the cards can give clues to simple or overly complex relationships.
You should not be afraid to tear up cards or to erase, modify, or reorganize operations.
Experienced designers will cheerfully admit that they rarely hit upon an optimal division
of responsibilities on the first try and that a fair amount of trial and error is necessary
even in seemingly simple designs.

You do not necessarily need a group of people for effective class discovery. If you work on
your own, though, it helps if you have a “Jekyll and Hyde” personality and can play your
own devil’s advocate.

CRC cards are a good tool for proposing designs, but they are not particularly suited for
documenting them. The better the design discussions, the messier the cards look
afterwards. The visual arrangement and movement of the cards are ephemeral. For this
reason, the cards should be discarded after a design has been found. They are meant as a
discovery tool, not as archival information. We will discuss more permanent
documentation tools in the next sections.

In summary, CRC cards are a popular mechanism for discovering classes and operations.
Making a new card for each class as the need arises and marking new operations on the
cards is easy. Scenarios can be “played out” by moving the cards around while tracing the
control flow.

2.8. UML Clas


Classs Diagr
Diagrams
ams
Graphical notations are very popular for conveying design information, for a good reason.
It is easier to extract relationship information by looking at a diagram than by reading
documentation.

A UML diagram To express design information, some convention is required. You may have seen
illustrates an
aspect of an
flowcharts that use diamond-shaped symbols for decisions. Of course, there is no logical
object-oriented reason why decisions couldn’t be denoted by triangles or circles. The diamond is just the
design, using a
standardized standard choice. For quite some time, there was no similar standard for object-oriented
notation. design diagrams. A number of diagramming conventions had been proposed over time
that differed greatly in their visual appearance. Finally, three well-known researchers,
Booch, Rumbaugh, and Jacobson, got together to unify their disparate notations and
developed UML, the unified modeling language. We will use UML for all diagrams in this
book.

Tip: Professional UML drawing tools are powerful, but many have a steep learning curve.
When working with this book, you only need simple diagrams. You can draw diagrams

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with the online tools at http://yuml.me and https://www.websequencediagrams.com/.
Or use the Violet tool that you can download from http://horstmann.com/violet (classic)
or http://violet.sourceforge.net (modern). In Chapter 8, you will learn more about the
design of the Violet program.

A class diagram
shows classes and There are a number of different types of UML diagrams. In this book, we will use class
the relationships diagrams, sequence diagrams, and state diagrams.
among them.

The basic UML notation for class diagrams is fairly simple. Classes are drawn as boxes,
which contain the class name and, when appropriate, the names of attributes and
methods in additional compartments (see Figure 4). The UML defines an attribute as a
named property of a class that describes a range of values that instances of the property
may hold. Often, an attribute simply corresponds to an instance field. Occasionally, an
attribute is conceptually at a higher level than the actual implementation. You usually do
not list all attributes and methods, only the most important ones.

Tip: If you have lots of attributes, check whether you can group some of them into
classes. For example, if a Student class has attributes name, street, city, state, and zip,
then you missed the opportunity of discovering a class Address.

You can also specify the type of an attribute. Unlike in Java, where the type precedes a
variable, the UML format is attribute : Type for example,

text : String

Similarly, you can specify the parameter and return types of a method, for example

getMessage(index : int) : Message

Figure 2-4: UML Notation for Classes

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Figure 2-5: UML Connectors

Often, the types of attributes, parameters, and return values are omitted to conserve
space. Thus, if you see methodName(), you cannot automatically assume that the method
has no parameters.

Classes are joined by various kinds of connections (see Figure 5). You are already familiar
with the first three relationships. We will discuss the others in this section.

You have to be careful about the shapes of the arrow tips. The inheritance arrow is
closed, whereas the dependency arrow is open. Also note that the arrow tips for
inheritance and dependency are at the end of the dependent class, but the diamond for
aggregation is at the end of the aggregating class.

For the “has” relationship, you can also write the multiplicity on the end points of the
connection. The most common choices for the multiplicity are:

1. any number (zero or more): *


2. one or more: 1..*
3. zero or one: 0..1

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4. exactly one: 1

For example, Figure 6 denotes that a message queue can hold any number of messages,
and a message is in exactly one message queue.

Figure 2-6: Multiplicities of an Aggregation Relationship

Tip: Use aggregation (or composition) only if a class actively manages objects of another
class. For example, does a gas station have cars? Of course it does. Should you therefore
draw an aggregation between the class GasStation and the class Car? Not necessarily. If
the gas station objects do not need to keep track of the cars, then aggregation is not
appropriate.

Some designers do not like the aggregation relationship because they feel it is too
implementation-specific. UML defines a more general association between classes. An
association is drawn as a solid line without a diamond. You can write roles at the ends of
the lines (see Figure 8).

Figure 2-7: Composition

Figure 2-8: An Association with Roles

Here we model the fact that students register for courses and courses have students as
participants. Early in a design, this general relationship makes a lot of sense. As you move

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closer to implementation, you will want to resolve whether a Course object manages a
collection of students, a Student object manages a collection of courses, or both courses
and students manage collections of each other.

The relationship between courses and students is bidirectional—Course objects will need
to know about the students in the course, and Student objects need to know about the
courses for which they are registered. Quite often, an association is directed, that is, it can
only be navigated in one way. For example, a message queue needs to be able to locate
the messages inside, but a message need not know in which message queue it is. A
directed association is drawn with an open arrow tip (see Figure 9). It is easy to confuse
that connector with inheritance—you have to pay close attention to the shapes of the
arrow tips when drawing UML diagrams.

In Chapter 4, we will introduce the notion of an interface type. An interface type describes
a set of methods, but it contains no implementation at all. A class can implement the
interface by supplying implementations of its methods. In the UML notation, you denote
an interface by adding the stereotype descriptor ‹‹interface›› above the interface name.
(The « and » characters are called guillemets or French quotation marks. They have
Unicode values \u00AB = 171 and \u00BB = 187.) If a class implements an interface, you
draw a dotted arrow with a closed arrow tip. Figure 10 shows an example.

Figure 2-9: A Directed Association

Figure 2-10: Implementing an Interface Type

Because the javadoc documentation and the class browsers in integrated development
environments only display the inheritance relationship, they give the false impression
that inheritance is the most important of the relationships between classes. Actually, that
is not the case—inheritance is simply easy to determine from the program code. The
most important relationship to control is the dependency or “uses” relationship. Too
many dependencies make it difficult to evolve a design over time.

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Tip: You should not aim for a comprehensive diagram that shows all classes and
relationships in the system. A diagram with too much information becomes just a blur.
The reason for drawing diagrams is to communicate design decisions. To achieve this
purpose, each UML diagram should focus on a particular aspect of the design, and it
should be accompanied by text that explains its relevance. When drawing a diagram, you
should only include those elements that are needed to make a particular point, and omit
all distractions.

2.9. Se
Sequenc
quencee Diagr
Diagrams
ams
A sequence Class diagrams are static—they display the relationships among the classes that exist
diagram shows
the time ordering
throughout the lifetime of the system. In contrast, a sequence diagram shows the
of a sequence of dynamics of a particular scenario. You use sequence diagrams to describe
method calls.
communication patterns among objects.Figure 11 shows the key elements of a sequence
diagram—a method call from one object to another.

Sequence diagrams describe interactions between objects. In UML, you use underline to
distinguish object rectangles from class rectangles. The text inside an object rectangle
has one of the following three formats:

• objectName : ClassName (full description)


• objectName (class not specified)
• : ClassName (object not specified)

The dashed vertical line that emanates from the object is called the lifeline. In some
object-oriented programming languages, objects can be explicitly destroyed, which
causes their lifeline to end at the point of destruction. However, we will always draw the
lifeline so that it goes on indefinitely.

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Figure 2-11: A Sequence Diagram

Figure 2-12: SelfCall

The rectangles along the lifeline are called activation bars. They show when the object
has control, executing a method. When you call a method, start an activation bar at the
end of the call arrow. The activation bar ends when the method returns. (Note that the
activation bar of a called method should always be smaller than that of the calling
method.)

In the most common form, a sequence diagram illustrates the behavior of a single
method. Then the leftmost object has one long activation bar, from which one or more
call arrows emanate. For example, the diagram in Figure 11 illustrates the add method of
the MessageQueue class. A message is added to the message queue that holds the new
messages. The diagram corresponds to the Java statement

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newMessages.add(. . .)

You cannot tell from the diagram what parameter was passed to the method.

A method can call another method on the same object. Then draw the activation bar of
the called method over the one of the calling method, as in Figure 12.

If a method constructs a new object, you can use the stereotype ‹‹create›› to indicate the
timing of the creation. Arrange the object rectangle of the created object as in Figure 13.

When drawing a sequence diagram, you omit a large amount of detail. Generally, you do
not indicate branches or loops. (The UML defines a notation for that purpose, but it is a
bit cumbersome and rarely used.) The principal purpose of a sequence diagram is to
show the objects that are involved in carrying out a particular scenario and the order of
the method calls that are executed.

Figure 2-13: Creating an Object

Sequence diagrams are valuable for documenting complex interactions between objects.
These interactions are common in object-oriented programs where any one object tends
to have limited responsibilities and requires the collaboration of several other objects.
You will see examples in the case study at the end of this chapter.

Tip: If you played through a use case when using CRC cards, then it is probably a good
idea to use a sequence diagram to document that scenario. On the other hand, there is no
requirement to use sequence diagrams to document every method call.

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2.10. State Diagr
Diagrams
ams
Some objects have a discrete set of states that affect their behavior. For example, a voice
mail system is in a “connected” state when a caller first connects to it. After the caller
enters an extension number, the system enters the “recording” state where it records
whatever the caller speaks. When the caller enters a passcode, the system is in the
“mailbox menu” state. The state diagram in Figure 14 shows these states and the
transitions between them.

A state diagram The state has a noticeable impact on the behavior. If the caller speaks while the system is
shows the states
of an object and
in the “mailbox menu” state, the spoken words are simply ignored. Voice input is
the transitions recorded only when the system is in the “recording” state.
between states.

States are particularly common with objects that interact with the program user. For
example, suppose a user wants to retrieve recent voice mail messages. The user must

• Enter the mailbox number.


• Enter the passcode.
• Enter a menu command to start playing messages.

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Figure 2-14: A State Diagram

The telephone touchpad has no concept of these steps—it keeps no state. Whenever the
user presses a key, that key might be a part of the mailbox number, passcode, or menu
command. Some part of the voice mail system must keep track of the current state so that
it can process the key correctly. We will discuss this issue further in the case study at the
end of this chapter.

2.11. Using javadoc for D


Design
esign D
Documentation
ocumentation
You can use You already saw in Chapter 1 how to use the javadoc tool to document classes and
javadoc to
generate design
methods: Add documentation comments to your source file and run the javadoc tool to
information by generate a set of hyperlinked documents. You can also use javadoc to document your
applying
comments to designs. Simply write a skeleton class with no fields and leave all method
classes and implementations blank. Of course, supply the class and method comments.
methods that are
not yet
implemented. Here is an example:

/**
A mailbox contains messages that the mailbox owner can manage.
*/
public class Mailbox
{
/**
Adds a message to the end of the new messages.
@param aMessage a message
*/
public void add(Message aMessage)
{
}
/**
Returns the current message.
@return the current message
*/
public Message getCurrentMessage()
{
}
}

You should not compile this file—the compiler will complain about unknown types and
methods with no return statements. Instead, simply run the javadoc program to extract
the HTML documentation. This approach has two benefits. You can post the HTML
documentation on the Web and easily share it with your team members. And you can
carry the Java files into the implementation phase, with the comments for the key
methods already in place.

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Professional object-oriented design tools can also produce HTML reports of classes and
methods as well as skeleton source code. If you use one of those tools for your design
work, then you do not need to use javadoc.

2.12. Case Study: A V


Voic
oicee Mail System
To walk through the basic steps of the object-oriented design process, we will consider
the task of writing a program that simulates a telephone voice mail system, similar to the
message system that many companies use.

In a voice mail system, a person dials an extension number and, provided the other party
does not pick up the telephone, leaves a message. The other party can later retrieve the
messages, keep them, or delete them. Real-world systems have a multitude of fancy
features: Messages can be forwarded to one or more mailboxes; distribution lists can be
defined, retained, and edited; and authorized persons can send broadcast messages to all
users.

We will design and implement a program that simulates a voice mail system, without
creating a completely realistic working phone system. We will simply represent voice
mail by text that is entered through the keyboard. We need to simulate the three distinct
input events that occur in a real telephone system: speaking, pushing a button on the
telephone touchpad, and hanging up the telephone. We use the following convention for
input: An input line consisting of a single character 1 ... 9 or # denotes a pressed button
on the telephone touchpad. For example, to dial extension 13, you enter

1
3
#

An input line consisting of the single letter H denotes hanging up the telephone. Any
other text denotes voice input.

The first formal step in the process that leads us toward the final product (the voice mail
system) is the analysis phase. Its role is to crisply define the behavior of the system. In
this example, we will define the behavior through a set of use cases. Note that the use
cases by themselves are not a full specification of a system. The functional specification
also needs to define system limitations, performance, and so on.

2.12.1. Use Cases for the V


Voic
oicee Mail System

Reach an Extension
1. The user dials the main number of the voice mail system.
2. The voice mail system speaks a prompt.

Enter mailbox number followed by #.

3. The user types in the exension number of the message recipient.

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4. The voice mail system speaks.

You have reached mailbox xxxx. Please leave a message now.

Leave a Message
1. The caller carries out Reach an Extension.
2. The caller speaks the message.
3. The caller hangs up
4. The voice mail system places the recorded message in the recipient's mailbox.

Log in
1. The mailbox owner carries out Reach an Extension.
2. The mailbox owner types the passcode, followed by the # key. (The default
passcode is the same as the mailbox number. The mailbox owner can change
it—see Chang
Changee the P
Pas
assc
scode.
ode.)
3. The voice mail system plays the mailbox menu:

Enter 1 to retrieve your messages.


Enter 2 to change your passcode.
Enter 3 to change your greeting.

Retrieve Messages
1. The mailbox owner carries out Log in.
2. The mailbox owner selects the “retrieve your messages” menu option.
3. The voice mail system plays the message menu:

Enter 1 to listen to the current message.


Enter 2 to save the current message.
Enter 3 to delete the current message.
Enter 4 to return to the mailbox menu.

4. The mailbox owner selects the “listen to the current message” menu option.
5. The voice mail system plays the current new message, or, if there are no new
messages, the current old message. Note that the message is played, not removed
from the queue.
6. The voice mail system plays the message menu.
7. The user selects “delete the current message”. The message is permanently
removed.
8. Continue with Step 3.

Variation #1. Saving a message


1.1. Start at Step 6.
1.2. The user selects “save the current message”. The message is removed from its

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queue and appended to the queue of old messages.
1.3. Continue with Step 3.

Change the Greeting


1. The mailbox owner carries out Log in.
2. The mailbox owner selects the “change your greeting” menu option.
3. The mailbox owner speaks the greeting.
4. The mailbox owner presses the # key.
5. The mail system sets the new greeting.

Variation #1. Hange up before confirmation


1.1. Start at Step 3.
1.2. The mailbox owner hangs up the telephone.
1.3. The mail system keeps the old greeting

Change the Passcode


1. The mailbox owner carries out Log in
in.
2. The mailbox owner selects the “change your passcode” menu option.
3. The mailbox owner dials the new passcode.
4. The mailbox owner presses the # key.
5. The mail system sets the new passcode.

Variation #1. Hang up before confirmation


1.1. Start at Step 3.
1.2. The mailbox owner hangs up the telephone.
1.3. The mail system keeps the old passcode.

2.12.2. CR
CRC
C Car
Cards
ds for the V
Voic
oicee mail System

Let us walk through the process of discovering classes for the voice mail system. Some
obvious classes, whose nouns appear in the functional specification, are

• Mailbox
• Message
• MailSystem

Let’s start with Mailbox since it is both important and easy to understand. The principal
job of the mailbox is to keep messages. The mailbox should keep track of which messages
are new and which are saved. New messages may be deposited into the mailbox, and
users should be able to retrieve, save, and delete their messages.

The messages need to be kept somewhere. Since we retrieve messages in a first-in,


firstout fashion, a queue is an appropriate data structure. Since we need to differentiate
between new and saved messages, we’ll use two queues, one for the new messages and

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one for the saved messages. So far, the CRC cards looks like this:

Where are the mailboxes kept? There needs to be a class that contains them all. We’ll call
it MailSystem. The responsibility of the mail system is to manage the mailboxes.

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We can’t go much further until we resolve how input and output is processed. Since we
have been simulating telephone equipment, let’s start with a class Telephone. A telephone
has two responsibilities: to take user input (button presses, voice input, and hangup
actions), and to play voice output on the speaker.

When the telephone gets user input, it must communicate it to some object. Could it tell
the mail system? Superficially, that sounds like a good idea. But it turns out that there is a
problem. In a real voice mail system, it is possible for multiple telephones to be
connected to the voice mail system. Each connection needs to keep track of the current
state (recording, retrieving messages, and so on). It is possible that one connection is
currently recording a message while another is retrieving messages. It seems a tall order
for the mail system to keep multiple states, one for each connection. Instead, let’s have a

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separate Connection class. A connection communicates with a telephone, carries out the
user commands, and keeps track of the state of the session.

Tip: Consider reasonable generalizations when designing a system. What features might
the next update contain? What features do competing products implement already?
Check that these features can be accommodated without radical changes in your design.

For example, to arrive at the design of the voice mail system in this chapter, I considered
two reasonable generalizations:

• Can the system be extended to support two telephones?


• Can the system use a graphical user interface instead of a command-line interface

Now that we have some idea of the components of the system, it is time for a simple
scenario walkthrough. Let’s start with the Le
Leaave a Mes sagee use case.
Messag

1. The user dials an extension. The Telephone sends the dialed extension number to
the Connection. (Add Connection as a collaborator of Telephone. Place the two cards
next to each other.)
2. The Connection asks the MailSystem to find the Mailbox object with the given
extension number. (This is at least vaguely included in the “manage mailboxes”
responsibility. Arrange the MailSystem and Mailbox cards close to the Connection
card.)
3. The Connection asks the Mailbox for its greeting. (Add “manage greeting” to the
Mailbox responsibilities, and add Mailbox as a collaborator of Connection.)
4. The Connection asks the Telephone to play the greeting on the speaker.
5. The user speaks the message. The Telephone asks the Connection to record it. (Add
“record voice input” to the responsibilities of Connection.)
6. The user hangs up. The Telephone notifies the Connection.

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7. The Connection constructs a Message object that contains the recorded message.
(Add Message as a collaborator of Connection. Make a Message card with a
responsibility “manage message contents”.)
8. The Connection adds the Message object to the Mailbox.

As a result of this walkthrough, the Telephone, Connection, and Mailbox cards have been
updated, and a Message card has been added.

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Now let’s consider the use case Retrieve Mes
Messag es. The first steps of the scenario are the
sages
same as that of the preceding scenario. Let’s start at the point where the user types in the
passcode.

1. The user types in the passcode. The Telephone notifies the Connection.
2. The Connection asks the Mailbox to check the passcode. (Add “manage passcode” to
the responsibilities of the Mailbox class.)
3. Assuming the passcode was correct, the Connection sets the Mailbox as the current
mailbox and asks the Telephone to speak the mailbox menu.
4. The user types in the “retrieve messages” menu option. The Telephone passes it on
to the Connection.
5. The Connection asks the Telephone to speak the message menu.
6. The user types in the “listen to current message” option. The Telephone passes it
on to the Connection.
7. The Connection gets the first Message from the current Mailbox and sends its
contents to the Telephone. (Add “retrieve messages” to the responsibilities of
Mailbox.)
8. The Connection asks the Telephone to speak the message menu.
9. The user types in the “save current message” menu option. The Telephone passes it
on to the Connection.
10. The Connection tells the Mailbox to save the current message. (Modify the
responsibilities of Mailbox to “retrieve, save, delete messages”.)
11. The Connection asks the Telephone to speak the message menu.

That finishes the scenario. As a result, the Mailbox CRC card has been updated.

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The remaining use cases do not add any new information, so we omit the scenarios here.

There are a few points to keep in mind when using CRC cards. It is not easy to reason
about objects and scenarios at a high level. It can be extremely difficult to distinguish
between operations that are easy to implement and those that sound easy but actually
pose significant implementation challenges. The only solution to this problem is lots of
practice. Try your best with the CRC cards, and when you run into trouble with the
implementation, try again. There is no shame in redesigning the classes until a system
actually works. In fact, I redesigned the mail system classes at least twice before arriving
at the current design.

Also, don’t be deceived by the seemingly logical progression of thoughts in this section.
Generally, when using CRC cards, there are quite a few false starts and detours.
Describing them in a book would be pretty boring, so the process descriptions that you
get in books tend to give you a false impression. One purpose of CRC cards is to fail early,
to fail often, and to fail inexpensively. It is a lot cheaper to tear up a bunch of cards than to
reorganize a large amount of source code.

2.12.3. UML Clas


Classs Diagr
Diagrams
ams for the V
Voic
oicee Mail System

The “collaboration” parts of the CRC cards show the following dependency relationships:

• Mailbox depends on MessageQueue


• MailSystem depends on Mailbox
• Connection depends on Telephone, MailSystem, Message, and Mailbox
• Telephone depends on Connection

Figure 15 shows these dependencies.

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Figure 2-15: The Voice Mail System Dependencies from the CRC Cards

Next, consider the aggregation relationships. From the previous discussion, we know the
following:

• A mail system has mailboxes.


• A mailbox has two message queues.
• A message queue has some number of messages.
• A Connection has a current mailbox. It also has references to the MailSystem and
Telephone objects that it connects.

There is no inheritance relationship between the classes. Figure 16 shows the completed
UML diagram. Note that an aggregation relationship “wins” over a dependency
relationship. If a class aggregates another, it clearly uses it, and you don’t need to record
the latter.

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Figure 2-16: The UML Class Diagram for the Voice Mail System

2.12.4. UML Se
Sequenc
quencee and State Diagr
Diagrams
ams

The purpose of a sequence diagram is to understand a complex control flow that involves
multiple objects, and to assure oneself at design time that there will be no surprises
during the implementation.

In our case, the interactions between the Telephone, Connection, MailSystem, and Mailbox
classes are not easy to understand. Let us draw a sequence diagram for the use case Leave
a Message (see Figure 17).

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Figure 2-17: Sequence Diagram for Leaving a Message

The Telephone class reads user input one line at a time and passes it on to the Connection
class. Let’s postulate three methods for the Connection class:

• dial passes on a button press.


• record passes on speech.
• hangup tells the connection that the telephone has hung up.

First, the caller keys in the extension number, resulting in several calls to dial. We show
only one of them—there is no advantage in modeling the repetition.

Once the Connection has the complete mailbox number, it needs to play the greeting. How
does it know what greeting to play? It needs to get the mailbox and ask it for the greeting.
How does it get the mailbox? It asks the mail system, calling a method that we call
findMailbox.

The findMailbox method returns a Mailbox object. You don’t see parameters and return
values in the sequence diagram. You have to keep track of the objects yourself and realize
that the Mailbox object to the right of the figure is meant to be the object returned by the
findMailbox call.

Now that the connection has access to the mailbox, it needs the greeting. Thus, it invokes
the getGreeting method on the mailbox and gets the greeting, which it then plays on the
telephone speaker. Note that the greeting does not show up at all in the sequence
diagram since it is entirely passive—no methods are invoked on it.

Next, the telephone reads the message text from the user and passes it on to the
connection. Then the telephone reads the hangup signal and calls the hangup method.

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That is the signal for the connection to construct a message object and to add it to the
mailbox. Which mailbox? The same one that was previously obtained by calling
findMailbox. How does the connection remember that mailbox? After all, it had called
findMailbox in another method call. This is an indication that the Connection class holds
on to the current mailbox.

Figure 18 shows the sequence diagram for the use case Retrieve Messages. It is a good
exercise for you to analyze the sequence calls one by one. Ask yourself exactly where the
objects of the diagram come from and how the calling methods have access to them.

Figure 2-18: Sequence Diagram for Retrieving a Message

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Figure 2-19: State Diagram for Connection States

One complexity of the voice mail system is that it is not in control of the input. The user
may provide touchpad or spoken input in any order, or simply hang up the phone. The
telephone notifies the connection when such an event occurs. For example, notice that
the connection is called at least three times in the “Leave a Message” scenario. (As
already mentioned, the dial method is called for each separate key. The connection needs
to aggregate keys until the user hits the # key. We didn’t show that detail in the sequence
diagrams.) The connection needs to keep track of the various states so that it can pick up
at the right place when it receives the next user input. Figure 19 shows the state diagram.

2.12.
2.12.5.
5. Java Implementation

Now we are ready to implement the system in Java. The files below give the
implementation, which at this point is quite straightforward. You should compile and run
the program to see the mail system in action. When you run the program, type Q to
terminate it.

After running the program, have a look at each of the classes. Read the documentation
comments and compare them with the CRC cards and the UML class diagrams. Look
again at the UML sequence diagrams and trace the method calls in the actual code. Find
the state transitions of the Connection class.

This simulation has a somewhat unsightly keyboard interface. In Chapter 5, you will see
how to attach a graphical user interface (with buttons for the telephone keys and a text
area to enter simulated voice). That change will require modification of just two classes:
Telephone and MailSystemTester. Because the other classes have been decoupled from

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input and output, they require no changes whatsoever. Furthermore, in that program,
you will be able to use two simulated telephones that can interact with the voice mail
system at the same time, just like in a real voice mail system. This is possible because
each connection between a telephone and the voice mail system is managed by a
separate Connection object.

ch02/mail/Message.java
1 /**
2 A message left by the caller.
3 */
4 public class Message
5 {
6 /**
7 Construct a Message object.
8 @param messageText the message text
9 */
10 public Message(String messageText)
11 {
12 text = messageText;
13 }
14
15 /**
16 Get the message text.
17 @return message text
18 */
19 public String getText()
20 {
21 return text;
22 }
23
24 private String text;
25 }

ch02/mail/MessageQueue.java
1 import java.util.ArrayList;
2
3 /**
4 A first-in, first-out collection of messages. This
5 implementation is not very efficient. We will consider
6 a more efficient implementation in chapter 3.
7 */
8 public class MessageQueue
9 {
10 /**
11 Constructs an empty message queue.
12 */
13 public MessageQueue()
14 {

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15 queue = new ArrayList<>();
16 }
17
18 /**
19 Remove message at head.
20 @return message that has been removed from the queue
21 */
22 public Message remove()
23 {
24 return queue.remove(0);
25 }
26
27 /**
28 Append message at tail.
29 @param newMessage the message to be appended
30 */
31 public void add(Message newMessage)
32 {
33 queue.add(newMessage);
34 }
35
36 /**
37 Get the total number of messages in the queue.
38 @return the total number of messages in the queue
39 */
40 public int size()
41 {
42 return queue.size();
43 }
44
45 /**
46 Get message at head.
47 @return message that is at the head of the queue, or null
48 if the queue is empty
49 */
50 public Message peek()
51 {
52 if (queue.size() == 0) return null;
53 else return queue.get(0);
54 }
55
56 private ArrayList<Message> queue;
57 }

ch02/mail/Mailbox.java
1 /**
2 A mailbox contains messages that can be listed, kept or discarded.
3 */
4 public class Mailbox

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5 {
6 /**
7 Creates Mailbox object.
8 @param aPasscode passcode number
9 @param aGreeting greeting string
10 */
11 public Mailbox(String aPasscode, String aGreeting)
12 {
13 passcode = aPasscode;
14 greeting = aGreeting;
15 newMessages = new MessageQueue();
16 keptMessages = new MessageQueue();
17 }
18
19 /**
20 Check if the passcode is correct.
21 @param aPasscode a passcode to check
22 @return true if the supplied passcode matches the mailbox passcode
23 */
24 public boolean checkPasscode(String aPasscode)
25 {
26 return aPasscode.equals(passcode);
27 }
28
29 /**
30 Add a message to the mailbox.
31 @param aMessage the message to be added
32 */
33 public void addMessage(Message aMessage)
34 {
35 newMessages.add(aMessage);
36 }
37
38 /**
39 Get the current message.
40 @return the current message
41 */
42 public Message getCurrentMessage()
43 {
44 if (newMessages.size() > 0)
45 return newMessages.peek();
46 else if (keptMessages.size() > 0)
47 return keptMessages.peek();
48 else
49 return null;
50 }
51
52 /**
53 Remove the current message from the mailbox.
54 @return the message that has just been removed

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55 */
56 public Message removeCurrentMessage()
57 {
58 if (newMessages.size() > 0)
59 return newMessages.remove();
60 else if (keptMessages.size() > 0)
61 return keptMessages.remove();
62 else
63 return null;
64 }
65
66 /**
67 Save the current message
68 */
69 public void saveCurrentMessage()
70 {
71 Message m = removeCurrentMessage();
72 if (m != null)
73 keptMessages.add(m);
74 }
75
76 /**
77 Change mailbox's greeting.
78 @param newGreeting the new greeting string
79 */
80 public void setGreeting(String newGreeting)
81 {
82 greeting = newGreeting;
83 }
84
85 /**
86 Change mailbox's passcode.
87 @param newPasscode the new passcode
88 */
89 public void setPasscode(String newPasscode)
90 {
91 passcode = newPasscode;
92 }
93
94 /**
95 Get the mailbox's greeting.
96 @return the greeting
97 */
98 public String getGreeting()
99 {
100 return greeting;
101 }
102
103 private MessageQueue newMessages;
104 private MessageQueue keptMessages;

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105 private String greeting;
106 private String passcode;
107 }

ch02/mail/Connection.java
1 /**
2 Connects a phone to the mail system. The purpose of this
3 class is to keep track of the state of a connection, since
4 the phone itself is just a source of individual key presses.
5 */
6 public class Connection
7 {
8 /**
9 Construct a Connection object.
10 @param s a MailSystem object
11 @param p a Telephone object
12 */
13 public Connection(MailSystem s, Telephone p)
14 {
15 system = s;
16 phone = p;
17 resetConnection();
18 }
19
20 /**
21 Respond to the user's pressing a key on the phone touchpad
22 @param key the phone key pressed by the user
23 */
24 public void dial(String key)
25 {
26 if (state == CONNECTED)
27 connect(key);
28 else if (state == RECORDING)
29 login(key);
30 else if (state == CHANGE_PASSCODE)
31 changePasscode(key);
32 else if (state == CHANGE_GREETING)
33 changeGreeting(key);
34 else if (state == MAILBOX_MENU)
35 mailboxMenu(key);
36 else if (state == MESSAGE_MENU)
37 messageMenu(key);
38 }
39
40 /**
41 Record voice.
42 @param voice voice spoken by the user
43 */
44 public void record(String voice)

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45 {
46 if (state == RECORDING || state == CHANGE_GREETING)
47 currentRecording += voice;
48 }
49
50 /**
51 The user hangs up the phone.
52 */
53 public void hangup()
54 {
55 if (state == RECORDING)
56 currentMailbox.addMessage(new Message(currentRecording));
57 resetConnection();
58 }
59
60 /**
61 Reset the connection to the initial state and prompt
62 for mailbox number
63 */
64 private void resetConnection()
65 {
66 currentRecording = "";
67 accumulatedKeys = "";
68 state = CONNECTED;
69 phone.speak(INITIAL_PROMPT);
70 }
71
72 /**
73 Try to connect the user with the specified mailbox.
74 @param key the phone key pressed by the user
75 */
76 private void connect(String key)
77 {
78 if (key.equals("#"))
79 {
80 currentMailbox = system.findMailbox(accumulatedKeys);
81 if (currentMailbox != null)
82 {
83 state = RECORDING;
84 phone.speak(currentMailbox.getGreeting());
85 }
86 else
87 phone.speak("Incorrect mailbox number. Try again!");
88 accumulatedKeys = "";
89 }
90 else
91 accumulatedKeys += key;
92 }
93
94 /**

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95 Try to log in the user.
96 @param key the phone key pressed by the user
97 */
98 private void login(String key)
99 {
100 if (key.equals("#"))
101 {
102 if (currentMailbox.checkPasscode(accumulatedKeys))
103 {
104 state = MAILBOX_MENU;
105 phone.speak(MAILBOX_MENU_TEXT);
106 }
107 else
108 phone.speak("Incorrect passcode. Try again!");
109 accumulatedKeys = "";
110 }
111 else
112 accumulatedKeys += key;
113 }
114
115 /**
116 Change passcode.
117 @param key the phone key pressed by the user
118 */
119 private void changePasscode(String key)
120 {
121 if (key.equals("#"))
122 {
123 currentMailbox.setPasscode(accumulatedKeys);
124 state = MAILBOX_MENU;
125 phone.speak(MAILBOX_MENU_TEXT);
126 accumulatedKeys = "";
127 }
128 else
129 accumulatedKeys += key;
130 }
131
132 /**
133 Change greeting.
134 @param key the phone key pressed by the user
135 */
136 private void changeGreeting(String key)
137 {
138 if (key.equals("#"))
139 {
140 currentMailbox.setGreeting(currentRecording);
141 currentRecording = "";
142 state = MAILBOX_MENU;
143 phone.speak(MAILBOX_MENU_TEXT);
144 }

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145 }
146
147 /**
148 Respond to the user's selection from mailbox menu.
149 @param key the phone key pressed by the user
150 */
151 private void mailboxMenu(String key)
152 {
153 if (key.equals("1"))
154 {
155 state = MESSAGE_MENU;
156 phone.speak(MESSAGE_MENU_TEXT);
157 }
158 else if (key.equals("2"))
159 {
160 state = CHANGE_PASSCODE;
161 phone.speak("Enter new passcode followed by the # key");
162 }
163 else if (key.equals("3"))
164 {
165 state = CHANGE_GREETING;
166 phone.speak("Record your greeting, then press the # key");
167 }
168 }
169
170 /**
171 Respond to the user's selection from message menu.
172 @param key the phone key pressed by the user
173 */
174 private void messageMenu(String key)
175 {
176 if (key.equals("1"))
177 {
178 String output = "";
179 Message m = currentMailbox.getCurrentMessage();
180 if (m == null) output += "No messages." + "\n";
181 else output += m.getText() + "\n";
182 output += MESSAGE_MENU_TEXT;
183 phone.speak(output);
184 }
185 else if (key.equals("2"))
186 {
187 currentMailbox.saveCurrentMessage();
188 phone.speak(MESSAGE_MENU_TEXT);
189 }
190 else if (key.equals("3"))
191 {
192 currentMailbox.removeCurrentMessage();
193 phone.speak(MESSAGE_MENU_TEXT);
194 }

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195 else if (key.equals("4"))
196 {
197 state = MAILBOX_MENU;
198 phone.speak(MAILBOX_MENU_TEXT);
199 }
200 }
201
202 private MailSystem system;
203 private Mailbox currentMailbox;
204 private String currentRecording;
205 private String accumulatedKeys;
206 private Telephone phone;
207 private int state;
208
209 private static final int DISCONNECTED = 0;
210 private static final int CONNECTED = 1;
211 private static final int RECORDING = 2;
212 private static final int MAILBOX_MENU = 3;
213 private static final int MESSAGE_MENU = 4;
214 private static final int CHANGE_PASSCODE = 5;
215 private static final int CHANGE_GREETING = 6;
216
217 private static final String INITIAL_PROMPT =
218 "Enter mailbox number followed by #";
219 private static final String MAILBOX_MENU_TEXT =
220 "Enter 1 to listen to your messages\n"
221 + "Enter 2 to change your passcode\n"
222 + "Enter 3 to change your greeting";
223 private static final String MESSAGE_MENU_TEXT =
224 "Enter 1 to listen to the current message\n"
225 + "Enter 2 to save the current message\n"
226 + "Enter 3 to delete the current message\n"
227 + "Enter 4 to return to the main menu";
228 }

ch02/mail/MailSystem.java
1 import java.util.ArrayList;
2
3 /**
4 A system of voice mail boxes.
5 */
6 public class MailSystem
7 {
8 /**
9 Constructs a mail system with a given number of mailboxes
10 @param mailboxCount the number of mailboxes
11 */
12 public MailSystem(int mailboxCount)
13 {

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14 mailboxes = new ArrayList<>();
15
16 // Initialize mail boxes.
17
18 for (int i = 0; i < mailboxCount; i++)
19 {
20 String passcode = "" + (i + 1);
21 String greeting = "You have reached mailbox " + (i + 1)
22 + ". \nPlease leave a message now.";
23 mailboxes.add(new Mailbox(passcode, greeting));
24 }
25 }
26
27 /**
28 Locate a mailbox.
29 @param ext the extension number
30 @return the mailbox or null if not found
31 */
32 public Mailbox findMailbox(String ext)
33 {
34 int i = Integer.parseInt(ext);
35 if (1 <= i && i <= mailboxes.size())
36 return mailboxes.get(i - 1);
37 else return null;
38 }
39
40 private ArrayList<Mailbox> mailboxes;
41 }

ch02/mail/Telephone.java
1 import java.util.Scanner;
2
3 /**
4 A telephone that takes simulated keystrokes and voice input
5 from the user and simulates spoken text.
6 */
7 public class Telephone
8 {
9 /**
10 Construct phone object.
11 @param aScanner that reads text from a character-input stream
12 */
13 public Telephone(Scanner aScanner)
14 {
15 scanner = aScanner;
16 }
17
18 /**
19 Speak a message to System.out.

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20 @param output the text that will be "spoken"
21 */
22 public void speak(String output)
23 {
24 System.out.println(output);
25 }
26
27 /**
28 Loops reading user input and passes the input to the
29 Connection object's methods dial, record or hangup.
30 @param c the connection that connects this phone to the
31 voice mail system
32 */
33 public void run(Connection c)
34 {
35 boolean more = true;
36 while (more)
37 {
38 String input = scanner.nextLine();
39 if (input == null) return;
40 if (input.equalsIgnoreCase("H"))
41 c.hangup();
42 else if (input.equalsIgnoreCase("Q"))
43 more = false;
44 else if (input.length() == 1
45 && "1234567890#".contains(input))
46 c.dial(input);
47 else
48 c.record(input);
49 }
50 }
51
52 private Scanner scanner;
53 }

ch02/mail/MailSystemTester.java
1 import java.util.Scanner;
2
3 /**
4 This program tests the mail system. A single phone
5 communicates with the program through System.in/System.out.
6 */
7 public class MailSystemTester
8 {
9 public static void main(String[] args)
10 {
11 MailSystem system = new MailSystem(MAILBOX_COUNT);
12 Scanner console = new Scanner(System.in);
13 Telephone p = new Telephone(console);

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14 Connection c = new Connection(system, p);
15 p.run(c);
16 }
17
18 private static final int MAILBOX_COUNT = 20;
19 }

Exer
Exercises
cises
1. Consider the development of an online course registration system that allows
students to add and drop classes at a university. Describe the activities that will
take place during the analysis, design, and implementation phases. Give specific
examples of activities that relate to the registration system.
2. What is the difference between an object and a class? What is the difference
between a class and a type?
3. Consider cars in a car-racing video game. Explain the notions of state, behavior,
and identity as they relate to car objects.
4. Using the jjs JavaScript interpreter that is a part of the Java development kit,
implement the Greeter method and write a program that tests two instances of
Greeter.
5. Implement a method Car in JavaScript that generates car objects. A car has a fuel
efficiency (in miles per gallon or the metric equivalent) and a certain fuel level.
Supply methods to add fuel, find out the fuel remaining in the tank, and drive a
given distance.
6. List at least eight classes that can be used in an online course registration system
that allows students to add and drop classes at a university.
7. Consider the development of a computer system for car rentals. Name one class
that might be useful in this context from each of the following categories:
1. Tangible things
2. Agents
3. Events and transactions
4. Users and roles
5. Systems
6. System interfaces and devices
7. Foundational classes
8. What relationship is appropriate between the following classes: aggregation,
inheritance, or neither?
1. University-Student
2. Student-TeachingAssistant
3. Student-Freshman
4. Student-Professor
5. Car-Door
6. Truck-Vehicle
7. Traffic-TrafficSign
8. TrafficSign-Color
9. Consider an online course registration system that allows students to add and
drop classes at a university. Give the multiplicities of the associations between
these class pairs.

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2021-01-25 For the students of Cate Sheller <[email protected]>
1. Student-Course
2. Course-Section
3. Section-Instructor
4. Section-Room
10. Consider an airline reservation system with classes Passenger, Itinerary, Flight,
and Seat. Consider a scenario in which a passenger adds a flight to an itinerary
and selects a seat. What responsibilities and collaborators will you record on the
CRC cards as a result?
11. How does the design of the preceding exercise change if you have a group of
passengers that fly together?
12. Consider an online store that enables customers to order items from a catalog and
pay for them with a credit card. Draw a UML diagram that shows the relationships
between these classes:

Customer
Order
RushOrder
Product
Address
CreditCard

13. Consider this test program:

public class Tester


{
public static void main(String[] args)
{
String s = "Hello World";
Scanner in = new Scanner(s);
while (in.hasNext())
System.out.println(in.next());
}
}

Draw a sequence diagram that shows the method calls of the main method.

14. Consider a program that plays TicTacToe with a human user. A class
TicTacToeBoard stores the game board. A random number generator is used to
choose who begins and to generate random legal moves when it’s the computer’s
turn. When it’s the human’s turn, the move is read from a Scanner, and the
program checks that it is legal. After every move, the program checks whether the
game is over. Draw a sequence diagram that shows a scenario in which the game
starts, the computer gets the first turn, and the human gets the second turn. Stop
the diagram after the second turn.
15. Look up the API documentation of the URLConnection class and draw a state
diagram of the states of an object of this class.
16. Consider the scenario “A user changes the mailbox passcode” in the voice mail
system. Carry out a walkthrough with the mail system’s CRC cards. What steps do
you list in your walkthrough? What collaborations and responsibilities do you
record as a result of the walkthrough?

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17. In our voice mail simulation, the Connection objects hold a reference to the
“current mailbox”. Explain how you can change the design so that the Connection
class does not depend on the Mailbox class. Hint: Add responsibilities to the
MailSystem class.
18. Design and implement a program that simulates a vending machine. Products can
be purchased by inserting the correct number of coins into the machine. A user
selects a product from a list of available products, adds coins, and either gets the
product or gets the coins returned if insufficient money was supplied or if the
product is sold out. Products can be restocked and money removed by an
operator. Follow the design process that was described in this chapter.
19. Design and implement a program that manages an appointment calendar. An
appointment includes the description, date, starting time, and ending time; for
example,

Dentist 2006/10/1 17:30 18:30


CS1 class 2006/10/2 08:30 10:00

Supply a user interface to add appointments, remove canceled appointments, and


print out a list of appointments for a particular day. Follow the design process that
was described in this chapter.

20. Airline seating. Design and implement a program that assigns seats on an airplane.
Assume the airplane has 20 seats in first class (5 rows of 4 seats each, separated
by an aisle) and 180 seats in economy class (30 rows of 6 seats each, separated by
an aisle). Your program should take three commands: add passengers, show
seating, and quit. When passengers are added, ask for the class (first or economy),
the number of passengers traveling together (1 or 2 in first class; 1 to 3 in
economy), and the seating preference (aisle or window in first class; aisle, center,
or window in economy). Then try to find a match and assign the seats. If no match
exists, print a message. Follow the design process that was described in this
chapter.

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Chapter 3
Guidelines for Clas
Classs D
Design
esign
• An Overview of the Date and Time Classes in the Java Library1
• Designing a Day Class
• Three Implementations of the Day Class
• The Importance of Encapsulation
• Analyzing the Quality of an Interface
• Programming by Contract
• Unit Testing
• Exercises

In the preceding chapter, we discussed how to find classes for solving a practical
programming problem. We looked at all classes in a program and the relationships
among them. In this chapter, we take a very different, “bottom up” point of view, and
explore how to write a single class well.

There are a number of useful rules and concepts that can dramatically improve the
quality of the classes and interfaces that you design. It is well worth spending time on
“good craftsmanship” of class design. The result is classes that are useful and reusable,
and increased pride and satisfaction for you, the designer.

3.1. An Overview of the Date and Time Clas


Classes
ses in the
Java Libr
Library1
ary1
Many programs need to process dates such as “Saturday, February 4, 2006”. The classes
in the java.time package can help. For example, the following statements print out the
current date and time:

Instant now = Instant.now();


// constructs current instant
System.out.println(now.toString());
// prints date and time such as 2016-09-10T16:40:48.340256Z

Actually, this output obscures what an Instant is. The Instant class itself does not keep
track of years, months, or days. Instead, it keeps a count of nanoseconds (10-9 seconds),
starting at a fixed point in time, called the epoch, which was January 1, 1970 00:00:00.0
at the zero meridian passing through the Greenwich observatory in England (see Figure
1).

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Figure 3-1: Two Instants.

You can see from the methods in Table 3-1 that an Instant can yield the number of
seconds from the epoch, and separately the number of nanoseconds from that second.
(The total number of nanoseconds is too large to fit into a long. You need another class,
called Duration, to hold them both.) There are also methods to add seconds, nanoseconds,
or Duration instances. However, there are no methods to find out the year, month, or
weekday of an Instant.

Table 3-1: Some Methods of the Instant Class

Method Description
long
Gets the number of seconds since the epoch.
getEpochSecond()
Gets the number of nanoseconds since the last
long getNano()
second.
Instant
plusSeconds(long
seconds) Yields the instant that is obtained by adding the
Instant given number of seconds or nanoseconds.
plusNanos(long
nanos)
Instant Yields the instant that is obtained by adding the
plus(Duration given Duration (which encapulates seconds and
duration) nanoseconds).
Yields the ZonedDateTime at a given time zone. You get
ZonedDateTime
a ZoneId with its static of method, such as
atZone(ZoneId zone)
ZoneId.of("America/Los_Angeles").
String toString() Yields a representation in ISO-8601 format.

The responsibility of determining months, years, weekdays, timezones, and so on, is


handled by a class ZonedDateTime that knows about time zones and the intricacies of our
calendar, such as the fact that January has 31 days and February has 28 or sometimes 29.
The ZonedDateTime class uses Gregorian calendar that is in common use throughout the
world today. The calendar is named after Pope Gregory XIII who, in 1582, chose it as a
replacement of the Julian calendar, instituted by Julius Caesar in the first century BCE.

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The Julian calendar introduced the rule that every fourth year is a leap year. The
Gregorian calendar refines that rule by specifying that years divisible by 100 are not leap
years, unless they are divisible by 400. Thus, the year 1900 was not a leap year but the
year 2000 was.

Note: The Microsoft Excel program falsely treats 1900 as a leap year. Microsoft claims
that this choice was intentional to provide greater compatibility with another
spreadsheet program that had the same error. Apparently, one group of programmers
was not diligent enough to research leap years, and another group of programmers
couldn’t figure out how to rectify that problem. Details do matter.

Defining the ZonedDateTime class separate from the Instant class is good class design.
There are many possible descriptions of a point in time. For example, February 3, 2001 is

• Année 209 de la République Mois de Pluviôse Décade 2 Jour du Quintidi in the


French Revolutionary Calendar
• 12.19.7.17.1 in the Mayan Long Count

While you aren’t likely to have customers using the French Revolutionary or Mayan
calendar, there are other calendars in active use around the world, such as Buddhist and
Islamic calendars.

You can find a detailed discussion of the French Revolutionary, Mayan, Chinese, Hebrew,
and Islamic calendars at http://www.tondering.dk/claus/calendar.html.

Table 3-2 shows some of the most important methods of the ZonedDateTime class.

Table 3-2: Some Methods of the ZonedDateTime Class

Method Description
int getYear()
int getMonthValue() Gets the year, month, or day.
int getDayOfMonth()
Gets the day of the week. Call the value method on
DayOfWeek
the returned object to get an integer value (1 =
getDayOfWeek()
Monday ... 7 = Sunday).
int getHour()
int getMinute() Gets the hour, minute, second, or nanosecond of this
int getSecond() ZonedDateTime.
int getNano()
Gets the offset from the zero meridian. Call
ZoneOffset
getTotalSeconds on the returned object to get the
getOffset()
offset in seconds.

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ZonedDateTime
plusDays(int n)
ZonedDateTime
plusWeeks(int n)
ZonedDateTime
plusMonths(int n)
ZonedDateTime Yields a ZonedDateTime that is obtained by adding a
plusYears(int n) the given number of days, weeks, months, years,
ZonedDateTime hours, minutes, seconds, or nanoseconds temporal
plusHours(int n) units to this ZonedDateTime.
ZonedDateTime
plusMinutes(int n)
ZonedDateTime
plusSeconds(int n)
ZonedDateTime
plusNanos(int n)

Note: The java.time package was added to Java 8. Previously, there were classes Date and
GregorianCalendar that are roughly equivalent to Instant and ZonedDateTime, but that
suffer from a number of problems. We will look at these classes and some of their
problems later in this chapter.

3.2. Designing a Da
Dayy Clas
Classs
This section explores a variety of possible designs for a Day class, a class that represents
a calendar day in the Julian/Gregorian calendar, such as February 4, 2006. You are
encouraged to always use the standard Java class library in your own programs. However,
you will learn some important lessons by implementing this class yourself.

For simplicity, we do not deal with time, and we fix a place on the globe, ignoring the fact
that elsewhere it may be a day earlier or later. We assume that the switchover from the
Julian to the Gregorian calendar is on October 15, 1582, even though different countries
adopted the Gregorian calendar at different times.

A Day object encapsulates a particular day. When it comes to choosing methods for the
class, let us consider what kinds of questions we would like to be able to answer. For
example, we would like to know:

• How many days are there between now and the end of the year?
• What day is 100 days from now?

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The daysFrom method computes the number of days between two days. For example, if
bday is your birthday, and today is today’s day, then

int n = today.daysFrom(bday);

computes how many days you have lived. The value of d1.daysFrom(d2)is negative if d1
comes before d2, it is 0 if they are the same, and positive if d1 comes after d2. Thus, Day
objects also have a total ordering.

Conversely, if n is a number of days (either positive or negative), then the plusDays


method computes the day that is n days away from the current day. For example, here is
how you compute 999 days from today:

Day later = today.plusDays(999);

However, unlike the Instant class, the Day class does not reveal an “epoch”, a fixed day 0
such as January 1, 1970. If it uses an epoch for its internal computations, it is a hidden
implementation detail.

In other words, we define the “difference” between two days as an integer, and we define
an “addition” operation that takes a day and an integer and yields another day. These
operations are inverses of each other, in the sense that

d.plusDays(n).daysFrom(d) is the same as n

and

d1.plusDays(d2.daysFrom(d1)) is the same as d2

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This becomes clearer if you write plusDays as + and daysFrom as -.

(d + n) - d is the same as n

and

d1 + (d2 - d1) is the same as d2

Note: If you are familiar with pointers into arrays in C or C++, you will recognize that
pointers have the same mathematical structure as our Day objects. The difference
between two pointers is an integer (or, to be precise, a ptrdiff_t value). The sum of a
pointer and an integer is another pointer.

Finally, we want a constructor that constructs a Day object from a given year, month, and
day, and we want methods to obtain the year, month, and day of the month. For example,

Day today = new Day(2006, 2, 4); // February 4, 2006


Day later = today.plusDays(999);
System.out.println(later.getYear()
+ "-" + later.getMonthValue()
+ "-" + later.getDayOfMonth()); // prints 2008-10-30
System.out.println(later.daysFrom(today)); // prints 999

Note that the constructor expects the year, followed by the month, and finally the day, as
defined in the ISO 8601 standard. That international standard recommends always
presenting days in a standard order: four-digit year, month, and day. This convention
avoids confusion with dates such as 02/04/06, which are interpreted differently in
different countries.

See http://www.cl.cam.ac.uk/~mgk25/iso-time.html for a nice explanation of the main


points of the ISO 8601 standard.

Thus, our Day class has the following public interface:

public class Day


{
/**
Constructs a day with a given year, month, and day
of the Julian/Gregorian calendar. The Julian calendar
is used for all days before October 15, 1582.
@param aYear a year != 0
@param aMonth a month between 1 and 12
@param aDayOfMonth a day of the month between 1 and 31
*/
public Day(int aYear, int aMonth, int aDayOfMonth) { . . . }
/**

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Returns the year of this day.
@return the year
*/
public int getYear() { . . . }
/**
Returns the month of this day.
@return the month
*/
public int getMonthValue() { . . . }
/**
Returns the day of the month of this day.
@return the day of the month
*/
public int getDayOfMonth() { . . . }
/**
Return a day that is a certain number of days away from this day.
@param n the number of days, can be negative
@return a day that is n days away from this one
*/
public Day plusDays(int n) { . . . }
/**
Returns the number of days between this day and another day.
@param other the other day
@return the number of days that this day is away from
the other (> 0 if this day comes later)
*/
public int daysFrom(Day other) { . . . }
}

Special Topic: Operator Overloading

The Day class has a method to compute the “difference” between two Day objects,
that is, the number of days between two Day objects. In some programming
languages, you can actually use the familiar subtraction operator (-) to denote this
conceptual difference. That is, you can use the statement

int n = today - bday;

instead of

int n = today.daysFrom(bday);

This mechanism is called operator overloading. In C++, you achieve operator


overloading by defining methods with special names. For example, you define a
method called operator- to overload the subtraction operator. Whenever you use the
subtraction operator, the compiler checks whether you want to subtract numbers or

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values of another type. When you subtract two Day objects, the compiler locates the
operator- method of the Day class and invokes it. That method should of course have
the same functionality as the daysFrom method.

Operator overloading can make programs easier to read, particularly when dealing
with mathematical objects such as big numbers, vectors, and matrices. For example,
the expression

x + y * z

is much clearer than the equivalent

x.add(y.multiply(z))

The Java programming language does not support operator overloading. The
language designers felt that operator overloading was a complex feature that would
make Java harder to learn. Furthermore, operator overloading seems to have limited
applicability outside scientific computing.

Not everyone agrees with this decision. Mathematicians have extensive experience
with designing notation that makes complex expressions easier to read. It would be
desirable to make use of some of that expertise and make computer programs easier
to read as well.

3.3. Thr
Threee Implementations of the Da
Dayy Clas
Classs
Let us consider a straightforward implementation of the Day class, where the state of a
Day object is represented as

private int year;


private int month;
private int date;

Then the constructor and the three get methods are trivial to implement.

public Day(int aYear, int aMonth, int aDayOfMonth)


{
year = aYear;
month = aMonth;
date = aDayOfMonth;
}
public int getYear()
{
return year;
}

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. . .

Of course, the plusDays and daysFrom methods are tedious. Consider the following facts:

1. April, June, September, and November have 30 days.


2. February has 28 days, except in leap years, when it has 29 days.
3. All other months have 31 days.
4. Leap years are years that are divisible by 4, except after 1582, when years that are
divisible by 100 but not 400 are not leap years.
5. There is no year 0; year 1 is preceded by year –1.
6. In the switchover to the Gregorian calendar, 10 days were dropped so that
October 15, 1582, followed immediately after October 4.

You will find a solution in Section 3.1. Have a look at it and note how it depends on helper
methods nextDay and previousDay.

These helper methods have been declared as private and not public. It may not be
immediately obvious why this is a good arrangement. After all, since you went through
the trouble of implementing the methods, shouldn’t you make them available for others
to use?

There are three reasons why you should be cautious about making helper methods
public:

• They can clutter up the public interface, making it harder for class users to
understand your class.
• Sometimes, helper methods require a special protocol or calling order. You may
not trust your class users to understand the subtleties, or you may not want to
document them as carefully as you document the public interface.

Sometimes, helper methods depend on a particular implementation. Their need goes


away when you switch to another implementation. But if you make them public, then
there is the possibility that one of the users of your class has actually called the method.
Now you need to keep it working under the new implementation, or you risk the wrath of
the user who will not want you to take it away. “Once public, always public”.

Tip: Choose private visibility for those methods that are of no concern to the class user
and for those functions that could not easily be supported if the class implementation
changed.

Our first implementation of the Day class is quite inefficient because all computations
increment or decrement one day at a time. Now let us turn to a completely different
implementation. Rather than storing the year, month, and date, the second
implementation will store the Julian day number. The Julian day number is the number of
days from January 1, 4713 BCE. For example, the Gregorian calendar day May 23, 1968,
corresponds to the Julian day number 2,440,000. Standard functions can compute the
Julian day number from a calendar date and a calendar date from the Julian day
number—see the source code in Section 3.3.2 for the formulas.

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Note: The Julian day number is unrelated to the Julian calendar enacted by Julius Caesar.
The sixteenth-century historian Joseph Scaliger used the recurrence intervals for certain
astronomical events and the 15-year Roman tax cycle to find a synchronization point,
January 1, 4713 BCE. He used that point as a zero for mapping every event in written
history reliably to a positive day number. Scaliger named this day number after his father
Julius. Julian day numbers are used today by astronomers throughout the world.

With the Julian day number, the plusDays and daysFrom methods become trivial and very
efficient.

public class Day


{
public Day plusDays(int n)
{
return new Day(julian + n); // Calls private constructor
}
public int daysFrom(Day other)
{
return julian - other.julian;
}
. . .
private int julian;
}

Of course, now the public Day(int aYear, int aMonth, int aDayOfMonth) constructor and
the getYear, getMonthValue, and getDayOfMonth methods are not very efficient. In
particular, consider the call

System.out.println(later.getYear()
+ "-" + later.getMonthValue()
+ "-" + later.getDayOfMonth());

The computation for converting a Julian day number back to the calendar day now runs
three times, once for each accessor.

This problem can be overcome with a third implementation that combines the benefits of
the two. Keep both the year-month-date representation and the julian representation,
converting between them as needed. The conversion should be lazy—the julian value
should be computed only when it is required. That way, we pay no conversion cost if a
Day object never executes any date arithmetic. Conversely, if an object is constructed
with the private Day(int julian) constructor, the year-month-date representation should
only be generated when one of the get methods is called. After all, maybe the object is
used for intermediate calculations only.

To implement the lazy conversion between the two representations, use two boolean
variables ymdValid and julianValid. See the source code for the third implementation in
Section 3.3 for details.

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Which of these three implementations is best? There is no one answer—it depends on
the application. If little date arithmetic is required, then the first implementation is
entirely acceptable. The last implementation is the most efficient, but it is undeniably
complex and requires more storage.

3.3.1. Implementation #1

ch03/day1/Day.java
1 public class Day
2 {
3 /**
4 Constructs a day with a given year, month, and day
5 of the Julian/Gregorian calendar. The Julian calendar
6 is used for all days before October 15, 1582
7 @param aYear a year != 0
8 @param aMonth a month between 1 and 12
9 @param aDayOfMonth a day of the month between 1 and 31
10 */
11 public Day(int aYear, int aMonth, int aDayOfMonth)
12 {
13 year = aYear;
14 month = aMonth;
15 date = aDayOfMonth;
16 }
17
18 /**
19 Returns the year of this day
20 @return the year
21 */
22 public int getYear()
23 {
24 return year;
25 }
26
27 /**
28 Returns the month of this day
29 @return the month
30 */
31 public int getMonthValue()
32 {
33 return month;
34 }
35
36 /**
37 Returns the day of the month of this day
38 @return the day of the month
39 */
40 public int getDayOfMonth()
41 {

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42 return date;
43 }
44
45 /**
46 Returns a day that is a certain number of days away from
47 this day
48 @param n the number of days, can be negative
49 @return a day that is n days away from this one
50 */
51 public Day plusDays(int n)
52 {
53 Day result = this;
54 while (n > 0)
55 {
56 result = result.nextDay();
57 n--;
58 }
59 while (n < 0)
60 {
61 result = result.previousDay();
62 n++;
63 }
64 return result;
65 }
66
67 /**
68 Returns the number of days between this day and another
69 day
70 @param other the other day
71 @return the number of days that this day is away from
72 the other (>0 if this day comes later)
73 */
74 public int daysFrom(Day other)
75 {
76 int n = 0;
77 Day d = this;
78 while (d.compareTo(other) > 0)
79 {
80 d = d.previousDay();
81 n++;
82 }
83 while (d.compareTo(other) < 0)
84 {
85 d = d.nextDay();
86 n--;
87 }
88 return n;
89 }
90
91 /**

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92 Compares this day with another day.
93 @param other the other day
94 @return a positive number if this day comes after the
95 other day, a negative number if this day comes before
96 the other day, and zero if the days are the same
97 */
98 private int compareTo(Day other)
99 {
100 if (year > other.year) return 1;
101 if (year < other.year) return -1;
102 if (month > other.month) return 1;
103 if (month < other.month) return -1;
104 return date - other.date;
105 }
106
107 /**
108 Computes the next day.
109 @return the day following this day
110 */
111 private Day nextDay()
112 {
113 int y = year;
114 int m = month;
115 int d = date;
116
117 if (y == GREGORIAN_START_YEAR
118 && m == GREGORIAN_START_MONTH
119 && d == JULIAN_END_DAY)
120 d = GREGORIAN_START_DAY;
121 else if (d < daysPerMonth(y, m))
122 d++;
123 else
124 {
125 d = 1;
126 m++;
127 if (m > DECEMBER)
128 {
129 m = JANUARY;
130 y++;
131 if (y == 0) y++;
132 }
133 }
134 return new Day(y, m, d);
135 }
136
137 /**
138 Computes the previous day.
139 @return the day preceding this day
140 */
141 private Day previousDay()

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142 {
143 int y = year;
144 int m = month;
145 int d = date;
146
147 if (y == GREGORIAN_START_YEAR
148 && m == GREGORIAN_START_MONTH
149 && d == GREGORIAN_START_DAY)
150 d = JULIAN_END_DAY;
151 else if (d > 1)
152 d--;
153 else
154 {
155 m--;
156 if (m < JANUARY)
157 {
158 m = DECEMBER;
159 y--;
160 if (y == 0) y--;
161 }
162 d = daysPerMonth(y, m);
163 }
164 return new Day(y, m, d);
165 }
166
167 /**
168 Gets the days in a given month
169 @param y the year
170 @param m the month
171 @return the last day in the given month
172 */
173 private static int daysPerMonth(int y, int m)
174 {
175 int days = DAYS_PER_MONTH[m - 1];
176 if (m == FEBRUARY && isLeapYear(y))
177 days++;
178 return days;
179 }
180
181 /**
182 Tests if a year is a leap year
183 @param y the year
184 @return true if y is a leap year
185 */
186 private static boolean isLeapYear(int y)
187 {
188 if (y % 4 != 0) return false;
189 if (y < GREGORIAN_START_YEAR) return true;
190 return (y % 100 != 0) || (y % 400 == 0);
191 }

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192
193 private int year;
194 private int month;
195 private int date;
196
197 private static final int[] DAYS_PER_MONTH
198 = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 };
199
200 private static final int GREGORIAN_START_YEAR = 1582;
201 private static final int GREGORIAN_START_MONTH = 10;
202 private static final int GREGORIAN_START_DAY = 15;
203 private static final int JULIAN_END_DAY = 4;
204
205 private static final int JANUARY = 1;
206 private static final int FEBRUARY = 2;
207 private static final int DECEMBER = 12;
208 }

3.3.2. Implementation #2

ch03/day2/Day.java
1 public class Day
2 {
3 /**
4 Constructs a day with a given year, month, and day
5 of the Julian/Gregorian calendar. The Julian calendar
6 is used for all days before October 15, 1582
7 @param aYear a year != 0
8 @param aMonth a month between 1 and 12
9 @param aDayOfMonth a day of the month between 1 and 31
10 */
11 public Day(int aYear, int aMonth, int aDayOfMonth)
12 {
13 julian = toJulian(aYear, aMonth, aDayOfMonth);
14 }
15
16 /**
17 Returns the year of this day
18 @return the year
19 */
20 public int getYear()
21 {
22 return fromJulian(julian)[0];
23 }
24
25 /**
26 Returns the month of this day
27 @return the month
28 */

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29 public int getMonthValue()
30 {
31 return fromJulian(julian)[1];
32 }
33
34 /**
35 Returns the day of the month of this day
36 @return the day of the month
37 */
38 public int getDayOfMonth()
39 {
40 return fromJulian(julian)[2];
41 }
42
43 /**
44 Returns a day that is a certain number of days away from
45 this day
46 @param n the number of days, can be negative
47 @return a day that is n days away from this one
48 */
49 public Day plusDays(int n)
50 {
51 return new Day(julian + n);
52 }
53
54 /**
55 Returns the number of days between this day and another day.
56 @param other the other day
57 @return the number of days that this day is away from
58 the other (>0 if this day comes later)
59 */
60 public int daysFrom(Day other)
61 {
62 return julian - other.julian;
63 }
64
65 private Day(int aJulian)
66 {
67 julian = aJulian;
68 }
69
70 /**
71 Computes the Julian day number of the given day.
72 @param year a year
73 @param month a month
74 @param date a day of the month
75 @return The Julian day number that begins at noon of
76 the given day
77 Positive year signifies CE, negative year BCE.
78 Remember that the year after 1 BCE was 1 CE.

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79
80 A convenient reference point is that May 23, 1968 noon
81 is Julian day number 2440000.
82
83 Julian day number 0 is a Monday.
84
85 This algorithm is from Press et al., Numerical Recipes
86 in C, 2nd ed., Cambridge University Press 1992
87 */
88 private static int toJulian(int year, int month, int date)
89 {
90 int jy = year;
91 if (year < 0) jy++;
92 int jm = month;
93 if (month > 2) jm++;
94 else
95 {
96 jy--;
97 jm += 13;
98 }
99 int jul = (int) (java.lang.Math.floor(365.25 * jy)
100 + java.lang.Math.floor(30.6001 * jm) + date + 1720995.0);
101
102 int IGREG = 15 + 31 * (10 + 12 * 1582);
103 // Gregorian Calendar adopted Oct. 15, 1582
104
105 if (date + 31 * (month + 12 * year) >= IGREG)
106 // Change over to Gregorian calendar
107 {
108 int ja = (int) (0.01 * jy);
109 jul += 2 - ja + (int) (0.25 * ja);
110 }
111 return jul;
112 }
113
114 /**
115 Converts a Julian day number to a calendar date.
116
117 This algorithm is from Press et al., Numerical Recipes
118 in C, 2nd ed., Cambridge University Press 1992
119
120 @param j the Julian day number
121 @return an array whose 0 entry is the year, 1 the month,
122 and 2 the day of the month.
123 */
124 private static int[] fromJulian(int j)
125 {
126 int ja = j;
127
128 int JGREG = 2299161;

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129 // The Julian day number of the adoption of the Gregorian calendar
130
131 if (j >= JGREG)
132 // Cross-over to Gregorian Calendar produces this correction
133 {
134 int jalpha = (int) (((float) (j - 1867216) - 0.25)
135 / 36524.25);
136 ja += 1 + jalpha - (int) (0.25 * jalpha);
137 }
138 int jb = ja + 1524;
139 int jc = (int) (6680.0 + ((float) (jb - 2439870) - 122.1)
140 / 365.25);
141 int jd = (int) (365 * jc + (0.25 * jc));
142 int je = (int) ((jb - jd) / 30.6001);
143 int date = jb - jd - (int) (30.6001 * je);
144 int month = je - 1;
145 if (month > 12) month -= 12;
146 int year = jc - 4715;
147 if (month > 2) --year;
148 if (year <= 0) --year;
149 return new int[] { year, month, date };
150 }
151
152 private int julian;
153 }

3.3.3. Implementation #3

ch03/day3/Day.java
1 public class Day
2 {
3 /**
4 Constructs a day with a given year, month, and day
5 of the Julian/Gregorian calendar. The Julian calendar
6 is used for all days before October 15, 1582
7 @param aYear a year != 0
8 @param aMonth a month between 1 and 12
9 @param aDayOfMonth a day of the month between 1 and 31
10 */
11 public Day(int aYear, int aMonth, int aDayOfMonth)
12 {
13 year = aYear;
14 month = aMonth;
15 date = aDayOfMonth;
16 ymdValid = true;
17 julianValid = false;
18 }
19
20 /**

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21 Returns the year of this day
22 @return the year
23 */
24 public int getYear()
25 {
26 ensureYmd();
27 return year;
28 }
29
30 /**
31 Returns the month of this day
32 @return the month
33 */
34 public int getMonthValue()
35 {
36 ensureYmd();
37 return month;
38 }
39
40 /**
41 Returns the day of the month of this day
42 @return the day of the month
43 */
44 public int getDayOfMonth()
45 {
46 ensureYmd();
47 return date;
48 }
49
50 /**
51 Returns a day that is a certain number of days away from
52 this day
53 @param n the number of days, can be negative
54 @return a day that is n days away from this one
55 */
56 public Day plusDays(int n)
57 {
58 ensureJulian();
59 return new Day(julian + n);
60 }
61
62 /**
63 Returns the number of days between this day and another
64 day
65 @param other the other day
66 @return the number of days that this day is away from
67 the other (>0 if this day comes later)
68 */
69 public int daysFrom(Day other)
70 {

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71 ensureJulian();
72 other.ensureJulian();
73 return julian - other.julian;
74 }
75
76 private Day(int aJulian)
77 {
78 julian = aJulian;
79 ymdValid = false;
80 julianValid = true;
81 }
82
83 /**
84 Computes the Julian day number of this day if
85 necessary
86 */
87 private void ensureJulian()
88 {
89 if (julianValid) return;
90 julian = toJulian(year, month, date);
91 julianValid = true;
92 }
93
94 /**
95 Converts this Julian day mumber to a calendar date if necessary.
96 */
97 private void ensureYmd()
98 {
99 if (ymdValid) return;
100 int[] ymd = fromJulian(julian);
101 year = ymd[0];
102 month = ymd[1];
103 date = ymd[2];
104 ymdValid = true;
105 }
106
107 /**
108 Computes the Julian day number of the given day day.
109
110 @param year a year
111 @param month a month
112 @param date a day of the month
113 @return The Julian day number that begins at noon of
114 the given day
115 Positive year signifies CE, negative year BCE.
116 Remember that the year after 1 BCE is 1 CE.
117
118 A convenient reference point is that May 23, 1968 noon
119 is Julian day number 2440000.
120

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121 Julian day number 0 is a Monday.
122
123 This algorithm is from Press et al., Numerical Recipes
124 in C, 2nd ed., Cambridge University Press 1992
125 */
126 private static int toJulian(int year, int month, int date)
127 {
128 int jy = year;
129 if (year < 0) jy++;
130 int jm = month;
131 if (month > 2) jm++;
132 else
133 {
134 jy--;
135 jm += 13;
136 }
137 int jul = (int) (java.lang.Math.floor(365.25 * jy)
138 + java.lang.Math.floor(30.6001 * jm) + date + 1720995.0);
139
140 int IGREG = 15 + 31 * (10 + 12 * 1582);
141 // Gregorian Calendar adopted Oct. 15, 1582
142
143 if (date + 31 * (month + 12 * year) >= IGREG)
144 // Change over to Gregorian calendar
145 {
146 int ja = (int) (0.01 * jy);
147 jul += 2 - ja + (int) (0.25 * ja);
148 }
149 return jul;
150 }
151
152 /**
153 Converts a Julian day number to a calendar date.
154
155 This algorithm is from Press et al., Numerical Recipes
156 in C, 2nd ed., Cambridge University Press 1992
157
158 @param j the Julian day number
159 @return an array whose 0 entry is the year, 1 the month,
160 and 2 the day of the month.
161 */
162 private static int[] fromJulian(int j)
163 {
164 int ja = j;
165
166 int JGREG = 2299161;
167 // The Julian day number of the adoption of the Gregorian calendar
168
169 if (j >= JGREG)
170 // Cross-over to Gregorian Calendar produces this correction

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171 {
172 int jalpha = (int) (((float) (j - 1867216) - 0.25)
173 / 36524.25);
174 ja += 1 + jalpha - (int) (0.25 * jalpha);
175 }
176 int jb = ja + 1524;
177 int jc = (int) (6680.0 + ((float) (jb - 2439870) - 122.1)
178 / 365.25);
179 int jd = (int) (365 * jc + (0.25 * jc));
180 int je = (int) ((jb - jd) / 30.6001);
181 int date = jb - jd - (int) (30.6001 * je);
182 int month = je - 1;
183 if (month > 12) month -= 12;
184 int year = jc - 4715;
185 if (month > 2) --year;
186 if (year <= 0) --year;
187 return new int[] { year, month, date };
188 }
189
190 private int year;
191 private int month;
192 private int date;
193 private int julian;
194 private boolean ymdValid;
195 private boolean julianValid;
196 }

3.4. The Importanc


Importancee of Enc
Encapsulation
apsulation
The three implementations in the previous section illustrate an important point: Even a
seemingly simple class such as the Day class can be implemented in different ways, each
with its own benefits and drawbacks. By using encapsulation, the users of the Day class
can be blissfully unaware of the implementation details, and the implementor of the class
can switch implementations without inconveniencing the class users.

Suppose we had started out with a Day class that used public instance variables

public class Day


{
. . .
public int year;
public int month;
public int date;
}

But then we decide to speed up date calculations by using a Julian day number instead.
We remove the year, month, and date fields and supply an int julian field. What is the
impact of this change on the class user? Of course, none of the class user’s code that

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accessed the public fields will compile after the change has been made. Code such as

m = d.month;

must be replaced by

m = d.getMonthValue();

How about

d.year++;

That gets trickier, and also less efficient.

d = new Day(d.getYear() + 1, d.getMonthValue(), d.getDayOfMonth());

What should be a simple change of representation turns into a major effort. In practical
programming situations, many worthwhile improvements are not undertaken simply
because they would force other programmers to go through an effort just like this.

In this scenario, it is still possible to identify all places that require change, simply by
Private data fields
are essential for recompiling and following the compiler’s error messages. But suppose we want to switch
improving the from the first to the third implementation, adding the julian field and the flags to
implementation of
a class without indicate which of the two representations is currently valid. Now the compiler will accept
disruption to its code containing d.year. The programmers using the Day class must inspect each line of
users.
the program to see whether it is affected by the change. They have to be trusted to set the
flags correctly. If any one of them makes a mistake, data may be corrupted and time-
consuming debugging sessions may result.

Thus, even though encapsulation forces programmers to spend more time on planning
and design, it is an essential feature for larger programs. Successful software products
evolve over time. New user requirements must be implemented, and obsolete features
are sometimes retired. The existing code must be maintainable. Rewriting all code for
every product release would be too slow and expensive. (Novice programmers initially
find it hard to envision this—if the lifetime of your homework assignment is three weeks,
then you are much more interested in coding quickly than in keeping the code
maintainable.)

Data encapsulation provides a mechanism for restricting the range of the program that is
affected by a change to a small subset, namely the methods of a class. Once that subset
has been updated to track a change, the programmer can state with confidence that no
other portion of the program needs attention in this regard.

3.4.1. Ac
Accces
essors
sors and Mutators

We make a conceptual distinction between mutator methods, which change the state of
A mutator method
modifies the state an object, and accessor methods, which merely read its instance fields.
of an object; an
accessor method
leaves the state

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For example, the Day class of the preceding section has no mutators. It is an
unchanged. Objects of an
immutable class immutable class, just like the String class. In contrast, the java. util.Date
cannot be changed class has a mutator, setTime. The GregorianCalendar class has several
after they have
been constructed. mutators as well—look at the set and add methods in the API
documentation.

Should we add methods void setYear(int aYear), void setMonth(int aMonth), and void
setDayOfMonth(int aDayOfMonth)? These methods are actually not a good idea. Consider
this sequence of events.

Day deadline = new Day(2006, 1, 31);

Now we want to move the deadline by a month:

deadline.setMonth(2);

Clearly, this won’t work—there is no February 31. Or should the day have rolled over to
March 3? The set method in the GregorianCalendar class actually does that! The results
aren’t pretty. Consider the following sequence, where the desired outcome is to move the
deadline by a day:

deadline.setMonth(2);
deadline.setDayOfMonth(1);

Oops—now the deadline has been set to March 1! Silly me, you’ll say. I should have first
set the date. But that won’t always work either:

Day deadline = new Day(2006, 2, 1);


deadline.setDayOfMonth(30);
deadline.setMonth(4);

If setDayOfMonth rolls over to the next valid day, then the deadline is first set to March 2,
then to April 2. Clearly, these set methods are a disaster waiting to happen.

There is no need to supply set methods for every instance field or as a counterpart of
every get method. However, some tools that generate code from UML diagrams
automatically supply get and set methods for all attributes. If you use such a tool, you
should use this feature with caution.

There is one great advantage to classes without mutator methods: Their object
references can be freely shared. In contrast, you need to be careful about sharing of
mutable objects. In particular, it is dangerous for an accessor method to give out a
reference to a mutable instance field. Consider the following example, in which we use
the legacy Date class:

class Employee
{
. . .
public String getName()
{

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return name;
}
public double getSalary()
{
return salary;
}
public Date getHireDate()
{
return hireDate;
}

private String name;


private double salary;
private Date hireDate;
}

The get methods look quite harmless—Java programmers write many methods like this.
But actually, there is a hidden danger. The getHireDate method breaks encapsulation.
Since the Date class is a mutable class, anyone can apply a mutator method to the
returned reference and thereby modify the Employee object.

Employee harry = . . .;
Date d = harry.getHireDate();
d.setTime(t); // Changes Harry’s state! (Figure 3)

Clearly, this is not what the designer of the Employee class intended. The getHireDate
method was designed to give information about the Employee object, not to permit
modification of it. The remedy is to clone the object before giving it out.

public Date getHireDate()


{
return (Date) hireDate.clone();
}

The clone method of the Object class makes a copy of the object with the same fields as
the original. The recipient of the cloned object is of course still able to modify it, but
those modifications don’t affect the Date object held by the employee.

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Figure 3-3: Changing Object State Through a Reference to a Subobject

Cloning is more subtle than it appears at first sight—you will see all the details in
Chapter 7.

However, the getName method is safe. The String class is immutable. Nobody can modify
the name object, so it is not a problem to return a reference to it.

Tip: An accessor method should never return a reference to a mutable instance field.
Instead, clone the field. However, it is safe to return primitive types and references to
immutable objects.

There is a second potential problem with references to mutable objects in the Employee
class. When you construct an Employee object, you supply a Date reference. Suppose the
constructor looks like this:

public Employee(String aName, Date aHireDate)


{
name = aName;
hireDate = aHireDate;
}

Then an evil or clueless programmer could construct an Employee object and later mutate
the construction parameter:

Date d = new Date();


Employee e = new Employee("Harry Hacker", d);
d.setTime(. . .);

Once again, the encapsulation is broken. The remedy is to clone the value in the
constructor. As you can see, properly dealing with mutable classes is quite tedious.

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Tip: Immutability is a valuable feature. If you can make your class immutable, you
should.

3.4.2. Final Instanc


Instancee Fields

You can mark an instance field as final to indicate that it doesn’t change once it has been
constructed. For example,

public class Date


{
. . .
private final int day;
private final int month;
private final int year;
}

This is a good way of expressing that this class is immutable. However, the final keyword
only refers to the contents of the variable, not to the state of the object to which it refers.

For example, you can declare a variable containing an ArrayList reference as final.

public class MessageQueue


{
. . .
private final ArrayList elements;
}

But that merely guarantees that no other ArrayList object is ever attached to the elements
field. The final keyword does not prevent changes to the contents of the array list.

3.4.3. Separ
Separation
ation of Ac
Accces
essors
sors and Mutators

We’ve been pretty negative on mutators in this section. Let’s put mutators in perspective.
Of course, many classes require mutators. In fact, a benefit of using objects is to represent
states that mutate over time.

When you have a class that has both accessors and mutators, then it is a good idea to
keep their roles separate. A method that returns information about an object should
ideally not change the object state. A method that changes the object state should ideally
have return type void.

For example, in a BankAccount class, you don’t expect the getBalance method to affect the
balance by deducting a “balance inquiry” charge. You expect that you can call accessors
as often as you like and always get the same result, as long as no mutator changed the
object state.

Let’s look at a couple of examples that violate this rule. The next method of the Scanner
class returns a value: the next token from the input. Therefore, it appears to be an

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accessor method. But it also changes the state of the Scanner object. The next time you
call next, you get a different token. Thus, it is a mutator as well.

Could the two be separated? Of course—by using two methods:

• String getCurrent() // Gets the current token

• void next() // Advances to next token

This approach has one advantage: Suppose that you wanted to look at the current token
twice. With the original interface, you have to store the return value of next because it’s
gone for good once you call the method. With the redesigned interface, the tokenizer
remembers the current token and you can retrieve it as often as you like.

Why didn’t the designers of the standard library think of this approach? Maybe they
wanted to avoid a method call? Maybe they never explored the various alternatives and
simply implemented the first solution that came to mind? Maybe they didn’t know that it
is a good idea to keep accessors and mutators separate? We don’t know, but the standard
library is not perfect, and you should not follow its designs blindly.

Let’s look at the MessageQueue class of Chapter2. There is a remove method that removes
and returns the first message in the queue. Of course, removing the message changes the
state of the queue. Isn’t that a violation of the “mutators should return void” rule?

We need to refine that rule a bit. Indeed, it would not be good if the only way of getting
the object at the front of the queue was to remove it. What if you just wanted to look at
the head without removing it? Once you remove it, you can’t put it back to the front. A
queue only lets you insert to the back. Therefore, a queue interface should offer a method
peek that returns the front object without removing it. Then you could declare the remove
method to return void. That way, a user of the queue class can always call peek and then
remove.

Then again, it seems cruel to force the class user to make an added method call. It is a
convenience for the user if the remove method returns the removed object. A user who
just wants to remove without looking at the object can just ignore the return value. Thus,
a mutator can return a value for the user’s convenience. But there also should be an
accessor that gets the same value, so that the class user isn’t forced to mutate the object.
In the example of the Scanner class, there is nothing wrong with the next method—the
real problem is that there isn’t a getCurrent method.

Tip: Whenever possible, keep accessors and mutators separate. Ideally, mutators return
void. It is OK to return a value for the user’s convenience, provided that there is an
accessor that returns the same value without mutating the object.

3.4.4. Side Effe


Effects
cts

A side effect of a method is any data modification that is observable when the method is
called. If a method has no side effects, you can call it as often as you like, and you always

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get the same answer (provided, of course, that no other methods with a side effect have
been called in the meantime). This is clearly a desirable property.

Some programming languages (called functional programming languages) can improve


the efficiency of code that avoids side effects altogether. In an object-oriented
programming language, however, it is accepted that mutator methods have a side effect,
namely the mutation of the implicit parameter.

A method can modify other objects besides the implicit parameter, namely

• Explicit parameters
• Accessible static fields

Generally, users of your class expect that its methods do not modify the explicit
parameters that they supply. For example, consider this example from the standard
library. You can add all elements from one array list to another with the call

a.addAll(b);

After this call, all elements from the array list b have been added to a. Thus, the implicit
parameter of the call has been modified. That is to be expected—the addAll method is a
mutator. However, if the call changed the contents of b, for example by removing
elements, then an undesirable side effect would occur. Fortunately, the addAll method
does not modify the object b, which is the behavior that most programmers expect.

The standard library does not have many methods that mutate an explicit parameter.
Here is one of the few examples. The SimpleDateFormat class has a method parse to parse a
string describing a date into a Date object:

SimpleDateFormat formatter = new SimpleDateFormat("yyyy-MM-dd");


String dateString = "2001-02-03";
Date d = formatter.parse(dateString);

There is a second version of parse that analyzes a string containing a date description
together with other characters. That method has an additional parameter of type
FieldPosition that describes a position in the field. The call

Date d = formatter.parse(dateString, position);

parses the date that starts at the given position, and then moves the position object to the
index immediately following the date substring. There is a side effect: The explicit
parameter is modified.

Is this side effect necessary? Not really. The formatter object could remember the field
position. That design would eliminate the side effect. Of course, then a particular
SimpleDateFormat object would only be able to parse one string at a time.

Another kind of side effect is changing the state of an accessible static field, such as
System.out. This too is a side effect that you should avoid if possible. In particular,
printing error messages to System.out is reprehensible:

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public void addMessage()
{
if (newMessages.isFull())
System.out.println("Sorry--no space");// DON’T DO THAT!
. . .
}

Instead, throw an exception to report an error condition. Exceptions give a great deal of
flexibility to the programmers that use your classes.

Tip: Minimize side effects that go beyond mutating the implicit parameter.

3.4.
3.4.5.
5. The La
Laww of D
Demeter
emeter

In the voice mail system example of Chapter 2, we had one method that purposefully
returned an object so that other methods could mutate it. The findMailbox method of the
MailSystem class returned a Mailbox object, and the Connection object changed its contents
by adding and removing messages. That too breaks the encapsulation of the MailSystem
class. Perhaps a future version of the program no longer uses Mailbox classes to hold the
messages, but instead holds the messages in one large queue or a database. Now the
MailSystem class might have to manufacture Mailbox objects for backwards compatibility!

Some researchers believe that this object promiscuity is a sign of poor organization that
is likely to lead to maintenance headaches. Karl Lieberherr has formulated the Law of
Demeter that states that a method should only use

• Instance fields of its class


• Parameters
• Objects that it constructs with new

In particular, a method should not ask another object to give it a part of its internal state
A method that
follows the Law of to work on.
Demeter does not
operate on global
objects or objects The law was named after the Greek goddess Demeter, the goddess of agriculture and the
that are a part of sister of Zeus. The researchers first chose the name Demeter because they were working
another object.
on another project called Zeus and they needed a related name. Also, they were
promoting the concept of growing software—hence the agricultural theme.

Like so many laws, the Law of Demeter tells you what not to do, but it doesn’t tell you
what to do instead. For example, how can the Connection class avoid working on the
Mailbox object that the MailSystem finds for it? We can give the mail system more
responsibilities, such as “add this message to the mailbox with that number”, “return the
current message of the mailbox with that number”, and so on. Then the MailSystem class
needs to delegate those method calls to the mailbox that it manages.

All that delegation can get tedious to implement. The Demeter researchers claim that this
tedium is not so much a problem with the law but a limitation of the programming
language. You can find tools on the Demeter Web site that translate an expression of the

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programmer’s intent at a higher level into the Java methods that carry out the intent. You
should not take the Law of Demeter as a natural or mathematical law. Simply consider it,
together with other and possibly conflicting design guidelines, when you design your
programs.

Tip: The Law of Demeter implies that a class should not return a reference to an object
that is a part of its internal implementation. Rather than letting some other code interact
with the subobject, the class should take on the responsibility for that work. If you follow
the Law of Demeter, you can reorganize the internal structure of your classes extensively
without having to modify the public interface.

3.5. Analyzing the Quality of an Interfac


Interfacee
The design and implementation of classes must be approached from two points of view
simultaneously. Programmers design and implement classes to be used in code by other
programmers who are often referred to as class users. Class users are different from the
end users of the final software application who, of course, wish to know nothing about
the application code. The customer of the class designer is another programmer, the class
user. As in any relationship between service providers and customers, the service
provider must consider the needs of the customer.

The class designer has certain objectives, such as efficient algorithms and convenient
coding. Programmers who use the classes in their code have different priorities. They
want to be able to understand and use the operations without having to comprehend the
internal data representations. They want a set of operations that is large enough to solve
their programming tasks yet small enough to be comprehensible.

Beginning programmers in an object-oriented language often find it difficult to separate


these two aspects because, in their first programming projects, they are both the class
designer and the class user. Getting together with a colleague for a project is very helpful.
Each programmer designs a set of classes, then you switch roles and complete the
assignment with the other programmer’s classes. Of course, no substantial changes to the
classes should be made after the switch. This will give you a feel for the difficulty of
anticipating the needs of another programmer and of working with classes that were
produced with less-than-perfect anticipation of these needs. In a project where group
work is not possible, you must play Dr. Jekyll and Mr. Hyde and envision both roles
yourself.

In this section, we discuss several criteria used to analyze the quality of the interface of a
class.

3.
3.5.1.
5.1. Cohesion

A class is an abstraction of a single concept. All class operations must logically fit
A class is cohesive
if all of its together to support a single, coherent purpose.

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Consider this mailbox class:
methods are
related to a single
abstraction. public class Mailbox
{
public void addMessage(Message aMessage) { . . . }
public Message getCurrentMessage() { . . . }
public Message removeCurrentMessage() { . . . }
public void processCommand(String command) { . . . }
. . .
}

The processCommand operation sticks out as being different from all other operations. The
other operations deal with a single abstraction: a mailbox that holds messages. The
processCommand operation adds another wrinkle to it, the ability to process commands.
How? In what format? It would be better to have a different class deal with commands
and leave the mailbox to do what it does best: store messages.

Tip: The public interface of a class should be cohesive: The class features should be
related to a single abstraction. If a class has unrelated responsibilities, split it up into two
classes.

3.
3.5.2.
5.2. Completenes
Completenesss

A class interface should be complete. It should support all operations that are a part of
the abstraction that the class represents.

Consider the Date class in the Java library. Suppose you have two Date objects and would
like to know how many milliseconds have elapsed between them.

Date start = new Date();


// Do some work
Date stop = new Date();
// How many milliseconds between start and stop?

The before and after methods indicate that start came before stop. But they won’t tell
you how big the difference between them was. The designer of the Date class may argue
that this responsibility falls outside the scope of the Date class. But that is not a credible
argument. The Date class is willing to map any Date object to an absolute number of
milliseconds. Why is measuring the distance between two points so unrelated to the
mission of the Date class, when checking their ordering is something it is willing to
undertake?

Of course, this is not a fatal flaw. You can use the getTime method and compute

long difference = stop.getTime() - start.getTime();

Generally, the classes that you find in the standard library are complete enough that you
can achieve what you need to, even if it sometimes requires heroic effort. (Consider, for

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example, the task of computing the number of days between two GregorianCalendar
objects.)

But when you are working on a project in which new classes are designed, it is common
that you come across a class that is simply missing an essential method. Then you must
negotiate with the class designer to have that method added.

3.
3.5.3.
5.3. Convenienc
Conveniencee

An interfacemay be complete in the sense that it supplies sufficient tools to achieve any
necessary task. However, programmers should not have to jump through hoops to solve
conceptually simple tasks. A good interface shouldn’t merely make all tasks possible, it
should also make common tasks easy.

Consider the common task of reading input from System.in. Unfortunately, System.in has
no methods for reading lines of text or numbers. Before Java 5.0, you had to wrap
System.in into an InputStreamReader and then into a BufferedReader, which was very
inconvenient indeed. This problem was finally fixed with the Scanner class.

Why did it take the library designers such a long time to remove the inconvenience? I
suspect they had a wrong view of their customers. The layered stream and reader classes
are very convenient for other library programmers who need to program other kinds of
streams. But nobody paid attention to the convenience of the application programmers.

When a class designer has the wrong customer in mind, the result is all too often a set of
classes that makes all tasks possible and common tasks difficult.

Tip: Your interfaces should provide convenient ways to accomplish common tasks.

3.
3.5.4.
5.4. Clarity

The interface of a class should be clear to programmers, without generating confusion.


Confused programmers write buggy code.

Lack of clarity can come from unnecessarily complex call protocols. Consider list
iterators in the standard Java library. Here we construct a linked list and add some
elements.

LinkedList<String> list = new LinkedList<>();


list.add("A");
list.add("B");
list.add("C");

To iterate through the elements in the linked list, you use a list iterator:

ListIterator<String> iterator = list.listIterator();


while (iterator.hasNext())
System.out.println(iterator.next());

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As you can see, the iterator is similar to the string tokenizer.

An iterator position indicates a position between two list elements, just like the “I-beam”
cursor in your word processor that sits between two characters. The add method of the
ListIterator class adds an element before the cursor, just like your word processor does.
For example, here is how to insert an element before the second element of a list:

ListIterator<String> iterator = list.listIterator(); // |ABC


iterator.next(); // A|BC
iterator.add("X"); // AX|BC

But the remove method is not intuitive. The word processor analogy would suggest that
remove removes the element to the left of the cursor. For example, you’d expect that two
calls to remove delete the first two elements of the list.

// This isn’t how it works


iterator.remove(); // A|BC
iterator.remove(); // |BC

Instead, both calls are illegal. The API documentation describes the remove method this
way:

“Removes from the list the last element that was returned by next or previous. This call
can only be made once per call to next or previous. It can be made only if add has not been
called after the last call to next or previous.”

In other words, to remove these two elements, you have to first jump over them and then
remove them immediately afterwards. If your word processor worked like that, you’d be
pretty unhappy.

Whenever the explanation of a method is complex, you should pause and think whether
the complexity is necessary; in this case, it plainly isn’t. It would be straightforward to
implement a remove operation that removes the element to the left of the iterator (like
the BACKSPACE key).

3.
3.5.
5.5.
5. Consistency

The operations in a class should be consistent with each other with respect to names,
parameters and return values, and behavior.

The Java library has its share of minor inconsistencies. To specify a day in the
GregorianCalendar class, you call

new GregorianCalendar(year, month - 1, day)

because the constructor expects a month between 0 and 11. But the day is between 1 and
31. That’s not consistent. (The reason is presumably compatibility with a C library that
has the same convention.)

To check if two strings are equal, you call

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s.equals(t);

or

s.equalsIgnoreCase(t);

That’s simple enough, and there is a pair of methods compareTo/compareToIgnoreCase that


follows the same scheme. But then there is an inconsistent pair

boolean regionMatches(int toffset, String other, int ooffset, int len)


boolean regionMatches(boolean ignoreCase, int toffset, String other,
int ooffset, int len)

Why not regionMatchesIgnoreCase? Or, if it is such a good idea to have a parameter for
ignoring case, why not use that scheme for equals and compareTo? This seems like a minor
matter, but it can be extremely irritating to class users. If nothing else, it is a sign of
shoddy craftsmanship. Your class users are like any other customers—they will enjoy
using your classes if they perceive quality and attention to detail, and they will use them
reluctantly otherwise.

Tip: In this section, we recommend that you strive for cohesion, completeness,
convenience, clarity, and consistency. You will often find that these requirements conflict
with each other. As with any engineering task, you need to use your judgment to balance
these conflicts.

3.6. Progr
ogramming
amming by Contr
Contract
act
As you have seen, encapsulation makes it possible to produce dramatically more reliable
code than the traditional programming style in which every function was able to modify
data fields. Once we ensure that all constructors of a class create only objects with valid
state and that all mutator operations preserve the valid state, then we can never have
invalid objects. No operation should waste a lot of time checking for invalid objects.
Bertrand Meyer, the pioneering designer of the Eiffel language, uses the metaphor of a
contract to describe these guarantees. This chapter explores the ideas surrounding the
concepts of programming by contract.

3.6.1. Preconditions

Consider the MessageQueue class of Chapter 2.

public class MessageQueue


{
public void add(Message aMessage) { . . . }
public Message remove() { . . . }
public Message peek() { . . . }
public int size() { . . . }

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. . .
}

What should happen if a programmer using this class attempts to remove a message
from an empty queue?

There are two ways to answer this question. The designer of the queue class may declare
this behavior as an error. Users of the queue are plainly forbidden to invoke remove on an
empty queue. Or, the designer of the queue class may decide to tolerate potential abuses
and build in a robust failure mechanism, such as returning a null reference.

In the terminology of “Programming by Contract” that is advocated by Bertrand Meyer


and other computer scientists, methods are viewed as agents fulfilling a contract. The
remove method promises to deliver the correct result when applied to a nonempty queue.
For an empty queue, you must read the fine print. Maybe remove is free to take any action,
however disastrous, when applied to an empty queue. Maybe it promises to handle the
error gracefully.

Consider the contract you have with your bank. When you write a check that is not
covered by the funds in your checking account, what happens? Your bank may, as a
courtesy, pay the check if you have been a reliable customer in the past. But if the bank
refuses to pay the check, then you have no reason to complain. Some banks offer—for an
extra fee, of course—an overdraft protection plan where they cover checks for you.
Should you pay that extra fee for an overdraft protection plan? Or would you rather save
the money and take the risk? It’s a tradeoff.

The same tradeoff holds for programs. Would you rather use classes that check for all
possible abuses (even though you never intend to abuse them) if the cost is a significant
reduction in performance?

The important point is that the class that provides a service and its caller should have a
A precondition of
a method is a formal agreement on these issues. The terminology of pre- and postconditions serves to
condition that formalize the contract between a method and its caller. A precondition is a condition that
must be fulfilled
before the method must be true before the service provider promises to do its part of the bargain. If the
may be called. precondition is not true and the service is still requested, the provider can choose any
action that is convenient for it, no matter how disastrous the outcome may be for the
service requester. A postcondition is a condition that the service provider guarantees
upon completion. We will discuss postconditions in the next section.

Thus, we can define a precondition for the remove method:

/**
Remove message at head.
@return the message that has been removed from the queue
@precondition size() > 0
*/
public Message remove()
{
return elements.remove(0);
}

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Note: Here we use @precondition as if it were a valid javadoc tag. Actually, the standard
javadoc program skips all tags that it doesn’t know, so the @precondition information
won’t make it into the documentation. To include preconditions, run javadoc with the
option -tag precondition:cm:"Precondition:". (The letters cm instruct javadoc to look for
this tag only in constructors and methods.)

This remove method makes no promises to do anything sensible when you call it on an
empty queue. In fact, this particular implementation causes an
IndexOutOfBoundsException in that situation that might terminate the program. However, a
different implementation is free to act differently. Consider a change in implementation.

The remove method of the MessageQueue class of Chapter 2 is quite inefficient. If you
remove a message, all other references are moved down in the array (see Figure 4).

You can avoid this problem with a “circular array” implementation of a queue. In this
implementation, we use two index variables head and tail that contain the index of the
next element to be removed and the next element to be added. After an element is
removed or added, the index is incremented (see Figure 5).

Figure 3-4: Inefficient Removal of an Element

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Figure 3-5: Adding and Removing Queue Elements in a Circular Array

Figure 3-6: A Queue Element Set That Wraps around the End of the Array

After a while, the tail element will reach the top of the array. Then it “wraps around” and
starts again at 0—see Figure 6. For that reason, the array is called “circular”. Here is an
implementation of a queue as a circular array. This implementation supplies a bounded
queue—it can eventually fill up. It is not difficult to enhance the implementation to
remove that limitation, by allocating a larger array when the original array fills up (see
Exercise 21).

ch03/queue/MessageQueue.java
1 /**
2 A first-in, first-out bounded collection of messages.
3 */

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4 public class MessageQueue
5 {
6 /**
7 Constructs an empty message queue.
8 @param capacity the maximum capacity of the queue
9 @precondition capacity > 0
10 */
11 public MessageQueue(int capacity)
12 {
13 elements = new Message[capacity];
14 count = 0;
15 head = 0;
16 tail = 0;
17 }
18
19 /**
20 Remove message at head.
21 @return the message that has been removed from the queue
22 @precondition size() > 0
23 */
24 public Message remove()
25 {
26 Message r = elements[head];
27 head = (head + 1) % elements.length;
28 count--;
29 return r;
30 }
31
32 /**
33 Append a message at tail.
34 @param aMessage the message to be appended
35 @precondition !isFull();
36 */
37 public void add(Message aMessage)
38 {
39 elements[tail] = aMessage;
40 tail = (tail + 1) % elements.length;
41 count++;
42 }
43
44 /**
45 Get the total number of messages in the queue.
46 @return the total number of messages in the queue
47 */
48 public int size()
49 {
50 return count;
51 }
52
53 /**

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54 Checks whether this queue is full
55 @return true if the queue is full
56 */
57 public boolean isFull()
58 {
59 return count == elements.length;
60 }
61
62 /**
63 Get message at head.
64 @return the message that is at the head of the queue
65 @precondition size() > 0
66 */
67 public Message peek()
68 {
69 return elements[head];
70 }
71
72 private Message[] elements;
73 private int head;
74 private int tail;
75 private int count;
76 }

Now, if you call remove on an empty queue, you may get some element that still happens
to be in the elements array from a prior assignment; also, you might mess up the state of
the head index and set count to –1. All these effects may cause strange and seemingly
random behavior during debugging. Thus, here the cost of violating the precondition is
high.

One important aspect of preconditions is that they need to be checkable by the caller.
Consider again the circular array implementation of the MessageQueue class. A
precondition of the add method is that the array is not full:

/**
Appends a message at the tail.
@param aMessage the message to be appended
@precondition size() < elements.length;
*/
public void add(Message aMessage) { . . . }

But the caller cannot check this precondition because the elements field is private. There
is no way for the caller to find out the capacity of the queue. To remedy that situation,
add a method isFull that tests whether the queue is already full. Then the precondition
can be reworded as

@precondition !isFull()

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Tip: The class user must be able to check the precondition of a method. Preconditions of
public methods must only involve public methods of the class.

3.6.2. As
Assertions
sertions

When you implement a method with a precondition, what action should you take if the
method is called with one of its preconditions violated? The easiest choice is to do
nothing at all. That is certainly a permissible strategy, but it can result in difficult
debugging sessions.

Alternatively, you may want to alert the user of your class whenever you detect a
precondition violation. The Java language has a special feature for alerts of this kind: the
assertion mechanism

The statement

assert condition;

checks that the condition is true. If so, then execution simply continues. However, if the
condition fails, then an AssertionError is thrown. Normally, the program terminates as a
result.

There is a second form of the assert statement, in which an explanation is supplied to the
AssertionError object:

assert condition : explanation;

An assertion is a The explanation is usually a string. If it is an expression of another type, it is converted to


condition that a
programmer
a string.
expects to be true.
Here is a typical example of an assertion.

/**
Removes message at head.
@return the message that has been removed from the queue
@precondition size() > 0
*/
public Message remove()
{
assert count > 0 : "violated precondition size() > 0";
Message r = elements[head];
head = (head + 1) % elements.length;
count--;
return r;
}

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If a user invokes this method on an empty queue, then the program terminates with an
assertion error. In most execution environments, an error message is displayed that
contains the file and line number of the failed assertion statement, as well as the
explanation string.

It appears as if assertions negate an advantage of preconditions—to free the


implementation from the computational cost of checking for violations. However,
assertions can be turned off completely after testing is completed.

The mechanism for enabling or disabling assertions depends on your execution


environment. With the Java SDK interpreter, you use the -enableassertions (or -ea)
switch to turn assertions on. For example:

java -enableassertions MailSystemTest

By default, assertions are disabled in the Java interpeter.

Some computer scientists think that assertions shouldn’t be turned off after debugging is
completed. After all, would you wear a life vest only while sailing close to the shore and
throw it overboard when you reach the middle of the ocean? Unfortunately, it’s not that
simple. If assertion checking slows down the program too much, then you need to turn
off some or all of the checks. Assertions let you make that choice, which is better than not
having the choice at all.

Would it be “nicer” to drop preconditions and instead return “harmless” values? For
example,

/**
Removes message at head.
@return the message that has been removed from the queue
*/
public Message remove()
{
if (count == 0) return null;
. . .
}

Actually, this is not a benefit for the caller. The null return value may also cause problems
later when the cause of the error is less clear. The “tough love” approach of terminating
the program with an assertion error makes it possible to locate the error precisely.

Tip: In some programming languages (in particular C and C++), assertions are
implemented in the compiler. To activate or deactivate assertions, you need to recompile
the source files that contain the assertion statements. However, in Java, assertions are
handled by the Java class loader. When a class is loaded and assertions are disabled, the
class loader simply strips out the virtual machine instructions for assertion checking. As
a consequence, you can selectively enable and disable assertions in different classes and
packages. See http://java.sun.com/j2se/1.4/docs/guide/lang/assert.html for more

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information.

3.6.3. Exc
Exceptions
eptions in the Contr
Contract
act

A common strategy for dealing with problem cases is throwing an exception. Here is an
example:

public Message remove()


{
if (count <= 0)
throw new NoSuchElementException(
"violated precondition size() > 0");
. . .
}

Unlike an assertion test, this check cannot be turned off and therefore always incurs a
small performance penalty.

That does not mean that you should stay away from exceptions. In fact, exceptions are
often a part of the contract. Consider this constructor.

/**
Creates a new FileReader, given the name of the file to read from.
@param fileName the name of the file to read from
@throws FileNotFoundException if the named file does not exist, is
a directory rather than a regular file, or for some other reason
cannot be opened for reading
*/
public FileReader(String fileName)

As you can see, the constructor promises to throw a FileNotFoundException if there is no


file with the given name.

There is an important distinction between a precondition and a contractually specified


exception. This constructor has no precondition. In particular, “fileName must be the name
of a valid file” is not a precondition. Recall that a method may do anything at all if the
precondition is violated. But this particular constructor makes a very definite promise,
namely to throw a FileNotFoundException, when there is no file with the given name.
Programmers calling this constructor are entitled to rely on this behavior.

You may wonder why the implementors of this constructor didn’t simply set a
precondition. Couldn’t a caller of this constructor have checked that the file exists? Not
really, because another program could have removed the file immediately after that check
and before the constructor call. Thus, existence of the file is not a verifiable precondition.
In such a situation, throwing an exception is entirely appropriate.

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3.6.4. Postc
ostconditions
onditions

A postcondition of Of course, every operation promises to do “the right thing”, provided that the
a method is a
condition that
precondition was fulfilled when it was called. For example, the remove operation of the
holds after the MessageQueue class promises to return the element that has been in the queue for the
method has
completed. longest time. Such a promise is called a postcondition.

In general, a postcondition is any condition that a method promises to fulfill after it is


called. For example, the add method of the MessageQueue class has a useful postcondition
that after adding an element, size() > 0. This condition is useful because it implies the
precondition of the remove method. After you add an element, it is always safe to call
remove.

q.add(m);
// Postcondition of add: q.size() > 0
// Precondition of remove: q.size() > 0
m = q.remove();

Tip: It is useful to document postconditions that go beyond the description of the


method purpose and @return tag, such as

@postcondition size() > 0

But don’t repeat the @return comment in a @postcondition comment—that adds no value.

If a postcondition is not fulfilled, you should not throw an exception. After all, that is a
failure in your own code. But you can use assertions to check for postconditions.

3.6.
3.6.5.
5. Clas
Classs Inv
Invariants
ariants

A class invariant is A class invariant is a logical condition that holds for all objects of a class, except possibly
a condition that is
fulfilled by all
those that are undergoing mutation. In other words, the condition must be true before
objects of the class and after every method call, but it can be temporarily violated inside a method call.
after the
completion of any
constructor or Here is a class invariant of the circular array implementation of the MessageQueue class.
method.

0 ≤ head and head < elements.length

To prove an invariant you need to check that

1. It is true after every constructor has completed execution.


2. It is preserved by every mutator.

That means, if it is true at the start of the mutator, then it is again true when the mutator
returns. We don’t worry about accessor operations because they don’t change the object
state.

The first point above guarantees that no invalid objects can be created. Thus, the first

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time a mutator is applied, we know the invariant is true at the outset. The second point
guarantees that it is again true when the first mutator operation completes. By the same
logic, the second mutator operation must preserve the invariant condition, as must all
subsequent operations. As a consequence we know that the invariant must be true upon
entry and exit of all operations.

After the MessageQueue constructor has been executed, the invariant is true because head
has been set to zero. But wait—how do we know that elements.length is positive? Let’s
give the constructor a precondition:

/**
Constructs an empty queue.
@param capacity the maximum size of the queue
@precondition capacity > 0
*/
public MessageQueue(int capacity) { . . . }

Now we know that elements.length must be positive. Therefore, the invariant is true at
the end of the constructor.

There is only one method that changes the value of head, namely remove. We need to show
that it preserves the invariant. The method carries out the assignment

headnew = (headold + 1) % elements.length.

Here headold denotes the value of the head instance field before the method was called,
and headnew denotes the value after the method returns. Now since we assume that
headold fulfilled the invariant at the beginning of the method, we know that

headold + 1 > 0.

Hence

headnew = (headold + 1) % elements.length ≥ 0

And, by the definition of the % operator, it is less than elements.length. That proves the
invariant. But what good is it?

We can now reason that every array access of the form elements[head] is legal. You can
similarly prove that

0 ≤ tail and tail < elements.length

is an invariant. That invariant guarantees that array accesses of the form elements[tail]
are always legal. In other words, we have just proven that there will never be an array
exception raised in the MessageQueue class.

Note: The % operator computes the remainder that is left when dividing an integer by

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another. For example, 17 % 5 is 2 since 17 = 5 ⋅ 3 + 2. Unfortunately, many programming
languages (including Java) have a quirk in the behavior of the % operator. Instead of
computing a proper remainder, which would always be 0 or a positive number, the result
of % can be negative when one or both of the arguments are negative. For example, -17 %
5 is −2 , even though the mathematical remainder is 3 since −17 = 5 ⋅ (−4) + 3. For that
reason, we had to be careful to verify that the argument head + 1 of the % operator was
not negative. In general, negative remainders are a common cause for programming
errors. It is unfortunate that programming language designers ignored the experience of
mathematicians who had hundreds of years to figure out the best definition for
remainders.

Of course, the invariant that we have just proven is quite simple, but it is very typical. As
long as the instance fields of a class are private, you have complete control over all
operations that modify the instance fields. You can usually guarantee that certain values
are within a legal range or that certain references are never null. Invariants are the
appropriate tool for documenting such guarantees.

We distinguish between interface invariants and implementation invariants. Interface


invariants are conditions that involve only the public interface of a class. Implementation
invariants involve the details of a particular implementation. Interface invariants are of
interest to the class user because they give a behavior guarantee for any object of the
class. Implementation invariants can be used by the class implementor to ensure the
correctness of the implementation algorithms.

The invariants that we discussed in the queue examples were implementation invariants.
The values of head and elements are meaningless for the class user.

Interface invariants must be stated in terms of the public interface of a class. For
example, an interface invariant of the Day class is that

1 <= getMonthValue() && getMonthValue() <= 12

Invariants are useful for bringing out those properties of your classes that ensure
freedom from bad casts, null pointers, or array bounds errors. Using theorem-proving
technology, it is even possible to automate some of these checks. Check out Compaq
Extended Static Checker for Java (ESC/Java) from http://research.compaq.com/SRC/esc/
to see this technology in action.

3.7. Unit T
Testing
esting
A unit test of a In this chapter, you have seen design rules that apply to a single class. We will conclude
class tests the
class in isolation.
the chapter with a look at unit testing: testing a single class by itself, outside a complete
program.

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When implementing a class, it is a good idea to think about test cases that demonstrate
that the class works correctly. For example, when writing the specification of a class, or
when formulating postconditions or invariants, you can also think about test cases that
demonstrate the correct working of the class.

Having a collection of test cases is particularly valuable when changing the


implementation. Running the test cases again after the change gives you confidence that
you have not broken the functionality of the class.

Experience has shown that programmers are much less reluctant to improve the
implementation when they have a collection of test cases that they can use to validate
their changes.

Figure 3-7: Unit Testing with JUnit

One popular tool for unit testing is JUnit. JUnit makes it very simple to collect and run test
cases. Figure 7 shows the graphical user interface of JUnit.

To test a class with JUnit, you need to design a companion class that contains the test
cases. Each test case needs to be placed in a method that is annotated with @Test. An
annotation is a tag that you place next to a declaration to indicate that it has a particular

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property. The @Test annotation indicates that a method should be called by the test
runner.

Follow this outline:

import org.junit.jupiter.api.*;
import static org.junit.jupiter.api.Assertions.*;

public class DayTester


{
@Test public void testAdd() { . . . }
@Test public void testDaysBetween() { . . . }
. . .
}

Each test case executes some code and then checks a condition by calling one of the static
methods from the Assert class, such as assertTrue or assertEquals. Here is a typical test
case for testing the plusDays method of the Day class:

@Test public void testAdd()


{
Day d1 = new Day(1970, 1, 1);
int n = 1000;
Day d2 = d1.plusDays(n);
assertTrue(d2.daysFrom(d1) == n);
}

If the test fails, then the testing framework catches the assertion error and records the
failure.

When compiling the test class, you need to add the JUnit JAR file to the class path:

javac -classpath .:pathToJUnit/junit-platform-console-standalone-version.jar DayTest.java

To run all tests on the command line, execute

java -jar pathToJUnit/junit-platform-console-standalone-version.jar --class-path . -c Tes

or to run all test classes in the current directory

java -jar pathToJUnit/junit-platform-console-standalone-version.jar --class-path . --scan

The output looks prettier from a development environment. If all tests pass, the user
interface shows a green bar, and you can relax. Otherwise, there is a red bar and a
detailed set of error messages. That’s great too. It is much easier for you to fix the class in
isolation than it would be to track down the error when the class is part of a complex
program.

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You can download the JUnit tool from http://junit.org. The documentation describes a
number of advanced options for fine-tuning the testing process.

Exer
Exercises
cises
1. Have a look at the Calendar and GregorianCalendar classes in the standard library.
The Calendar class is supposed to be a general class that works for arbitrary
calendars, not just the Gregorian calendar. Why does the public interface fall short
of that ideal?
2. Write a program that computes the number of days that have elapsed since you
were born. Use the ZonedDateTime class, not the Day class of this chapter.
3. Write a program that computes the number of days that have elapsed since you
were born. Use the Day class of this chapter, not the ZonedDateTime class.
4. Write a program that prints the calendar of a given month, using the format:

Mon Tue Wed Thu Fri Sat Sun


1
2 3 4 5 6 7 8
9 10 11 12 13 14 15
16 17 18 19 20 21 22
23 24 25 26 27 28 29
30

Use the international convention where the weekend comes at the end of the
week.
5. Repeat the preceding exercise, but make it work for different places around the
world. You need a Locale object with the language and country. Get it as
Locale.forLanguageTag(tag), where tag is a a string such as "en-US" (English in the
United States) or "de-CH" (German in Switzerland). Then call
WeekFields.of(Locale) to get a WeekFields object to describe the week fields of the
given locale. Its getFirstDayOfWeek method will report the DayOfWeek with which
the week starts. Finally, for the weekday names, call the getDisplayName method of
the DayOfWeek class.
6. Implement a class TimeOfDay that stores a time between 00:00:00 and 23:59:59.
Supply a constructor TimeOfDay(int hours, int minutes, int seconds) and
accessor methods to get the current hours, minutes, and seconds. Supply methods

TimeOfDay addSeconds(int seconds)


int secondsFrom(TimeOfDay other)

The first method returns a TimeOfDay object that is the given number of seconds
away from the current object. The second method computes the number of
seconds between two TimeOfDay objects. Use three integers for the hours, minutes,
and seconds as the internal representation.
7. Reimplement the TimeOfDay class of Exercise 6by using a different internal
representation: the number of seconds since midnight.

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8. Implement a class Matrix that represents a matrix of the form

Here r and c are the number of rows and columns of the matrix. Your class should
support the following operations:

◦ Constructs a matrix with a given number of rows and columns.


◦ Gets and sets the element at a particular row and column position.
◦ Adds and multiplies two compatible matrices. (You may need to look up
the definition for matrix addition and multiplication in a linear algebra
book or on the Web.)

As the internal representation, store the elements in a two-dimensional array

private double[][] elements;

In the constructor, initialize the array as

elements = new double[r][c];

Then you can access the element at row i and column j as elements[i][j].

9. In many applications, matrices are sparse. They have mostly values of zero off the
diagonal, values of one on the diagonal, and a few other values:

Such a matrix can be stored more efficiently by simply keeping track of the special
values and their row and column positions. Reimplement the Matrix class of
Exercise 8 using a representation that is optimized for sparse matrices.

10. Reimplement the Matrix class of Exercise 8 and Exercise 12 so that you switch
between a full and a sparse representation, depending on the number of elements
in the matrix that are not zero off the diagonal or one on the diagonal.
11. List all accessors and mutators of the Date class (but skip the deprecated
methods).
12. This chapter discusses the drawbacks of mutator methods for setting the year,
month, and date of a Day object. However, the Calendar class of the standard library

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has a set method for just that purpose. Does that method solve the issues that
were raised in our discussion?
13. List three immutable classes from the standard Java library that were not
mentioned in this chapter.
14. Implement a variant of the standard StringTokenizer class with two methods

String nextToken() // Gets the current token and advances to the next token
String getToken() // Gets the current token and doesn’t advance

15. Reimplement the voice mail system of chapter ref Chapter 2 so that the Law of
Demeter holds. In particular, the MailSystem class should not give out Mailbox
objects. Instead, you need to add additional methods to the MailSystem class.
16. Critique the java.io.File class. Where is it inconsistent? Where does it lack
clarity? Where is it not cohesive?
17. The job of the NumberFormat class is to format numbers so that they can be
presented to a human reader in a format such as an invoice or table. For example,
to format a floating-point value with two digits of precision and trailing zeroes,
you use the following code:

NumberFormat formatter = NumberFormat.getNumberInstance();


formatter.setMinimumFractionDigits(2);
formatter.setMaximumFractionDigits(2);
String formattedNumber = formatter.format(x);

Critique this class. Is it convenient? Is it clear? Is it complete? (Hint: How would


you format a table of values so that the columns line up?)
18. In many text-processing applications, it is useful to “peek” at the next character in
a file without actually reading it. For example, if the next character is a digit, then
one may want to call a method readNumber, without first consuming the initial
digit. The standard library offers a PushbackReader for this purpose. Is that class a
convenient solution to the “one character lookahead” problem?
19. According to the API documentation, what are the preconditions of the following
methods?

int java.util.BitSet.nextSetBit(int fromIndex)


String java.util.Properties.getProperty(String key)
int java.util.Arrays.binarySearch(int[] a, int key)

How accurate is the API documentation when stating the prerequisites of the
methods in this exercise? Can you find conditions under which the methods fail to
work properly? Hint: Try null parameters.
20. Improve the circular array implementation of the bounded queue by growing the
elements array when the queue is full.
21. Add assertions to check all preconditions of the methods of the bounded queue
implementation.
22. Show that (tail - head - count) % elements.length == 0 is an invariant of the
bounded queue implementation.
23. Design a test class to test the MessageQueue class with JUnit.

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Chapter 4
Interfac
Interfacee T
Types
ypes and P
Polymorphism
olymorphism
• The Icon Interface Type
• Polymorphism
• The Comparable Interface Type
• The Comparator Interface Type
• Lambda Expressions
• Frames and User Interface Components
• User Interface Actions
• Timers
• Drawing Shapes
• Designing an Interface Type
• Exercises

A class defines a set of operations (the interface) and statements that specify how to
carry out the operations and how to represent object state (the implementation).
However, it is often useful to separate the interface concept from that of a class. This can
help in the development of reusable code.

Multiple classes can implement the same interface type. That is, these classes all have the
methods that the interface type requires, which makes it possible to write programs that
can operate on a mixture of objects from many of these classes. This behavior is called
polymorphism. By focusing on interface types first, you will study polymorphism in its
purest and simplest form. Chapter 6 will cover inheritance, which gives rise to
polymorphism in a more complex setting.

In this chapter, you will study several useful interface types in the Java library. At the end
of the chapter, you will learn how to design a new interface type.

4.1. The Icon Interfac


Interfacee T
Type
ype
You can display a dialog box that contains a simple message with the following call:

JOptionPane.showMessageDialog(null, "Hello, World!");

Figure 1 shows the result. (The first parameter of the method is the parent window of the
dialog box; a null parameter indicates that the dialog box should be placed at the center
of the screen.)

Note the icon at the left side of the message dialog box. You can show a different icon by
using a more complex version of the showMessageDialog method. In that method, you need
to supply the window title, message type, and icon, in addition to the parent and the
message. Here is an example:

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JOptionPane.showMessageDialog(
null, // parent window
"Hello World!", // message
"Message", // window title
JOptionPane.INFORMATION_MESSAGE, // message type
new ImageIcon("globe.gif"));

Figure 2 shows the result. Note that the image from the GIF file is displayed instead of the
standard information icon.

However, suppose you want to draw shapes without first producing an image file, such as
the outline of the planet Mars in Figure 3.

Figure 4-1: Displaying a Message

Figure 4-2: Displaying an Image Icon

Fortunately, you can use the same showMessageDialog call as in the preceding example.
The showMessageDialog method is declared as

public static void showMessageDialog(


Component parent,
Object message,
String title,
int messageType,
Icon anIcon)

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If a method has a Note that the last parameter is of type Icon . That means that you do not have to supply
parameter of an
interface type,
an ImageIcon object. You can supply an object of any class that implements the Icon
then you can interface type. The ImageIcon class is one such class, but we can write our own classes
supply an object
of any class that that also implement the Icon interface type.
implements the
interface type.
Here is the definition of the Icon interface type:

public interface Icon


{
int getIconWidth();
int getIconHeight();
void paintIcon(Component c, Graphics g, int x, int y);
}

Figure 4-3: Drawing a Shape

An interface type
specifies a set of
methods, but it
An interface type has no implementation . It merely specifies a set of methods. Note that
does not the methods in the interface type are not declared as public —all methods of an interface
implement them
type are automatically public.

When a class
implements an
interface type, it
A class implements the interface type by providing an implements clause and supplying
defines implementations for the methods that are declared in the interface type.
implementations
for the methods
that the interface public class MyIcon implements Icon
type specifies.
{
public int getIconWidth()
{
implementation
}
public int getIconHeight()
{
implementation
}
public void paintIcon(Component c, Graphics g, int x, int y)
{
implementation
}
. . .

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}

An interface type cannot specify instance variables. Instance variables are


implementation details that need to be supplied by implementing classes. The interface
type only specifies what needs to be done, not how to do it.

Note: The interface keyword of the Java language is used to define an interface type: a
type with a set of methods but no implementation. However, the term “interface” is often
used more loosely to describe the set of methods of a class. When reading about
interfaces, you need to infer from the context whether the term refers to a data type or a
set of methods.

Any class that implements the Icon interface type has two responsibilities:

• Give the size of the icon.


• Paint the icon.

You may wonder why the paintIcon method receives a parameter of type Component. That
parameter is the user interface component containing the icon. You can query properties
of the component such as the background color or font, which allows the painting code to
produce a drawing that matches the component. The x and y parameters tell the location
of the icon inside the component. Generally, it is safe to ignore these parameters.

Section 0 discusses the Graphics class in detail. However, it should be clear that by
varying the painting instructions, you can paint different kinds of images. Because the
paint instructions are executed as the program runs, you have a great deal of flexibility
and can achieve effects that would not be possible by just displaying image files.

Let’s design a class MarsIcon that implements the Icon interface type. The MarsIcon class
must

• Declare that it implements the Icon interface type


.
• Supply implementations for the methods of the Icon interface type.

Here is the complete code for the MarsIcon class. Its paintIcon method simply draws a red
circle.

ch04/icon2/MarsIcon.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import javax.swing.*;
4
5 /**
6 An icon that has the shape of the planet Mars.
7 */
8 public class MarsIcon implements Icon

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9 {
10 /**
11 Constructs a Mars icon of a given size.
12 @param aSize the size of the icon
13 */
14 public MarsIcon(int aSize)
15 {
16 size = aSize;
17 }
18
19 public int getIconWidth()
20 {
21 return size;
22 }
23
24 public int getIconHeight()
25 {
26 return size;
27 }
28
29 public void paintIcon(Component c, Graphics g, int x, int y)
30 {
31 Graphics2D g2 = (Graphics2D) g;
32 Ellipse2D.Double planet = new Ellipse2D.Double(x, y,
33 size, size);
34 g2.setColor(Color.RED);
35 g2.fill(planet);
36 }
37
38 private int size;
39 }

Figure 4 shows the Icon interface type and the classes that implement it.

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Figure 4-4: The Icon Interface Type and Implementing Classes

Tip: When you implement a method that has been defined in an interface type, you need
not supply a javadoc comment if the comment in the interface type is sufficient. The
javadoc utility automatically inserts links to the documentation of the interface type. If
the interface type belongs to the standard library, you should run the javadoc utility with
the -link option and supply a URL for the standard library documentation. For example:
javadoc -link http://java.sun.com/j2se/1.5.0/docs/api *.java

This section ends with a couple of technical remarks about interface types.

A class can implement as many interface types as it likes. For example, the MarsIcon class
can choose to implement two interface types:

public class MarsIcon implements Icon, Shape { . . . }

Of course, then the class must supply definitions for the methods of all of its interface
types.

An interface type can extend another by adding additional requirements. For example,
you can define an interface type MoveableIcon that extends the Icon interface and also
requires that the icon shape can be moved around:

public interface MoveableIcon extends Icon


{
void move();
}

A class that chooses to implement this interface type must supply the move method and all
methods of the Icon interface type.

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You can provide a default implementation for interface methods. For example, one could
specify a paintTwice method with a default implementation like this:

public interface Icon


{
. . .
default void paintTwice(Component c, Graphics g, int x, int y) // Not an actual method
{
paintIcon(c, g, x, y);
paintIcon(c, g, x + getIconWidth(), y);
}
}

Interfaces can have static methods, just like classes do. They are not invoked on an
instance of the interface. For example, the Icon interface might have a static factory
method:

public interface Icon


{
. . .
static Icon ofImage(String filename) // Not an actual method in the Java API
{
return new ImageIcon(filename);
}

Then you could get an image icon as Icon.ofImage("globe.gif") without having to know
the implementing class.

Default and static methods have been introduced in Java 8.

Any variables declared in an interface are automatically declared as public static final
variables. For example, the interface type ImageObserver defines a number of constants:

public interface ImageObserver


{
. . .
int ABORT = 128; // a public static final constant
}

4.2. Polymorphism
Recall that the showMessageDialog method is declared as

public static void showMessageDialog(. . ., Icon anIcon)

Now put yourself into the shoes of the programmer who implemented this method. That
programmer must show a dialog box that contains

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• The icon
• The message
• The “OK” button

The programmer needs to compute the size of the dialog box. The width of the dialog box
is computed by adding the icon width, the message width, and some blank space to
separate the components. How can the programmer compute the icon width?
Fortunately, the Icon interface type provides a method for that purpose:

int iconWidth = anIcon.getIconWidth();

If a class Note that the implementor of the showMessageDialog class has no idea what kind of icon is
implements an
interface type, its
passed as a parameter. Maybe it is an ImageIcon. Maybe it is a MarsIcon. (Since the MarsIcon
objects can be was invented by the author of this textbook, the library implementor did not even know
assigned to
variables of the about this class!) Of course, it doesn’t matter what object was used to initialize the
interface type. parameter variable, as long as it belongs to a class that implements the Icon interface
type.

The type of an
object is never an
interface type.
Let’s have a closer look at the anIcon parameter variable. It contains a reference to an
However, the type object. What do we know about the class of that object? We know that the class is not
of a variable can
be an interface
Icon. The Icon type is an interface type, not a class type. There are no objects whose class
type. Such a is Icon.
variable contains
a reference to an
object whose class In fact, we do not know the exact class, but we know one fact about it: It must implement
implements the
interface type. the Icon interface type (see Figure 0). Thus, we are certain that the class has a
getIconWidth method.

Figure 4-5: A Variable of Interface Type

When the call anIcon.getIconWidth() is executed, the Java interpreter first looks up the
actual type of the object, then it locates the getIconWidth method of that type, and finally
invokes that method. For example, suppose you pass a MarsIcon to the showMessageDialog
method:

JOptionPane.showMessageDialog(. . ., new MarsIcon(50));

Then the getIconWidth method of the MarsIcon class is invoked. But if you supply an

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ImageIcon, then the getIconWidth method of the ImageIcon class is called. These two
methods have nothing in common beyond their name and return type. The MarsIcon
version simply returns the size instance field, whereas the ImageIcon version returns the
width of the bitmap image.

Polymorphism The ability to select the appropriate method for a particular object is called
refers to the
ability to select
polymorphism. (The term “polymorphic” literally means “having multiple shapes”.)
different methods
according to the
actual type of an
An important use of polymorphism is to promote loose coupling. Have another look at
object. Figure 4. As you can see, the JOptionPane class uses the Icon interface, but it is decoupled
from the ImageIcon class. Thus, the JOptionPane class need not know anything about
image processing. It is only concerned with those aspects of images that are captured in
the Icon interface type.

Another important use of polymorphism is extensibility. By using the Icon interface type,
the designers of the JOptionPane class don’t lock you into the use of bitmap icons. You can
supply icons of your own design.

4.3. The Comparable Interfac


Interfacee T
Type
ype
The For another useful example of code reuse, we turn to the Collections class in the Java
Collections.sort
method can sort
library. This class has a static sort method that can sort an array list:
objects of any
class that
implements the
Collections.sort(list);
Comparable
interface type.
The objects in the array list can belong to any class that implements the Comparable
interface type. That type has a single method:

public interface Comparable<T>


{
int compareTo(T other);
}

This interface is a generic type, similar to the ArrayList class. We will discuss generic
types in greater detail in Chapter 7, but you can use the Comparable type without knowing
how to implement generic types. Simply remember to supply a type parameter, such as
Comparable<String>. The type parameter specifies the parameter type of the compareTo
method. For example, the Comparable<String> interface defines a compareTo(String other)
method.

The call

object1.compareTo(object2)

is expected to return a negative number if object1 should come before object2, zero if the
objects are equal, and a positive number otherwise.

Why does the sort method require that the objects that it sorts implement the Comparable

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interface type? The reason is simple. Every sorting algorithm compares objects in various
positions in the collection and rearranges them if they are out of order. The code for the
sort method contains statements such as the following:

if (object1.compareTo(object2) > 0)
rearrange object1 and object2;

For example, the String class implements the Comparable<String> interface type.
Therefore, you can use the Collections.sort method to sort a list of strings:

ArrayList<String> countries = new ArrayList<String>();


countries.add("Uruguay");
countries.add("Thailand");
countries.add("Belgium");
Collections.sort(countries); // Now the array list is sorted

If you design a If you have an array list of objects of your own class, then you need to make sure your
class whose
objects need to be
class implements the Comparable interface type. Otherwise, the sort method will throw an
compared to each exception.
other, your class
should implement
the Comparable For example, here is a class Country that implements the Comparable< Country> interface
interface type.
type. The compareTo method compares two countries by area. The test program
demonstrates sorting by area.

ch04/sort1/Country.java
1 /**
2 A country with a name and area.
3 */
4 public class Country implements Comparable<Country>
5 {
6 /**
7 Constructs a country.
8 @param aName the name of the country
9 @param anArea the area of the country
10 */
11 public Country(String aName, double anArea)
12 {
13 name = aName;
14 area = anArea;
15 }
16
17 /**
18 Gets the name of the country.
19 @return the name
20 */
21 public String getName()
22 {
23 return name;
24 }

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25
26 /**
27 Gets the area of the country.
28 @return the area
29 */
30 public double getArea()
31 {
32 return area;
33 }
34
35
36 /**
37 Compares two countries by area.
38 @param other the other country
39 @return a negative number if this country has a smaller
40 area than otherCountry, 0 if the areas are the same,
41 a positive number otherwise
42 */
43 public int compareTo(Country other)
44 {
45 if (area < other.area) return -1;
46 if (area > other.area) return 1;
47 return 0;
48 }
49
50 private String name;
51 private double area;
52 }

ch04/sort1/CountrySortTester.java
1 import java.util.*;
2
3 public class CountrySortTester
4 {
5 public static void main(String[] args)
6 {
7 ArrayList<Country> countries = new ArrayList<>();
8 countries.add(new Country("Uruguay", 176220));
9 countries.add(new Country("Thailand", 514000));
10 countries.add(new Country("Belgium", 30510));
11
12 Collections.sort(countries);
13 // Now the array list is sorted by area
14 for (Country c : countries)
15 System.out.println(c.getName() + " " + c.getArea());
16 }
17 }

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Special Topic: Total Orderings

A total ordering is a relation between the elements in a set that fulfills certain
properties. In particular, a total ordering defines how elements can be sorted. Since
sorting is an important operation, we are often interested in total orderings for
objects of a class.

Let us review the definition of a total ordering. In mathematical notation, it is


customary to use ≤ or a similar symbol (such as ≼) to denote an ordering relation.
With the ≤ symbol, the characteristic properties of a total ordering are:

1. Transitivity: If x ≤ y and y ≤ z, then x ≤ z


2. Reflexivity: x ≤ x
3. Antisymmetry: If x ≤ y and y ≤ x, then x = y
4. Totality: For any x and y, x ≤ y or y ≤ x

(A relation that fulfills only the first three properties is called a partial ordering.)

The totality condition means that all elements can be compared with each other. An
example of a total ordering is the standard ≤ relationship on the real numbers. Here
is another example: For two Date objects x and y, you can define x ≤ y as

x.before(y) || x.equals(y)

This ordering lets you sort objects of the Date class.

It is not always so easy to find total orderings. Consider for example objects of the
Rectangle class. Does the set of rectangles in the plane have a total ordering? That is,
is there some way of comparing rectangles such that any two rectangles are
comparable to each other? The first ordering relationship that comes to mind is
containment (or ⊆ in mathematical notation). A rectangle is considered “smaller”
than another if it is contained in the other.

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This relationship is indeed a partial ordering, but it is not total. It is easy to find two
rectangles that are not comparable to each other:

It is possible to define a total ordering on the set of rectangles, but it requires more
effort—see Exercise 11.

4.4. The Compar


Comparator
ator Interfac
Interfacee T
Type
ype
Now suppose you want to sort an array of countries by the country name instead of the
area. It’s not practical to redefine the compareTo method every time you want to change
the sort order. Instead, there is a second sort method that is more flexible. You can use
any sort order by supplying an object that implements the Comparator interface type. The
Comparator<T> interface type requires one method

int compare(T first, T second)

that returns a negative number, zero, or a positive number depending on whether first is
less than, equal to, or greater than second in the particular sort order.

Similar to the Comparable interface type, the Comparator interface type is also generic. The
type parameter specifies the type of the compare method parameters. For example, to
compare Country objects, you would use an object of a class that implements the
Comparator< Country> interface type.

You can sort a Note the method is called compare, not compareTo—it compares two explicit parameters
collection in any
sort order by
rather than comparing the implicit parameter to the explicit parameter.
supplying an
object of a class
that implements
If comp is an object of a class that implements the Comparator interface type, then
the Comparator

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interface type. Collections.sort(list, comp)

sorts the objects in list according to the sort order that comp defines. Now list can
contain any objects—they don’t have to belong to classes that implement any particular
interface type. For example, to sort the countries by name, define a class
CountryComparatorByName whose compare method compares two Country objects.

public class CountryComparatorByName implements Comparator<Country>


{
public int compare(Country first, Country second)
{
return first.getName().compareTo(second.getName());
}
}

Now make an object of this class and pass it to the sort method:

Comparator<Country> comp = new CountryComparatorByName();


Collections.sort(countries, comp);

An object such as comp is often called a function object because its sole purpose is to
execute the comparison function.

The CountryComparatorByName class has no state—all objects of this class behave in exactly
the same way. However, it is easy to see that some state might be useful. Here is a
comparator class that can sort in either ascending or descending order.

public class CountryComparator implements Comparator<Country>


{
public static CountryComparator ascending()
{
return new CountryComparator(1);
}

public static CountryComparator descending()


{
return new CountryComparator(-1);
}

public int compare(Country first, Country second)


{
return direction * first.getName().compareTo(second.getName());
}

private CountryComparator(int direction)


{
this.direction = direction;
}

private int direction;

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}

Then an object returned by the call

CountryComparator.descending()

can be used to sort an array of Country objects from Z to A.

4.5. Lambda Expr


Expres
essions
sions
You saw in the preceding section how to customize the behavior of Collections.sort by
supplying a Comparator object. However, it is rather tedious to define a class with a single
method, and then to constuct an object of that class.

A lambda The lambda expression syntax provides a convenient shortcut. You can simply write:
expression
specifies
parameters and Comparator<Country> comp = (first, second) ->
the computation
of a return value.
first.getName().compareTo(second.getName());

The expression on the right hand side of the assignment is a lambda expression of the
form

(arguments) -> expression

The assignment statement has the same effect as:

1. Declaring an anonymous class implementing Comparator<Country>


2. Defining the int compare(Country, Country) method of that class with the body
given by the lambda expression
3. Constructing an instance of that class
4. Assigning that instance to comp

The lambda expression contains the essential amount of information for the compiler to
produce the implementation of the compare method.

You must assign A lambda expression can only be assigned to an instance of an interface with a single
lambda
expressions to
abstract method. That way, the compiler knows which method should use the code of the
variables whose lambda expression. In the case of a Comparator, that single method is the compare method.
type is a functional
interface—an
interface with a An interface with a single abstract method is called a functional interface. The Comparator
single abstract
method. interface is a functional interface, but the Icon interface, which has three abstract
methods, is not.

A functional interface can have non-abstract methods; that is, default or static methods.
In fact, if you look at the API for Comparator, you will find several such methods—see
Exercise 7.

Note also that we need not define the parameter types of the first and second
parameters in the lambda expression

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Comparator<Country> comp = (first, second) ->
first.getName().compareTo(second.getName());

Since the single abstract method of a Comparator<Country> is the method

int compare(Country first, Country second)

the compiler can infer that first and second must have type Country.

You have seen how a lambda expression can be assigned to a variable whose type is a
functional interface. You can also pass a lambda expression to a method parameter
whose type is a functional interface. For example, you can sort a collection of Country
objects like this:

Collections.sort(countries, (first, second) ->


first.getName().compareTo(second.getName()));

If instead, you want to compare the countries by area, you simply call

Collections.sort(countries, (first, second) ->


Double.compare(first.getArea(), second.getArea()));

The static Double.compare method compares two floating-point numbers.

A lambda A lambda expression can access variables from an enclosing scope. Consider this
expression can
access fields and
example:
effectively final
local variables
from an enclosing
public static Comparator<Country> byName(boolean ascending)
scope. {
return (first, second) -> (ascending ? 1 : -1)
* first.getName().compareTo(second.getName());
}

If you call byName(false), you get a Comparator<Country> that reverses the comparison.

When a lambda expression access a local variable, such as in this example, then the
variable must be effectively final. That is, the variable must not be modified anywhere. In
other words, your program would have to compile if you declared the variable as final.
(This requirement makes it easy to understand exactly what value is used when the
method is called.)

In the preceding example, we used a conditional expression (ascending ? 1 : -1) to keep


the body as a single expression. If you need statements in the body of a lambda
expression, enclose the body in braces and use an explicit return, like this:

public static Comparator<Country> byName(boolean ascending)


{
return (first, second) ->
{
int factor;

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if (ascending) factor = 1; else factor = -1;
return factor * first.getName().compareTo(second.getName());
}
}

Note: Lambda expressions are a feature of Java 8. Previously, anonymous inner classes
were used to express the same functionality. We do not discuss anonymous classes in this
book.

4.6. Fr
Frames
ames and U
User
ser Interfac
Interfacee Components
We will now turn to an important example of Java interface types from the domain of
graphical user interface programming. A graphical user interface contains buttons,
menus, and other components that a user can activate. In Java, you specify the actions
that occur upon activation by defining classes that implement the ActionListener
interface type.

However, before we are ready to attach action listeners to buttons, we need to cover
some basic material about graphical user interfaces. In this section, you will learn how to
display a window and how to add user interface components to it.

A frame window is Let’s start with a very simple application that contains two buttons and a text field (see
a top-level
window, usually
Figure 8).
decorated with
borders and a title
bar.
The window containing the components is called a frame window.

A frame window is displayed as follows:

JFrame frame = new JFrame();


frame.pack();
frame.setVisible(true);

The pack command sets the size of the frame to the smallest size needed to display its
components. Alternatively, you can set the size of the frame to a given width and height
(in pixels):

frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);

If you don’t pack the frame or set the size, then the window is displayed at a rather
useless size of 0 by 0 pixels.

For a simple demo program, add the following line:

frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

Then the program exits when the user closes the frame window. If you don’t include this

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setting and if you don’t provide for some other way of exiting the program, then the
program will stay alive after the user closes the frame window.

Figure 4-8: A Frame with Several User Interface Components

Now it is time to construct the buttons.

JButton helloButton = new JButton("Say Hello");


JButton goodbyeButton = new JButton("Say Goodbye");

A layout manager You must decide on a layout manager for the frame to have multiple user interface
sets the positions
and dimensions of
components lined up. We will discuss layout management in Chapter 5. For now, we’ll
components. The just use the FlowLayout. This layout manager simply lays out the components by placing
FlowLayout lines
up components them next to each other.
side by side.
frame.setLayout(new FlowLayout());

Finally, you can add the components to the frame.

frame.add(helloButton);
frame.add(goodbyeButton);

To finish the user interface, place a text field next to the buttons. The text field is
constructed as follows:

final int FIELD_WIDTH = 20;


JTextField textField = new JTextField(FIELD_WIDTH);

Use the setText method to place text inside the field:

textField.setText("Click a button!");

Of course, the text field must also be added to the frame. Here is the complete program.

ch04/frame/FrameTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 public class FrameTester
5 {
6 public static void main(String[] args)
7 {

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8 JFrame frame = new JFrame();
9
10 JButton helloButton = new JButton("Say Hello");
11 JButton goodbyeButton = new JButton("Say Goodbye");
12
13 final int FIELD_WIDTH = 20;
14 JTextField textField = new JTextField(FIELD_WIDTH);
15 textField.setText("Click a button!");
16
17 frame.setLayout(new FlowLayout());
18
19 frame.add(helloButton);
20 frame.add(goodbyeButton);
21 frame.add(textField);
22
23 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
24 frame.pack();
25 frame.setVisible(true);
26 }
27 }

When you run this program, you will notice that the user interface is displayed correctly.
However, clicking on the buttons has no effect. In the next section, you will learn how to
attach actions to the buttons.

Note: If you look closely at the program that displays a frame, you may wonder why the
program doesn’t quit immediately after showing the frame and exiting the main method.
Indeed, the main thread of the program quits, but the setVisible method spawns another
thread. This thread keeps running until the user closes the frame window. You will learn
more about threads in Chapter 9.

4.7. User Interfac


Interfacee Actions
To define the Now that the user interface displays correctly, it’s time to specify the actions of the “Say
action of a button,
add an object of a
Hello” and “Say Goodbye” buttons. When a user clicks on the “Say Hello” button, you want
class that to display the message “Hello, World!” in the text field. And, of course, when the user
implements the
ActionListener clicks the “Say Goodbye” button, you want to display “Goodbye, World!” instead.
interface type.
When the button
is clicked, the code In the Java user interface toolkit, the code that executes when a button is clicked is
of the defined in a listener class. You make an object of that listener class and attach it to the
actionPerformed
method is button as an action listener. A button can have any number of action listener objects.
executed. When the button is clicked, each of them is notified.

Of course, just as with the sort method, there is a catch—there needs to be a standard
method call for the notification. In the case of a button, the listener objects must belong
to classes that implement the ActionListener interface type. This interface is a functional

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interface, with a single abstract method:

public interface ActionListener


{
void actionPerformed(ActionEvent event);
}

The ActionEvent parameter contains information about the event, such as the event
source. However, we do not need that information in most listener methods.

To define the action of the helloButton, add an action listener and use a lambda
expression to implement the ActionListener interface type.

helloButton.addActionListener(event -> Button action);

For example,

helloButton.addActionListener(event ->
textField.setText("Hello, World!"));

You need to specify the event parameter even though it is not used in the body of the
lambda expression.

Let’s review how buttons do their jobs.

1. When setting up the user interface, you construct a listener object and add it to
the button.

helloButton.addActionListener(event -> ...);

Recall that a lambda expression constructs an object.

The button simply stores the listener object. Note that the actionPerformed
method is not yet called.

2. Whenever the button detects that it has been clicked, it calls the actionPerformed
method of its listeners:

ActionEvent event = . . .;
for (listener : listeners)
listener.actionPerformed(event);

In our example, each button has only one listener.

3. The actionPerformed methods execute.

Here is the complete program:

ch04/action1/ActionTester.java
1 import java.awt.*;

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2 import java.awt.event.*;
3 import javax.swing.*;
4
5 public class ActionTester
6 {
7 public static void main(String[] args)
8 {
9 JFrame frame = new JFrame();
10
11 final int FIELD_WIDTH = 20;
12 final JTextField textField = new JTextField(FIELD_WIDTH);
13 textField.setText("Click a button!");
14
15 JButton helloButton = new JButton("Say Hello");
16
17 helloButton.addActionListener(event ->
18 textField.setText("Hello, World!"));
19
20 JButton goodbyeButton = new JButton("Say Goodbye");
21
22 goodbyeButton.addActionListener(event ->
23 textField.setText("Goodbye, World!"));
24
25 frame.setLayout(new FlowLayout());
26
27 frame.add(helloButton);
28 frame.add(goodbyeButton);
29 frame.add(textField);
30
31 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
32 frame.pack();
33 frame.setVisible(true);
34 }
35 }

Note: It is very convenient that a lambda expression can access


variables that are visible in the scope of the class definition. If you
think about it, it is actually quite remarkable that a method can
have this capability. After all, the main method has exited by the
time the actionPerformed method is called, and its local variables
no longer exist. In order to overcome this problem, the class that
is created from the lambda expression actually makes a copy of
all variables that its methods use. Thus, the action listener object
has its own textField reference that is initialized with the value
from the textField in the main method. You don’t really have to
worry about this—it is all automatic. However, this mechanism
explains why you can only refer to effectively final local variables
of the enclosing scope. That way, the meaning of textField cannot

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change during the execution of main, and there is no ambiguity
about the object reference that the listener class should copy.

4.8. Timers
The Timer class in the javax.swing package generates a sequence of action events,
spaced apart at equal time intervals, and notifies a designated action listener. To
set up the timer, you supply the delay between the events (in milliseconds) and a
listener:

ActionListener listener = . . .;
final int DELAY = 1000; // 1000 milliseconds delay between action events
Timer t = new Timer(DELAY, listener);

Then start the timer.

t.start();

The start method returns immediately. A new thread of execution is started that
issues action events in the specified frequency.

Timers are useful for animation. In the next section, you will see how to use a
timer to move a car across a window.

The program at the end of this section displays a simple digital clock (see Figure
9). The program displays a text field inside a frame. A timer is set up to notify a
listener once per second:

ActionListener listener = event ->


textField.setText(Instant.now().toString());
Timer t = new Timer(DELAY, listener);

Every second, the actionPerformed method of the listener class will be called. The
text field is then updated to the current time.

Figure 4-9: The TimerTester Program

Note: There are two classes named Timer in the Java library: one

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in the javax.swing package, and another one in the java.util
package. If you write a program that imports all classes from both
packages, and then refer to Timer, the compiler reports an
ambiguity. To resolve that ambiguity, you can use the fully
qualified name:

javax.swing.Timer t = new javax.swing.Timer(DELAY, listener);

Alternatively, you can add a directive to import a single class:

import javax.swing.Timer;

ch04/timer/TimerTester.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import java.time.*;
4 import javax.swing.*;
5 import javax.swing.Timer;
6
7 /**
8 This program shows a clock that is updated once per second.
9 */
10 public class TimerTester
11 {
12 public static void main(String[] args)
13 {
14 JFrame frame = new JFrame();
15
16 final int FIELD_WIDTH = 20;
17 JTextField textField = new JTextField(FIELD_WIDTH);
18
19 frame.setLayout(new FlowLayout());
20 frame.add(textField);
21
22 ActionListener listener
23 = event -> textField.setText(Instant.now().toString());
24 final int DELAY = 1000;
25 // Milliseconds between timer ticks
26 Timer t = new Timer(DELAY, listener);
27 t.start();
28
29 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
30 frame.pack();
31 frame.setVisible(true);
32 }
33 }

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4.9. Dr
Draawing Shapes
The Graphics In Section 0, you saw how an icon can paint a circle. This section
parameter of a
paint method
gives a brief overview of the classes that the Java library provides
carries out for drawing geometric shapes. Let’s have a closer look at the
drawing
operations. To use paintIcon method of the Icon interface type. That method has the
the powerful 2D signature
drawing
operations, you
need to cast it to public void paintIcon(
the Graphics2D
type. Component c, Graphics g, int x, int y

The Graphics object is a graphics context. You invoke methods on that object
whenever you want to draw a shape or change the current color or font. In
general, a “context” object is usually an object that has some specialized
knowledge of how to carry out complex tasks. You don’t have to worry how the
context object works; you just create it and pass it along as required.

Recent versions of Java have been enhanced to use a more powerful Graphics2D
class. However, for historical reasons, most methods still use the older Graphics
parameter type, even though a Graphics2D object is always passed into the
methods. To take advantage of the more powerful type, you need to apply a cast:

public void paintIcon(Component c, Graphics g, int x, int y)


{
Graphics2D g2 = (Graphics2D) g;
. . .
}

You can draw Then you are ready to draw an object of any class that implements
objects of any
class that
the Shape interface type.
implements the
Shape interface
type, such as
Shape s = . . .;
rectangles, g2.draw(s);
ellipses, and line
segments.
The Java library supplies a number of classes that implement the
Shape interface type. In this book, we will only draw shapes that are composed of
line segments, rectangles, and ellipses. More complex shapes can be drawn by
using arbitrary quadratic and cubic curve segments; those shape classes will not
be covered here.

To draw a rectangle, construct and draw a Rectangle2D.Double object:

Shape rectangle = new Rectangle2D.Double(x, y, width, height);


g2.draw(rectangle);

You need to specify the top left corner, the width, and the height of the rectangle.
(The strange class name Rectangle2D.Double is explained in Chapter 6.)

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Constructing an ellipse is very similar. You must supply the bounding rectangle of
the ellipse (see Figure 10). In particular, note that x and y do not form the center of
the ellipse—in fact, they don’t even lie on the ellipse.

Shape ellipse = new Ellipse2D.Double(x, y, width, height);


g2.draw(ellipse);

Figure 4-10: An Ellipse and Its Bounding Rectangle

To draw a line segment, construct an object of type Line2D.Double as follows:

Point2D.Double start = new Point2D.Double(x1, y1);


Point2D.Double end = new Point2D.Double(x2, y2);
Shape segment = new Line2D.Double(start, end);
g2.draw(segment);

Figure 11 shows the relationships among these classes.

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Figure 4-11: Commonly Used Classes for Drawing Shapes

Figure 4-12: A Car Icon

You can also fill a shape instead of drawing the outline. For example, the call

g2.fill(ellipse);

fills the inside of the ellipse with the current color. To change the color, make a call
such as

g2.setColor(Color.RED);

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To draw text, call the drawString method:

g2.drawString(text, x, y);

This call draws the given text so that its basepoint falls on the given coordinates
(see Figure 13 and the Special Topic note at the end of this section for more
information on text placement).

The following program puts these shapes to work to draw a sketch of a car (see
Figure 12).

ch04/icon3/CarIcon.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import javax.swing.*;
4
5 /**
6 An icon that has the shape of a car.
7 */
8 public class CarIcon implements Icon
9 {
10 /**
11 Constructs a car of a given width.
12 @param width the width of the car
13 */
14 public CarIcon(int aWidth)
15 {
16 width = aWidth;
17 }
18
19 public int getIconWidth()
20 {
21 return width;
22 }
23
24 public int getIconHeight()
25 {
26 return width / 2;
27 }
28
29 public void paintIcon(Component c, Graphics g, int x, int y)
30 {
31 Graphics2D g2 = (Graphics2D) g;
32 Rectangle2D.Double body
33 = new Rectangle2D.Double(x, y + width / 6,
34 width - 1, width / 6);
35 Ellipse2D.Double frontTire
36 = new Ellipse2D.Double(x + width / 6, y + width / 3,
37 width / 6, width / 6);

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38 Ellipse2D.Double rearTire
39 = new Ellipse2D.Double(x + width * 2 / 3, y + width / 3,
40 width / 6, width / 6);
41
42 // The bottom of the front windshield
43 Point2D.Double r1
44 = new Point2D.Double(x + width / 6, y + width / 6);
45 // The front of the roof
46 Point2D.Double r2
47 = new Point2D.Double(x + width / 3, y);
48 // The rear of the roof
49 Point2D.Double r3
50 = new Point2D.Double(x + width * 2 / 3, y);
51 // The bottom of the rear windshield
52 Point2D.Double r4
53 = new Point2D.Double(x + width * 5 / 6, y + width / 6);
54
55 Line2D.Double frontWindshield
56 = new Line2D.Double(r1, r2);
57 Line2D.Double roofTop
58 = new Line2D.Double(r2, r3);
59 Line2D.Double rearWindshield
60 = new Line2D.Double(r3, r4);
61
62 g2.fill(frontTire);
63 g2.fill(rearTire);
64 g2.setColor(Color.red);
65 g2.fill(body);
66 g2.draw(frontWindshield);
67 g2.draw(roofTop);
68 g2.draw(rearWindshield);
69 }
70
71 private int width;
72 }

Special Topic: Accurate Positioning of Text

When drawing text on the screen, you usually need to position it accurately.
For example, if you want to draw two lines of text, one below the other, then
you need to know the distance between the two basepoints. Of course, the
size of a string depends on the shapes of the letters, which in turn depends
on the font face and point size. You will need to know a few typographical
measurements (see Figure 13):

◦ The ascent of a font is the height of the largest letter above the
baseline.

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◦ The descent of a font is the depth below the baseline of the letter with
the lowest descender.

These values describe the vertical extent of strings. The horizontal extent
depends on the individual letters in a string. In a monospaced font, all letters
have the same width. Monospaced fonts are still used for computer programs,
but for plain text they are as outdated as the typewriter. In a proportionally
spaced font, different letters have different widths. For example, the letter l is
much narrower than the letter m.

To measure the size of a string, you need to construct a FontRenderContext


object, which you obtain from the Graphics2D object by calling
getFontRenderContext. A font render context is an object that knows how to
transform letter shapes (which are described as curves) into pixels. The
Graphics2D object is another example of a context object—many people call it
a “graphics context”.

To get the size of a string, you call the getStringBounds method of the Font
class. For example,

String text = "Message";


Font font = g2.getFont();
FontRenderContext context = g2.getFontRenderContext();
Rectangle2D bounds = font.getStringBounds(text, context);

The returned rectangle is positioned so that the origin (0, 0) falls on the
basepoint (see Figure 13). Therefore, you can get the ascent, descent, and
extent as

double ascent = -bounds.getY();


double descent = bounds.getHeight() - ascent;
double extent = bounds.getWidth();

Figure 4-13: Drawing Text

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4.10. Designing an Interfac
Interfacee T
Type
ype
In this section, we will put a timer to work in an animation program (see Figure
14).

Ten times per second, the car shape will move and the window will be repainted
so that the new position is displayed.

In order to paint the car shape, define a class that implements the Icon interface
type:

public class ShapeIcon implements Icon


{
public void paintIcon(Component c, Graphics g, int x, int y)
{
paint the shape
}
. . .
}

Exercise 20 asks you to enhance this class to paint multiple shapes.

We place the icon inside a JLabel:

ShapeIcon icon = new ShapeIcon(. . .);


JLabel label = new JLabel(icon);

Then we place the label inside a frame in the usual way.

The timer action moves the shape and repaints the label.

ActionListener listener = new


ActionListener()
{
public void actionPerformed(ActionEvent event)
{
move the shape
label.repaint();
}
};

The repaint method causes the label to be repainted as soon as possible. When the
label paints itself, it erases its contents and paints its icon. The paintIcon method
then redraws the shape in the new position.

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Figure 4-14: An Animated Car

Figure 4-15: CRC Card for the MoveableShape Interface Type

If you review this plan, you will note that it doesn’t matter what the shape looks
like, as long as it can be painted and moved. The same plan will work for
animating any shape.

Therefore, it is a good idea to design a new interface type that recognizes the basic
shape operations (see Figure 15).

The interface has two methods, to draw the shape and move it.

public interface MoveableShape


{
void draw(Graphics2D g2);
void move();
}

We then supply a CarShape class that implements the MoveableShape interface type.
You will find the code at the end of this section. The implementation is

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straightforward. The draw method draws the geometric shapes that make up the
car. The move method moves the top left corner position by one pixel:

public void move()


{
x++;
}

Design your own By introducing the MoveableShape interface type, we have


interface types to
decouple general
decoupled the animation from the specifics of the car shape. As
mechanisms from you can see in Figure 16, the animation only depends on the
specific
implementation MoveableShape interface type. It is an easy matter to change the
details. program so that it animates another shape. Designing your
programs so that they can be easily extended and modified is an
important part of object-oriented design. In this example, we achieved this
flexibility by defining a custom interface type.

Figure 4-16: Classes in the Animation Program

Tip: Whenever you design a mechanism that asks someone else


to supply an object of a class, you should consider whether it
would be more appropriate to specify an interface type instead.
By using interface types, you give added flexibility to the
programmers that use the services that you provide.

ch04/animation/MoveableShape.java
1 import java.awt.*;
2
3 /**
4 A shape that can be moved around.
5 */

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6 public interface MoveableShape
7 {
8 /**
9 Draws the shape.
10 @param g2 the graphics context
11 */
12 void draw(Graphics2D g2);
13 /**
14 Moves the shape.
15 It is up to the shape to move itself, for example by tracking the time
16 its last movement, its position, and velocity.
17 */
18 void move();
19 }

ch04/animation/ShapeIcon.java
1 import java.awt.*;
2 import java.util.*;
3 import javax.swing.*;
4
5 /**
6 An icon that contains a moveable shape.
7 */
8 public class ShapeIcon implements Icon
9 {
10 public ShapeIcon(MoveableShape shape,
11 int width, int height)
12 {
13 this.shape = shape;
14 this.width = width;
15 this.height = height;
16 }
17
18 public int getIconWidth()
19 {
20 return width;
21 }
22
23 public int getIconHeight()
24 {
25 return height;
26 }
27
28 public void paintIcon(Component c, Graphics g, int x, int y)
29 {
30 Graphics2D g2 = (Graphics2D) g;
31 shape.draw(g2);
32 }
33

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34 private int width;
35 private int height;
36 private MoveableShape shape;
37 }

ch04/animation/AnimationTester.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import javax.swing.*;
4
5 /**
6 This program implements an animation that moves
7 a car shape.
8 */
9 public class AnimationTester
10 {
11 public static void main(String[] args)
12 {
13 JFrame frame = new JFrame();
14
15 MoveableShape shape = new CarShape(0, 0, CAR_WIDTH);
16
17 ShapeIcon icon = new ShapeIcon(shape,
18 ICON_WIDTH, ICON_HEIGHT);
19
20 JLabel label = new JLabel(icon);
21 frame.setLayout(new FlowLayout());
22 frame.add(label);
23
24 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
25 frame.pack();
26 frame.setVisible(true);
27
28 final int DELAY = 100;
29 // Milliseconds between timer ticks
30 Timer t = new Timer(DELAY, event ->
31 {
32 shape.move();
33 label.repaint();
34 });
35 t.start();
36 }
37
38 private static final int ICON_WIDTH = 400;
39 private static final int ICON_HEIGHT = 100;
40 private static final int CAR_WIDTH = 100;
41 }

ch04/animation/CarShape.java

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1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.util.*;
4
5 /**
6 A car that can be moved around.
7 */
8 public class CarShape implements MoveableShape
9 {
10 /**
11 Constructs a car item.
12 @param x the left of the bounding rectangle
13 @param y the top of the bounding rectangle
14 @param width the width of the bounding rectangle
15 */
16 public CarShape(int x, int y, int width)
17 {
18 this.x = x;
19 this.y = y;
20 this.width = width;
21 }
22
23 public void move()
24 {
25 x++;
26 }
27
28 public void draw(Graphics2D g2)
29 {
30 Rectangle2D.Double body
31 = new Rectangle2D.Double(x, y + width / 6,
32 width - 1, width / 6);
33 Ellipse2D.Double frontTire
34 = new Ellipse2D.Double(x + width / 6, y + width / 3,
35 width / 6, width / 6);
36 Ellipse2D.Double rearTire
37 = new Ellipse2D.Double(x + width * 2 / 3, y + width / 3,
38 width / 6, width / 6);
39
40 // The bottom of the front windshield
41 Point2D.Double r1
42 = new Point2D.Double(x + width / 6, y + width / 6);
43 // The front of the roof
44 Point2D.Double r2
45 = new Point2D.Double(x + width / 3, y);
46 // The rear of the roof
47 Point2D.Double r3
48 = new Point2D.Double(x + width * 2 / 3, y);
49 // The bottom of the rear windshield
50 Point2D.Double r4

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51 = new Point2D.Double(x + width * 5 / 6, y + width / 6);
52 Line2D.Double frontWindshield
53 = new Line2D.Double(r1, r2);
54 Line2D.Double roofTop
55 = new Line2D.Double(r2, r3);
56 Line2D.Double rearWindshield
57 = new Line2D.Double(r3, r4);
58
59 g2.draw(body);
60 g2.draw(frontTire);
61 g2.draw(rearTire);
62 g2.draw(frontWindshield);
63 g2.draw(roofTop);
64 g2.draw(rearWindshield);
65 }
66
67 private int x;
68 private int y;
69 private int width;
70 }

Exer
Exercises
cises
1. When sorting a collection of objects that implements the Comparable type,
the sorting method compares and rearranges the objects. Explain the role
of polymorphism in this situation.
2. In Java, a method call on an object such as x.f() is resolved when the
program executes, not when it is compiled, in order to support
polymorphism. Name two situations where the Java compiler can
determine the exact method to be called before the program executes.
3. Write a class that implements the Icon interface type and draws an image
of a coffee mug by drawing and filling shapes.
4. Write a class BankAccount that implements the Comparable interface type.
Order bank accounts by increasing balance. Supply a test program that
sorts an array list of bank accounts.

5. Write a method

public static Object minimum(ArrayList a)

that computes the smallest element in the array list. Assume that the
elements of the array list implement the Comparable interface type, and
that the array is not empty. Document these preconditions. (Here, we use
the “raw” ArrayList and Comparable types without type parameters. As a
result, the compiler will issue warnings that you may ignore. You will see
in Chapter 7 how to properly deal with generic type parameters.)

6. Write a method

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public static String maximum(ArrayList<String> a, Comparator<String> c)

that computes the largest string in the array list, using the ordering
relationship that is defined by the given comparator. Supply a test
program that uses this method to find the longest string in the list.

7. Look up the Comparator interface in the Java API. Note that it has a number
of static methods. One of the most useful ones is the comparing method
that lets you generate a comparator very concisely, such as
Comparator.comparing(c -> c.getArea()). Describe what this comparator
does, and write a test program that demonstrates it. Then describe what
the thenComparing method does, and provide a demonstration program for
it. Why is comparing a static method and thenComparing a default method?

8. Define an interface type Measurer as follows:

public interface Measurer


{
double measure(Object x);
}

Then supply a method

public static Object maximum(Object[] a, Measurer m)

that computes the object in the array with the largest measure. Test your
method by populating an array list with rectangles and finding the one
with the largest area.

9. Define an interface type Filter as follows:

public interface Filter


{
boolean accept(String x);
}

Then supply a method

public static String[] filter(String[] a, Filter f)

That returns an array containing all elements of a that are accepted by the
filter. Test your class by filtering an array of strings and accepting all
strings that contain at most three characters.

10. Define an interface type Drawable as follows:

public interface Drawable


{
void draw(Graphics2D g2);
}

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Then provide a class Car that implements the Drawable interface type and a
class DrawableIcon that can paint any drawable shape. Reimplement the
program in Section 0 that shows the car icon in an option pane. What is
the benefit of this redesign?

11. Write a class RectangleComparator that defines a total ordering on objects


of type Rectangle2D.Double. Then write a test program that sorts an array
of rectangles. The challenge is to define a total ordering. Hint: Use
lexicographic ordering on(x, y, width, height). First compare the x-values. If
they are the same, then compare the y-values. If they are also the same,
compare the widths and finally, if necessary, the heights.

12. Add two methods

public static Comparator<Country> createComparatorByName(


boolean ascending)
public static Comparator<Country> createComparatorByArea(
boolean ascending)

to the Country class. The methods should return instances of anonymous


classes that implement the Comparator interface type. The boolean
parameters indicate whether the comparison should be in ascending or
descending order.

13. Write a program that shows a frame with a button labeled “Date” and a
text field. Whenever the user clicks the button, the current date and time
should be displayed in the text field. You can obtain the current date and
time as:

String dateAndTime = ZonedDateTime.now().toString();

or, more nicely formatted, as:

DateTimeFormatter formatter = DateTimeFormatter.ofLocalizedDateTime(FormatSty


String dateAndTime = formatter.format(ZonedDateTime.now());

14. Write a program that shows a frame with three buttons labeled “Red”,
“Green”, and “Blue”, and a label containing an icon showing a circle that is
initially red. As the user clicks the buttons, the fill color of the circle should
change. When you change the color, you need to invoke the repaint
method on the label. The call to repaint ensures that the paintIcon method
is called so that the icon can be repainted with the new color.
15. Write a program that shows a frame with two buttons labeled “Zoom in”,
and “Zoom out”, and a label containing a car icon. As the user clicks the
buttons, the car should get larger or smaller. As in Exercise 14, you need to
invoke the repaint method on the label to trigger a redisplay of the image.
16. You have seen how you can define action listeners with similar behavior
by using a helper method. In this exercise, you will explore another way to
achieve the same effect. Define a listener class with an explicit name, and
then construct two objects:

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helloButton.addActionListener(
new GreetingButtonListener("Hello, World"));
goodbyeButton.addActionListener(
new GreetingButtonListener("Goodbye, World"));

Your task is to define the GreetingButtonListener class and complete the


program that shows the message text selected by the buttons. Do not use
inner classes.
17. Construct a javax.swing.Timer object and supply an action listener such
that the message “Hello, World” is printed to System.out once per second.
18. Write a class ClockIcon that implements the Icon interface type. Draw an
analog clock whose hour, minute, and second hands show the current
time. To get the current hours and minutes, construct an object of type
GregorianCalendar with the default constructor.
19. Continue Exercise 18by adding a javax.swing.Timer object to your
program. The timer’s action listener should invoke the repaint method
once per second.
20. Enhance the ShapeIcon class so that it displays multiple moveble shapes.
Then modify the animation program to show a number of moving cars.
Hint: Store all shapes in an array list
21. Modify the animation program to show a moving airplane
22. Modify the animation program to make the moving shape reappear on the
left-hand side after it disappears from the frame.

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Chapter 5
Patterns and GUI P
Prrogr
ogramming
amming
• The Iterator as a Pattern
• The Pattern Concept
• The observer Pattern
• Layout Managers and the strategy Pattern
• Components, Containers, and the composite Pattern
• The decorator Pattern
• How to Recognize Patterns
• Putting Patterns to Work
• Exercises

In this chapter, we introduce the concept of patterns. A pattern is a description of a


problem and its solution that you can apply to many programming situations. In recent
years, a number of useful patterns have been formulated and standardized. They now
have become a part of the everyday vocabulary of many software developers. Some of the
most common patterns are introduced in this chapter. When possible, the patterns are
explained with examples from the Swing user interface toolkit, so that you can learn
about patterns and GUI programming at the same time.

5.1. The Iter


Iterator
ator as a P
Pattern
attern
Recall how you use a list iterator to iterate through the elements of a linked list in Java.

LinkedList<String> list = . . .;
ListIterator<String> iterator = list.listIterator();
while (iterator.hasNext())
{
String current = iterator.next();
. . .
}

The hasNext method tests whether the iterator is at the end of the list. The next method
returns the current element and advances the iterator to the next position.

Why does the Java library use an iterator to traverse a linked list?

If you look at a classical data structures book, you will find traversal code that looks quite
different. In the traditional approach, the programmer manipulates the links directly:

Link currentLink = countries.head;


while (currentLink != null)
{

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do something with currentLink.data;
currentLink = currentLink.next;
}

Iterators do not This approach has two disadvantages. From a high-level point of view, it is not
expose the
internal structure
satisfactory because it exposes the links to the user of the list. But the links are just an
of a collection artifact of the implementation that should be hidden from the user. As you may know,
class.
there are several variations for list implementations, such as circular lists or lists with a
dummy header node. List users certainly should not have to worry about those
implementation details.

Furthermore, as anyone who has ever implemented a linked list knows, it is very easy to
mess up links and corrupt the link structure of a linked list. Thus, survival instinct
dictates that list users should be shielded from the raw links.

Let’s return to the high-level point of view. In Chapter 2, we used a queue class and had
no problem defining the methods that make up a queue (see Figure 1):

void add(E x)
E peek()
E remove()
int size()

Figure 5-1: The Queue Interface

Figure 5-2: The Array Interface

Here,E denotes the type of the queue elements. Similarly, it is an easy matter to define the
methods that make up an array structure with random access (see Figure 2):

E get(int i)
void set(int i, E x)
void add(E x)

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int size()

But the interface for a linked list is not so simple. We want to be able to add and remove
elements in the middle of the linked list, but it would be very inefficient to specify a
position in a linked list with an integer index.

One implementation that you sometimes see is a list with a cursor (see Figure 3). A list
cursor marks a position similar to the cursor in a word processor. The list with cursor
has the following interface:

E getCurrent() // Getelement at cursor


void set(E x) // Set element at cursor to x
E remove() // Remove element at cursor
void insert(E x) // Insert x before cursor
void reset() // Reset cursor to head
void next() // Advance cursor
boolean hasNext() // Check if cursor can be advanced

The state of such a list consists of

• The sequence of the stored elements


• A cursor that points to one of the elements

The reset method resets the cursor to the beginning. The next method advances it to the
next element. The get, set, insert , and remove methods are relative to the cursor position.
For example, here is how you traverse such a list.

for (list.reset(); list.hasNext(); list.next())


{
do something with list.getCurrent();
}

At first glance, a list with a cursor seems like a good idea. The links are not exposed to the
list user. No separate iterator class is required.

Figure 5-3: A List with a Cursor

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Iterators are However, that design has severe limitations. Since there is only one cursor, you can’t
preferred over
cursors since you
implement algorithms that compare different list elements. You can’t even print the
can attach more contents of the list for debugging purposes. Printing the list would have the side effect of
than one iterator
to a collection. moving the cursor to the end!

The iterator Thus, the iterator is a superior concept. A list can have any number of iterators attached
concept occurs in
many different
to it. That means that you should supply iterators, and not a cursor, whenever you
programming implement a collection class. Furthermore, the iterator concept is useful outside the
situations.
domain of collection classes.

For example, the Scanner is an iterator through the tokens in a character sequence. An
InputStream is an iterator through the bytes of a stream. This makes the iterator into a
pattern. We will explain the concept of patterns in the next section.

5.2. The P
Pattern
attern Conc
Concept
ept
The architect Christopher Alexander formulated over 250 patterns for architectural
design. (See Christopher Alexander et al., A Pattern Language: Towns, Buildings,
Construction , Oxford University Press, 1977.) Those patterns lay down rules for building
houses and cities. Alexander uses a very distinctive format for these rules. Every pattern
has

• A short name
• A brief description of the context
• A lengthy description of the problem
• A prescription for a solution

Here is a typical example, showing the context and solution exactly as they appear in
Alexander’s book. The problem description is long; it is summarized here.

Pattern: short passages


Context:

1. “ … long, sterile corridors set the scene for everything bad about modern
architecture.”

Problem:

This section contains a lengthy description of the problem of long corridors, with a
depressing picture of a long, straight, narrow corridor with closed doors, similar to
the one on the facing page.

Alexander discusses issues of light and furniture. He cites research results about
patient anxiety in hospital corridors. According to the research, corridors that are
longer than 50 feet are perceived as uncomfortable.

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Solution:

Keep passages short. Make them as much like rooms as possible, with carpets or
wood on the floor, furniture, bookshelves, beautiful windows. Make them generous
in shape and always give them plenty of light; the best corridors and passages of all
are those that have windows along an entire wall.

A pattern presents
proven advice in a
standard format.
As you can see, this pattern distills a design rule into a simple format. If you have a design
problem, it is easy to check whether the pattern is useful to you. If you decide that the

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pattern applies in your situation, then you can easily follow the recipe for a solution.
Because that solution has been successful in the past, there is a good chance that you will
benefit from it as well.

A design pattern Alexander was interested in patterns that solve problems in architecture. Of course, our
gives advice about
a problem in
interest lies in software development. In this chapter, you will see patterns that give you
software design. guidance on objectoriented design.

The iterator Let’s start by presenting the iterator pattern. As you saw in the preceding section,
pattern teaches
how to access the
iterators are useful for traversing the elements of a linked list, but they also occur in
elements of an other programming situations. String tokenizers and input streams are both examples of
aggregate object.
the iterator pattern.

Pattern: iterator
Context:

1. An object (which we’ll call the aggregate) contains other objects (which we’ll
call elements).
2. Clients (that is, methods that use the aggregate) need access to the elements.
3. The aggregate should not expose its internal structure.
4. There may be multiple clients that need simultaneous access.

Solution:

1. Define an iterator class that fetches one element at a time.


2. Each iterator object needs to keep track of the position of the next element
to fetch.
3. If there are several variations of the aggregate and iterator classes, it is best
if they implement common interface types. Then the client only needs to
know the interface types, not the concrete classes.

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Note that the names of the interface types, classes, and methods (such as Aggregate ,
ConcreteIterator , createIterator, isDone) are examples. In an actual realization of the
pattern, the names may be quite different.

For example, in the case of linked list iterators, we have:

Name in Design
Actual Name
Pattern
Aggregate List
ConcreteAggregate LinkedList
Iterator ListIterator
An anonymous class that implements the ListIterator
ConcreteIterator
interface type
createIterator() ListIterator()
next() next()
isDone() Opposite of hasNext()
currentItem() Return value of next()

The influential book, Design Patterns by Gamma, Helm, Johnson, and Vlissides, contains a
description of many patterns for software design, including the iterator pattern.
Because the book has four authors, it is sometimes referred to as the “Gang of Four”
book.

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Note: The original Gang of Four—Jiang Qing (Mao Zedong’s wife), Zhang Chunqiao, Yao
Wenyuan, and Wang Hongwen—were radical Chinese communists who were strong
advocates of the Cultural Revolution. There is no apparent connection between the two
“gangs” beyond the fact that they each have four members.

Since the publication of the “Gang of Four” book, many authors have been bitten by the
pattern bug. You can find many patterns for specialized problem domains on the Web. A
good starting point for exploration is http://hillside.net/patterns/.

Note: Design patterns give you constructive advice. Antipatterns are the opposite of
design patterns—examples of design that are so bad that you should avoid them at all
cost. Among the commonly cited antipatterns are:

• The Blob: A class that has gobbled up many disparate responsibilities.


• The Poltergeist: A spurious class whose objects are short-lived and carry no
significant responsibilities.

5.3. The observer Pattern


Have you ever used a program that shows you two editable views of the same data, such
as a “what you see is what you get” (WYSIWYG) and a structural view of a document?
(See Figure 4.) When you edit one of the views, the other updates automatically and
instantaneously.

You may well wonder how such a feature is programmed. When you type text into one of
the windows, how does it show up in the other window? What happens if you have a
third view of the same information?

The key to implementing this behavior is the model/view/controller architecture. One


object, the model, holds the information in some data structure—an array of numbers, or
a tree of document parts. The model has no visual appearance at all. It just holds the raw
data. Several other objects, the views, draw the visible parts of the data, in a format that
is specific to the view. For example, the table view displays numbers in a table. The graph
view displays the same numbers in a bar chart. Finally, each view has a controller, an
object that processes user interaction. The controller may process mouse and keyboard
events from the windowing system, or it may contain user interface elements such as
buttons and menus.

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Figure 5-4: A WYSIWYG and a Structural View of the Same HTML Page

Some people are confused by the term “model”. Don’t think of an airplane model that
approximates a real airplane. In the model/view/controller architecture (see Figure 5 ),
the model is the real thing, and the views approximate it. Think instead of a model that
poses for a painting. The model is real, and different artists can observe the same model
and draw different views.

Here is what happens when a user types text into one of the windows:

• The controller tells the model to insert the text that the user typed.
• The model notifies all views of a change in the model.
• All views repaint themselves.
• During painting, each view asks the model for the current text.

This architecture minimizes the coupling between the model, views, and controllers. The
model knows nothing about the views, except that they need to be notified of all changes.
The views know nothing of the controllers. It is easy to add more views to a model. It is
also easy to change the controller of a view, for example to facilitate voice input.

Let’s have a closer look at the notification mechanism. The model knows about a number
of observers, namely, the views. An observer is an object that is interested in state
changes of the model. The model knows nothing in detail about the observers except that

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it should notify them whenever the model data changes.

The observer You have seen a similar situation in Chapter 4. An event source such as a button holds a
pattern teaches
how an object can
number of listeners. When something interesting happens to the button, such as a button
tell other objects click, then the button notifies its listeners. The button knows nothing about its listeners
about events.
except that they implement a particular interface type.

The fact that this arrangement occurs as a solution in two separate problems shows that
it may be useful to distill the solution into a pattern. This notification pattern is called the
observer pattern.

Figure 5-5: Sequence Diagram for Inserting Text into a View

Pattern: observer
Context:

1. An object (which we’ll call the subject) is the source of events (such as “my
data has changed”).
2. One or more objects (called the observers) want to know when an event
occurs.

Solution:

1. Define an observer interface type. Observer classes must implement this


interface type.
2. The subject maintains a collection of observer objects.

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3. The subject class supplies methods for attaching observers.
4. Whenever an event occurs, the subject notifies all observers.

As you know, the names of the classes, interface types, and methods in the pattern
description are examples. In the case of a button and its event listeners, we have:

Name in Design
Actual Name
Pattern
Subject JButton
Observer ActionListener
The class that implements the ActionListener
ConcreteObserver
interface type
attach() addActionListener
notify() actionPerformed

The observer pattern is pervasive in user interface programming with Java. All user
interface elements—buttons, menus, check boxes, sliders, and so on—are subjects that
are willing to tell observers about events.

5.4. La
Layout
yout Manag ers and the strategy Pattern
Managers
You add user You build up user interfaces from individual user interface components: buttons, text
interface
fields, sliders, and so on. You place components into containers. For example, the content

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components to a pane of a frame is a container.
container.

When you add a component to a container, the container must put it somewhere on the
screen. In some user interface toolkits, the programmer (or a layout tool) specifies pixel
positions for each component. However, that is not a good idea. Component sizes can
change from the original design, usually for one of two reasons:

1. The user chooses a different “look and feel”. The Swing user interface toolkit
allows users of Java programs to switch between various “look and feel”
implementations, such as the native Windows or Macintosh look and feel or a
cross-platform look and feel called “Metal”. A Windows button has a different size
than a Macintosh or Metal button.
2. The program gets translated into a different language. Button and label strings
can become much longer (in German) or shorter (in Chinese).

A layout manager Suppose a programmer painstakingly defines the pixel position for all components to
arranges the
components in a
have them line up nicely. Then the look and feel or the language changes and the
container. components no longer line up nicely. The Java layout managers are a better idea. By
choosing an appropriate layout manager, you describe how the components should be
aligned. The layout manager looks at the sizes of the components and computes their
positions.

5.4.1. Using P
Prredefine
definedd La
Layout
yout Manag
Managers
ers

There are several built-in layout managers in Java (see Figure 6 ).

• The FlowLayout lays out components left to right, then starts a new row when
there isn’t enough room in the current one.
• The BoxLayout lays out components horizontally or vertically without starting
additional rows and columns.
• The BorderLayout has five areas, NORTH, SOUTH, EAST, WEST, and CENTER. You specify in
which area each component should appear. Unlike the FlowLayout and BoxLayout,
the BorderLayout grows each component to fill its area. Not all of the areas need to
be occupied. It is common to leave one or more of the areas completely empty.
• The GridLayout arranges components in a rectangular grid. All components are
resized to an identical size.
• The GridBagLayout also arranges components in a grid, but the rows and columns
can have different sizes and components can span multiple rows and columns.

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Figure 5-6: Layout Managers

To set a layout manager, pick an appropriate layout manager class and add it to a
container. For example,

JPanel keyPanel = new JPanel();


keyPanel.setLayout(new GridLayout(4, 3));

Figure 7 shows the relationships between these classes.

Let’s put layout managers to work and write a GUI front end for the voice mail system of
Chapter 2. We want to arrange the components so that they resemble a real telephone,
with the speaker on top, the keypad in the middle, and the microphone on the bottom
(see Figure 8). (The speaker and microphone are simulated with text areas.) Figure 9
shows the layout of the frame window.

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Figure 5-7: Layout Management Classes

You will find the complete code for the telephone layout at the end of this section.
Because there are so many components to lay out, the code looks complicated. However,
the basic concepts are straightforward.

When a user interface has a large number of components, it can be difficult to use a single
layout manager to achieve the desired layout effect. However, by nesting panels, each
with its own layout manager, you can achieve complex layouts easily. A panel is simply a
container without visible decorations that can hold components.

First, note that the keypad is arranged in a grid. Clearly, the grid layout is the appropriate
layout manager for this arrangement. We will therefore add the buttons to a panel that is
controlled by a GridLayout.

JPanel keyPanel = new JPanel();


keyPanel.setLayout(new GridLayout(4, 3));
for (int i = 0; i < 12; i++)
{
JButton keyButton = new JButton(. . .);
keyPanel.add(keyButton);
keyButton.addActionListener(. . .);
}

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Figure 5-8: Telephone Handset

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Figure 5-9: A GUI Front End for the Mail System

Figure 5-10: Laying out the MicrophoneComponents

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Just as we collect the keypad buttons in a panel, we will use a separate panel to hold the
label and the text area for the simulated speaker. We use a border layout to place the
label in the NORTH position and the text area in the CENTER position.

JPanel speakerPanel = new JPanel();


speakerPanel.setLayout(new BorderLayout());
speakerPanel.add(new JLabel("Speaker:"), BorderLayout.NORTH);
speakerField = new JTextArea(10, 25);
speakerPanel.add(speakerField, BorderLayout.CENTER);

We’ll apply the same layout manager to the simulated microphone. However, now we
need to add two buttons to the SOUTH area. Since each of the areas of a border layout can
only hold a single component, we place the buttons inside a panel and add that button
panel to the SOUTH area of the microphone panel (see Figure 10 ).

Finally, we need to stack up the panels for the speaker, keypad, and microphone. We take
advantage of the fact that the default content pane of a frame has a border layout and add
the three panels to the NORTH, CENTER, and SOUTH areas of the content pane (see
Figure 11 ).

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Figure 5-11: The Content Pane of the Telephone Frame

In Chapter 2, we defined a Telephone class for reading simulated voice and key presses
from System.in and sending simulated speech output to System.out. Remarkably, you can
simply replace that class with the new Telephone class. None of the other classes of the
voice mail system need to be changed.

ch05/mailgui/Telephone.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import javax.swing.*;
4

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5 /**
6 Presents a phone GUI for the voice mail system.
7 */
8 public class Telephone
9 {
10 /**
11 Constructs a telephone with a speaker, keypad,
12 and microphone.
13 */
14 public Telephone()
15 {
16 JPanel speakerPanel = new JPanel();
17 speakerPanel.setLayout(new BorderLayout());
18 speakerPanel.add(new JLabel("Speaker:"),
19 BorderLayout.NORTH);
20 speakerField = new JTextArea(10, 25);
21 speakerPanel.add(speakerField,
22 BorderLayout.CENTER);
23
24 String keyLabels = "123456789*0#";
25 JPanel keyPanel = new JPanel();
26 keyPanel.setLayout(new GridLayout(4, 3));
27 for (int i = 0; i < keyLabels.length(); i++)
28 {
29 String label = keyLabels.substring(i, i + 1);
30 JButton keyButton = new JButton(label);
31 keyPanel.add(keyButton);
32 keyButton.addActionListener(event ->
33 connect.dial(label));
34 }
35
36 JTextArea microphoneField = new JTextArea(10,25);
37
38 JButton speechButton = new JButton("Send speech");
39 speechButton.addActionListener(event ->
40 {
41 connect.record(microphoneField.getText());
42 microphoneField.setText("");
43 });
44
45 JButton hangupButton = new JButton("Hangup");
46 hangupButton.addActionListener(event ->
47 connect.hangup());
48
49 JPanel buttonPanel = new JPanel();
50 buttonPanel.add(speechButton);
51 buttonPanel.add(hangupButton);
52
53 JPanel microphonePanel = new JPanel();
54 microphonePanel.setLayout(new BorderLayout());

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55 microphonePanel.add(new JLabel("Microphone:"),
56 BorderLayout.NORTH);
57 microphonePanel.add(microphoneField, BorderLayout.CENTER);
58 microphonePanel.add(buttonPanel, BorderLayout.SOUTH);
59
60 JFrame frame = new JFrame();
61 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
62 frame.add(speakerPanel, BorderLayout.NORTH);
63 frame.add(keyPanel, BorderLayout.CENTER);
64 frame.add(microphonePanel, BorderLayout.SOUTH);
65
66 frame.pack();
67 frame.setVisible(true);
68 }
69
70 /**
71 Give instructions to the mail system user.
72 */
73 public void speak(String output)
74 {
75 speakerField.setText(output);
76 }
77
78 public void run(Connection c)
79 {
80 connect = c;
81 }
82
83 private JTextArea speakerField;
84 private Connection connect;
85 }

5.4.2. Implementing a Custom La


Layout
yout Manag
Manager
er

It is not difficult to write your own layout manager. Figure 12 shows a custom layout
manager that aligns the odd-numbered components towards the right and the
evennumbered components towards the left. This layout is useful for simple forms.

A layout manager must support the LayoutManager interface type:

public interface LayoutManager


{
Dimension minimumLayoutSize(Container parent);
Dimension preferredLayoutSize(Container parent);
void layoutContainer(Container parent);
void addLayoutComponent(String name, Component comp);
void removeLayoutComponent(Component comp);
}

The minimumLayoutSize and preferredLayoutSize methods determine the minimum and

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preferred size of the container when the components are laid out. The layoutContainer
method lays out the components in the container, by setting the position and size for
each component. The last two methods exist for historical reasons and can be
implemented as do-nothing methods.

When you write a layout manager, start out with the preferredLayoutSize method.
Compute the preferred width and height of your layout by combining the widths and
heights of the individual components. For example, the form layout manager computes
the width as follows: It finds the widest component on the left and the widest component
on the right. Then it adds their widths and adds a small gap value. The computation of
the height is slightly different. The height is obtained by adding up the heights of all rows.
The height of each row is the maximum of the heights of the components in the row. Have
a look at the preferredLayoutSize computation in FormLayout.java at the end of this
section. It is not difficult to follow the process.

When the container is ready to lay out its contents, it calls the layoutContainer method of
its layout manager. Then the layout manager positions the components according to its
rules. The exact positioning is more tedious than just computing the preferred width, but
the concepts are the same. If you look at the layoutContainer method of the FormLayout,
you can see that the method computes the positions of each component and then calls
the setBounds method to put the component into the correct location. You don’t have to
worry about the details of the computation. The point of showing you this example is
simply to demonstrate how flexible layout management can be. This flexibility is a direct
consequence of separating layout management into a separate class.

Figure 5-12: The FormLayout Custom Layout Manager

The FormLayoutTester program shows how to put the custom layout to work. Simply set
the layout manager of the content pane to a FormLayout object. Then add the components
to the container.

ch05/layout/FormLayout.java
1 import java.awt.*;
2
3 /**
4 A layout manager that lays out components along a central axis
5 */
6 public class FormLayout implements LayoutManager
7 {

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8 public Dimension preferredLayoutSize(Container parent)
9 {
10 Component[] components = parent.getComponents();
11 left = 0;
12 right = 0;
13 height = 0;
14 for (int i = 0; i < components.length; i += 2)
15 {
16 Component cleft = components[i];
17 Component cright = components[i + 1];
18
19 Dimension dleft = cleft.getPreferredSize();
20 Dimension dright = cright.getPreferredSize();
21 left = Math.max(left, dleft.width);
22 right = Math.max(right, dright.width);
23 height = height + Math.max(dleft.height,
24 dright.height);
25 }
26 return new Dimension(left + GAP + right, height);
27 }
28
29 public Dimension minimumLayoutSize(Container parent)
30 {
31 return preferredLayoutSize(parent);
32 }
33
34 public void layoutContainer(Container parent)
35 {
36 preferredLayoutSize(parent); // Sets left, right
37
38 Component[] components = parent.getComponents();
39
40 Insets insets = parent.getInsets();
41 int xcenter = insets.left + left;
42 int y = insets.top;
43
44 for (int i = 0; i < components.length; i += 2)
45 {
46 Component cleft = components[i];
47 Component cright = components[i + 1];
48
49 Dimension dleft = cleft.getPreferredSize();
50 Dimension dright = cright.getPreferredSize();
51
52 int height = Math.max(dleft.height, dright.height);
53
54 cleft.setBounds(xcenter - dleft.width, y + (height
55 - dleft.height) / 2, dleft.width, dleft.height);
56
57 cright.setBounds(xcenter + GAP, y + (height

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58 - dright.height) / 2, dright.width, dright.height);
59 y += height;
60 }
61 }
62
63 public void addLayoutComponent(String name, Component comp)
64 {}
65
66 public void removeLayoutComponent(Component comp)
67 {}
68
69 private int left;
70 private int right;
71 private int height;
72 private static final int GAP = 6;
73 }

ch05/layout/FormLayoutTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 public class FormLayoutTester
5 {
6 public static void main(String[] args)
7 {
8 JFrame frame = new JFrame();
9 frame.setLayout(new FormLayout());
10 frame.add(new JLabel("Name"));
11 frame.add(new JTextField(15));
12 frame.add(new JLabel("Address"));
13 frame.add(new JTextField(20));
14 frame.add(new JLabel("City"));
15 frame.add(new JTextField(10));
16 frame.add(new JLabel("State"));
17 frame.add(new JTextField(2));
18 frame.add(new JLabel("ZIP"));
19 frame.add(new JTextField(5));
20 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
21 frame.pack();
22 frame.setVisible(true);
23 }
24 }

5.4.3. The strategy Pattern

The strategy You have seen how the layout manager concept gives user interface programmers a great
pattern teaches
how to supply
deal of flexibility. You can use one of the standard layout manager classes or provide a
variants of an custom layout manager. To produce a particular layout, you simply make an object of the
algorithm.
layout manager class and give it to the container. When the container needs to execute

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the layout algorithm, it calls the appropriate methods of the layout manager object. This
is an example of the strategy pattern. The strategy pattern applies whenever you
want to allow a client to supply an algorithm. The pattern tells us to place the essential
steps of the algorithm in a strategy interface type. By supplying objects of different
classes that implement the strategy interface type, the algorithm can be varied.

Pattern: strategy
Context:

1. A class (which we’ll call the context class) can benefit from different variants
of an algorithm.
2. Clients of the context class sometimes want to supply custom versions of the
algorithm.

Solution:

1. Define an interface type that is an abstraction for the algorithm. We’ll call
this interface type the strategy.
2. Concrete strategy classes implement the strategy interface type. Each
strategy class implements a version of the algorithm.
3. The client supplies a concrete strategy object to the context class.
4. Whenever the algorithm needs to be executed, the context class calls the
appropriate methods of the strategy object.

Here is the relationship between the names in the strategy design pattern and the
layout management manifestation.

Name in Design Actual Name

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Pattern
Context Container
Strategy LayoutManager
ConcreteStrategy A layout manager such as BorderLayout
A method of the LayoutManager interface type such as
doWork()
layoutContainer

In Chapter 4, you encountered a different manifestation of the strategy pattern. Recall


how you can pass a Comparator object to the Collections.sort method to specify how
elements should be compared.

Comparator comp = new CountryComparatorByName();


Collections.sort(countries, comp);

The comparator object encapsulates the comparison algorithm. By varying the


comparator, you can sort by different criteria. Here is the mapping from the pattern
names to the actual names:

Name in Design
Actual Name
Pattern
Context Collections
Strategy Comparator
A class that implements the Comparator interface
ConcreteStrategy
type
doWork() compare()

5.5. Components, Containers, and the composite


Pattern
In the preceding section, you saw how one can use layout managers to organize
components in a container. As you have seen in the telephone example, you often need to
group components into a panel in order to achieve a satisfactory layout.

The composite There is just one technical issue. User interface components are contained in containers.
pattern teaches
how to combine
If a JPanel can contain other components, it must be a Container. But if we want to add it
several objects to the content pane, it must also be a Component. Can a container itself be a component?
into an object that
has the same
behavior as its The composite pattern gives a solution to this problem. This pattern addresses
parts.
situations where primitive objects can be grouped into composite objects, and the
composites themselves are considered primitive objects.

There are many examples of this pattern. Later in this chapter you will see a program

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that deals with selling items. It is sometimes useful to sell a bundle of items as if it were a
single item. The solution is to make a Bundle class that contains a collection of items and
that also implements the Item interface type.

Similarly, the Container class contains components, and it also extends the Component
class.

One characteristic of the composite design pattern is how a method of the composite
object does its work. It must apply the method to all of its primitive objects and then
combine the results.

For example, to compute the price of a bundle, the bundle class computes the prices of
each of its items and returns the sum of these values.

Similarly, consider the task of computing the preferred size of a container. The container
must obtain the preferred sizes of all components in the container and combine the
results. In the preceding section, you saw how a container carries out that work by
delegating it to a layout manager.

Pattern: composite
Context:

1. Primitive objects can be combined into composite objects.


2. Clients treat a composite object as a primitive object.

Solution:

1. Define an interface type that is an abstraction for the primitive objects.


2. A composite object contains a collection of primitive objects.
3. Both primitive classes and composite classes implement that interface type.
4. When implementing a method from the interface type, the composite class
applies the method to its primitive objects and combines the results.

As with the previous patterns, we show how the names in the design pattern map to the

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the Swing user interface toolkit.

Name in Design
Actual Name
Pattern
Primitive Component
Composite Container or a subclass such as JPanel
A component that has no children such as JButton or
Leaf
JTextArea
A method of the Component interface such as
method()
getPreferredSize

5.6. The decorator Pattern


5.6.1. Scr
Scroll
oll Bars

When a component contains more information than can be shown on the screen, it
becomes necessary to add scroll bars (see Figure 13 ). Scroll bars make the most sense
for text areas and lists, but other components, such as tables and trees, can also benefit
from them.

For example, here is how you add scroll bars to a text area:

JTextArea area = new JTextArea(10, 25);


JScrollPane scroller = new JScrollPane(area);

Figure 14 shows the relationships between these classes. Because the scroll bars add
functionality to the underlying text area, they are called a decoration.

Figure 5-13: Scroll Bars

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Figure 5-14: Adding a Scroll Bar to a Text Area

The decorator
pattern teaches
how to form a
You can decorate any component with a scroll pane, not just text areas. The important
class that adds point is that a JScrollPane decorates a component and is again a component. Therefore,
functionality to
another class
all of the functionality of the Component class still applies to scroll bars. For example, you
while keeping its can add the scroll pane into a container.
interface.

contentPane.add(scroller, BorderLayout.CENTER);

The JScrollPane class is an example of the decorator pattern. The decorator pattern
applies whenever a class enhances the functionality of another class while preserving its
interface. A key aspect of the decorator pattern is that the decorated component is
entirely passive. The text area does nothing to acquire scroll bars.

An alternate design would be to make the JTextArea class responsible for supplying scroll
bars. An older version of that class (called TextArea without a J) does just that. If you want
scroll bars, you have to pass a flag to the constructor.

There are two advantages to using decorators. First, it would be a bother if lots of
different components (such as text areas, panels, tables, and so on) would each have to
independently supply an option for scroll bars. It is much better if these component
classes can wash their hands of that responsibility and leave it to a separate class.

Moreover, there is a potentially unbounded set of decorations, and the component classes
can’t anticipate all of them. Maybe you want a zoom bar, a slider that automatically
shrinks or magnifies a component? There is no support for zoom bars in the Swing user
interface toolkit, but nothing prevents an enterprising programmer from supplying a
zoom bar decorator.

As with the composite pattern, we note that the decorator implements a method from
the component interface by invoking the same method on the component and then
augmenting the result. For example, the paint method of a scroll pane paints the
decorated component and also the scroll bars.

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Pattern: decorator
Context:

1. You want to enhance the behavior of a class. We’ll call it the component class.
.
2. A decorated component can be used in the same way as a plain component.
3. The component class does not want to take on the responsibility of the
decoration.
4. There may be an open-ended set of possible decorations.

Solution:

1. Define an interface type that is an abstraction for the component.


2. Concrete component classes implement this interface type.
3. Decorator classes also implement this interface type.
4. A decorator object manages the component object that it decorates.
5. When implementing a method from the component interface type, the
decorator class applies the method to the decorated component and
combines the result with the effect of the decoration.

Superficially, the decorator pattern looks very similar to the composite pattern.
However, there is an essential difference. A decorator enhances the behavior of a single
component, whereas a composite collects multiple components. There is also a difference
in intent. A decorator aims to enhance, whereas a composite merely collects.

Here is the mapping of pattern names to actual names in the case of the JScrollPane
decorator.

Name in Design
Actual Name
Pattern
Component Component
ConcreteComponent JTextArea
Decorator JScrollPane

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A method of the Component interface. For example, the
method() paint method paints a part of the decorated component
and the scroll bars.

5.6.2. Str
Streeam D
Deecor
orators
ators

Another example for the decorator pattern is the set of stream filters in the I/O library.
The Reader class supports basic input operations: reading a single character or an array
of characters. The FileReader subclass implements these methods, reading characters
from a file. However, a FileReader has no method for reading a line of input.

The BufferedReader class adds the ability of reading line-oriented input to any reader. Its
readLine method keeps calling read on the underlying reader until the end of a line is
encountered. Here is how you use it:

BufferedReader in = new BufferedReader(new FileReader("input.txt"));


String firstLine = in.readLine();

The BufferedReader class adds another useful service. It asks the reader that it decorates
to read data in larger blocks. The BufferedReader’s read method then gives out the
characters that are stored in the buffer. This buffering increases efficiency.

The BufferedReader class is a decorator. It takes an arbitrary reader and yields a reader
with additional capabilities.

Name in Design
Actual Name
Pattern
Component Reader
ConcreteComponent FileReader
Decorator BufferedReader
The read method. Calling read on a buffered reader
method() invokes read on the component reader if the buffer is
empty.

The Java library contains a number of decorators for readers. The PushbackReader is
designed for applications that require you to “peek ahead” at input. For example, suppose
you process input and need to skip past a sequence of space characters. You read
characters until you find a character that is not a space. But now you wish that you hadn’t
read that character because another part of the program wants to process it. With a
PushbackReader, you can call the unread method to push the character back.

PushbackReader reader = new PushbackReader(


new FileReader("input.txt"));
. . .
char c = reader.read();
if (. . .) reader.unread(c);

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A PushbackReader simply keeps a small buffer of pushed back characters. Its read method
looks inside that buffer before reading from the decorated reader. Other common
decorators for readers are decryptors and decompressors (see Exercise 12).

Of course, writers can be decorated as well. A basic Writer simply sends characters to
some destination. The PrintWriter decorator takes on the responsibility of formatting
numbers and strings.

5.7. How to R
Reecognize P
Patterns
atterns
Students of object-oriented design often have trouble recognizing patterns. The
descriptions of many patterns look superficially alike. As we discussed, the descriptions
of the composite and decorator patterns appear to be almost identical. As you
encounter additional patterns, you will find it increasingly difficult to tell them apart if
you merely try to memorize the pattern descriptions.

One solution is to focus on the intent of the pattern. The intent of the composite pattern
is to group components into a whole, whereas the intent of the decorator pattern is to
decorate a component. The intent of the strategy pattern is completely different,
namely to wrap an algorithm into a class.

Another solution is to remember a place where the pattern is put to use. Many
programmers remember the strategy pattern as the pattern for layout managers and
decorator as the pattern for scroll bars. Of course, a pattern is more general than any of
its manifestations, but there is nothing wrong with using the examples as a memorization
aid.

Students often fall into another trap. The patterns have such intuitive names (such as
observer or strategy) that it is tempting to suspect their usage in many situations
where they don’t actually apply. Just because something seems strategic does not mean
that the strategy pattern is at work. Patterns are not vague concepts. They are very
specific. The strategy pattern only applies when a number of conditions are fulfilled:

• A context class must want to use different variants of an algorithm.


• There must be an interface type that is an abstraction for the algorithm.
• Concrete strategy classes must implement the strategy interface type.
• A client must supply an object of a concrete strategy class to the context class.
• The context class must use the strategy object to invoke the algorithm.

In other words, you should turn every statement in the “Context” and “Solution” parts of
the pattern description into a litmus test.

Let’s put this litmus test to work in another situation.

Figure 15 shows a decoration that you can apply to a component—a border. Typically, you
place a border around a panel that holds related buttons. But you can apply a border to
any Swing component. There are a number of classes that implement the Border interface
type, such as the EtchedBorder and BevelBorder classes. Pass an object of any of these

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classes to the setBorder method:

Border b = new EtchedBorder();


panel.setBorder(b);

Figure 5-15: Borders Around Panels

While a border is undeniably decorative, it is not a manifestation of the decorator


pattern. To see why, let’s go through the context elements of the decorator pattern.

• You want to enhance the behavior of a class. We’ll call it the component class. This
condition holds true. We want to enhance the behavior of a Swing component.
• A decorated component can be used in the same way as a plain component. This
condition still holds true. A component with a border is a component.
• The component class does not want to take on the responsibility of the
decoration.

This condition doesn’t apply here. The component class has a setBorder method. It is
responsible for applying the border.

Thus, Swing borders are not a manifestation of the decorator pattern.

5.8. Putting P
Patterns
atterns to W
Work
ork
In this section, we will put several patterns to work in a simple application. We will
implement an invoice that is composed of line items. A line item has a description and a
price. Here is the LineItem interface type:

ch05/invoice/LineItem.java
1 /**
2 A line item in an invoice.
3 */
4 public interface LineItem
5 {
6 /**
7 Gets the price of this line item.
8 @return the price
9 */

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10 double getPrice();
11 /**
12 Gets the description of this line item.
13 @return the description
14 */
15 String toString();
16 }

We will encounter different kinds of line items. The simplest one is a product. Here is the
Product class:

ch05/invoice/Product.java
1 /**
2 A product with a price and description.
3 */
4 public class Product implements LineItem
5 {
6 /**
7 Constructs a product.
8 @param description the description
9 @param price the price
10 */
11 public Product(String description, double price)
12 {
13 this.description = description;
14 this.price = price;
15 }
16 public double getPrice() { return price; }
17 public String toString() { return description; }
18 private String description;
19 private double price;
20 }

Note: Because roundoff errors are inevitable with floating-point numbers, it is actually
not a good idea to use a double variable to store a monetary value. For financial accuracy,
it would be better to store the price in pennies, as an int or long value, or to use the
BigDecimal class.

Now let’s consider a more complex situation. Sometimes, stores will sell bundles of
related items (such as a stereo system consisting of a tuner, amplifier, CD player, and
speakers). It should be possible to add a bundle to an invoice. That is, a bundle contains
line items and is again a line item. This is precisely the situation of the composite
pattern (see Figure 16 ).

The composite pattern teaches us that the Bundle class should implement the LineItem
interface type. When implementing a LineItem method, the Bundle class should apply the
method to the individual items and combine the result. For example, observe how the

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getPrice method of the Bundle class adds the prices of the items in the bundle.

Figure 5-16: A Bundle of Line Items

Here is the code for the Bundle class.

ch05/invoice/Bundle.java
1 import java.util.*;
2
3 /**
4 A bundle of line items that is again a line item.
5 */
6 public class Bundle implements LineItem
7 {
8 /**
9 Constructs a bundle with no items.
10 */
11 public Bundle() { items = new ArrayList<>(); }
12
13 /**
14 Adds an item to the bundle.
15 @param item the item to add
16 */
17 public void add(LineItem item) { items.add(item); }
18
19 public double getPrice()
20 {
21 double price = 0;
22
23 for (LineItem item : items)
24 price += item.getPrice();
25 return price;
26 }
27

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28 public String toString()
29 {
30 String description = "Bundle: ";
31 for (int i = 0; i < items.size(); i++)
32 {
33 if (i > 0) description += ", ";
34 description += items.get(i).toString();
35 }
36 return description;
37 }
38
39 private ArrayList<LineItem> items;
40 }

A store may give a discount for a bundle, or, for that matter, for other line items. We can
use the decorator pattern to implement discounts. That pattern teaches us to design a
decorator class that holds a LineItem object and whose methods enhance the LineItem
methods. For example, the getPrice method of the DiscountedItem class calls the getPrice
method of the discounted item and then applies the discount (see Figure 17 ).

Figure 5-17: The DiscountedItem Decorator

Here is the code for the DiscountedItem class.

ch05/invoice/DiscountedItem.java
1 /**
2 A decorator for an item that applies a discount.
3 */
4 public class DiscountedItem implements LineItem
5 {
6 /**
7 Constructs a discounted item.
8 @param item the item to be discounted
9 @param discount the discount percentage

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10 */
11 public DiscountedItem(LineItem item, double discount)
12 {
13 this.item = item;
14 this.discount = discount;
15 }
16
17 public double getPrice()
18 {
19 return item.getPrice() * (1 - discount / 100);
20 }
21
22 public String toString()
23 {
24 return item.toString() + " (Discount " + discount
25 + "%)";
26 }
27
28 private LineItem item;
29 private double discount;
30 }

Now let’s look at the Invoice class. An invoice holds a collection of line items.

public class Invoice


{
public void addItem(LineItem item) { items.add(item); }
. . .
private ArrayList<LineItem> items;
}

Our sample program will have a graphical user interface in which we show the invoice
text in a text area. When items are added to the invoice, the invoice text should be
updated. Of course, we could make the “Add” button responsible for updating the text
area, but we prefer a solution that decouples adding items from the invoice display. If we
just knew when new items are added to the invoice, then we could simply refresh the text
area at that time. The observer pattern teaches us how to proceed.

1. Define an observer interface type. Observer classes must implement this interface
type.
2. The subject maintains a collection of observer objects.
3. The subject class supplies methods for attaching observers.
4. Whenever an event occurs, the subject notifies all observers.

These steps are easy to follow. Rather than designing an interface type from scratch, use
the ChangeListener type from the Swing library:

public interface ChangeListener


{
void stateChanged(ChangeEvent event);

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}

The subject is the Invoice class. You are told to supply a collection of observers and a
method to attach observers.

public class Invoice


{
public void addChangeListener(ChangeListener listener)
{
listeners.add(listener);
}
. . .
private ArrayList<ChangeListener> listeners;
}

Furthermore, when the invoice changes, you must notify all observers. This is easily
achieved by appending the following code to the addItem method:

ChangeEvent event = new ChangeEvent(this);


for (ChangeListener listener : listeners)
listener.stateChanged(event);

This completes the modifications to the Invoice class that are needed to support the
observer pattern.

We were motivated to use that pattern because we wanted the text area to update itself
automatically whenever the invoice changes. That goal is now easily achieved (see Figure
18 ).

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Figure 5-18: Observing the Invoice

Invoice invoice = new Invoice();


JTextArea textArea = new JTextArea(20, 40);
ChangeListener listener = new
ChangeListener()
{
public void stateChanged(ChangeEvent event)
{
String formattedInvoice = . . .;
textArea.setText(formattedInvoice);
}
};
invoice.addChangeListener(listener);

Clients of the Invoice class may need to know the line items inside an invoice. However,
we do not want to reveal the structure of the Invoice class. For example, it would be
unwise to return the items array list. That simple-minded approach causes problems if
we later change the internal implementation, storing the items in another data structure
or in a relational database table. Instead, we will follow the iterator pattern.

For simplicity, we make use of the Iterator interface of the Java library. This interface has
three methods:

public interface Iterator<E>


{
boolean hasNext();

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E next();
void remove();
}

The remove method is described as an “optional operation”. When defining an iterator


class, this method cannot be skipped because it belongs to the interface type. But you can
implement it trivially by throwing an UnsupportedOperationException. We will discuss the
optional operations of the Java library in more detail in Chapter 8.

Figure 5-19: Iterating Through the Items of an Invoice

The following method returns an iterator. The returned object belongs to an anonymous
class that implements the Iterator interface (see Figure 19). If you follow the definitions
of the next and hasNext methods, you can see how the iterator object traverses the array
list.

public Iterator<LineItem> getItems()


{
return new
Iterator<LineItem>()
{
public boolean hasNext()
{
return current < items.size();
}

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public LineItem next()
{
LineItem r = items.get(current);
current++;
return r;
}
public void remove()
{
throw new UnsupportedOperationException();
}
private int current = 0;
};
}

Note: The ArrayList class has an iterator method that yields an iterator for traversing
the array list. The getItems method could have simply returned items.iterator(). We
chose to implement the iterator explicitly so that you can see the inner workings of an
iterator object.

Figure 5-20: The InvoiceTester Program

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Finally, let’s take a closer look at the task of formatting an invoice. Our sample program
formats an invoice very simply (see Figure 20 ). As you can see, we have a string
“INVOICE” on top, followed by the descriptions and prices of the line items, and a total at
the bottom.

However, that simple format may not be good enough for all applications. Perhaps we
want to show the invoice on a Web page. Then the format should contain HTML tags, and
the line items should be rows of a table. Thus, it is apparent that there is a need for
multiple algorithms for formatting an invoice.

The strategy pattern addresses this issue. This pattern teaches us to design an interface
to abstract the essential steps of the algorithm. Here is such an interface:

ch05/invoice/InvoiceFormatter.java
1 /**
2 This interface describes the tasks that an invoice
3 formatter needs to carry out.
4 */
5 public interface InvoiceFormatter
6 {
7 /**
8 Formats the header of the invoice.
9 @return the invoice header
10 */
11 String formatHeader();
12
13 /**
14 Formats a line item of the invoice.
15 @return the formatted line item
16 */
17 String formatLineItem(LineItem item);
18
19 /**
20 Formats the footer of the invoice.
21 @return the invoice footer
22 */
23 String formatFooter();
24 }

We make a strategy object available to the format method of the Invoice class:

public String format(InvoiceFormatter formatter)


{
String r = formatter.formatHeader();
Iterator<LineItem> iter = getItems();
while (iter.hasNext())
{
LineItem item = iter.next();
r += formatter.formatLineItem(item);

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}
return r + formatter.formatFooter();
}

The SimpleFormatter class implements the strategy interface type. Figure 21 shows the
relationships between the classes used for formatting.

This particular version provides a very simple formatting algorithm. Exercise 16 asks you
to supply an invoice formatter that produces HTML output.

Figure 5-21: Formatting an Invoice

ch05/invoice/SimpleFormatter.java
1 /**
2 A simple invoice formatter.
3 */
4 public class SimpleFormatter implements InvoiceFormatter
5 {
6 public String formatHeader()
7 {
8 total = 0;
9 return " I N V O I C E\n\n\n";
10 }
11
12 public String formatLineItem(LineItem item)
13 {

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14 total += item.getPrice();
15 return (String.format(
16 "%s: $%.2f\n",item.toString(),item.getPrice()));
17 }
18
19 public String formatFooter()
20 {
21 return (String.format("\n\nTOTAL DUE: $%.2f\n", total));
22 }
23
24 private double total;
25 }

This concludes the design of the invoice program. We have made use of five separate
patterns during the design. Here are the complete Invoice class and the test program.

ch05/invoice/Invoice.java
1 import java.util.*;
2 import javax.swing.event.*;
3
4 /**
5 An invoice for a sale, consisting of line items.
6 */
7 public class Invoice
8 {
9 /**
10 Constructs a blank invoice.
11 */
12 public Invoice()
13 {
14 items = new ArrayList<>();
15 listeners = new ArrayList<>();
16 }
17
18 /**
19 Adds an item to the invoice.
20 @param item the item to add
21 */
22 public void addItem(LineItem item)
23 {
24 items.add(item);
25 // Notify all observers of the change to the invoice
26 ChangeEvent event = new ChangeEvent(this);
27 for (ChangeListener listener : listeners)
28 listener.stateChanged(event);
29 }
30
31 /**
32 Adds a change listener to the invoice.

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33 @param listener the change listener to add
34 */
35 public void addChangeListener(ChangeListener listener)
36 {
37 listeners.add(listener);
38 }
39
40 /**
41 Gets an iterator that iterates through the items.
42 @return an iterator for the items
43 */
44 public Iterator<LineItem> getItems()
45 {
46 return new
47 Iterator<LineItem>()
48 {
49 public boolean hasNext()
50 {
51 return current < items.size();
52 }
53
54 public LineItem next()
55 {
56 return items.get(current++);
57 }
58
59 public void remove()
60 {
61 throw new UnsupportedOperationException();
62 }
63
64 private int current = 0;
65 };
66 }
67
68 public String format(InvoiceFormatter formatter)
69 {
70 String r = formatter.formatHeader();
71 Iterator<LineItem> iter = getItems();
72 while (iter.hasNext())
73 r += formatter.formatLineItem(iter.next());
74 return r + formatter.formatFooter();
75 }
76
77 private ArrayList<LineItem> items;
78 private ArrayList<ChangeListener> listeners;
79 }

ch05/invoice/InvoiceTester.java

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1 import java.awt.*;
2 import java.awt.event.*;
3 import javax.swing.*;
4 import javax.swing.event.*;
5
6 /**
7 A program that tests the invoice classes.
8 */
9 public class InvoiceTester
10 {
11 public static void main(String[] args)
12 {
13 Invoice invoice = new Invoice();
14 InvoiceFormatter formatter = new SimpleFormatter();
15
16 // This text area will contain the formatted invoice
17 JTextArea textArea = new JTextArea(20, 40);
18
19 // When the invoice changes, update the text area
20 invoice.addChangeListener(event ->
21 textArea.setText(invoice.format(formatter)));
22
23 // Add line items to a combo box
24 JComboBox<LineItem> combo = new JComboBox<>();
25 Product hammer = new Product("Hammer", 19.95);
26 Product nails = new Product("Assorted nails", 9.95);
27 combo.addItem(hammer);
28 Bundle bundle = new Bundle();
29 bundle.add(hammer);
30 bundle.add(nails);
31 combo.addItem(new DiscountedItem(bundle, 10));
32
33 // Make a button for adding the currently selected
34 // item to the invoice
35 JButton addButton = new JButton("Add");
36 addButton.addActionListener(event ->
37 {
38 LineItem item = combo.getItemAt(combo.getSelectedIndex());
39 invoice.addItem(item);
40 });
41
42 // Put the combo box and the add button into a panel
43 JPanel panel = new JPanel();
44 panel.add(combo);
45 panel.add(addButton);
46
47 // Add the text area and panel to the frame
48 JFrame frame = new JFrame();
49 frame.add(new JScrollPane(textArea),
50 BorderLayout.CENTER);

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51 frame.add(panel, BorderLayout.SOUTH);
52 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
53 frame.pack();
54 frame.setVisible(true);
55 }
56 }

You have now seen a number of common patterns. You have seen how they are used in
GUI programming, and you have seen simple code examples that put them to work. We
will introduce additional patterns throughout this book.

Exer
Exercises
cises
1. Write a program that contains two frames, one with a column of text fields
containing numbers, and another that draws a bar graph showing the values of
the numbers. When the user edits one of the numbers, the graph should be
redrawn. Use the observer pattern. Store the data in a model. Attach the graph
view as a listener. When a number is updated, the number view should update the
model, and the model should tell the graph view that a change has occured. As a
result, the graph view should repaint itself.
2. Improve Exercise 1 by making the graph view editable. Attach a mouse listener to
the panel that paints the graph. When the user clicks on a point, move the nearest
data point to the mouse click. Then update the model and ensure that both the
number view and the graph view are notified of the change so that they can
refresh their contents. Hint: Look up the API documentation for the MouseListener
interface type. In your listener, you need to take action in the mousePressed
method. Implement the remaining methods of the interface type to do nothing.
3. A slider is a user interface component that allows a user to specify a continuum of
values. To be notified of slider movement, you need to attach a class that
implements the ChangeListener interface type. Read the API documentation for
JSlider and ChangeListener. Make a table of pattern names and actual names that
shows how this is a manifestation of the observer pattern.
4. Implement a program that contains a slider and a car icon. The size of the car
should increase or decrease as the slider is moved.
5. Read about the GridBagLayout and reimplement the Telephone class by adding all
components directly to the content pane controlled by a single grid bag layout.
6. Add two telephone handsets to the GUI version of the voice mail program. When
you test your program, add a message through one of the handsets and retrieve it
through the other.
7. Improve the program of Exercise 6 so that the program does not terminate as
soon as one of the handset frames is closed. Hint: Don’t use a default close
operation but install a WindowListener into the frames. The windowClosing method
of the listener should call System.exit(0) when the last frame is being closed.
8. Add scroll bars to the text areas of the telephone frame.

9. Use the composite pattern to define a class CompositeIcon that implements the
Icon interface type and contains a list of icons. Supply a method

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void addIcon(Icon icon, int x, int y)

10. You can give a title to a border by using the TitledBorder class. For example,

panel.setBorder(new TitledBorder(new EtchedBorder(),


"Select one option"));

Which pattern is at work here? Explain.

11. A Scanner can be used to read numbers and lines from a Reader. Is this an example
of the decorator pattern?
12. Supply decorator classes EncryptingWriter and DecryptingReader that encrypt and
decrypt the characters of the underlying reader or writer. Make sure that these
classes are again readers and writers so that you can apply additional decorations.
For the encryption, simply use the Caesar cipher, which shifts the alphabet by
three characters (i.e., A becomes D, B becomes E, and so on).
13. Improve the classes of Exercise 12 so that it is possible to vary the encryption
algorithm. Which design pattern are you employing?
14. Suppose you want to combine the benefits of the PushbackReader and
BufferedReader decorators and call both the readLine and unread methods. What
problem might you encounter? What redesign could fix the problem? What design
lesson can you draw from your observation?
15. Make tables for the five patterns of the invoice program that show how the names
used in the pattern descriptions map to the actual names in the implementations.
16. Provide a class that implements the InvoiceFormatter interface type, using HTML
to format the output prettily.
17. Write a new pattern from your own programming experience. Think of a problem
that you ended up solving more than once, and describe the problem and solution
in the pattern format.

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Chapter 6
Inheritanc
Inheritancee and Abstr
Abstract
act Clas
Classes
ses
• The Concept of Inheritance
• Graphics Programming with Inheritance
• Abstract Classes
• The template method Pattern
• Protected Interfaces
• The Hierarchy of Swing Components
• The Hierarchy of Standard Geometric Shapes
• The Hierarchy of Exception Classes
• When Not to Use Inheritance
• Exercises

In this chapter we discuss the important class relationship of inheritance. A class inherits
from another class if it describes a specialized subset of objects. For example, a class
Manager may inherit from a class Employee. All methods that apply to employees also apply
to managers. But managers are more specialized because they have methods that are not
applicable to employees in general. For example, managers may get bonuses that regular
employees do not enjoy.

We start with a very simple example to show the mechanics of inheritance. Then we
progress to a series of interesting graphical programs that demonstrate advanced
techniques. Finally, we examine how inheritance is used in the Java class libraries.

6.1. The Conc


Concept
ept of Inheritanc
Inheritancee
6.1.1. Using Inheritanc
Inheritancee for Modeling Spe
Specialization
cialization

Specialized You use inheritance to model a relationship between classes in which one class
subclasses inherit
from superclasses
represents a more general concept and another a more specialized concept. For example,
that represent consider a class Manager that inherits from the class Employee . This is a valid use of
more general
concepts. inheritance because managers are a special type of employee. Every manager is an
employee, but not every employee is a manager. The more general class is called the
superclass and the more specialized class the subclass .

A subclass can Generally, the subclass extends the capabilities of the superclass. The specialized subclass
define additional
methods and
objects may have additional methods and fields.
fields.
Consider this simple Employee class:

public class Employee


{
public Employee(String aName) { name = aName; }

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public void setSalary(double aSalary) { salary = aSalary; }
public String getName() { return name; }
public double getSalary() { return salary; }
private String name;
private double salary;
}

Subclasses can Here is a Manager class that adds a new method and a new field. The subclass also
override methods
by giving a new
overrides an existing method of the superclass, giving a new definition. The Manager
definition for a version of getSalary will compute the sum of the base salary and the bonus.
method that exists
in the superclass.
public class Manager extends Employee
{
public Manager(String aName) { . . . }
public void setBonus(double aBonus) { bonus = aBonus; } // new method
public double getSalary() { . . . } // overrides Employee method
private double bonus;// new field
}

Note that Java uses the extends keyword to denote inheritance. You will see the code for
the Manager constructor and the getSalary method later in this chapter.

Figure 1 shows the class diagram.

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Figure 6-1: The Manager Class Inherits from the Employee Class

Subclasses inherit
the methods of the
superclass.
When inheriting from a superclass, you need to declare only the difference between the
subclass and superclass. The subclass automatically inherits all method from the
superclass, unless the subclass overrides them.

In the example, the Manager subclass has the following methods:

• Methods setSalary and getName (inherited from Employee)


• A method getSalary (overridden in Manager )
• A method setBonus (defined in Manager)

An object of a subclass has fields defined in its own class as well as the superclass. For
example, a Manager object has the following fields:

• Fields name and salary (defined in Employee)


• A field bonus (defined in Manager )

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Note: If a method is tagged as final, it cannot be overridden in a subclass, which is useful
for particularly sensitive methods (such as security checks). It is also possible to declare
a class as final. A final class cannot be extended. For example, the String class is a final
class.

6.1.2. The Super/Sub T


Terminolog
erminologyy

Beginners are often confused by the super/sub terminology. Isn’t a manager superior to
employees in some way? After all, each Manager object contains all the fields of an
Employee object. Why then is Manager the subclass and Employee the superclass?

Figure 6-2: The Set of Managers is a Subset of the Set of Employees

Subclass objects
form a subset of
the set of
The terminology becomes clear when you think of a class as a set of objects. The set of
superclass objects. managers is a subset of the set of employees, as shown in Figure 2 .

6.1.3. Inheritanc
Inheritancee Hier
Hierar
archies
chies

In the real world, concepts are often categorized into hierarchies . Hierarchies are
frequently represented as trees, with the most general concepts at the root of the
hierarchy and more specialized ones towards the branches.

Sets of classes can In object-oriented design, it is equally common to group classes into complex inheritance

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form complex hierarchies. Figure 3 shows a part of a hierarchy of classes that represent various kinds
inheritance
hierarchies.
of employees. We place the class Object at the base of the hierarchy because all other
classes in Java extend the Object class. You will learn more about that class in Chapter 7.

When designing a hierarchy of classes, you ask yourself which features are common to all
classes that you are designing. Those common properties are collected in superclasses at
the base of the hierarchy. For example, all employees have a name and a salary. More
specialized properties are only found in subclasses. In our model, only managers receive
a bonus.

Later in this chapter, we will analyze several important hierarchies of classes that occur
in the Java library.

Figure 6-3: Hierarchy of Employee Classes

6.1.4. The Substitution P


Principle
rinciple

According to the Since a subclass inherits the behavior of its superclass, you can substitute subclass
Liskov
substitution
objects whenever a superclass object is expected. This rule is called the Liskov
principle, you can substitution principle, named after Barbara Liskov, a professor at MIT and pioneering
use a subclass
object whenever a researcher in the field of object-oriented programming.
superclass object
is expected.
For example, consider the following instructions:

Employee e;
. . .
System.out.println("name=" + e.getName());
System.out.println("salary=" + e.getSalary());

The Liskov substitution principle states that the instructions work equally well if you
supply a Manager object where an Employee object is expected.

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e = new Manager("Bernie Smith");

Let’s look at each of the calls in turn. The call

e.getName()

poses no particular problem. The Manager class inherits the getName method from the
Employee class.

However, the call

e.getSalary()

is more interesting. There are two versions of the getSalary method, one defined in the
Employee class, and another in the Manager class. As you already saw in Chapter 4, the Java
virtual machine automatically executes the correct version of the method, depending on
the type of object to which e refers. If e refers to a Manager object, then the Manager version
of the getSalary method is invoked. Recall that this phenomenon is called polymorphism.

6.1.
6.1.5.
5. Invoking Super
Superclas
classs Methods

Now let’s implement the getSalary method of the Manager class. This method returns the
sum of the base salary and the bonus.

public class Manager extends Employee


{
public double getSalary()
{
return salary + bonus; // ERROR—private field
}
. . .
}

A subclass cannot However, we have a problem. The salary field is a private field of the Employee class. The
access private
features of its
methods of the Manager class have no right to access that field. A subclass has to play by
superclass. the same rules as any other class, and use the public getSalary method.

public double getSalary()


{
return getSalary() + bonus; // ERROR—recursive call
}

Use the super Unfortunately, now we have a different problem. If you call getSalary inside a method
keyword to call a
superclass
that is also called getSalary, then the method calls itself. However, we want to call the
method. superclass method to retrieve the employee salary. You use the super keyword to express
that intention.

public double getSalary()


{
return super.getSalary() + bonus;

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}

Note that super is not a variable; in particular, it is not like the this variable. Of course, if
you called

this.getSalary();

then the Manager version of the getSalary() method would call itself—and produce an
infinite regression of calls.

Also note that you can’t simply convert the this reference to the superclass type. Consider
this attempt:

Employee superThis = this;


return superThis.getSalary() + bonus;

However, the call superThis.getSalary still invokes the Manager method! This is the effect
of polymorphism. The actual type of the object to which a variable refers, and not the
declared type of the variable, determines which method is called. Since the object to
which superThis refers is of type Manager, the getSalary method of the Manager class is
invoked.

The super keyword suppresses the polymorphic call mechanism and forces the
superclass method to be called instead.

Caution: As you just saw, subclasses have no right to access the private features of a
superclass. Beginners sometimes try to “solve” this problem by redeclaring fields in the
subclass:

public class Manager extends Employee


{
. . .
private double salary; // ERROR—replicated field
}

Now a Manager object has two fields named salary! One of them is manipulated by the
Employee methods and the other by the Manager methods. Be sure to avoid this common
design error.

6.1.6. Invoking Super


Superclas
classs Constructors

Use the super To complete the implementation of the Manager class, we need to supply the Manager
keyword to call a
superclass
constructor. The constructor receives a string for the name of the manager. As already
constructor at the discussed, you cannot simply set the name field to the parameter value, because that field
start of a subclass
constructor. is a private field of the Employee class. Instead, you must call the Employee constructor.
You also use the super keyword for this purpose:

public Manager(String aName)

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{
super(aName); // Calls superclass constructor to initialize private fields of superclass
bonus = 0;
}

The call to the superclass constructor must be the first statement of the subclass
constructor.

If a subclass If the superclass has a constructor with no parameters, then a subclass constructor
constructor does
not call a
doesn’t have to call any superclass constructor. By default, the superclass is constructed
superclass automatically with its no-parameter constructor. For example, later in this chapter, we
constructor, then
the superclass will form subclasses of the JComponent and JFrame classes. Because those classes have
constructor with constructors JComponent() and JFrame() with no parameters, the subclass constructors
no parameters is
called needn’t call super.
automatically.

If all superclass constructors require parameters, then the subclass must call super or the
compiler reports an error.

6.1.7
6.1.7.. Preconditions and P
Postc
ostconditions
onditions of Inherite
Inheritedd Methods

Recall from Chapter 3 that a precondition of a method is a condition that must be true
before the method can be called. The caller of the method is responsible for making the
call only when the precondition holds.

A subclass method When a subclass overrides a method, the precondition of that method cannot be stronger
can only require a
precondition that
than the precondition of the superclass method that it overrides.
is at most as
strong as the
precondition of
For example, let’s give a reasonable precondition to the setSalary method of the Employee
the method that it class: The salary should be a positive value.
overrides.

public class Employee


{
/**
Sets the employee salary to a given value.
pre @param aSalary the new salary
@precondition aSalary > 0
*/
public void setSalary(double aSalary) { . . . }
. . .
}

Now consider a subclass Manager. Can the Manager class set a precondition of the setSalary
method that the salary is always at least $100,000? No. The precondition in the subclass
method cannot be stronger than the precondition in the superclass method. To see the
reason, consider these statements.

Employee e = . . .;
e.setSalary(50000);

This code would appear to be correct because the method parameter is > 0, fulfilling the

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precondition of the Employee method. However, if e referred to a Manager object, then the
precondition that the salary be at least $100,000 would be violated. This conflicts with
the concept that preconditions must be checkable by the programmer making the call.

To summarize: When a subclass overrides a method, its precondition may be at most as


strong as the precondition of the superclass method. In particular, if a superclass method
has no precondition, the subclass method may not have a precondition either.

A subclass method Conversely, when a subclass overrides a method, its postcondition must be at least as
must ensure a
postcondition that
strong as the postcondition of the superclass method. For example, suppose
is at least as Employee.setSalary promises not to decrease the employee’s salary. Then all methods
strong as the
postcondition of that override setSalary must make the same promise or a stronger promise.
the method that it
overrides.

Note: You just saw that preconditions of subclass methods cannot be more restrictive
than the preconditions of the superclass methods that they override. The same reasoning
holds for a number of other conditions. In particular:

• When you override a method, you cannot make it less accessible.


• When you override a method, you cannot throw more checked exceptions than
are already declared in the superclass method.

6.2. Gr
Graphics
aphics P
Prrogr
ogramming
amming with Inheritanc
Inheritancee
6.2.1. Designing Subclas
Subclasses
ses of the JComponent Clas
Classs

In this section, we will put inheritance to work in practical programming situations. In


Chapter 4, you saw how to draw shapes by using classes that implement the Icon
interface type.

public class MyIcon implements Icon


{
public void paintIcon(Component c, Graphics g, int x, int y)
{
drawing instructions go here
}
. . .
}

To draw shapes, Another common technique is to form a subclass of JComponent. You redefine its
subclass the
JComponent class
paintComponent method, like this:
and override the
paintComponent
method.
public class MyComponent extends JComponent
{
public void paintComponent(Graphics g)
{
drawing instructions go here

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}
. . .
}

There is one advantage to this approach—the JComponent class has a rich behavior that
you automatically inherit. For example, you can attach a mouse listener to the component
and receive notification when the user clicks on the component with the mouse. This is
an important difference between implementing an interface type and extending a class.
When you implement an interface type, you start with nothing, or next to nothing. The
interface type supplies just the names and signatures of the methods you must support,
and maybe some default and static methods. When you extend a class, you inherit all
features that the superclass offers.

We will develop a program that allows a user to move a car by dragging it with the
mouse. In the following sections, that program will be enhanced to show a scene
composed of arbitrary shapes.

The CarComponent class stores a reference to a CarShape object. Its paintComponent method
draws the shape:

public class CarComponent extends JComponent


{
. . .
public void paintComponent(Graphics g)
{
Graphics2D g2 = (Graphics2D) g;
car.draw(g2);
}

private CarShape car;


}

6.2.2. Listener Interfac


Interfacee T
Types
ypes and Adapter Clas
Classes
ses

To complete the car drawing program, we need to add mouse event handlers. When the
user presses the mouse button, we want to check whether the mouse position is inside
the car. If so, we will initiate the dragging process. When the user drags the mouse, we
move the car to follow the mouse position.

To track mouse To enable mouse tracking, you attach a listener to the component. Actually, there are two
actions, you attach
mouse listeners
listener types, one for listening to mouse clicks and another for listening to mouse
and mouse motion movement. These two event types are separated because listening for mouse movement
listeners to
components. is fairly expensive. Program users move the mouse a lot, causing frequent calls to mouse
motion listeners. If a client is only interested in mouse clicks, then it is best not to install
a mouse motion listener.

Here are the interface types:

public interface MouseListener


{

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void mouseClicked(MouseEvent event);
void mousePressed(MouseEvent event);
void mouseReleased(MouseEvent event);
void mouseEntered(MouseEvent event);
void mouseExited(MouseEvent event);
}

public interface MouseMotionListener


{
void mouseMoved(MouseEvent event);
void mouseDragged(MouseEvent event);
}

Listener interface Both the MouseListener and MouseMotionListener interface types have several methods,
types with many
methods have
yet an actual listener usually wants a nontrivial action in only one or two of them. To
corresponding simplify the implementation of listeners, some friendly soul has produced two classes,
adapter classes
with do-nothing MouseAdapter and MouseMotionAdapter, that implement all methods to do nothing.
methods. Extend
the adapter rather
than Here is the implementation of the MouseAdapter class:
implementing the
listener.
public class MouseAdapter implements MouseListener
{
public void mouseClicked(MouseEvent event) {}
public void mousePressed(MouseEvent event) {}
public void mouseReleased(MouseEvent event) {}
public void mouseEntered(MouseEvent event) {}
public void mouseExited(MouseEvent event) {}
}

To define your own listener, just extend these adapter classes and override the methods
you care about. For example, the mouse listener of the CarComponent only cares about the
mousePressed method, not the other four methods of the MouseListener interface type.

Tip: If most subclasses need one version of the method, and a few need a different one,
move the most common method to the superclass. The few subclasses that need a
different version can override the default, but most classes need to do nothing.

public class CarComponent extends JComponent


{
public CarComponent()
{
. . .
addMouseListener(new MousePressedListener());
. . .
}

private class MousePressedListener extends MouseAdapter


{

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public void mousePressed(MouseEvent event)
{
// mouse action goes here
mousePoint = event.getPoint();
if (!car.contains(mousePoint)) mousePoint = null;
}
}
. . .
private CarShape car;
private Point mousePoint;
}

The CarComponent class inherits the addMouseListener method from its superclass. The
mousePressed method is overridden so that we gain control as soon as the mouse button is
depressed. The mouseClicked method is not appropriate here—it’s only called after the
mouse button has been depressed and released.

The mousePressed method remembers the position at which the mouse was pressed. That
position is needed later when dragging the car. Therefore, we store it in the mousePoint
instance field. However, if the mouse position was not inside the car, we set the
mousePoint field to null. That is an indication that dragging the mouse should not move
the car.

Next, we need a mouse motion listener. We want to track when the mouse is dragged
(moved while a mouse button is depressed). Whenever the mouse position changes, the
mouseDragged method is called. We compute the difference between the previous and the
current mouse positions, update the car position, and ask the component to repaint itself
so that the car is drawn in the new position.

public class CarComponent extends JComponent


{
public CarComponent()
{
. . .
addMouseMotionListener(new MouseDraggedListener());
. . .
}

private class MouseDraggedListener extends MouseMotionAdapter


{
public void mouseDragged(MouseEvent event)
{
// mouse drag action goes here
if (mousePoint == null) return;
Point lastMousePoint = mousePoint;
mousePoint = event.getPoint();
double dx = mousePoint.getX() - lastMousePoint.getX();
double dy = mousePoint.getY() - lastMousePoint.getY();
car.translate((int) dx, (int) dy);
repaint();

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}
}
}

Here is the complete program. (The code for the CarShape class is in Section 4.10.) Figure
4 shows the class diagram.

ch06/car/CarComponent.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import java.awt.geom.*;
4 import javax.swing.*;
5 import java.util.*;
6
7 /**
8 A component that shows a car.
9 */
10 public class CarComponent extends JComponent
11 {
12 public CarComponent()
13 {
14 car = new CarShape(20, 20, 50);
15 addMouseListener(new MousePressedListener());
16 addMouseMotionListener(new MouseDraggedListener());
17 }
18
19 private class MousePressedListener extends MouseAdapter
20 {
21 public void mousePressed(MouseEvent event)
22 {
23 mousePoint = event.getPoint();
24 if (!car.contains(mousePoint)) mousePoint = null;
25 }
26 }
27
28 private class MouseDraggedListener extends MouseMotionAdapter
29 {
30 public void mouseDragged(MouseEvent event)
31 {
32 if (mousePoint == null) return;
33 Point lastMousePoint = mousePoint;
34 mousePoint = event.getPoint();
35 double dx = mousePoint.getX() - lastMousePoint.getX();
36 double dy = mousePoint.getY() - lastMousePoint.getY();
37 car.translate((int) dx, (int) dy);
38 repaint();
39 }
40 }
41

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42 public void paintComponent(Graphics g)
43 {
44 Graphics2D g2 = (Graphics2D) g;
45 car.draw(g2);
46 }
47
48 private CarShape car;
49 private Point mousePoint;
50 }

ch06/car/CarMover.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.awt.event.*;
4 import javax.swing.*;
5
6 /**
7 A program that allows users to move a car with the mouse.
8 */
9 public class CarMover
10 {
11 public static void main(String[] args)
12 {
13 JFrame frame = new JFrame();
14 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
15
16 frame.add(new CarComponent());
17 frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
18 frame.setVisible(true);
19 }
20
21 private static final int FRAME_WIDTH = 400;
22 private static final int FRAME_HEIGHT = 400;
23 }

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Figure 6-4: The Classes of the Car Mover Program

6.3. Abstr
Abstract
act Clas
Classes
ses
As a practical example of object-oriented design techniques, we will develop a scene
editor program. A scene consists of shapes such as cars, houses, and so on.

The scene editor draws the shapes and allows the user to add, move, and delete shapes (
Figure 5 ). As is common with programs of this kind, we allow the user to select a shape
with the mouse. Clicking on a shape selects it, clicking again unselects it. The selection is
used when dragging the mouse or clicking on the “Remove” button. Only the selected
shapes are moved or deleted. Shapes need to draw themselves in a different way when
they are selected. In this version of our scene editor, the houses and cars use a black fill to
denote selection.

There are a number of operations that the shapes must carry out (see Figure 6 ):

• Keep track of the selection state.


• Draw a plain or selected shape.
• Move a shape.
• Find out whether a point (namely the mouse position) is inside a shape.

Therefore, a natural next step is to design an interface type

public interface SceneShape


{
void setSelected(boolean b);
boolean isSelected();
void draw(Graphics2D g2);
void drawSelection(Graphics2D g2);

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void translate(int dx, int dy);
boolean contains(Point2D aPoint);
}

Figure 6-5: The Scene Editor

Figure 6-6: A CRC Card of the SceneShape Interface Type

We’ll then define classes CarShape and HouseShape that implement this interface type.

However, there is some commonality between these classes. Every shape needs to keep a

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selection flag. The naive approach would be to supply the selection flag separately in each
class:

public class HouseShape implements SceneShape


{
. . .
public void setSelected(boolean b) { selected = b; }
public boolean isSelected() { return selected; }
private boolean selected;
}

public class CarShape implements SceneShape


{
. . .
public void setSelected(boolean b) { selected = b; }
public boolean isSelected() { return selected; }
private boolean selected;
}

Move common Clearly, it is a better idea to design a class that expresses this commonality. We will call
fields and
methods into a
this class SelectableShape.
superclass.
public class SelectableShape implements SceneShape
{
public void setSelected(boolean b) { selected = b; }
public boolean isSelected() { return selected; }
private boolean selected;
}
public class CarShape extends SelectableShape { . . . }
public class HouseShape extends SelectableShape { . . . }

Figure 7 shows the relationships between these types.

However, there is a problem with the SelectableShape class. It does not define all of the
methods of the SceneShape interface type. Four methods are left undefined in this class.

• void draw(Graphics2D g2)


• void drawSelection(Graphics2D g2)
• void translate(double dx, double dy)
• boolean contains(Point2D aPoint)

An abstract We say that these methods are undefined or abstract in the SelectableShape class. It is the
method is
undefined and
job of further subclasses to define them. For that reason, the SelectableShape class must
must be defined in be tagged as abstract:
a subclass. A class
with one or more
abstract methods public abstract class SelectableShape implements
must be declared
as abstract. SceneShape { . . . }

The HouseShape and CarShape classes are concrete subclasses that define the remaining
methods.

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Figure 6-7: Relationships Between SelectableShape Types

You cannot
construct objects
of an abstract
Abstract classes are convenient placeholders for factoring out common behavior. They
class. behave exactly the same as any other classes, with a single exception: You cannot
instantiate an abstract class. That is, it is an error to construct a SelectableShape object:

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SelectableShape shape = new SelectableShape(); // ERROR

Such an object would be dangerous—an error would occur if one of its missing methods
was called.

However, it is perfectly legal to have variables whose type is an abstract class. Naturally,
they must contain a reference to an object of a concrete subclass (or null).

SelectableShape shape = new HouseShape(); // OK

Tip: Students are often scared about abstract classes, equating “abstract” with “hard to
understand”, and then believing that any class that is hard to understand should
therefore be abstract. Don’t fall into that trap. An abstract class is simply a class that
cannot be instantiated, generally because it has unimplemented methods.

The SelectableShape class is abstract because it lacks the definition of several methods.
However, you can tag any class as abstract, thereby making it impossible to construct
objects of that class. That mechanism is useful for supplying a class that defines useful
services for subclasses but that, for conceptual reasons, should not be instantiated. You
will see an example later in this chapter.

An abstract class is somewhere between an interface type and a concrete class. It


requires that subclasses implement methods with a given signature. However, an abstract
class usually has some implementation—methods, fields, or both.

Tip: It is a common misconception that abstract classes have no instance fields, or that
all methods of an abstract class should be abstract. That is not so; abstract classes can
have instance fields and methods. You always want to move as much common
functionality as possible into the superclass, whether or not it is abstract. For example,
the SelectableShape class is an abstract class. But that doesn’t mean it can’t have fields or
methods. An abstract shape does know how to do something, namely manage the
selection flag. But it doesn’t know everything; hence, it is abstract.

Abstract classes have an advantage over interface types: they can define common
behavior. But they also have a severe disadvantage: A class can only extend one abstract
class, but it can implement several different interface types.

For that reason, we have both a SceneShape interface type and a SelectableShape class.

The SelectableShape is a service for classes that wish to implement the SceneShape
interface type. If they find its implementation appropriate, and if they don’t already
extend another class, they are free to extend the class. But they aren’t forced into
anything— a class can implement the interface type in any way it chooses.

In general, it is a good idea to supply both an interface type and a class that implements
some of its methods with convenient defaults.

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Note: The Java library has a number of “interface type/abstract class” pairs, such as
Collection/AbstractCollection and ListModel/AbstractListModel. The abstract class
implements some of the methods of the interface type, making it easier for programmers
to supply concrete classes that implement the interface type. It would be a good idea to
follow that naming convention and rename the SelectableShape class into AbstractShape.
We did not do so because students preferred the more descriptive name.

Here is the core code for the scene drawing program. The program is very similar to the
car mover program of the preceding section. However, a SceneComponent holds an array
list of SceneShape objects. Its paintComponent method draws the shapes. If a shape is
selected, its selection decoration is drawn as well.

The mouse press handler of the SceneComponent searches all shapes in the scene, looks for
the shape containing the mouse position, and toggles its selection state. Then the
component is asked to repaint itself, so that the change in the selection state is properly
painted.

The code for dragging shapes is exactly analogous to that of the car mover program.
However, we now move all selected shapes.

ch06/scene1/SceneComponent.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import java.awt.geom.*;
4 import javax.swing.*;
5
6 import java.util.*;
7
8 /**
9 A component that shows a scene composed of shapes.
10 */
11 public class SceneComponent extends JComponent
12 {
13 public SceneComponent()
14 {
15 shapes = new ArrayList<>();
16 addMouseListener(new MousePressedListener());
17 addMouseMotionListener(new MouseDraggedListener());
18 }
19
20 private class MousePressedListener extends MouseAdapter
21 {
22 @Override
23 public void mousePressed(MouseEvent event)
24 {
25 mousePoint = event.getPoint();
26 for (SceneShape s : shapes)

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27 {
28 if (s.contains(mousePoint))
29 s.setSelected(!s.isSelected());
30 }
31 repaint();
32 }
33 }
34
35 private class MouseDraggedListener extends MouseAdapter
36 {
37 @Override
38 public void mouseDragged(MouseEvent event)
39 {
40 Point lastMousePoint = mousePoint;
41 mousePoint = event.getPoint();
42 for (SceneShape s : shapes)
43 {
44 if (s.isSelected())
45 {
46 double dx = mousePoint.getX() - lastMousePoint.getX();
47 double dy = mousePoint.getY() - lastMousePoint.getY();
48 s.translate((int) dx, (int) dy);
49 }
50 }
51 repaint();
52 }
53 }
54
55 /**
56 Adds a shape to the scene.
57 @param s the shape to add
58 */
59 public void add(SceneShape s)
60 {
61 shapes.add(s);
62 repaint();
63 }
64
65 /**
66 Removes all selected shapes from the scene.
67 */
68 public void removeSelected()
69 {
70 for (int i = shapes.size() - 1; i >= 0; i--)
71 {
72 SceneShape s = shapes.get(i);
73 if (s.isSelected()) shapes.remove(i);
74 }
75 repaint();
76 }

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77
78 public void paintComponent(Graphics g)
79 {
80 Graphics2D g2 = (Graphics2D) g;
81 for (SceneShape s : shapes)
82 {
83 s.draw(g2);
84 if (s.isSelected())
85 s.drawSelection(g2);
86 }
87 }
88
89 private ArrayList<SceneShape> shapes;
90 private Point mousePoint;
91 }

ch06/scene1/SceneEditor.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.awt.event.*;
4 import javax.swing.*;
5
6 /**
7 A program that allows users to edit a scene composed
8 of items.
9 */
10 public class SceneEditor
11 {
12 public static void main(String[] args)
13 {
14 JFrame frame = new JFrame();
15 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
16
17 SceneComponent scene = new SceneComponent();
18
19 JButton houseButton = new JButton("House");
20 houseButton.addActionListener(new
21 ActionListener()
22 {
23 public void actionPerformed(ActionEvent event)
24 {
25 scene.add(new HouseShape(20, 20, 50));
26 }
27 });
28
29 JButton carButton = new JButton("Car");
30 carButton.addActionListener(new
31 ActionListener()
32 {

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33 public void actionPerformed(ActionEvent event)
34 {
35 scene.add(new CarShape(20, 20, 50));
36 }
37 });
38
39 JButton removeButton = new JButton("Remove");
40 removeButton.addActionListener(new
41 ActionListener()
42 {
43 public void actionPerformed(ActionEvent event)
44 {
45 scene.removeSelected();
46 }
47 });
48
49 JPanel buttons = new JPanel();
50 buttons.add(houseButton);
51 buttons.add(carButton);
52 buttons.add(removeButton);
53
54 frame.add(scene, BorderLayout.CENTER);
55 frame.add(buttons, BorderLayout.NORTH);
56 frame.setSize(300, 300);
57 frame.setVisible(true);
58 }
59 }

Special Topic: Refactoring

Martin Fowler has coined the term refactoring for restructuring code in a disciplined
way. His book (Refactoring, Addison-Wesley, 2000) and Web site
(http://www.refactoring.com) list a large number of refactoring rules. The rules have
a simple format. Each rule starts with a brief explanation of the possible benefits of
applying the restructuring and then contains “before” and “after” scenarios,
separated by an arrow (⇒). Here is a typical example of a refactoring rule that we
used in the preceding section:

Extract Superclass
Symptom You have two classes with similar features.
Remedy Create a superclass and move the common features to the superclass.

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In general, a refactoring rule teaches you how to make small transformations of your
code. Some are quite mundane, for example:

Introduce Explaining Variable


Symptom You have an expression that is hard to understand.

Put the value of the expression in a temporary variable whose


name explains the purpose of the expression.

car.translate(mousePoint.getX() - lastMousePoint.getX(),
mousePoint.getY() - lastMousePoint.getY());
Remedy

int xdistance = mousePoint.getX() - lastMousePoint.getX();
int ydistance = mousePoint.getY() - lastMousePoint.getY();
car.translate(xdistance, ydistance);

It has been observed that programmers are often reluctant to make any changes in
existing code, presumably because they are afraid of breaking it. The advocates of
“relentless refactoring” suggest that programmers should be familiar with the
refactoring rules and apply them whenever they see code that can be improved. In
order to validate that the refactoring has not introduced any bugs, it is essential to
run a test suite after the refactoring.

Refactoring rules are quite different from design patterns. Refactoring tells you how
to improve code that has already been written. A design pattern tells you how to
produce a better design so that you hopefully won’t need to apply refactoring later.

6.4. The template method Pattern


Consider the task of drawing the selection adornment of a shape. Selected shapes need to
be drawn in a special way so that they can be visually distinguished. In the preceding

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section, each shape was responsible for drawing a special decoration when it was
selected. However, that approach was not very satisfactory. Each shape class had to
provide a separate mechanism for drawing the decoration. Figure 8 shows a better way
that can be applied generically, independent of the particular shape: Move the shape by a
small amount, draw it, move it again, and draw it again. That draws a thickened image of
the shape.

This method can be supplied in the SelectableShape class:

public void drawSelection(Graphics2D g2)


{
translate(1, 1);
draw(g2);
translate(1, 1);
draw(g2);
translate(-2, -2);
}

Of course, the abstract SelectableShape class doesn’t know how the actual subclass will do
the drawing and translating. It just knows that the subclass has these methods, and that
calling them in this order will achieve the desired effect of drawing a thickened image of
the shape.

The template The drawSelection method is an example of the template method pattern. In this
method pattern
teaches how to
pattern, a superclass defines a method that calls primitive operations that a subclass
supply an needs to supply. Each subclass can supply the primitive operations as is most appropriate
algorithm for
multiple types, for it. The template method contains the knowledge of how to combine the primitive
provided that the operations into a more complex operation.
sequence of steps
does not depend
on the type.

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Figure 6-8: Highlighting a Shape

Pattern: template method


Context:

1. An algorithm is applicable for multiple types.


2. The algorithm can be broken down into primitive operations. The primitive
operations can be different for each type.
3. The order of the primitive operations in the algorithm doesn’t depend on the
type.

Solution:

1. Define an abstract superclass that has a method for the algorithm and
abstract methods for the primitive operations.
2. Implement the algorithm to call the primitive operations in the appropriate
order.
3. Do not define the primitive operations in the superclass or define them to
have appropriate default behavior.
4. Each subclass defines the primitive operations but not the algorithm.

Here is the mapping of the pattern concepts to the shape drawing algorithm:

Name in Design Pattern Actual Name


AbstractClass SelectableShape
ConcreteClass CarShape, HouseShape

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templateMethod() drawSelection()
primitiveOp1(), primitiveOp2() translate(), draw()

Tip: The template method pattern teaches you how to deal with a set of subclass
methods whose implementations are almost identical. To check whether you can apply
the pattern, see whether you can express the difference between the various methods as
another method. Then move the common code to the superclass and call a method for the
variant part. You saw an example of that process in the drawSelection method of the
SelectableShape class.

ch06/scene2/SelectableShape.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 A shape that manages its selection state.
6 */
7 public abstract class SelectableShape implements SceneShape
8 {
9 public void setSelected(boolean b)
10 {
11 selected = b;
12 }
13
14 public boolean isSelected()
15 {
16 return selected;
17 }
18
19 public void drawSelection(Graphics2D g2)
20 {
21 translate(1, 1);
22 draw(g2);
23 translate(1, 1);
24 draw(g2);
25 translate(-2, -2);
26 }
27
28 private boolean selected;
29 }

ch06/scene2/HouseShape.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**

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5 A house shape.
6 */
7 public class HouseShape extends SelectableShape
8 {
9 /**
10 Constructs a house shape.
11 @param x the left of the bounding rectangle
12 @param y the top of the bounding rectangle
13 @param width the width of the bounding rectangle
14 */
15 public HouseShape(int x, int y, int width)
16 {
17 this.x = x;
18 this.y = y;
19 this.width = width;
20 }
21
22 public void draw(Graphics2D g2)
23 {
24 Rectangle2D.Double base
25 = new Rectangle2D.Double(x, y + width, width, width);
26
27 // The left bottom of the roof
28 Point2D.Double r1
29 = new Point2D.Double(x, y + width);
30 // The top of the roof
31 Point2D.Double r2
32 = new Point2D.Double(x + width / 2, y);
33 // The right bottom of the roof
34 Point2D.Double r3
35 = new Point2D.Double(x + width, y + width);
36
37 Line2D.Double roofLeft
38 = new Line2D.Double(r1, r2);
39 Line2D.Double roofRight
40 = new Line2D.Double(r2, r3);
41
42 g2.draw(base);
43 g2.draw(roofLeft);
44 g2.draw(roofRight);
45 }
46
47 public boolean contains(Point2D p)
48 {
49 return x <= p.getX() && p.getX() <= x + width
50 && y <= p.getY() && p.getY() <= y + 2 * width;
51 }
52
53 public void translate(int dx, int dy)
54 {

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55 x += dx;
56 y += dy;
57 }
58
59 private int x;
60 private int y;
61 private int width;
62 }

6.5. Prote
otecte
ctedd Interfac
Interfaces
es
In this section, we introduce the concept of a protected interface, consisting of operations
that are intended only for subclasses. To motivate this concept, we introduce the
CompoundShape class that stores shapes that are made up of several individual shapes. The
CompoundShape class makes use of the GeneralPath class in the standard library.

To create a compound shape, you simply append individual shapes to a GeneralPath


object:

GeneralPath path = new GeneralPath();


path.append(new Rectangle(. . .), false);
path.append(new Triangle(. . .), false);
g2.draw(path);

The value of false for the second parameter of the append method specifies that you do
not want to add line segments that connect the individual shapes. The shapes can belong
to any classes that implement the java.awt.Shape interface type.

There is a definite advantage of using GeneralPath: That class knows how to do


containment testing and how to move its shapes. For example, the call

path.contains(aPoint)

tests whether the path contains the given point. Thus, there is no need to test the
constituent shapes individually.

The CompoundShape class delegates the methods of the SceneShape interface to a


GeneralPath object:

ch06/scene3/CompoundShape.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 A scene shape that is composed of multiple geometric shapes.
6 */
7 public abstract class CompoundShape extends SelectableShape

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8 {
9 public CompoundShape()
10 {
11 path = new GeneralPath();
12 }
13
14 protected void add(Shape s)
15 {
16 path.append(s, false);
17 }
18
19 public boolean contains(Point2D aPoint)
20 {
21 return path.contains(aPoint);
22 }
23
24 public void translate(int dx, int dy)
25 {
26 path.transform(
27 AffineTransform.getTranslateInstance(dx, dy));
28 }
29
30 public void draw(Graphics2D g2)
31 {
32 g2.draw(path);
33 }
34
35 private GeneralPath path;
36 }

Now HouseShape can easily be defined as a subclass of this class (see Figure 9 ):

public class HouseShape extends CompoundShape


{
public HouseShape(int x, int y, int width)
{
Rectangle2D.Double base = . . .;
add(base);
. . .
}
}

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Figure 6-9: Inheritance Diagram of the HouseShape Class

You may wonder why the CompoundShape class supplies an add method. Can’t the
HouseShape constructor simply call

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path.append(base);

However, this code does not compile: HouseShape does not have the right to access the
private path instance field of the superclass.

The obvious solution is to supply a public add method. But then any client can call that
method and add potentially unsightly shapes to cars and houses.

A protected It is occasionally useful to consider subclass methods as more privileged than other code
feature can be
accessed by the
and to give them special access permissions. This is achieved with protected access
methods of all control. A protected feature of a superclass is accessible by the methods of all subclasses.
subclasses.
For example, the add method of the CompoundShape class is declared as protected:

public abstract class CompoundShape


{
protected void add(Shape s);
. . .
}

The HouseShape constructor can call the add method, but methods of other classes that
are not subclasses of CompoundShape cannot.

Note that the CompoundShape class is declared as an abstract class, even though it has no
undefined methods. It would make no sense to construct CompoundShape objects because
nobody could call their add method. The add method can only be called by subclass
methods such as the HouseShape constructor.

As an added security measure, methods can use protected features only on objects of
their own class. This is to prevent the following attack:

public Attacker extends CompoundShape


// Tries to call protected add method
{
void uglify(HouseShape house)
{
. . .
house.add(aShape);
// Won’t work—can only call add on other Attacker objects
}
}

Could we declare the path instance field as protected?

public abstract class CompoundShape


{
. . .
protected GeneralPath path; // DON’T!
}

Protected fields Technically, this is legal. However, protected data is never a good idea. It is impossible to

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should be avoided. enumerate all classes that extend a given class. Thus, protected access is open-ended.
They have the
same
After a protected field has been defined, its definition can never be modified because
disadvantages as some subclass somewhere might rely on it.
public fields.

In Java, protected visibility has another strike against it. Classes in the same package also
have access to protected features, even if they don’t belong to subclasses. Some people
use protected fields in the belief that subclasses have a better understanding of a
superclass and thus can be trusted more than others. This is a dangerous belief that we
do not encourage.

A class can supply However, protected methods can be helpful. They allow you to distinguish between two
a public interface
for all clients and
interfaces: the interface for class users and the interface for refining the class behavior
a protected through inheritance.
interface for
subclasses.
Because a class has no control over who will extend it, protected methods should be
designed with the same care as public methods.

6.6. The Hier


Hierar
archy
chy of Swing Components
By repeated inheritance, you can organize a collection of related classes, factoring out
common behavior. The result is a hierarchy of classes. In this section, we will investigate
the hierarchy of user interface component classes that you find in the Java library. Figure
10 shows the inheritance diagram.

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Figure 6-10: Inheritance Diagram of Swing Component Classes

This analyis is useful because it shows you a complex hierarchy from a real-world library.
Furthermore, you use the Swing library whenever you program graphical user interfaces.
You often need to know about the inheritance relationships between Swing classes. For
example, if you know that the JPanel class extends the Container class, you can add
components to a panel.

The base of the component hierarchy is the Component class. It has a large number of
commonly used methods such as

int getWidth()
int getHeight()
Dimension getPreferredSize()
void setBackground(Color c)

Of course, all subclasses of the Component class inherit these methods.

The Container class is a subclass of Component. The most important property of a


container is the ability to contain components, under the control of a layout manager. We
discussed the container/component relationship as an example of the composite

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pattern in Chapter 5.

To understand the component hierarchy in more detail, you need to know some Java
history. The first release of Java used a GUI toolkit called AWT (Abstract Windowing
Toolkit). You still see traces of the AWT in package names such as java.awt. The AWT uses
components that are native to the host windowing system. For example, when a Java
program shows an AWT button in Windows, it looks exactly like all other Windows
buttons. When the same program runs on the Macintosh, it creates a Macintosh button.

The advantage of this setup is clear: Java programs look just like all other applications on
the same platform. However, as it turns out, there are subtle platform differences,
particularly with the handling of mouse events, repainting, keyboard shortcuts, and so
on. Those differences meant that programmers were never quite able to write Java
programs that have the same behavior on multiple platforms. The promise of “write once,
run anywhere” turned into the ugly reality of “write once, debug everywhere”.

To solve that problem once and for all, the Swing toolkit was developed. Swing paints all
components onto blank windows. The toolkit draws Swing buttons, scroll bars, and so on,
pixel by pixel. When the user clicks the button or moves the scroll bar, then the toolkit
redraws the component. In this way, Swing has complete control over the behavior of the
components. You can configure Swing to draw the components in a style that imitates the
host windowing system, or you can use the cross-platform style called “Metal” that you
see in the screen captures in this book.

You can also install alternative look and feel implementations and change the way your
Java programs look. For example, the freely available “Napkin” look and feel at http://
napkinlaf.sourceforge.org paints the user interface components as if they had been
sketched out on a paper napkin—see Figure 11 . This look and feel is used for building
“mock ups” of user interfaces. Customers can try out mock user interfaces and check that
they fulfill their requirements, without being led to believe that the product is almost
done.

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Figure 6-11: The Napkin Look and Feel

The JComponent class is the base of all Swing components. (There are other user interface
components that preceded the Swing toolkit, such as the Button and Panel classes. These
classes are less commonly used than the Swing classes, and we will not discuss them
further. Note that all Swing components start with the letter J.)

The JComponent class is a subclass of Container, which doesn’t actually make conceptual
sense. After all, many of the Swing components are not meant to be containers for other
components. However, the designers of the Swing classes were in a bind. They would
have preferred a JContainer class that simultaneously extends JComponent and Container,
but that is not possible in Java.

The JComponent class has several methods that are of interest to the GUI programmer,
such as

void setBorder(Border b)
void setToolTipText(String tip)

A tooltip is a message that shows up when the user moves the mouse over a component.
(In a look and feel for blind people—or temporarily “blind” people such as motorists—
the tooltip may be spoken by a speech synthesizer.) Tooltips and borders are only
available for Swing components, not for AWT components.

The JComponent class has a number of subclasses, such as the familiar JLabel and JPanel.
Other familiar classes such as JButton and JTextField are not direct subclasses of
JComponent. There are intermediate classes—AbstractButton and JTextComponent—that
capture commonalities with other classes. For example, JMenuItem is another subclass of

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AbstractButton. Superficially, buttons and menu items don’t seem to have much in
common, but they share quite a bit of behavior, such as the ability to notify an
ActionListener. Similarly, JTextField and JTextArea are subclasses of JTextComponent. The
JTextComponent class defines methods such as getText and setText.

Special Topic: Multiple Inheritance

When the Swing designers added the JComponent class, they might have liked to add a
JContainer class as well. Conceptually, a JContainer would extend both an AWT
Container and a Swing JComponent (see Figure 12 ).

However, in Java, it is not possible for a class to have two direct superclasses.
Therefore, the Swing designers chose to have JComponent extend Container.

Other object-oriented programming languages, such as C++ and Eiffel, allow classes
to extend multiple superclasses. This feature is called multiple inheritance. As you
just saw, multiple inheritance can be useful in practical programming situations.

Java does not have multiple inheritance because it can be complex to implement.
Multiple inheritance has two major challenges:

• How to deal with name clashes—features with the same name that are
inherited from multiple superclasses.
• How to share fields that are inherited through multiple paths.

The first problem can be addressed by renaming or scope resolution mechanisms.


The second problem is more vexing. For example, the Component class defines width
and height fields. Both Container and JComponent inherit these fields. If JContainer
extends both of these classes, it inherits two copies of these fields. This is not
desirable. Confusion would result if some methods manipulated the width and
height fields from one superclass and others used the fields from the other
superclass. In C++, implementors must use the virtual base class feature to achieve
an object layout that avoids the duplication of inherited fields. In C++ notation, the
inheritance is set up as follows:

class Container : virtual public Component { . . . };


class JComponent : virtual public Component { . . . };
class JContainer : public Container, public JComponent { . . . }

(In C++, the : symbol is the equivalent of the extends keyword in Java. C++ also
distinguishes between public and private inheritance. Public inheritance behaves
like inheritance in Java.)

Fields of a virtual base class are shared if a class inherits them through multiple
inheritance paths. Thus, JContainer only inherits a single set of Component fields.

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However, virtual base classes are problematic. The designers of intermediate classes
(such as Container) must have the foresight to use virtual inheritance to provide for
the possibility that someone might later want to combine the classes with multiple
inheritance. But C++ programmers are generally reluctant to use virtual base classes
since the implementation is somewhat inefficient.

Figure 6-12: Hypothetical Multiple Inheritance of a Swing Container Class

The designers of the Java language decided that the complexity of multiple
inheritance outweighs the benefits. However, it is permissible in Java to implement
multiple interface types. Since interface types cannot contribute instance fields,
none of the implementation complexities of shared fields can arise.

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6.7. The Hier
Hierar
archy
chy of Standar
Standardd Ge
Geometric
ometric Shapes
In the preceding section, you learned about the hierarchy of Swing components. In this
section, we will look at another inheritance hierarchy of the Java library: the hierarchy of
geometric shapes. As you study this hierarchy, you will see much factoring out of
common code, encounter another example of the template method pattern, and learn
the secret behind the strange shape class names (such as Rectangle2D.Double).

To understand the twists and turns of the geometric shape classes, we need to delve into
the history of Java once again. The first version of Java contained a small number of
geometry classes that use integer coordinates. These classes are in the java.awt package.

• Point
• Rectangle
• Polygon

Java 2 introduced a much richer set of shapes in the java.awt.geom package.

• Point2D
• Rectangle2D
• RoundRectangle2D
• Line2D
• Ellipse2D
• Arc2D
• QuadCurve2D
• CubicCurve2D
• GeneralPath
• Area

All of these classes, except for the Point2D class, implement the Shape interface type. The
legacy Point and Rectangle classes are subclasses of Point2D and Rectangle2D respectively.

The four classes

• Rectangle2D
• RoundRectangle2D
• Ellipse2D
• Arc2D

are subclasses of the class RectangularShape. Of course, ellipses and elliptical arcs aren’t
strictly rectangular, but they have a rectangular bounding box. The class RectangularShape
has a number of useful methods that are common to these classes, such as

• getCenterX
• getCenterY
• getMinX
• getMinY
• getMaxX

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• getMaxY
• getWidth
• getHeight
• setFrameFromCenter
• setFrameFromDiagonal

None of these are complex to implement, but they are all nice to have. Figure 13 shows
the inheritance hierarchy of the geometric shape classes. We omit the QuadCurve2D,
CubicCurve2D, and Area classes that we won’t use in this book.

Figure 6-13: Inheritance Hierarchy of the Geometric Shape Classes

Now we are ready to explain the curious Rectangle2D.Float and Rectangle2D.Double


classes.

First, why have two separate classes at all? Wouldn’t it be simpler to store the
coordinates in double values? Indeed, but the range of the float type is more than
sufficient for the vast majority of graphical applications. After all, as long as the roundoff
error of a calculation is less than a visible pixel, then it is not a concern for the user. In a
program that manipulates a large number of graphical objects, the space savings of using
float coordinates is substantial. A float value uses 4 bytes of storage and a double uses 8
bytes.

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Why didn’t the library designers then use float values for all graphical objects? First,
there may well have been the nagging suspicion that some applications need double
precision. Perhaps more importantly, it is somewhat painful to program with float: the
constants have an F at the end, such as 0.0F, and you often have to apply a (float) cast,
such as (float) Math.sqrt(. . .). Therefore, the library designers decided to give the
programmer a choice.

Float and Double are inner classes, declared inside the Rectangle2D class. This explains the
class names: Rectangle2D.Float is the Float class defined inside the Rectangle2D class. In
this situation, the inner class was used only for naming reasons. The designers of the
library felt that Rectangle2D.Float was a nicer name than, say, FloatRectangle2D.

Figure 6-14: Subclasses of the Rectangle2D Class

Furthermore, Float and Double are subclasses of the Rectangle2D class (see Figure 14).
They only define a small number of methods, in particular

double getX()
double getY()
double getWidth()
double getHeight()

Note that both the Float and Double classes return double values! Even for the Float class,
most of the intermediate computations are done in double precision.

Here is an extract of the source code for the Rectangle2D class and its inner classes.

public abstract class Rectangle2D extends RectangularShape


{

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public static class Float extends Rectangle2D
{
public double getX() { return (double) x; }
public double getY() { return (double) y; }
public double getWidth() { return (double) width; }
public double getHeight() { return (double) height; }
public void setRect(float x, float y, float w, float h)
{
this.x = x;
this.y = y;
this.width = w;
this.height = h;
}
public void setRect(double x, double y, double w, double h)
{
this.x = (float) x;
this.y = (float) y;
this.width = (float) w;
this.height = (float) h;
}
. . .
public float x;
public float y;
public float width;
public float height;
}
public static class Double extends Rectangle2D
{
public double getX() { return x; }
public double getY() { return y; }
public double getWidth() { return width; }
public double getHeight() { return height; }
public void setRect(double x, double y, double w, double h)
{
this.x = x;
this.y = y;
this.width = w;
this.height = h;
}
. . .
public double x;
public double y;
public double width;
public double height;
}
. . .
}

The Rectangle2D class has no instance fields.

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Note: The keyword static for the inner classes denotes the fact that the inner class
methods do not access the outer class instance fields and methods. An inner class that
doesn’t require access to the surrounding scope is called a nested class. Objects of nested
classes do not reference to an outer class object to the inner class.

Most of the work is done by methods of the Rectangle2D class, not the inner classes. Here
is a typical method:

public boolean contains(double x, double y)


{
double x0 = getX();
double y0 = getY();
return x >= x0
&& y >= y0
&& x < x0 + getWidth()
&& y < y0 + getHeight();
}

Depending on the actual type of the object, the getX, getY, getWidth, and getHeight
methods of the Float or Double subclass are called to retrieve these values (in the double
type). These methods are only implemented in the Float and Double subclasses; the
Rectangle2D superclass does not provide a definition.

The contains method is another example of the template method pattern:

Name in Design Pattern Actual Name


AbstractClass Rectangle2D
ConcreteClass Rectangle2D.Double
templateMethod() contains()
primitiveOp1(), primitiveOp2(), . . . getX(), getY(), getWidth(), getHeight()

Fortunately, you only need to worry about all of these issues when you construct a
rectangle. Then you need to be specific whether you want a Float or Double rectangle.
Afterwards, just reference the object through a Rectangle2D variable:

Rectangle2D rect = new Rectangle2D.Double(5, 10, 20, 30);

Of course, all the other “2D” classes have the same setup, for example

Point2D pt = new Point2D.Float(5.0F, 10.0F);

6.8. The Hier


Hierar
archy
chy of Exc
Exception
eption Clas
Classes
ses
The Java library uses inheritance to categorize a large number of exception classes. To

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use exception handling effectively, it is essential that you understand the hierarchy of the
standard exception classes, and that you know how to add custom exception classes to
the hierarchy.

Subclasses of All exceptions must ultimately extend the class Throwable. The Throwable class has two
Error describe
fatal errors.
subclasses, Error and Exception. Subclasses of the Error class denote fatal errors that
cannot be remedied, such as memory exhaustion of the virtual machine or an assertion
failure. Application programmers generally do not deal with these errors.

Subclasses of The Exception class is the superclass for exceptions that may occur on the application
RuntimeException
are unchecked
level. The most important subclass of the Exception class is the RuntimeException class. All
exceptions. subclasses of RuntimeException are unchecked: the compiler does not check whether your
methods catch or declare them. Examples of unchecked exceptions are
NullPointerException and IndexOutOfBoundsException.

On the other hand, subclasses of Exception that are not subclasses of RuntimeException are
checked exceptions. You need to either catch them or list them in throws clauses.
Examples are IOException and its subclasses.

Figure 15 shows an inheritance diagram of the most common exception classes.

Figure 6-15: Exception Classes

You catch an exception in a try block of the form

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try
{
code that may throw exceptions
}
catch (ExceptionType1 exception1)
{
handler for ExceptionType1
}
catch (ExceptionType2 exception2)
{
handler for ExceptionType2
}
. . .

A catch clause A catch clause gains control if a statement inside the try block (or in a method that was
catches exceptions
of a given class or
called from the try block) throws an exception object that belongs to the class of the
any of its catch clause or one of its subclasses.
subclasses.

For example, the clause

catch (IOException exception)

can catch an exception of type FileNotFoundException. The inheritance hierarchy of


exception classes makes it possible for the code that throws an exception to be specific
about the nature of the error (such as “file not found”) without burdening the error
handling code. The error handling code can catch exceptions at a more general level
(such as “all I/O errors”).

When you encounter an error condition in your code, and you want to throw an
exception, then you need to make a decision whether to use an exception class in the
standard library, or whether to design your own exception class. If you design your own
class, you first need to decide whether the exception should be checked or unchecked.
Recall that a checked exception should be used when an error condition is beyond the
control of the programmer (such as a network failure), whereas an unchecked exception
is appropriate when an error was caused by programmer inattention (such as a null
pointer exception). Unchecked exceptions must be subclasses of RuntimeException.

When you design an exception class, you should provide two constructors: a constructor
with no parameters and a constructor with a string parameter that signifies the reason
for the exception. The latter constructor should simply pass the reason string to the
superclass constructor. Here is a typical example. You want to throw an
IllegalFormatException when a user enters information in the wrong format. Since user
actions are beyond the control of the programmer, we design a checked exception. We
inherit from the Exception class but not from RuntimeException.

public class IllegalFormatException extends Exception


{
public IllegalFormatException() {}
public IllegalFormatException(String reason) { super(reason); }
}

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Now we can throw an exception of this new class:

if (. . .) throw new IllegalFormatException("number expected");

6.9. When Not to U


Use
se Inheritanc
Inheritancee
6.9.1. Points and Cir
Circles
cles

Use inheritance Recall that inheritance is used to model an is-a relationship. Use aggregation (instance
for is-a
relationships,
fields) for has-a relationships.
aggregation for
has-a
relationships.
For example, a car has a tire (in fact, it has four or five, counting the spare). A car is a
vehicle.

It is easy to get this wrong. A tutorial that accompanied a popular C++ compiler showed
how to form a subclass Circle that extends a Point class. Here is the Java equivalent:

public class Point


{
public Point(int x, int y) { . . . }
public void translate(int dx, int dy) { . . . }
private int x;
private int y;
}

public class Circle extends Point // DON’T


{
public Circle(Point center, int radius) { . . . }
public void draw(Graphics g) { . . . }
private int radius;
}

This does little good. By sheer accident, one of the methods of Point (namely translate) is
applicable to Circle objects. But that is not a good enough reason to use inheritance. A
circle has a center point—it isn’t a point.

public class Circle // OK


{
public Circle(Point center, int radius) { . . . }
public void draw(Graphics g) { . . . }
public void translate(int dx, int dy) { . . . }
private Point center;
private int radius;
}

The same tutorial goes on to derive Rectangle from Point. That doesn’t work any better. In
fact, treating the two corner points differently is downright weird.

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public class Rectangle extends Point // DON’T
{
public Rectangle(Point a, Point b) { . . . }
public void draw(Graphics g) { . . . }
public void translate(int dx, int dy) { . . . }
private Point other;
}

One of the corner points is stored in the superclass; the other is an instance field. None of
the methods can be inherited. The implementations of the methods look very strange
because of the asymmetry between the point stored in the superclass and the point
stored as an instance field:

void translate(int dx, int dy)


{
super.translate(dx, dy);
other.translate(dx, dy);
}

The authors of the tutorial had a reason for choosing this example. They wanted to
demonstrate polymorphism of shapes:

ArrayList<Point> shapes = new ArrayList<>();


shapes.add(new Circle(. . .));
shapes.add(new Rectangle(. . .));
for (Point p : shapes)
{
// Polymorphic calls
p.translate(10, 10);
p.draw(g);
}

Of course, that doesn’t look right. Circles and rectangles aren’t points, they are shapes. It
would have made more sense to define an abstract class or an interface type Shape.
Perhaps the authors of the tutorial felt that the concept of an abstract class or interface
type was too advanced for students just starting with object-oriented programming.

In this situation, misusing inheritance resulted in code that was difficult to understand.

Tip: As you just saw, the is-a test can tell you when you should use inheritance. However,
you have to be careful when applying that test. You should only use the is-a relationship
when comparing two classes. For example, “A Chevrolet is a car” is a relationship between
classes (the class of Chevrolets and the class of cars). But now consider “My car is a
Chevrolet”. That is a relationship between an object (my car) and a class (the class of
Chevrolets). An object can never inherit from a class. Thus, the is-a test does not apply
here.

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6.9.2. Vectors and Stacks

The java.util package has a Stack class that extends a dynamic array class (the Vector
class, a precursor of the ArrayList class):

public class Stack<T> extends Vector<T> // DON’T


{
T pop() { . . . }
T push(T item) { . . . }
. . .
}

This is not a good idea. A stack isn’t a special case of a dynamic array. Some things you
can do to an array make no sense for a stack. When using inheritance, the stack class
inherits all methods of the Vector class, whether appropriate or not. Consider this
sequence of method calls:

Stack<String> s = new Stack<String>();


s.push("A");
s.push("B");
s.push("C");
s.remove(1); // Removes "B"

Don’t use The code is legal but obviously makes no sense for a stack. You can’t remove elements
inheritance if it
violates the Liskov
from the middle of a stack. Thus, the stack class violates the Liskov substitution principle.
substitution
principle.
In this situation, misusing inheritance leads to a possibly dangerous situation.
Programmers can cause objects to have an invalid state by applying the wrong methods.

The appropriate solution is to use aggregation, not inheritance.

public class Stack<T>


{
T pop() { . . . }
T push(T item) { . . . }
. . .
private ArrayList<T> elements;
}

In this chapter, you have learned how to use inheritance to design class hierarchies, and
how to recognize situations in which inheritance is not appropriate.

Special Topic: Stacks

A stack lets you insert and remove elements at only one end, traditionally called the
top of the stack. To visualize a stack, think of a stack of books (see Figure 16 ).

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New items can be added to the top of the stack. Items are removed from the top of
the stack as well. Therefore, they are removed in the order opposite from the order
in which they were added, called last in, first out or LIFO order. For example, if you
add items A, B, and C and then remove them, you obtain C, B, and A. Traditionally, the
addition and removal operations are called push and pop, respectively.

The following sample code shows how to use a stack.

Stack<String> s = new Stack<String>();


s.push("A");
s.push("B");
s.push("C");
// The following loop prints C, B, and A
while (s.size() > 0)
System.out.println(s.pop());

Figure 6-16: A Stack of Books

Exer
Exercises
cises
1. Start with the following class.

public class BankAccount


{
public void deposit(double amount) { balance += amount; }

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public void withdraw(double amount) { balance -= amount; }
public double getBalance() { return balance; }
private double balance;
}

A checking account is just like a bank account, except that there is a service charge
for deposits and withdrawals. Each month, the first five transactions are free. All
further transactions cost $1. Define a subclass CheckingAccount with a constructor

CheckingAccount(double initialBalance)

and a method

void deductFees()

that deducts the fees and resets the transaction count. (The bank computer will
call this method once a month. There is no transaction charge for deducting the
fees.) You will also need to redefine the deposit and withdraw methods.
2. Form subclasses HourlyEmployee and SalariedEmployee of the Employee class.
Provide constructors

HourlyEmployee(String aName, double anHourlySalary)


SalariedEmployee(String aName, double anAnnualSalary)

Add a method getWeeklySalary. Assume that hourly employees work 40 hours per
week, and that salaried employees are paid of their annual salary every week.
3. Explain the two different uses of the super keyword. How can you tell when super
is used to invoke a constructor?
4. Implement a class

public class LabeledPoint extends java.awt.Point


{
public LabeledPoint(int x, int y, String text) { . . . }
public void draw(Graphics g) { . . . }
private String text;
}

The draw method should draw a small circle and the label. Which methods does
this class inherit?
5. Implement a class

public class LabeledRectangle extends Rectangle


{
public LabeledRectangle(int x, int y, int width, int height,
String text) { . . . }
public void draw(Graphics g) { . . . }
private String text;
}

The draw method should draw the rectangle and center the label string inside it.

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6. (hard) Make the class of Exercise 5 implement the java.awt.Shape interface type.
7. Explain why a method in a subclass cannot throw more checked exceptions than
the superclass method that it replaces. Hint: Show how the checking mechanism
could be defeated.
8. Find examples of final methods and final classes in the Java library.
9. Consider the ArrayList<E> and LinkedList<E> classes of the standard library. What
abstract class do they extend? What interface types does that abstract class
implement? Draw a class diagram.
10. Consider the HashSet<E> and TreeSet<E> classes of the standard library. What
abstract class do they extend? What interface types does that abstract class
implement? Draw a class diagram.
11. Find examples of abstract classes and abstract methods in the Java graphics
library.
12. Consider the Number class in the standard Java library.
a. What are its subclasses?
b. Why are the methods byteValue and shortValue not abstract? (Note that all
other methods are abstract.)
13. Reorganize the code for the scene editor as follows: Define a class SceneFrame that
extends the JFrame class. Its constructor should set up the scene component and
the buttons. The main method of the SceneEditor class should merely construct
the SceneFrame and show it.
14. Add more items to the scene editor (such as trucks, stop signs, and so on).
15. Start with the classes in the ch06/scene2 directory. Reorganize the CarShape,
HouseShape, and SelectableShape classes so that the SelectableShape class stores
the top left corner of the item. Move the translate method to the SelectableShape
class.
16. The scene editor user interface has an unnatural feel. When you click on a selected
shape, intending to drag it to a different position, it is deselected instead.
Implement an improved behavior that feels more natural.
17. Most drawing programs indicate selected items by placing “grabbers” around the
corners. Implement this feature in the scene editor by adding a method

Rectangle getBounds()

to the SceneShape interface type. In the drawSelection method of the


SelectableShape class, call getBounds to determine the grabber locations. Is this an
example of the template method pattern?
18. A GeneralPath collects shapes and is itself a shape. What design pattern does it
exemplify?
19. Find examples of protected methods and protected fields in the Java library. Are
the protected fields safe from modification by hostile code?
20. The JButton class does not define an addActionListener method. In which
superclass is that method defined?
21. Suppose the class Square extends the Rectangle class. Does this inheritance pass
the conceptual is-a test? Does it pass the “Liskov substitution” test?
22. In this chapter, we criticized a design in which classes Circle and Rectangle
extended a class Point. Implement a better design in which the Circle and
Rectangle classes have a common supertype Shape. Should Shape be an interface
type or an abstract class? (You need to place your classes in a separate package to

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avoid conflict with the java.awt classes.)
23. Reimplement the Stack<E> class using aggregation instead of inheritance. (You
need to place your class in a separate package to avoid conflict with
java.util.Stack.)

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Chapter 7
The JJaavaObje
aObject
ct Model
• The Java Type System
• Type Inquiry
• The Object Class
• Shallow and Deep Copy
• Serialization
• Reflection
• Type Variables
• JavaBeans Components
• Exercises

This chapter discusses five important concepts of object-oriented design. First, we study
the Java type system and the important subtype relationship. We then have a close look at
the Object class, the common superclass of all Java classes, and the services that it
provides. We discuss the concept of reflection , which allows a program to analyze its own
objects and classes, and examine generic programming , a recent feature of the Java
language for implementing classes and methods with type parameters. The chapter
concludes with an introduction to the concept of components, entities that encapsulate
functionality at a conceptually higher level than objects. We look at the JavaBeans™
component model and investigate how components can be assembled into applications
in a graphical user interface builder.

7.1. The JJaava T


Type
ype System
7.1.1. Types and Subtypes

A type is a set of An important concept in a programming language is the notion of type . A type specifies a
values together
with a set of
set of values and the operations that can be carried out with those values. For example,
operations that the int type specifies all 32-bit integers and the arithmetic operations on them. A class
can be applied to
the values. type specifies a set of objects, together with the methods that can be applied to them.

In a strongly typed language, the compiler and run-time system carry out checks to
ensure that your programs never execute an operation on a value that would be
forbidden under the type system rules. Java is strongly typed. Most attempts to apply an
illegal operation are caught by the compiler. Others—such as invalid casts—are detected
by the virtual machine and result in an exception. Other languages, in particular C and
C++, do not have complete checks for type system rules. Those languages rely on the
programmer to produce correct code.

Most type system rules of the Java language are validated during compilation. In order to
support compile-time checking, variables have types. If you declare a variable of type
Employee , it can only hold references to objects of type Employee or one of its subclasses. p

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The compiler can check that all operations on the variable are legal. For example, a Java
compiler finds the error in the code

Employee e = new Employee(); // This is Java


e.clear(); // Compile-time error; undefined method

Not all programming languages make an effort to check types at compile time. For
example, a variable in JavaScript can hold values of any type. If you apply an operation
that is not applicable for the value that is currently stored in the variable, then a run-time
error occurs.

var e = new Employee(); // This is JavaScript


e.clear(); // Run-time error; undefined method

Of course, compile-time checking is safer than run-time checking. The compiler checks
the entire program, whereas run-time checks may pass during testing and later fail
during deployment when unforeseen values are stored in untyped variables.

In order to fully understand which values can be stored in which variables, we will
describe the types of the Java programming language in a systematic way.

Every type in Java is one of the following:

1. A primitive type ( int, short, long , byte , char , float , double , boolean )
2. A class type
3. An interface type
4. An array type
5. The null type

Examples for types are:

int
Rectangle
Shape
String[]

If you have an array type, the type of the array elements is called the component type of
the array. For example, the component type of the String[] array type is String .

The null type is defined in the Java language specification as the type with a single value,
null . This solves a technical problem — every value, including null , should belong to
one specific type.

Every value in Java is one of the following:

1. A value of a primitive type


2. A reference to an object of a class
3. A reference to an array
4. null

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Examples for values are

13
new Rectangle(5, 10, 20, 30)
new int[] { 2, 3, 5, 7, 11, 13 }
null

Note that you cannot have a value of an interface type. Interface types are only used to
declare variables, method parameters, or return types.

According to the Java language specification, void is not a type. The void keyword is
merely used to tag a method that returns no value.

Java has no type for lambda expressions. A lambda expression is always assigned to a
variable whose type is a functional interface.

You can substitute


a value of a An important relationship between types is the subtype relationship. A subtype contains
subtype whenever a subset of the values of a given type. You can use a subtype whenever a supertype is
a supertype value
is expected. specified. For example, JButton is a subtype of Component , so you can store JButton objects
in Component variables. In general, if S is a subtype of T , the values of S can be assigned to
variables of type T without a cast.

Here is the complete rule set for the subtype relationship between non-generic types.
The rules for generic types are more complex—see Section 0.

A type S is a subtype of the type T if

1. S and T are the same type.


2. S and T are both class types and S is a direct or indirect subclass of T .
3. S and T are both interface types and S is a direct or indirect subinterface of T.
4. S is a class type, T is an interface type, and S or one of its superclasses implements
the interface type T or one of its subinterfaces.
5. S and T are both array types and the component type of S is a subtype of the
component type of T.
6. S is not a primitive type and T is the type Object.
7. S is an array type and T is the type Cloneable or Serializable. (These types are
explained later in this chapter.)
8. S is the null type and T is not a primitive type.

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Figure 7-1: Examples of Subtype Relationships

For example (see Figure 1):

• Container is a subtype of Component because the class Container directly extends


the class Component. (Rule 2)
• JButton is a subtype of Component because JButton extends AbstractButton, which
extends JComponent, which extends Container, which extends Component. (Rule 2)
• LayoutManager2 is a subtype of LayoutManager because the LayoutManager2 interface
type extends the LayoutManager interface type. (Rule 3)
• FlowLayout is a subtype of LayoutManager because FlowLayout implements the
LayoutManager interface type. (Rule 4)
• JButton[] is a subtype of Component[] because JButton is a subtype of Component.

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(Rule 5)
• int[] is a subtype of Object. (Rule 6)

However, note that int is not a subtype of long, nor is long a subtype of int. Similarly,
int[] is not a subtype of Object[].

7.1.2. Arr
Arraay types

Array types are somewhat subtle in Java. Consider the rule that S[] is a subtype of T[]
when S is a subtype of T. Let’s look at a concrete example: an array of rectangles.

Rectangle[] r = new Rectangle[10];

Because Shape[] is a supertype, you can store the reference r in a variable of type
Shape[]:

Shape[] s = r;

Note that r and s point to the same array of ten rectangle references (see Figure 2)

Figure 7-2: Two Array Variables of Different Types Referring to the Same Array
of Rectangles

At first, this seems to make sense. Of course, all s[i] are rectangles and hence shapes.
But now what stops you from storing a non-rectangle shape in the array?

s[0] = new Polygon(. . .);

The compiler accepts this statement because Polygon is a subtype of Shape, the type of

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s[0]. However, this code will throw an ArrayStoreException at runtime. Every array
object remembers its component type. The virtual machine keeps track of all array stores
and throws an exception if you try to store an object in an array whose class isn’t a
subtype of the array component type.

7.1.3. Wrappers for P


Primitive
rimitive T
Types
ypes

Use wrapper For efficiency’s sake, primitive types aren’t objects in Java. However, it is occasionally
classes whenever
you need to
necessary to wrap primitive types into objects. There are eight wrapper classes:
supply primitive
type values to
services that
Integer
require objects. Short
Long
Byte
Character
Float
Double
Boolean

Note: The wrapper classes are immutable. In particular, you cannot simulate “call by
reference” by using wrappers.

For example, here is how you convert a value of type int into an Integer wrapper.

int n = 13;
Integer i = new Integer(n);

To unwrap a wrapped integer value, use the intValue method of the Integer wrapper
class:

n = i.intValue();

There are corresponding methods such as doubleValue, booleanValue, and so on, in the
other wrapper classes.

The conversion between primitive types and the corresponding wrapper classes is
automatic. For example,

int n = 13;
Integer i = n; // Automatically calls the Integer constructor

Auto-boxing is the This process is called auto-boxing (even though auto-wrapping might have been a better
automatic
conversion of a
term). Conversion in the other direction is also automatic:
primitive type
value into an
object of a
n = i; // Automatically calls the intValue method
wrapper class.
Auto-boxing is particularly convenient if you need to store primitive type values in
collections. For example, the type parameter of the ArrayList<E> class cannot be a

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primitive type. However, you can use an ArrayList<Integer>, and auto-boxing gives you
the illusion that it contains int values:

ArrayList<Integer> luckyNumbers = new ArrayList<Integer>();


luckyNumbers.add(13); // Automatically calls the Integer constructor

Note: Be careful when comparing wrapper objects. The == operator only checks whether
the wrapper objects are identical, not whether they have equal contents.

7.1.4. Enumer
Enumerate
atedd T
Types
ypes

An enumerated type is a type with a finite set of values. A typical example is a type Size
with three values

SMALL
MEDIUM
LARGE

It is common to “fake” enumerated types by sequences of integers:

public static final int SMALL = 1;


public static final int MEDIUM = 2;
public static final int LARGE = 3;

However, this approach is not very satisfactory, because the compiler cannot check type
errors. For example, consider the following code:

int size = LARGE;


size++;

Use an enum Now the value for size is no longer one of the three permitted values. You can instead
instead of a
sequence of
define an enumerated type:
integers to define
enumerated types.
public enum Size { SMALL, MEDIUM, LARGE };

The enum keyword defines a class with a private constructor and a finite number of
instances. It is equivalent to the following:

public class Size


{
private Size() {}
public static final Size SMALL = new Size();
public static final Size MEDIUM = new Size();
public static final Size LARGE = new Size();
}

Note that the constructor for the Size class is private. Only the methods of the Size class
can construct new instances. However, there are no such methods. Thus, the only three

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instances of the Size class that can ever exist are the three static members.

A user of the enumerated type can declare variables of type Size and initialize them with
one of the three constant values:

Size imageSize = Size.MEDIUM;

You can use the == operator to compare enumeration values against each other. For
example,

if (imageSize == Size.SMALL) . . .

Note: An enum variable can be null! For example, the imageSize variable in the preceding
example has four possible values: SMALL, MEDIUM, LARGE, and null.

Because enumerated types are classes, you can add methods and instance fields. You can
also supply constructors, but they can only be used to construct the enumeration values.
For example,

public enum Size


{
SMALL(0.5), MEDIUM(1), LARGE(2);
private Size(double value) { this.value = value; }
public double getValue() { return value; }
private double value;
}

All enumeration classes automatically extend the Enum class, from which they inherit a
number of useful methods. In particular, the toString method yields the name of an
enumerated constant. For example, Size.SMALL.toString() returns the string "SMALL". The
Enum class implements the Comparable interface. The compareTo method compares
enumeration instances in the order in which they are defined.

7.2. Type Inquiry


The instanceof To test whether an expression e is a reference to an object of a given type or one of its
operator tests
whether the type
subtypes, use the instanceof operator. The following condition tests whether e refers to
of an object is a an object of a subtype of the Shape interface type:
subtype of a given
type.
if (e instanceof Shape)

You might use this test before you apply a cast, to make sure that the cast does not fail.
For example,

Object x = . . .;
if (x instanceof Shape)

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{
Shape s = (Shape) x; // Cast is guaranteed to succeed
g2.draw(s);
}

The instanceof operator can test whether the type of a value is a subtype of a given type,
but it won’t give you the exact type. For example, if e instanceof Shape is true, then you
don’t know whether e is a Rectangle object or another shape. Testing e instanceof
Rectangle still doesn’t give you a definite answer—e might belong to a subclass of
Rectangle.

If e is null, the test If you have any object reference, you can find the actual type of the object to which it
e instanceof T
does not throw an
refers with the getClass method. That method returns an object of type Class that
exception but describes the object’s class.
simply returns
false.
Class c = e.getClass();

After you have a Class object, you can obtain a large amount of information about the
class.

Tip: It can be hard to imagine Class objects. A Class object is a type descriptor. It contains
information about a given type, such as the type name and the superclass. Figure 3 shows
you the contrast between an Employee object and the Class object that describes the
Employee class.

Figure 7-3: Contrasting an Employee Object with the Employee Class Object

To get the exact class name of a Java object, get its Class object and invoke the getName
operation on it. The result is a string spelling out the class name. You can print it out for
debugging purposes.

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System.out.println(e.getClass().getName());

For example, if e is a Rectangle, then the class name is the string "java.awt.Rectangle".

The static forName method of the Class class is the converse of the getName method. Given
a string that includes the package name, you get a Class object. For example,

Class c = Class.forName("java.awt.Rectangle");

Adding the suffix Instead of calling Class.forName, you can use literal class objects, by applying a suffix
.class to a type
name yields the
.class to a type name:
Class object that
describes the type.
Class c = Rectangle.class;

Note: You may wonder why you have to specify the full package name in Class.
forName("java.awt.Rectangle"), but you can refer to Rectangle.class without the package
name. Keep in mind that package lookup is a service of the compiler. If you import the
java.awt package, then the compiler translates Rectangle into java.awt.Rectangle. In a
running program, all classes (including those in the java.lang package) must be qualified
with the package name.

Note: The name Class is a misnomer—Class objects can describe any type, including
primitive types, class types, and interface types. For example, int.class is the Class
object that describes the int type.

Note: The Class class has a type parameter. For example, Rectangle.class is an instance
of Class<Rectangle>—in fact, it is the sole instance of that type. For simplicity, we omit the
type parameter for now.

There is only one Class object for every type that has been loaded into the virtual
machine. Therefore, you can use the == operator to test whether two class objects
describe the same type. For example, here is how you can test whether the object e is an
instance of the Rectangle class:

if (e.getClass() == Rectangle.class) . . .

This test is true if the class of e is exactly the Rectangle class.

Tip: You should not use type inquiry as a substitute for polymorphism. When you find
code of the form

if (e.getClass() == Employee.class) some action;

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else if (e.getClass() == Manager.class)another action;

ask yourself how the variation of the action can be described by a method. Then supply
two versions of the method, one in the Employee class and one in the Manager class, and
call

e.action();

The mechanism of polymorphism automatically invokes the correct method, even if you
later add other subclasses of Employee. Code with polymorphism is much easier to
maintain and extend than code that uses type inquiry.

When getClass is applied to an array, the result is a Class object that describes the array
type. The isArray method tests whether a type is an array type. The getComponentType
method returns a Class object describing the component type.

double[] a = new double[10];


Class c = a.getClass();
if (c.isArray())
System.out.println("Component type=" + c.getComponentType());
// Prints Component type=double

Note: For historical reasons, the getName method produces strange-looking names for
array types. For example, double[].class.getName() is

"[D"

and i String[][].class.getName() is

"[[Ljava.lang.String;"

In general, an array type name is made up according to the following rules:

[type array type


B byte
C char
D double
F float
I int
J long
Lname; class or interface
S short
Z boolean

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7.3. The Object Clas
Classs
The Object class is All Java classes are subclasses of the Object class. A class that is defined without an
the common
superclass of all
extends clause is a direct subclass of Object. Therefore, the methods of the Object class
other Java classes. apply to all Java objects (including arrays). The most important methods of the Object
class are:

Method Description
String toString() Returns a string representation of the object
boolean equals(Object other) Compares the object with another object
int hashCode() Returns a hash code
Object clone() Returns a copy of the object

7.3.1. The toString Method

The toString The toString method is important because it is automatically applied


method yields a
string that
describes the state • When you concatenate an object with a string
of an object.
• When you print an object with the print or println method of the PrintStream and
PrintWriter classes
• When you pass an object reference e to an assert statement of the form assert
condition : e;

For example,

Rectangle r = new Rectangle(5, 10, 20, 30);


String s = "r=" + r;

really executes code that is equivalent to

String s = "r=" + r.toString();

That sets s to the string

"r=java.awt.Rectangle[x=5,y=10,width=20,height=30]"

The Rectangle class has implemented the toString method to print out the class name,
followed by the names and values of the instance fields.

Not all class implementors were that thoughtful. For example, if you print a GeneralPath
object, you will get a printout somewhat like this:

java.awt.geom.GeneralPath@4abc9

The implementor of the GeneralPath class did not override toString, so the default
implementation of the toString method in the Object class is used. That method returns

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the name of the class and the hash code of the object. (We will discuss hash codes later in
this chapter.)

Because the toString method is a useful debugging aid, it is a good idea to implement it in
your own classes. For example,

public class Employee


{
public String toString()
{
return getClass().getName()
+ "[name=" + name
+ ",salary=" + salary
+ "]";
}
. . .
}

A typical string is

Employee[name=Harry Hacker,salary=35000]

However, if the class has a superclass, then you should first call its toString method and
then add the fields of the subclass:

public class Manager extends Employee


{public String toString()
{
return super.toString()
+ "[bonus=" + bonus
+ "]";
}
. . .
}

A typical string is

Manager[name=Wendy Chen,salary=100000][bonus=20000]

Tip: The toString methods in your programs should always return the result of calling
getClass().getName(), not a hard-coded class name. Then the correct class name is
produced for subclasses.

7.3.2. Equality T
Testing
esting

The equals The test


method tests
whether two
x == y

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objects have equal tests whether x and y are two references to the same object.
contents.

In contrast, the test

x.equals(y)

tests whether x and y are references to two objects that may be distinct but that have
“equal” contents.

The default implementation of equals in the Object class simply tests for identity:

public class Object


{
public boolean equals(Object obj)
{
return this == obj;
}
. . .
}

Each class needs to define what it means for its objects to be equal to another. For
example, we may consider two Employee objects equal to each other if they have equal
name and salary fields. Alternatively, one may take the position that two Employee objects
are equal if they have the same ID number, without testing the name and salary values.
The second definition might be more appropriate in an application where employee
names and salaries are subject to change. Thus, it is up to each class how to define the
notion of equality that is most appropriate for its objects.

The equals method is used by many methods in the collection classes. Here is a typical
example, the indexOf method of the ArrayList class.

/**
Searches for the first occurrence of the given argument,
testing for equality using the equals method.
@param elem an object
@return the index of the first occurrence of the argument in this
list;
returns –1 if the object is not found.
*/

public int indexOf(Object elem)


{
if (elem == null) . . .
else
{
for (int i = 0; i < size; i++)
if (elem.equals(elementData[i]))
return i;
}
return -1;

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}

Because so many methods in the Java library assume that objects have a well-defined
notion of equality, it is important that you define the equals method for your own classes.
In many cases, objects are equal if corresponding fields are equal:

public class Employee


{
public boolean equals(Object otherObject) // Not complete—see below
{
Employee other = (Employee) otherObject;
return Objects.equals((other.name))
&& salary == other.salary;
}
. . .
}

Note the use of Objects.equals to compare fields of a class type and == to compare fields
of a primitive type.

The static method Objects.equals is simply a null-safe version of Object.equals. That


means, Objects.equals(x, y) is the same as x.equals(y) if x is not null, and null == y
otherwise.

However, it is not always this simple. For example, two sets should be considered equal if
they contain the same elements in some order, not necessarily the same order. The equals
method of the AbstractSet class, the common superclass of HashSet and TreeSet, tests that
two sets have the same size and that one is contained in the other. Here is a slightly
simplified version of the actual implementation.

public class AbstractSet . . .


{
public boolean equals(Object otherObject)
{
if (!(otherObject instanceof Set)) return false;
Collection other = (Collection) otherObject;
if (size() != other.size()) return false;
return containsAll(other);
}
. . .
}

There are some technical requirements that the Java Language Specification imposes on
the equals method.

• It is reflexive: for any reference value x, x.equals(x) should return true.


• It is symmetric: for any reference values x and y, x.equals(y) should return true if
and only if y.equals(x) returns true.
• It is transitive: for any reference values x, y, and z, if x.equals(y) returns true and
y.equals(z) returns true, then x.equals(z) should return true.

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• For any non-null reference value x, x.equals(null) should return false.

The equals The equals method of the Employee class in the preceding example violates two of these
method must be
reflexive,
rules. First, it doesn’t return false if otherObject is null. That’s easy to fix:
symmetric, and
transitive.
public boolean equals(Object otherObject)
{
if (otherObject == null) return false;
. . .
}

What should happen if otherObject is not an Employee object? It seems reasonable that the
equals method should then also return false.

public class Employee


{
public boolean equals(Object otherObject)
{
if (getClass() != otherObject.getClass()) return false;
. . .
}
. . .
}

This makes sense; if the classes aren’t identical, the objects can’t be truly equal. Finally, it
is a good idea to check whether this == otherObject at the beginning of the equals
method. Many times, equals is called on identical objects, and then there is no point in
checking for equal contents. Thus, the perfect equals method starts out like this:

public boolean equals(Object otherObject)


{
if (this == otherObject) return true;
if (otherObject == null) return false;
if (getClass() != otherObject.getClass()) return false;
. . .
}

Because a subclass has no access to the superclass state, its equals method must invoke
the superclass version:

public class Manager extends Employee


{
public boolean equals(Object otherObject)
{
if (!super.equals(otherObject)) return false;
Manager other = (Manager) otherObject;
return bonus == other.bonus;
}
. . .
}

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Special Topic: Consequences of the Symmetry Condition for
Equality Testing

In many published examples, you will find that programmers use an instanceof test
in the equals method. However, that test is often wrong, for a subtle reason. Consider
this example:

public class Employee


{
public boolean equals(Object otherObject)
{
if (!(otherObject instanceof Employee)) return false; // DON’T
. . .
}
. . .
}
public class Manager extends Employee
{
public boolean equals(Object otherObject)
{
if (!(otherObject instanceof Manager)) return false; // DON’T
. . .
}
}

Suppose you compare an Employee object e and a Manager object m that happen to
have the same name and the same salary. Then e.equals(m) would be true, but
m.equals(e) would be false. The symmetry condition is violated!

Using getClass instead of instanceof is much safer. You are automatically guaranteed
that the symmetry condition holds.

However, not every use of instanceof in an equals method is an error. If a class is


final, then it doesn’t matter whether one uses instanceof or getClass, because a
final class has no subclasses. Also, if you look again at the definition of equality of the
AbstractSet class that you saw earlier in this section, you will note the test

if (!(otherObject instanceof Set)) return false;

As you can see, an AbstractSet is willing to compare itself to any objects that
implement the Set interface type. In order to preserve symmetry, all other classes
that implement the Set interface must now support the same notion of equality. For
sets, this is not a problem because the mathematical definition of a set specifies
when two sets are equal.

However, in most programming situations, subclasses cannot simply inherit the

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notion of equality from their superclasses. As a rule of thumb, you should avoid the
use of instanceof in equals methods.

7.3.3. Hashing

The hashCode The HashSet and HashMap classes of the Java library use hash tables to quickly locate
method computes
the hash code of
elements. (See the special topic at the end of this section for more information on hash
an object. It must tables.) Because the Object class has a hashCode method, objects of any type can be stored
be compatible
with the equals in hash tables.
method.
Of course, it is important that the hashCode be consistent with the equals method, that is,

If x.equals(y), then x.hashCode() == y.hashCode().

The default implementation of hashCode in the Object class hashes the memory address of
the object, which is consistent with the Object.equals method. But if you redefine the
equals method in a subclass, you must also redefine hashCode, or the hash table will not
function correctly.

A hash function computes an integer hash code from an object, so that different objects
are likely to have different hash codes. Let’s first look at how the standard library
computes a hash code from a string. Clearly, the character values of the string must be
combined to yield some integer. You could, for example, add up the character values:

int h = 0;
for (int i = 0; i < s.length(); i++)
h = h + s.charAt(i);

However, that would not be a good idea. It doesn’t scramble the character values enough.
Strings that are permutations of another (such as "eat" and "tea") all have the same hash
code.

Here is the algorithm that the standard library uses to compute the hash code for a
string.

int h = 0;
for (int i = 0; i < s.length(); i++)
h = 31 * h + s.charAt(i);

For example, the hash code of "eat" is

31 * (31 * 'e' + 'a') + 't' = 100184

The hash code of "tea" is quite different, namely

31 * (31 * 't' + 'e') + 'a' = 114704

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(Use a Unicode table to look up the character values: 'a' is 97, 'e' is 101, and 't' is 116.)

Now consider the Employee class. Two Employee objects are considered equal to one
another if they have equal names and salaries. Therefore, we should compute the hash
codes of the individual fields and add them. The static method Objects.hash combines
any number of values in this way.

public class Employee


{
public int hashCode()
{
return Objects.hash(name, salary)
// adds name.hashCode() and new Double(salary).hashCode()
}
. . .
}

Now equal Employee objects will yield the same hash code.

To emphasize that the hashCode computation is tied to the definition of the equals
method, let’s look at the hashCode implementation of the AbstractSet class. Two sets that
are equal must yield the same hash code, even if the order of their elements differs. For
that reason, the AbstractSet class simply adds up the hash codes of its elements.

public class AbstractSet . . .


{
public int hashCode()
{
int h = 0;
Iterator i = iterator();
while (i.hasNext())
{
Object obj = i.next();
if (obj != null) h += obj.hashCode();
}
return h;
}
. . .
}

The sum stays the same, even if the order of the elements changes.

Special Topic: Hash Tables

The technique of hashing can be used to find elements in a data structure quickly,
without making a linear search through all elements. Hashing gives rise to the hash

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table, which can be used to implement sets and maps.

A hash function is a function that computes an integer value, the hash code, from an
object in such a way that different objects are likely to yield different hash codes.
The Object class has a hashCode method that other classes need to redefine. The call

int h = x.hashCode();

computes the hash code of the object x.

It is possible that two or more distinct objects have the same hash code. That is
called a collision. A good hash function minimizes collisions. For example, the String
class defines a hash function for strings that does a good job of producing different
integer values for different strings. Table 7-1 shows some examples of strings and
their hash codes.

A hash code is used as an array index into a hash table. In the simplest
implementation of a hash table, you could make an array and insert each object at
the location of its hash code (see Figure 4).

Table 7-1: Sample


Strings and Their
Hash Codes
String Hash Code
"Adam" 2035631
"Eve" 70068
"Harry" 6949448
"Jim" 74478
"Joe" 74656
"Juliet" –2065036585
"Katherine" 2079199209
"Sue" 83491

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Figure 7-4: A Simplistic Implementation of a Hash Table

Then it is a very simple matter to find out whether an object is already present in the
hash table or not. Compute its hash code and check whether the array position with
that hash code is already occupied. This doesn’t require a search through the entire
array.

However, there are two problems with this simplistic approach. First, it is not
possible to allocate an array that is large enough to hold all possible integer index
positions. Therefore, choose an array of some reasonable size and then reduce the
hash code to fall inside the array:

int h = x.hashCode();
if (h < 0) h = -h;
h = h % size;

Second, it is possible that two different objects have the same hash code. After
reducing the hash code for a smaller array size, it becomes even more likely that

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several objects collide and need to share a position in the array.

To store multiple objects in the same array position, use (short, we hope) link
sequences for the elements with the same hash code (see Figure 5). These link
sequences are called buckets. Now the algorithm for finding an object x in a hash
table is quite simple.

1. Compute the hash code and reduce it to fit the table. This gives an index h
into the hash table.
2. Iterate through the elements of the bucket at position h. For each element of
the bucket, check whether it is equal to x.
3. If a match is found among the elements of that bucket, then x is in the set.
Otherwise, it is not.

In the best case, in which there are no collisions, all buckets either are empty or have
a single element. Then checking for containment takes constant or O(1) time. More
generally, for this algorithm to be effective, the bucket sizes must be small. If the
table has only a few entries, then collisions are unavoidable, and each bucket will get
quite full.

Figure 7-5: A Hash Table with Linked Lists to Store Elements with the Same
Hash Code

Then the linear search through a bucket is time consuming. In the worst case, where
all elements end up in the same bucket, a hash table degenerates into a linked list!

Therefore, it is recommended that the table be somewhat larger than the number of

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elements that you expect to insert. Then there is a good chance for avoiding
collisions altogether. An excess capacity of about 30 percent is typical. According to
some researchers, the hash table size should be chosen to be a prime number to
minimize the number of collisions.

Adding an element is a simple extension of the algorithm for finding an object. First
compute the hash code to locate the bucket in which the element should be inserted.
Try finding the object in that bucket. If it is already present, do nothing. Otherwise,
insert it.

Removing an element is equally simple. First compute the hash code to locate the
bucket in which the element should be inserted. Try finding the object in that
bucket. If it is present, remove it. Otherwise, do nothing.

As long as there are few collisions, an element can be added or removed in constant
or O(1) time.

7.4. Shallow and D


Deeep Copy
A deep copy or As you know, a copy of an object reference is another reference to the same object. The
clone of an object
is an object with
clone method of the Object class is useful when you want to make a deep copy or clone of
distinct identity the object (see Figure 6).
and equal
contents.
Employee e = new Employee(. . .);
Employee cloned = e.clone();

Here we assume that the Employee class supplies an appropriate clone method.

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Figure 7-6: Cloning an Object

In general, a clone method is expected to fulfill these three conditions:

• x.clone() != x
• x.clone().equals(x)
• x.clone().getClass() == x.getClass()

That is, the clone should be a new object, but it should be equal to its original.

For reasons that will become apparent presently, cloning is a subtle process. Therefore,
the Object class didn’t dare to make clone a public method and made it protected instead.
If a class wants to allow clients to clone its instances, it must redefine clone to a public
method.

public class Employee


{
public Employee clone()
{
return super.clone(); // Not complete
}
. . .
}

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Note: When overriding the Object.clone method, we change the return type from Object
to Employee. In general, it is possible to change the return type of an overridden method
to a subtype. This is sometimes called a “covariant” return type.

To define a clone
method, a class However, it isn’t this simple. The designers of the Object class were so nervous about
must minimally clonability that they added a second requirement. Any class willing to be cloned must
implement the
Cloneable implement the Cloneable interface type.
interface type and
override the clone
method. public class Employee implements Cloneable
{
public Employee clone()
{
return (Employee) super.clone(); // Not complete
}
. . .
}

The Cloneable interface type is a curious interface type because it has no methods:

public interface Cloneable { }

It is a “tagging” interface type—you can only use it to test whether an object implements
it:

if (x instanceof Cloneable) . . .

When the Object class finds that the object to be cloned isn’t an instance of a class that
implements Cloneable, it throws a CloneNotSupportedException. This is a checked
exception, so you must declare or catch it. Here we declare it:

public class Employee implements Cloneable


{
public Employee clone() throws CloneNotSupportedException
{
return (Employee) super.clone();
}
. . .
}

It's always a burden on the caller when a method declares a checked exception. If you
absolutely know that the exception will never happen, you can “squelch” the exception:

public class Employee implements Cloneable


{
public Employee clone()
{
try
{

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return (Employee) super.clone();
}
catch (CloneNotSupportedException e)
{
return null; // Won’t happen
}
}
. . .
}

Why all the fuss? The Object.clone method makes a shallow copy. It makes a new object
of the same type as the original and copies the values of all fields. If the fields are object
references, the original and the clone can share common subobjects.

Figure 7-7: A Shallow Copy

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Figure 7-8: A “Sufficiently Deep” Copy

Consider an Employee class that stores the employee name, salary, and hire date. Figure 7
shows the shallow copy that Object.clone creates. As you can see, both the original and
the clone share a String and a Date object.

The sharing of the String object is not a problem—strings are immutable. But sharing a
Date is only reasonable if we know that none of the Employee methods mutates it.
Otherwise, it too should be cloned.

Here is how you can define a “sufficiently deep” copy of the Employee class with a hire
date (see Figure 8).

public class Employee implements Cloneable


{
public Employee clone()
{
try
{
Employee cloned = (Employee) super.clone();
cloned.hireDate = (Date) hireDate.clone();
return cloned;
}
catch (CloneNotSupportedException e)

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{
return null;
}
}
. . .
}

Note: The clone method is defined for arrays. It makes a shallow copy of the array, that is,
a new array of the same type and size whose elements are copies (but not clones) of the
original elements.

Now you know why the Object.clone method is so paranoid. Its behavior—to make a
shallow copy of all fields—is simply not appropriate for most subclasses. The designers
of the Object class were in a position to express their paranoia in three ways: the
protected attribute, the Cloneable interface type, and the checked
CloneNotSupportedException.

The users of your classes aren’t so lucky. The Employee.clone method is every bit as risky
as Object.clone. A subclass must be very careful to override clone if it has mutable fields.

public class Manager extends Employee


{
public Manager clone()
{
Manager cloned = (Manager) super.clone();
clone mutable fields
return cloned;
}
. . .
}

But unlike Object.clone, Employee.clone carries no warning. It is a public method that


throws no exceptions. And, of course, since Employee implements Cloneable, all of its
subclasses do too.

Note: As you can see, tagging interface types such as Cloneable are not really useful for
non-final classes. A tagging interface type is supposed to validate that a programmer
understands a subtle issue. But interface types are inherited, so the validation
automatically extends to subclasses, even though there is no guarantee that the subclass
implementors have the same understanding.

If a class is not final, it is a good idea to declare clone with the throws
CloneNotSupportedException specification. That way, you don't force subclasses to squelch
that exception.

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Note: You may wonder why the clone method doesn’t make a deep copy by default.
Arguably, a deep copy is a more reasonable default than a shallow copy. But it is not
always appropriate. Sometimes, a cloned object should share some subobjects with the
original object. Suppose, for example, that each Employee object has a field of type
Department that signifies the department in which the employee works. A clone of an
employee object should probably not make a deep copy of the department object. After
all, there is a benefit of shared references to the same department object. If the
department changes its name (say, from Personnel to Human Resources), then all
employees automatically pick up the name change of the shared object. Thus, cloning
truly is a subtle business, and each class needs to decide which fields to clone.

7.5. Serialization
Serialization In Java, it is simple to save objects to a stream without converting them to an external
denotes the
process of storing
representation. For example, suppose you want to save an array of Employee objects to a
an object and its file.
dependent objects
in a stream.
Employee[] staff = new Employee[2];
staff[0] = new Employee();
staff[1] = new Employee();

Construct an ObjectOutputStream that is associated with a FileOutputStream.

ObjectOutputStream out = new ObjectOutputStream(


new FileOutputStream("staff.dat"));

Then write the array and close the stream.

out.writeObject(staff);
out.close();

Now the array and all objects that it references are saved to the file. To read the data back,
reverse the process.

ObjectInputStream in = new ObjectInputStream(


new FileInputStream("staff.dat"));
Employee[] staff = (Employee[]) in.readObject();
in.close();

Afterwards, the staff array is filled with Employee objects that are identical to the saved
ones.

Remarkably, the Employee class does not have to implement any methods to make this
possible. This is in marked contrast to the toString and clone methods, which require
programmers to supply an implementation. The only requirement is that the class (or
one of its superclasses) implements the Serializable interface type.

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Objects of classes public class Employee implements Serializable
that implement
the Serializable
{
interface type can . . .
be serialized in
object streams. }

The Serializable interface type is a tagging interface type similar to Cloneable, with no
methods.

To gain some respect for the serialization mechanism, let’s understand how it works in a
complex situation. Suppose that each Employee object has a field

private Employee buddy;

The buddy of an employee is another employee, perhaps one who is called to duty if an
employee cannot show up for work. Figure 9 shows a scenario in which two employees
are buddies of each other. Suppose the array of employees is serialized.

Figure 7-9: Objects with References Between Them to be Serialized

The serialized file contains the following information:

• Object #1, type = Employee[]


◦ [0] component is Object #2, type = Employee
▪ name field is . . .
▪ salary field is . . .
▪ buddy field is Object #3, type = Employee
▪ name field is . . .
▪ salary field is . . .
▪ buddy field is Object #2 (already described)
◦ [1] component is Object #3 (already described)

As you can see, every object gets a serial number (#1, #2, #3). When an object is saved for
the first time, its fields are saved as well. However, when an object has been previously
saved, then only the serial number is saved.

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There are a few times when it is not desirable to have a field serialized explicitly. By
marking the field as transient, it is simply not saved or restored. For example, when
serializing an item in a scene, you may not want to save whether or not the item was
currently selected. Then declare the selected flag like this:

private transient boolean selected;

Another reason for using the transient keyword is to avoid errors with instance fields of
types that are not serializable. For example, the BufferedImage class is not serializable. If
your class has fields of that type, you must mark them as transient. (If you don’t, then a
NotSerializableException will be thrown when trying to write the object.) For example, in
a serializable Person class, you can declare the image as transient.

private transient BufferedImage image;

Note: If you use transient fields, then the default serialization mechanism may not store
sufficient information. To overcome that problem, you need to supply special methods

private void writeObject(ObjectOutputStream out)


private void readObject(ObjectInputStream in)

These methods must first call defaultWriteObject/defaultReadObject to write or read the


superclass information and any non-transient fields, and then manually write or read the
remaining information.

Note: Serialization is well suited for short-term storage of objects. However, if the
definition of a class changes, then the serialization format also changes. As a
consequence, you cannot read in files that contain objects of an older version of the class.
A better alternative for longterm storage of classes whose definition may change over
time is the long-term persistence storage for JavaBeans—see http://www.oracle.com/
technetwork/java/persistence-135990.html.

7.6. Refle
eflection
ction
Reflection denotes Reflection is a mechanism by which a program can find out about the capabilities of its
the ability of a
program to
objects at runtime, and manipulate the objects whose capabilities it has discovered.
analyze its objects Reflection is particularly useful for building programming tools. For example, the BlueJ
and their
capabilities. environment uses reflection to enumerate the constructors and methods of arbitrary
classes. Reflection is also an essential part of the JavaBeans component model that we
describe at the end of this chapter.

In order to support reflection, a number of classes have been created to describe the
various features of Java types. They are shown in the table below.

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Reflection
Purpose
Class
Class Describes a type
Package Describes a package
Describes a field and allows inspection and modification of
Field
fields
Method Describes a method and allows its invocation on objects
Constructor Describes a constructor and allows its invocation
Array Has static methods to analyze arrays

Tip: Just as the Class class can be demystified by thinking of it as a type descriptor, you
should think of the other reflection classes as descriptors. For example, a Method object is
not a method. It just describes a method. The object knows the method name and its
parameter and return types. It knows how to call the method. But it doesn’t know what
the method does.

7.6.1. Enumer
Enumerating
ating the FFeeatur
atures
es of a Clas
Classs

As you have seen, you can obtain the Class object that describes the type of any object.
The Class object gives a wealth of information about the class:

• The superclass
• All interface types that the class implements
• The package of the class
• The names and types of all fields
• The names, parameter types, and return types of all methods
• The parameter types of all constructors

The getSuperclass method returns the Class object that describes the superclass of a
given type. If the type does not have a superclass (because it is Object or not a class type),
then the getSuperclass method returns null.

The getInterfaces method returns an array of Class objects describing the interface
types that a class implements or an interface type extends. If the type doesn’t implement
or extend interface types, an array of length 0 is returned. Note that this method only
returns the direct superinterface. That means you need to call this method on all
superclasses and superinterfaces to obtain the complete collection of interface types that
a class implements.

For example, the statement

Class[] interfaces = Rectangle.class.getInterfaces();

Yields an array consisting of the two elements Shape.class and Serializable.class. Note

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that Cloneable.class is not in the array because it is not a direct superinterface.

The getPackage method returns a Package object that describes the package of a class. For
example,

Package pkg = String.class.getPackage();


System.out.println(pkg.getName()); // Prints java.lang

Using reflection, The getDeclaredFields method returns an array of Field objects for all fields that this
you can
enumerate all
class or interface declares. That includes public, private, protected, and package-visible
fields, methods, fields. Both instance fields and static fields are included. However, fields from
and constructors
of a class. superclasses are not. If you want to have information on a specific field whose name you
know, then you can call the getDeclaredField method to get a Field object describing the
field with the given name. There is also a less useful getFields method that returns all
public fields of the class and its superclasses.

The Field class has three methods to describe the field: getName gets the field name,
getType gets the field type (as a Class object), and getModifiers gets an integer that has
various bits set to indicate whether the field is public, private, protected, static, or final.
Use the static isPublic, isPrivate, isProtected, isStatic, isFinal methods of the
Modifier class to test the return value of getModifiers. For example, the following loop
prints out the names of all static fields of the Math class.

Field[] fields = Math.class.getDeclaredFields();


for (Field f : fields)
if (Modifier.isStatic(f.getModifiers()))
System.out.println(f.getName());

The getDeclaredConstructors method of the Class class returns an array of Constructor


objects that describes the constructors of the class. A class can have multiple
constructors, each with different parameter types. The getParameterTypes method of the
Constructor class returns an array of Class objects that describe the parameter types.

For example, calling

Constructor[] constructors = Rectangle.class.getDeclaredConstructors()

returns an array of seven Constructor objects, one for each of the constructors of the
class. The double loop

for (Constructor c : constructors)


{
Class[] params = c.getParameterTypes();
System.out.print("Rectangle(");
for (int i = 0; i < params.length; i++)
{
if (i > 0) System.out.print(", ");
System.out.print(params[i].getName());
}
System.out.println(")");

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}

prints the parameter types of all of them, yielding the output

Rectangle()
Rectangle(java.awt.Rectangle)
Rectangle(int, int, int, int)
Rectangle(int, int)
Rectangle(java.awt.Point, java.awt.Dimension)
Rectangle(java.awt.Point)
Rectangle(java.awt.Dimension)

Finally, the getDeclaredMethods method of the Class class returns an array of Method
objects that describes each method. As with Constructor objects, the getParameterTypes
method returns an array of parameter types. In addition, the getName method returns the
method name, and the getReturnType method returns a Class object describing the return
type.

You can also get the descriptor of a single method. Call the getDeclaredMethod method
with the method name and the parameter types. The parameter types are needed
because there may be multiple methods with the same name. For example, to obtain a
Method object for the method

contains(int x, int y)

of the Rectangle class, you call

Method m = Rectangle.class.getDeclaredMethod("contains",
int.class, int.class);

Similarly, to obtain a single Constructor object, you specify the parameter types, such as

Constructor c = Rectangle.class.getDeclaredConstructor();
// Gets the default constructor because no parameters specified

You will see in the next section how to call a method that is described by a Method object.

Note: The getDeclaredMethod and getDeclaredConstructor methods are “varargs” methods


that take a variable number of parameters of type Class. They are declared as

Method getDeclaredMethod(String name, Class... parameterTypes)


Constructor getDeclaredConstructor(Class... parameterTypes)

You supply zero or more parameters of type Class.

In the examples of this section, we showed you the effect of the reflection mechanism on
known classes such as String and Rectangle. However, the real importance of the
mechanism is to analyze classes that are not known when the program is compiled. For

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example, the BlueJ program lets you load arbitrary classes, and it enumerates their
constructors and methods for you.

7.6.2. Invoking Methods

A Method object describes a method of some class. Can you call the method? Sure you can.
The Method class has an invoke method for that purpose. Give it the implicit and explicit
parameter objects, and the method is invoked. Let’s run through an example.

Suppose you want to call the println method of the PrintStream class the hard way, by
getting the Method object and giving it System.out and "Hello, World!" as parameters.

First, get the Method object, as discussed in the preceding section: You want the println
method of the PrintStream class that takes one parameter of type String.

Method m = PrintStream.class.getDeclaredMethod("println", String.class);

Then invoke m on the implicit parameter System.out, and supply the explicit parameters.
In this case, there is just one explicit parameter, the string "Hello, World!".

m.invoke(System.out, "Hello, World");

As a result, the string "Hello, World!" is printed to System.out.

The invoke method receives a variable number of parameters of type Object. The first
parameter is the implicit parameter of the call. Supply null if you call a static method.
The remaining parameters are the explicit parameters of the call.

Here is the complete program.

ch07/reflect1/HardHello.java
1 import java.lang.reflect.*;
2 import java.io.*;
3
4 /**
5 This program prints "Hello, World" the hard way,
6 using reflection.
7 */
8 public class HardHello
9 {
10 public static void main(String[] args)
11 throws NoSuchMethodException, IllegalAccessException,
12 InvocationTargetException
13 {
14 Method m = PrintStream.class.getDeclaredMethod(
15 "println", String.class);
16 m.invoke(System.out, "Hello, World!");
17 }
18 }

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The getDeclaredMethod and invoke methods can throw a number of serious exceptions—
if the method doesn’t exist, if you call it with the wrong parameter types, if the method is
not accessible (for example, because it is private), or if the method throws an exception
during its execution.

If any of the method parameters are primitive types, they need to be wrapped into
objects of the corresponding wrapper classes. As of Java 5.0, auto-boxing takes care of
this issue.

If the method returns a value, the invoke method returns it as an Object. If the return
type is a primitive type, then it is wrapped in a wrapper object. For example, if a method
returns a double, then invoke returns a Double object. You can have it automatically
unboxed, provided that you cast the returned value to the wrapper type.

For example, here is a call to Math.sqrt(4.0):

Method m = Math.class.getDeclaredMethod("sqrt", double.class);


double r = (Double) m.invoke(null, 4.0); // r is 2.0

Why would anyone want to go through this trouble to call a method? There is of course
no sense in calling a known method in this way. However, if a program needs to call a
method that is not known when the program is compiled, then the dynamic invocation
mechanism is required. For example, the JUnit program dynamically invokes all methods
of a test class whose names start with test.

7.6.3. Inspe
Inspecting
cting Obje
Objects
cts

You can also use the reflection mechanism to dynamically look up the fields of objects as
a program runs. Of course, fields are generally private, so you must override the normal
access control mechanism. To allow access to a field, call its setAccessible method, like
this:

Class c = obj.getClass();
Field f = c.getDeclaredField(name);
f.setAccessible(true);

It appears dangerous to allow a program to read and write private fields of any object.
For that reason, the setAccessible call can be protected by installing a security manager.
By default, basic Java applications do not install a security manager. However, applets,
servlets, and other types of programs run with a security manager that disallows access
to private fields. (For more information on security managers, see Horstmann and
Cornell, Core Java, 10th ed., vol. 2, Sun Microsystems Press, 2016).

If you are granted access, you can read and write any field of the object:

Object value = f.get(obj);


f.set(obj, value);

Of course, f must be a Field object that describes a field of the class of obj; otherwise, the
get and set methods throw an exception.

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If the field type is a primitive type, then the get method returns a wrapper object.
Conversely, the set method expects a wrapper object and unwraps it.

To read or write a static field, supply null for the object.

Let’s run through an example. The following program spies on the internal state of a
randomizer. When you run the program, you can observe how the seed field changes.
Note the generic spyFields method that can show the fields of any object, not just a
random number generator.

ch07/reflect2/FieldTester.java
1 import java.lang.reflect.*;
2 import java.util.*;
3
4 /**
5 This program shows how to use reflection to print
6 the names and values of all nonstatic fields of an object.
7 */
8 public class FieldTester
9 {
10 public static void main(String[] args)
11 throws IllegalAccessException
12 {
13 Random r = new Random();
14 System.out.print(spyFields(r));
15 r.nextInt();
16 System.out.println("\nAfter calling nextInt:\n");
17 System.out.print(spyFields(r));
18 }
19
20 /**
21 Spies on the field names and values of an object.
22 @param obj the object whose fields to format
23 @return a string containing the names and values of
24 all fields of obj
25 */
26 public static String spyFields(Object obj)
27 throws IllegalAccessException
28 {
29 StringBuffer buffer = new StringBuffer();
30 Field[] fields = obj.getClass().getDeclaredFields();
31 for (Field f : fields)
32 {
33 if (!Modifier.isStatic(f.getModifiers()))
34 {
35 f.setAccessible(true);
36 Object value = f.get(obj);
37 buffer.append(f.getType().getName());
38 buffer.append(" ");

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39 buffer.append(f.getName());
40 buffer.append("=");
41 buffer.append("" + value);
42 buffer.append("\n");
43 }
44 }
45 return buffer.toString();
46 }
47 }

Here is a typical output of the program.

java.util.concurrent.atomic.AtomicLong seed=214557382433043
double nextNextGaussian=0.0
boolean haveNextNextGaussian=false

After calling nextInt:

java.util.concurrent.atomic.AtomicLong seed=231457616363298
double nextNextGaussian=0.0
boolean haveNextNextGaussian=false

Note: You may wonder why Java doesn’t use a method such as spyFields to implement a
generic toString method. However, it isn’t always so simple. Suppose the Employee class
has a field Employee buddy. If it happens that Harry’s buddy is Joe, and Joe’s buddy is
Harry, then the mechanical implementation of toString would die in an infinite recursion.

7.6.4. Inspe
Inspecting
cting Arr
Arraay Elements

The Field class allows you to read and write the value of an arbitrary field of an object.
The Array class does a similar job for array objects. If a is any array, then you can read a
value at index i as

Object value = Array.get(a, i);

You set a value as

Array.set(a, i, value);

You can find out the length of the array as

int n = Array.getLength(a);

To create a new array, call the static newInstance method with the desired component
type and length. For example, here is how you can double the size of an array:

Object anew = Array.newInstance(


a.getClass().getComponentType(),

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2 * Array.getLength(a) + 1);
System.arraycopy(a, 0, anew, 0, Array.getLength(a));
a = anew;

7.7. Type V
Variables
ariables
7.7
.7.1.
.1. Generic T
Types
ypes

A generic type has A generic type is a type that is parameterized by one or more type variables. A generic
one or more type
variables.
type is instantiated when actual types are substituted for the type variable. For example,
ArrayList<E> is a generic type, and ArrayList<String> is an instantiation.

In Java, type variables can only be instantiated with class or interface types, not with
primitive types. For example, it is not possible to declare an ArrayList<int>.

When you define a generic class, you use type variables for the generic types of variables,
fields, and methods. Here is a fragment of the definition of the ArrayList<E> class:

public class ArrayList<E>


{
public E get(int i)
{
if (i < 0 || i >= size) throw new IndexOutOfBoundsException(. . .);
return elementData[i];
}
public E set(int i, E newValue)
{
if (i < 0 || i >= size) throw new IndexOutOfBoundsException(. . .);
E oldValue = elementData[i];
elementData[i] = newValue;
return oldValue;
}
. . .
private E[] elementData;
private int size;
}

When the generic class is instantiated, then the type variables are substituted with the
actual types. For example, the instantiated class ArrayList<String> has methods

String get()
String set(int i, String newValue)

Note: There is no subclass relationship between generic classes that are instantiated
with subtypes. For example, ArrayList<Rectangle> is not a subclass of ArrayList<Shape>.
The two classes are completely unrelated. In this regard, generic collections differ from

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the builtin array types.

Generic types are most commonly used for collections, with a type variable denoting the
element type. However, there are many other uses as well. We have seen the generic
Comparable interface

public interface Comparable<T>


{
int compare(T other);

Here, the type variable specifies the parameter type of the compare method.

7.7
.7.2.
.2. Generic Methods

A generic method is a method with one or more type parameters. A generic method can
be declared inside an ordinary class or a generic class. Here is an example of a generic
method that is declared inside an ordinary class Utils.

public class Utils


{
public static <E> void fill(ArrayList<E> a, E value, int count)
{
for (int i = 0; i < count; i++)
a.add(value);
}
}

The type parameter list <E> after the public static modifiers indicates that this method
is generic. The type parameter is used to denote the type of the array elements and the
fill value.

When you call a generic method, you need not specify type parameters. Instead, it is
inferred from the call parameters. For example, consider the call

ArrayList<String> ids = new ArrayList<String>();


Utils.fill(ids, "default", 10);

The compiler matches the generic parameter types (ArrayList<E> and E) against the
actual parameter types (ArrayList<String> and String). It then infers that E is String in
this method call.

The type matching mechanism is rather sophisticated. Consider for example the call

ArrayList<Shape> shapes = new ArrayList<Shape>();


Utils.fill(shapes, new Rectangle(5, 10, 20, 30), 10);

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Now the compiler needs to work harder when matching the generic parameter types
(ArrayList<E> and E) against the actual parameter types (ArrayList<Shape> and
Rectangle). Matching E with Shape succeeds since Rectangle is a subtype of Shape.
However, matching E with Rectangle does not succeed because ArrayList<Rectangle> is
not a subtype of ArrayList<Shape>.

The compiler will figure out the appropriate method instantiation automatically.
However, for greater clarity, you can specify the instantiation—place the actual type
parameters before the method name, like this:

Utils.<Shape>fill(shapes, new Rectangle(5, 10, 20, 30), 10);

7.7
.7.3.
.3. Type Bounds and W
Wildc
ildcar
ards
ds

Type variables can It is often necessary to specify constraints between the types that can be used in a
be constrained
with bounds.
generic class or method. Consider a generic method that appends elements from one
array list to another:

public static <E> void append(ArrayList<E> a, ArrayList<E> b, int count)


{
for (int i = 0; i < count && i < b.size(); i++)
a.add(b.get(i));
}

This method is rather limited. It cannot be used to append an ArrayList<Rectangle> to an


ArrayList<Shape>. Here, we will want to use two type bounds E and F to express the fact
that the two array lists may have different types:

public static <E, F> void append(ArrayList<E> a, ArrayList<F> b, int count)

However, we can only append elements of a subtype. We use a type bound to express this
fact:

public static <E, F extends E> void append(


ArrayList<E> a, ArrayList<F> b, int count)
{
for (int i = 0; i < count && i < b.size(); i++)
a.add(b.get(i));
}

You use the the extends keyword to express that a type is a subtype of a given type as
defined in Section 1.1 . For example, you can append an ArrayList<Shape> and an
ArrayList<Rectangle> because Rectangle is a subtype of the Shape type.

Note: Occasionally, you want to specify multiple type bounds; in that case, separate them
with & symbols:

E extends Cloneable & Serializable

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It is possible to simplify the declaration of the append method. Note that the type
variable F is never used in the body of the function. We can eliminate it and replace it
with a wildcard:

public static <E> void append(


ArrayList<E> a, ArrayList<? extends E> b, int count)
{
for (int i = 0; i < count && i < b.size(); i++)
a.add(b.get(i));
}

Use a wildcard The expression ? extends E matches any subtype of E.


type for a generic
type parameter
that can be Wildcards can only be used as type parameters, inside < > brackets. You cannot not
anonymous.
define a variable or an array of type ?.

Wildcard type parameters restrict the methods that you can call. For example, the set
method of ArrayList<? extends E> has the form

? extends E add(? extends E newElement)

You cannot call this method! If you call b.add(x), the compiler only knows that x must
belong to some subtype of E, but it does not know which type is required. Therefore, any
such call is an error. However, the get method is still usable:

? extends E get(int i)

It returns an object of an unknown subtype of E, and you can safely use it as an object of
type E.

Wildcards can also be bounded in the opposite direction. The expression ? super F
matches any supertype of F. We could have equally well defined the append method as

public static <F> void append(


ArrayList<? super F> a, ArrayList<F> b, int count)
{
for (int i = 0; i < count && i < b.size(); i++)
a.add(b.get(i));
}

Note that the add method of ArrayList<? super F> has the form

boolean add(? super F newElement)

The method can safely receive any object of type F.

Note: You will sometimes find unbounded wildcards such as Class<?> in the API
documentation. This typically means that the API was defined before generics were

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introduced. You cannot call any methods that require type parameters (such as
newInstance) on the resulting Class object, but you can call methods such as getName.

Note: Subtype relationships between generic types are more subtle than those for
nongeneric types in Section 7.1.1, particularly when wildcards are involved. For example,
ArrayList<Rectangle> is not a subtype of ArrayList<Shape>, but it is a subtype of
ArrayList<? extends Shape> or ArrayList<?>. For a full discription of the rules, see
Angelika Langer’s Generics FAQ at http://www.langer/camelot.de/GenericsFAQ.

Let’s look at a more complex example of using type bounds and wildcards. We want to
write a generic getMax method that finds the largest element in an array list of objects. In
general, we don’t know how to compare array elements, but we can use a type bound to
ensure that the element type is a subtype of the Comparable interface. Here is a first
attempt:

public static <E extends Comparable<E>> E getMax(ArrayList<E> a)


{
E max = a.get(0);
for (int i = 1; i < a.size(); i++)
if (a.get(i).compareTo(max) > 0) max = a.get(i);
return max;
}

Here, we use the type bound to express that the element type of the array should be a
subtype of the type bound Comparable<E>. For example, you can call the getMax method
with a String[] array but not with a Rectangle[] array—the String class implements
Comparable<String>, but Rectangle does not implement Comparable<Rectangle>.

The definition of the getMax method is overly restrictive. Suppose you want to sort an
ArrayList<GregorianCalendar>. The GregorianCalendar class is a subclass of the Calendar
class which implements Comparable<Calendar>. Therefore, GregorianCalendar also
implements Comparable<Calendar>, but not Comparable<GregorianCalendar>. This is not a
problem—you can still find the largest entry, by using the superclass comparison.

Therefore, we should only require that the element type E implements Comparable<S> for
some supertype S of E. Since we never need to know exactly what that supertype is, we
can use a wildcard:

public static <E extends Comparable<? super E>> E getMax(ArrayList<E> a)

7.7
.7.4.
.4. Type Er
Erasur
asuree

The raw type of a The virtual machine that executes Java programs does not work with generic classes or
generic type is
obtained by
methods. Instead, it uses raw types, in which the type variables are replaced with
erasing the type ordinary Java types. Each type variable is replaced with its bound, or with Object if it is
variables.
not bounded.

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The compiler erases the type variables when it compiles generic classes and methods. For
example, the generic class ArrayList<E> turns into the following raw class:

public class ArrayList


{
public Object get(int i)
{
if (i < 0 || i >= size) throw new IndexOutOfBoundsException(. . .);
return elementData[i];
}
public Object set(int i, Object newValue)
{
if (i < 0 || i >= size) throw new IndexOutOfBoundsException(. . .);
Object oldValue = elementData[i];
elementData[i] = newValue;
return oldValue;
}
. . .
private Object[] elementData;
private int size;
}

As you can see, the type variable E has been replaced by Object. The result is an ordinary
class.

The same process is applied to generic methods. After erasing the type parameter, the
getMax method of the preceding section turns into an ordinary method:

public static Comparable getMax(ArrayList a)


{
Comparable max = (Comparable) a.get(0);
for (int i = 1; i < a.size(); i++)
if (a.get(i).compareTo(max) > 0) max = a.get(i);
return max;
}

Note that due to the type bound (E extends Comparable<? super E>) the type E has been
erased to Comparable.

In order to Raw types are necessary when you interface with legacy code that was written before
interface with
legacy code, you
generics were added to the Java language. For example, if a legacy method has a
can convert parameter ArrayList (without a type variable), you can pass an ArrayList<String> or
between generic
and raw types. ArrayList<Employee>. This is not completely safe—after all, the legacy method might
insert an object of the wrong type. The compiler will issue a warning, but your program
will compile and run.

Note: When generic code compiles without warnings, the code is typesafe: no
ClassCastException will be thrown at runtime. However, when you mix generic and raw

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collections, the compiler can no longer guarantee type safety. For example,

ArrayList<String> names = new ArrayList<String>();


ArrayList a = names; // Compiles with warning
a.add(new Country( . . . )); // Not an error
String n = names.get(0); // ClassCastException thrown

7.7
.7..5. Limitations of Generics

Knowing about raw types helps you understand limitations of Java generics. For example,
you cannot replace type variables with primitive types. Erasure turns type variables into
the bounds type, such as Object or Comparable. The resulting types can never hold values
of primitive types.

Another limitation is that you cannot construct new objects of a generic type. That is, the
following method, which tries to fill an array list with copies of default objects, would be
wrong:

public static <E> void fillWithDefaults(ArrayList<E> a, int count)


{
for (int i = 0; i < count; i++)
a.add(new E()); // ERROR
}

To see why this is a problem, carry out the type erasure process, as if you were the
compiler:

public static void fillWithDefaults(ArrayList a, int count)


{
for (int i = 0; i < count; i++)
a.add(new Object()); // ERROR
}

Of course, if you start out with an ArrayList<Rectangle>, you don’t want it to be filled with
Object instances. But that’s what the code would do after erasing types.

In situations such as this one, the compiler will report an error. You then need to come up
with another mechanism for solving your problem.

You can pass a Class object to make new instances, using reflection. For example,

public static <E> void fillWithDefaults(ArrayList<E>,


Class<? extends E> cl, int count)
throws InstantiationException, IllegalAccessException
{
for (int i = 0; i < count; i++)
a.add(cl.newInstance());
}

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Here, we use the fact that the Class class has a type parameter. That parameter
determines the return type of methods such as newInstance:

class Class<T>
{
public T newInstance()
throws InstantiationException, IllegalAccessException { . . . }
. . .
}

We require that the Class type parameter is a subtype of E. For example, the following call
will compile:

ArrayList<Shape> shapes = new ArrayList<Shape>();


fillWithDefault(shapes, Rectangle.class)

The Rectangle.class object is an instance of Class<Rectangle>, and Rectangle is a subtype


of Shape. But the call

fillWithDefault(shapes, String.class)

will not compile.

There are other technical limitations of generic classes that are consequences of the type
erasure mechanism. Here are the most important ones:

• You cannot form arrays of parameterized types. For example, an array


Comparable<E>[] is illegal. A remedy is to use an array list
ArrayList<Comparable<E>>.
• You cannot reference type parameters of a generic type in a static context, that is,
in static fields, methods, or inner classes. For example, the following is illegal:

public class MyClass<E>


{
private static E defaultValue; // Error
. . .
}

This code gives the impression as if there was a separate defaultValue for each
instantiation type. However, after erasure, the class can only have one static field.
Therefore, use of type variables in static contexts is outlawed.

• You can neither throw nor catch generic types. In fact, a generic type cannot
extend Throwable.
• You cannot have type clashes after erasure. For example, GregorianCalendar cannot
implement Comparable<GregorianCalendar> since it already inherits the
Comparable<Calendar> interface, and the two interfaces are erased to the same raw
type.

The following program contains the various sample methods that were discussed in the

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preceding sections.

ch07/generic/Utils.java
1 import java.util.*;
2
3 public class Utils
4 {
5 public static <E> void fill(ArrayList<E> a, E value, int count)
6 {
7 for (int i = 0; i < count; i++)
8 a.add(value);
9 }
10
11 public static <E, F extends E> void append(ArrayList<E> a,
12 ArrayList<F> b, int count)
13 {
14 for (int i = 0; i < count && i < b.size(); i++)
15 a.add(b.get(i));
16 }
17
18 public static <E extends Comparable<? super E>>
19 E getMax(ArrayList<E> a)
20 {
21 E max = a.get(0);
22 for (int i = 1; i < a.size(); i++)
23 if (a.get(i).compareTo(max) > 0) max = a.get(i);
24 return max;
25 }
26
27 public static <E> void fillWithDefaults(ArrayList<E> a,
28 Class<? extends E> cl, int count)
29 throws InstantiationException, IllegalAccessException
30 {
31 for (int i = 0; i < count; i++)
32 a.add(cl.newInstance());
33 }
34 }

ch07/generic/UtilsTester.java
1 import java.util.*;
2 import java.awt.*;
3
4 public class UtilsTester
5 {
6 public static void main(String[] args)
7 throws InstantiationException, IllegalAccessException
8 {
9 ArrayList<String> ids = new ArrayList<>();

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10 Utils.fill(ids, "default", 10);
11 System.out.println(ids);
12
13 ArrayList<Shape> shapes = new ArrayList<>();
14 Utils.fill(shapes, new Rectangle(5, 10, 20, 30), 2);
15 System.out.println(shapes);
16
17 ArrayList<Polygon> polys = new ArrayList<>();
18 Utils.fillWithDefaults(polys, Polygon.class, 10);
19 Utils.append(shapes, polys, 2);
20 System.out.println(shapes);
21
22 ArrayList<GregorianCalendar> dates
23 = new ArrayList<>();
24 Utils.fillWithDefaults(dates, GregorianCalendar.class, 5);
25 System.out.println(Utils.getMax(dates));
26 }
27 }

7.8. JavaBe
aBeans
ans Components
7.8.1. Components

A software Objects form the building blocks of object-oriented programming. However, objects are
component is a
building block
too fine-grained to provide significant reusability of complex behavior. A software
that can be component is a construct that encapsulates more functionality than a single class, in such
combined with
other components a way that you can compose an application from multiple components with only minimal
into programs, additional programming.
usually by
employing a
program builder In the early days of object-oriented programming, it was envisioned that classes would
tool.
be sold as standardized “software ICs (integrated circuits)”. Rather than programming
another linked list from scratch, programmers would purchase a standard linked list
class from a vendor. However, few customers wanted to buy a linked list since it isn’t that
hard to write your own or just use the library version. In order to be commercially viable,
reusable software needed to supply more functionality.

The first successful example of reusable software was the market for Visual Basic
controls (also called “ActiveX” controls). Typical Visual Basic controls are:

• A calendar control that lets users select a date from a pop-up calendar
• A graph control that draws multiple types of graphs
• A control that connects to a database and displays the results of a query as a
scrollable table
• A control that communicates with a Lego Mindstorms robot

These components have complex behavior, and it would not be economical to


reimplement them in-house. There is an active market for developing and selling these
kinds of components.

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When you buy such a component, you need to customize it. For example, a graph
component may have dozens of graph types, with many choices for fonts and colors. In
your particular application, you will want to select just one or two choices.

Next, you need to compose the component with other components, such as a data source
for the values that are being displayed in the graph.

This process of customization and composition typically takes place in a builder


environment, a program that displays the components and that allows an operator (who
need not be a programmer) to combine the components into a program (see Figure 10).

Figure 7-10: A Builder Environment

7.8.2. JavaBe
aBeans
ans

A Java bean is JavaBeans is the term for a component model used to create applications with a graphical
composed of one
or more classes
user interface. A Java bean is an entity with three capabilities:
that are packaged
together, allowing
• The ability to execute methods (which are like object methods)

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a builder or • The ability to expose properties (which are like object attributes)
execution
enviroment to
• The ability to emit events (see Figure 11)
discover the
methods,
properties, and
Just as with classes, the implementation details of a bean are private and not accessible
events that the to programmers using it. However, a Java bean is typically composed of multiple classes
bean exposes.
because its functionality is generally more complex than that of a single class.

Figure 7-11: A Java Bean

Figure 12 shows a calendar bean that you can integrate into any application that requires
users to input dates. You can download that bean from http://www.toedter.com/ en/
jcalendar.

Figure 7-12: A Calendar Bean

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Figure 7-13: A Property Sheet

A Java bean is intended to be manipulated by a builder environment that allows for the
modification and composition of components without programming. For example, a
component’s properties can be set with a property sheet, a dialog box that lists all
properties of the component and allows them to be edited interactively (see Figure 13).

Because the Java language has no special support for components, each bean designates a
single class to be the facade for the bean. That class contains methods that describe the
bean methods, properties, and events. Clients of the bean call methods of the facade
class, and those methods call on other classes in the bean.

Pattern: Facade
Context:

1. A subsystem consists of multiple classes, making it complicated for clients to


use.
2. The implementation of the subsystem is subject to change, but the
functionality that it provides is stable.
3. In order to support reuse of components, you want to give a coherent entry
point to the capabilities of the subsystem.

Solution:

1. Define a facade class that exposes all capabilities of the subsystem as


methods.

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2. The facade methods delegate requests to the subsystem classes.
3. The subsystem classes do not know about the facade class.

The following table shows the meaning of the names in the pattern when it is
applied to a Java bean.

Name in Design
Actual Name
Pattern
Client Builder tool
Main bean class with which the builder tool
Facade
interacts
SubsystemClass Class used to implement bean functionality

7.8.3. Be
Bean
an P
Prroperties

A component A property of a bean has a name and methods for getting and setting the property value.

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property is a (Most properties are get-and-set, but there are also get-only and set-only properties.)
named value that
denotes a
What happens when you get or set the property is entirely up to the implementor. The
characteristic of implementor specifies methods that carry out the getting and setting. Note that a
the component,
and that can be property is generally not the same as an instance field. For example, a property may be
accessed by stored in a database. Even when a property is stored as an instance field, the getter and
component
clients. setter methods may do more work than just getting or setting the field value. For
example, in a visual component, the setter for a color property may update a field and
then call a repaint method, so that the changed property becomes visible.

Programming languages that support components have a convenient syntax for getting
and setting properties. For example, in C# and Visual Basic, properties look like public
instance fields of an object, even though they are actually manipulated through special
methods. The statement

b.propertyName = value

automatically calls the property setter, whereas

value = b.propertyName

calls the property getter.

However, the Java programming language has no such syntax. When you implement
properties of a Java bean, you need to provide a pair of methods that follows a naming
convention. The get method starts with get and is followed by the name of the property,
with the first letter capitalized. It must have no parameters, and its return type is the
type of the property. The set method starts with set, followed by the name of the
property, with the first letter capitalized, a single parameter whose type is the type of the
property, and a return type of void.

public X getPropertyName()
public void setPropertyName(X x)

For example, the following two methods implement a background property:

public Color getBackground()


public void setBackground(Color c)

There is an exception for Boolean-valued properties. For them, the naming convention is

public boolean isPropertyName()


public void setPropertyName(boolean b)

That is, you use is as the prefix of the method for getting the Boolean property value, not
get.

Finally, when a property is array-valued, you supply four methods, two for getting and
setting the entire array, and two for getting and setting individual elements:

public X[] getPropertyName()

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public void setPropertyName(X[] array)
public X getPropertyName(int i)
public void setPropertyName(int i, X x)

Remember to replace PropertyName with the capitalized name of the actual property.

If a property has a get method and no set method, it is considered get-only. Conversely, a
property without a get method is set-only.

When a builder environment loads a bean, then the facade class is analyzed and searched
for methods that start with get and set. (This search uses the reflection mechanism.) As
long as the methods follow the naming convention exactly, then a property is deduced by
taking the name of the method, removing the get or set prefix, and “decapitalizing” the
remainder. That is, the first character is converted to lowercase unless both the first and
second character are uppercase, in which case the first letter is not changed. Thus, get-
Background yields a property background but getURL yields a property URL. (This kind of
hokus-pokus is what you have to deal with when a programming language isn’t able to
express a useful concept and you have to fake it through coding conventions.)

Special Topic: Accessing Java Properties from JavaScript

Let’s run a JavaScript experiment to appreciate the benefits of an easier syntax for
properties. Rhino is a JavaScript interpreter that is tightly integrated with Java. That
integration allows you to access JavaBeans properties with a simplified syntax.

Download the Rhino program from http://www.mozilla.org/rhino. Install it into a


directory of your choice.

Open a shell window, change to the Rhino install directory, and launch the Rhino
interpreter:

java -jar js.jar

You get a prompt

js>

Now you can type any JavaScript commands. Start by constructing a frame and a
button.

importPackage(Packages.javax.swing);
var frame = new JFrame();
var button = new JButton();

(Note that JavaScript variables are untyped. Any variable can hold an object of any
type.)

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Now set the text property of the button:

button.text = "Hello, World!";

Behind the scenes, Rhino has discovered that the JButton class has getText and
setText methods that correspond to a text property, and it calls the method button.
setText("Hello, World!"). That’s exactly the kind of functionality that the designers
of JavaBeans had in mind. The programmer can use a convenient syntax, and the
run-time environment automatically generates the equivalent method call.

Next, add the button to the content pane:

frame.add(button);

Finally, let’s pack and show the frame:

frame.pack();
frame.visible = true;

The frame and the button are displayed immediately (see Figure 14).

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Figure 7-14: Running the Rhino Interpreter

7.8.4. Editing Be
Bean
an P
Prroperties in a Builder T
Tool
ool

In this section, we describe the process of editing bean properties in the NetBeans 4.0
development environment. Other development environments, such as Eclipse or JBuilder,
have similar options.

The NetBeans development environment is available at no charge from


http://www.netbeans.org.

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Select File → New Project from the menu, then make a project of type Java Application in
the General category. Then select File → New File from the menu and make a JFrame from
in the Java GUI forms category (see Figure 15). You now see an empty JFrame. Locate the
component palette and the JButton icon inside the palette. Click on the icon, and then click
on the south end of the frame. The button is added to the frame, and you see a property
sheet that lists the properties of the button. You’ll see properties such as text, font, and
background (see Figure 16). By clicking on the properties, you can change them. Try it
out: Change the button text to “Hello, World!” and the background color to pink. As you
make the changes in the property sheet, the button is instantly updated.

Figure 7-15: The New Template Wizard in NetBeans

What is going on? The builder tool has enumerated the properties of the JButton class
and constructed a property sheet that shows the names of the properties. Then the
builder tool invoked the getter methods for these properties to find the current button
settings. It painted graphical representations of the property values next to the property
names in the property sheet. Whenever you change the value of a property, the builder
tool invokes the setter method with the new value, so that the button immediately shows
the new setting.

As you can see, the builder tool allows developers to inspect and set properties visually.
Many developers prefer this approach over writing code because they find it faster and
more intuitive.

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Figure 7-16: The Property Sheet of a Button

7.8.
.8.5.
5. Packaging a Be
Bean
an

Since a bean is typically composed of multiple classes and other resources, such as icon
files, it needs to be packaged for inclusion into a builder tool. You use the jar ( Java
archive) packaging tool to bundle the files that make up the bean. Actually, a jar file can
contain multiple beans. To specify which classes are the facade classes for the beans in
the archive, you need to supply a manifest file. Here is a typical example:

ch07/carbean/CarBean.mf
1 Manifest-Version: 1.0
2
3 Name: CarBean.class
4 Java-Bean: True

To make a jar file, first write the manifest file. Then run the jar program as

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jar cvfm CarBean.jar CarBean.mf *.class

If your bean classes are in packages, then the subdirectory path in the archive must
match the package name, such as edu/sjsu/cs/cs151/alice/CarBean.class.

Once the bean is packaged, you can load the archive into a builder tool. The builder tool
will then analyze the contents and may display the discovered bean (or beans) in a
toolbar.

If you have a builder tool such as NetBeans, you should run the following experiment.
First, compile the CarBean class and package it into a file CarBean.jar. The CarBean is
simply a JPanel that draws a car. It has two properties, x and y, that denote the x- and
y-positions of the top-left corner of the car.

Then start your builder tool. We will describe the steps for NetBeans, but other builder
tools have equivalent commands.

1. Choose the Tools → Palette Manager menu option and install the CarBean.jar file
in the “Beans” palette.
2. Choose the File → New File menu option and use the wizard dialog box to make a
new JFrame GUI form.
3. In the “Swing” palette, click on the JSlider button. Then click on the bottom of the
JFrame. A slider is now added to the form.
4. In the “Beans” palette, click on the CarBean button. (It has a default icon because
we didn’t supply a prettier one.)
5. Click in the center of the JFrame. The CarBean is now added to the form. (See
Figure 17.)
6. Right-click on the car and select the Properties menu option. In the property sheet
for the car, set the values for the x and y properties to 50. The car moves toward
the center of the panel.
7. If you like, build and execute the current application. Of course, the slider doesn’t
do anything yet.
8. In the builder tool, right-click on the slider and select the menu option Events →
Change → stateChanged.
9. The builder tool pops up the source window and positions your cursor next to a
comment

// Add your handling code here:

10. Add the code

carBean1.setX(jSlider1.getValue());

11. Compile and execute the program. Now the slider moves the car position.

What can you learn from this experiment? You produced a running program, using an
approach that is very different from traditional programming.

• You composed the application by arranging pre-packaged components.


• You customized one of the components by setting its properties in the property

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sheet.
• You wrote only one line of code. If the Java language supported properties, that
code would have been even simpler:

carBean1.x = jSlider1.value;

• The builder tool supplied all the knowledge about frames and event handling.

Figure 7-17: Composing Beans in a Builder Tool

This example concludes our discussion of Java components. As you have seen,
components encapsulate complex functionality that may exceed the capabilities of a
single class. Component properties may have arbitrary types and can be edited by
component assembly tools. In Java, the component programmer provides getter and
setter methods to identify properties and assembles component classes inside a JAR file.

ch07/carbean/CarBean.java
1 import java.awt.*;
2 import java.awt.geom.*;

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3 import javax.swing.*;
4
5 /**
6 A component that draws a car shape.
7 */
8 public class CarBean extends JComponent
9 {
10 /**
11 Constructs a default car bean.
12 */
13 public CarBean()
14 {
15 x = 0;
16 y = 0;
17 width = DEFAULT_CAR_WIDTH;
18 height = DEFAULT_CAR_HEIGHT;
19 }
20
21 /**
22 Sets the x property.
23 @param newValue the new x position
24 */
25 public void setX(int newValue)
26 {
27 x = newValue;
28 repaint();
29 }
30
31 /**
32 Gets the x property.
33 @return the x position
34 */
35 public int getX()
36 {
37 return x;
38 }
39
40 /**
41 Sets the y property.
42 @param newValue the new y position
43 */
44 public void setY(int newValue)
45 {
46 y = newValue;
47 repaint();
48 }
49
50 /**
51 Gets the y property.
52 @return the y position

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53 */
54 public int getY()
55 {
56 return y;
57 }
58
59 public void paintComponent(Graphics g)
60 {
61 Graphics2D g2 = (Graphics2D) g;
62 Rectangle2D.Double body
63 = new Rectangle2D.Double(x, y + height / 3,
64 width - 1, height / 3);
65 Ellipse2D.Double frontTire
66 = new Ellipse2D.Double(x + width / 6,
67 y + height * 2 / 3, height / 3, height / 3);
68 Ellipse2D.Double rearTire
69 = new Ellipse2D.Double(x + width * 2 / 3,
70 y + height * 2 / 3, height / 3, height / 3);
71
72 // The bottom of the front windshield
73 Point2D.Double r1
74 = new Point2D.Double(x + width / 6, y + height / 3);
75 // The front of the roof
76 Point2D.Double r2
77 = new Point2D.Double(x + width / 3, y);
78 // The rear of the roof
79 Point2D.Double r3
80 = new Point2D.Double(x + width * 2 / 3, y);
81 // The bottom of the rear windshield
82 Point2D.Double r4
83 = new Point2D.Double(x + width * 5 / 6, y + height / 3);
84
85 Line2D.Double frontWindshield
86 = new Line2D.Double(r1, r2);
87 Line2D.Double roofTop
88 = new Line2D.Double(r2, r3);
89 Line2D.Double rearWindshield
90 = new Line2D.Double(r3, r4);
91
92 g2.draw(body);
93 g2.draw(frontTire);
94 g2.draw(rearTire);
95 g2.draw(frontWindshield);
96 g2.draw(roofTop);
97 g2.draw(rearWindshield);
98 }
99
100 public Dimension getPreferredSize()
101 {
102 return new Dimension(DEFAULT_PANEL_WIDTH,

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103 DEFAULT_PANEL_HEIGHT);
104 }
105
106 private int x;
107 private int y;
108 private int width;
109 private int height;
110
111 private static final int DEFAULT_CAR_WIDTH = 60;
112 private static final int DEFAULT_CAR_HEIGHT = 30;
113 private static final int DEFAULT_PANEL_WIDTH = 160;
114 private static final int DEFAULT_PANEL_HEIGHT = 130;
115 }

Exer
Exercises
cises
1. Which types can you use for variables but not for values in Java?.
2. What is the type of null?
3. Which of the following types are subtypes of another type?
a. Object
b. int
c. long
d. int[]
e. Object[]
f. int[][]
g. Rectangle
h. Rectangle[]
i. Rectangle2D[]
j. Comparable[]
4. Write a program that generates an ArrayStoreException. Why can’t the validity of
array stores be checked at compile time?
5. When do you use wrapper classes for primitive types?
6. What Java code do you use to test
a. Whether x belongs to the Rectangle class?
b. Whether x belongs to a subclass of the JPanel class (but not the JPanel
class itself )?
c. Whether the class of x implements the Cloneable interface type?
7. Give three distinct ways of obtaining the Class object that describes the Rectangle
class.
8. Why is there a Class object to represent void even though there is no void type?
Why isn’t there a Class object to represent the null type?

9. Write a program that prompts the user for the name of a class and the values of
construction parameters. Construct an instance of the class. Then prompt the user
to enter the name of any method and its parameters, provided that they are
primitive type values, strings, or null. Invoke the method on the constructed
object and print the result if the method is not declared to be void. Continue
applying methods until the user wishes to quit. If there are multiple methods that

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match the user inputs, then print an error message. Sample dialog:

Construct object: java.awt.Rectangle 5 10 20 30


Invoke method (blank line to quit): getWidth
20
Invoke method (blank line to quit): translate 10 10
Invoke method (blank line to quit): getX
15

10. Write a method dumpClass that prints out the name of a class (including its
package name), its superclass, and all of its constructors, methods, and fields,
including parameter and field types and modifiers (such as static and final).
Format the output to look as much as possible like a class definition. The input to
the method should be either the Class object that describes the class or an object
of the class.
11. Use the method of Exercise 23 to peek inside an anonymous inner class that
accesses a local variable from the enclosing scope. Explain the constructor and the
instance fields.
12. Write a method dumpArray that prints the elements of any array to System.out,
using toString on the array elements if the array elements are objects.

13. Explain why you can’t simply use the spyFields of the FieldTest program as the
basis for a generic toString method. That is, why can’t you simply add

String toString() { return FieldTest.spyFields(this); }

to each of your classes?

14. Remedy the problem of Exercise 26 . Implement a FieldDumper class that can dump
the fields of an object, then the fields of all referring objects, and so on, in such a
way that there is no infinite recursion. Hint: Keep track of the objects that were
already encountered in the dumping process, and only print an indication of the
repetition if you encounter it again.
15. Survey the source code for the standard Java library. How many classes implement
the equals method? How many implement the equals method correctly, that is, so
that it fulfills the axioms that are laid out in the Java API specification?
16. Complete the definitions of the Manager and Employee classes and their toString,
equals, and hashCode methods.
17. Repeat Exercise 29 for an Employee class with a buddy field.
18. Define toString, equals, and hashCode methods for the Day class of Chapter 3.
19. Consider the following approach to cloning. Using serialization, save an object to a
stream and read it back. You get a new object that appears to be a clone of the
original, because all of its instance fields are distinct. Implement this approach to
clone employees with a buddy field. Verify that the result is a proper clone.
20. Give two limitations of the approach used in Exercise 32
21. Study the source code for the ArrayList class. It defines writeObject/ readObject
methods. What do these methods do, and why?
22. Turn the MessageQueue class of Chapter 3 into a generic class Queue<E>.
23. Write a generic class Pair<E> that stores two values of type E. Supply methods to
get and set the first and second value of the pair.

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24. Make the Pair class of Exercise 36 cloneable and serializable. Introduce the
required type bounds, and test with a Pair<Rectangle>.

25. Supply a method

public static <E> Pair<E> getFirstLast(ArrayList<E> a)

in the Utils class that returns a pair consisting of the first and last element of a.

26. Supply a method

public static <E, F . . .> void putFirstLast(ArrayList<E> a, Pair<F> p)

in the Utils class that places the first and last element of a into p. Supply
appropriate type bounds.

27. Supply a method getMinMax in the Utils class that returns a pair consisting of the
smallest and largest element of a. Supply a constraint to express that T should be a
subtype of an appropriate Comparable instantiation.
28. Provide a generic class EventListenerList<L> that manages a list of event listeners
of type L, similar to the javax.swing.Event.EventListenerList class. Your class
should only manage listeners of a fixed type, and you need not be concerned with
thread safety.
29. What is the difference between the types Class and Class<?>? (Hint: Which
methods can you call?)
30. What are the Java bean properties of the Rectangle class?
31. What are all Java bean properties of the JSlider class?
32. Download the calendar bean from http://www.toedter.com and put it into a
builder environment such as NetBeans. Make a screen shot that shows how you
customize a Calendar object. What properties does the bean have? Which of them
can your builder environment display?
33. Modify the CarBean to have separate width and height properties.
34. Modify the CarBean to have separate color properties for the base and the tires.
35. Write JavaScript code that shows an instance of a CarBean inside a JFrame, after you
set the color, dimension, and draw mode properties. Test your code with Rhino.
36. Produce a HouseBean class with width, height, and color properties.
37. Modify the application that was composed from the CarBean by adding two sliders:
one to adjust the x property and another to adjust the y property. List the steps
you carried out in the builder tool.
38. Compose a more complex application from the CarBean: Animate the car by adding
a timer bean to the frame. Wire the slider to the timer bean and the timer bean to
the car. The slider should change the frequency of the timer, and every timer event
should move the car by a small amount. List the steps you carried out in the
builder tool.

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Chapter 8
Fr
Frameworks
ameworks
• The Framework Concept
• Unit Test Frameworks
• The Collections Framework
• A Graph Editor Framework
• Enhancing the Graph Editor Framework
• Exercises

In Chapter 6, you saw how the inheritance mechanism can be used to derive a new class
that extends and customizes a given class. In this chapter we will go beyond simple
inheritance and turn to larger clusters of classes, called frameworks , that collectively
form the basis for customization. We will study how to use frameworks to derive new
classes or even entire applications. Then we will turn to the design of a sample
framework and show how that framework forms the basis of the Violet UML editor.

8.1. The Fr
Framework
amework Conc
Concept
ept
A framework is a A framework is a set of cooperating classes that implements the mechanisms that are
set of classes and
interface types
essential for a particular problem domain. A programmer can create new functionality in
that structures the the problem domain by extending framework classes. For example, Swing is a framework
essential
mechanisms of a for the problem domain of graphical user interface programming. A programmer can
particular domain. implement new GUI programs by forming subclasses of JFrame , JComponent , and so on.

Unlike a design pattern, a framework is not a general design rule. It consists of classes
that provide functionality in a particular domain. Typically, a framework uses multiple
patterns.

An application An application framework consists of a set of classes that implements services common
framework is a
framework for
to a certain type of application. To build an actual application, the programmer
creating subclasses some of the framework classes and implements additional functionality that
applications of a
particular type. is specific to the application that the programmer is building. Thus, the first
characteristic of an application framework is:

• An application framework supplies a set of classes that an application


programmer augments to build an application, often by forming subclasses of
framework classes.
• In an application framework, the framework classes, and not the application-
specific classes, control the flow of execution.

Inversion of The programmer has little or no influence on the order in which the methods of the
control in a
framework
programmer-supplied classes are called. The majority of activity occurs in the
signifies that the framework, and eventually some objects of the programmer-defined classes are
framework
constructed. Then the framework calls their methods in the order that it deems

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classes, and not appropriate. This phenomenon is often called inversion of control.
the application
classes, are
responsible for It is the role of the framework to determine which methods to call at what time. Its
the control flow in
the application.
designers have expert knowledge about control flow. It is the job of the application
programmer to override those methods to fulfill the application-specific tasks.

Tip: Designing a single class is an order of magnitude harder than designing a single
method because you must anticipate what other programmers will do with it. Similarly,
designing a framework is much harder than designing a class library or a single
application because you must anticipate what other programmers want to achieve. A
good rule of thumb for validating the design of a framework is to use it to build at least
three different applications.

8.2. Unit T
Test
est Fr
Frameworks
ameworks
In Chapter 3, you saw how to use JUnit for running a sequence of unit tests. You supply a
class with a method for each test case:

public class DayTest


{
@Test public void testAdd() { . . . }
@Test public void testDaysBetween() { . . . }
. . .
}

All methods containing test cases are annotated with the @Test annotation.

You do not write any code for finding or calling these methods, or for gathering or
reporting test outcomes. That is handled by the framework.

You also don't write a main method. Instead, the main method is provided in the
junit.runner.JUnitCore class that you use to invoke a test run:

java -classpath .:pathToJUnit/\* org.junit.runner.JUnitCore DayTest

This is inversion of control at work. The framework calls the methods that you provide
when it is appropriate to do so.

JUnit uses reflection to find the methods that it should call. The framework enumerates
all methods of the test class and finds which of them are annotated with @Test. Those
methods are invoked, again through reflection.

Let us consider an approach for a testing framework that is more object-oriented, even
though it isn't quite as convenient. We can require programmers to provide a separate
class for each test case (as opposed to JUnit, where one provides multiple test cases per
class.)

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We can then require the test classes to extend a class such as

public abstract class TestCase


{
public abstract void execute() throws Exception;
...
}

Now the test case methods have a fixed name, and we can easily invoke them without
using reflection.

TestCase[] testCases = ...;


for (TestCase t : testCases)
{
try
{
t.execute();
Report success
}
catch (Exception ex)
{
Report failure
}
}

Here we follow the JUnit convention that a test case passes if it completes without
throwing a exception.

We also need to supply methods such as assertEquals that throw an exception if an


assertion is not fulfilled. Since these methods are called in test cases, we can simply add
them to the TestCase class:

public abstract class TestCase


{
. . .
public void assertEquals(Object expected, Object actual)
{
if (!Objects.equals(actual, expected))
throw new TestException("Expected: " + expected + ", Actual: " + actual);
}
}

The TestException class is a subclass of RuntimeException.

ch08/unittest/TestException.java
1 public class TestException extends RuntimeException
2 {
3 public TestException(String message) { super(message); }
4 }

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A test suite consists of a number of test cases. We provide a class TestSuite with an
abstract method for supplying the test cases, and a run method for running them.

ch08/unittest/TestSuite.java
1 import java.util.ArrayList;
2 import java.util.List;
3
4 public abstract class TestSuite
5 {
6 public abstract TestCase[] getTestCases();
7
8 public List<TestResult> run()
9 {
10 TestCase[] testCases = getTestCases();
11 List<TestResult> results = new ArrayList<>();
12 for (TestCase t : testCases)
13 {
14 try
15 {
16 t.execute();
17 results.add(new TestResult(t));
18 }
19 catch (Exception ex)
20 {
21 results.add(new TestResult(t, ex));
22 }
23 }
24 return results;
25 }
26 }

The TestResult class simply describes the success or failure of a test case.

ch08/unittest/TestCase.java
1 import java.util.Objects;
2
3 public interface TestCase
4 {
5 void execute() throws Exception;
6 default void assertEquals(Object expected, Object actual)
7 {
8 if (!Objects.equals(actual, expected))
9 throw new TestException("Expected: " + expected + "\nActual: " + actual);
10 }
11 }

The TestRunner class is invoked on the command line with the name of the test suite.
Using reflection, the test suite object is constructed, and its run method is invoked.

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ch08/unittest/TestRunner.java
1 import java.util.List;
2
3 public class TestRunner
4 {
5 public static void main(String[] args)
6 throws ReflectiveOperationException
7 {
8 for (String arg : args)
9 {
10 Class<?> testSuiteClass = Class.forName(arg);
11 TestSuite suite = (TestSuite) testSuiteClass.newInstance();
12 List<TestResult> results = suite.run();
13 for (TestResult result : results)
14 System.out.println(result);
15 }
16 }
17 }

In order to make use of the framework, a programmer supplies classes for each test case,
such as this one:

ch08/unittest/TestAdd.java
1 /**
2 This test tests the addDays method with positive
3 parameters.
4 */
5 public class TestAdd implements TestCase
6 {
7 public void execute()
8 {
9 for (int i = 1; i <= MAX_DAYS; i = i * INCREMENT)
10 {
11 Day d1 = new Day(1970, 1, 1);
12 Day d2 = d1.addDays(i);
13 assertEquals(i, d2.daysFrom(d1));
14 }
15 }
16
17 private static final int MAX_DAYS = 10000;
18 private static final int INCREMENT = 10;
19 }

Then the programmer provides a test suite class that constructs an object for each test
case.

ch08/unittest/DayTestSuite.java

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1 public class DayTestSuite extends TestSuite
2 {
3 public TestCase[] getTestCases()
4 {
5 return new TestCase[]
6 {
7 new TestAdd(),
8 new TestAddNegative(),
9 new TestDaysFrom(),
10 new TestGregorianBoundary()
11 };
12 }
13 }

To run these test cases, call

java TestRunner DayTestSuite

As you can see, the programmer using this framework is not concerned with the control
flow of the testing process, but merely supplies the test cases. The framework runs the
test cases and reports on the outcomes.

This framework is very rudimentary, but it is not difficult to enhance it with features that
JUnit has, such as the ability to set up and tear down facilities that needed during testing,
or to include test cases where an exception is expected (see Exercise 3 through Exercise
5).

8.3. The Colle


Collections
ctions Fr
Framework
amework
The collections As you know, the Java library contains useful data structures such as linked lists and hash
library is both a
repository of
tables. Most programmers are simply interested in the collection library as a provider of
common data common data structures. However, the designers of these collection classes supplied
structures and a
framework for more than just a set of useful classes. They provided a framework that makes it easy to
new collection add more collection classes in such a way that the new classes can interact with existing
classes.
collections. We will demonstrate this capability by adding the queue class of Chapter 3 to
the framework. We will then critically examine the collections framework.

8.3.1. An Overview of the Colle


Collections
ctions Fr
Framework
amework

A collection is a data structure that contains objects, which are called the elements of the
collection. The collections framework specifies a number of interface types for collections.
They include

• Collection: the most general collection interface type


• Set: an unordered collection that does not permit duplicate elements
• SortedSet: a set whose elements are visited in sorted order
• List: an ordered collection

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The framework also supplies concrete classes that implement these interface types.
Among the most important classes are

• HashSet: a set implementation that uses hashing to locate the set elements
• TreeSet: a sorted set implementation that stores the elements in a balanced binary
tree
• LinkedList and ArrayList: two implementations of the List interface

These interface types and classes are shown in Figure 1.

Figure 8-1: Collection Interface Types and Implementing Classes

Note: The collections framework also defines a Map interface type and implementations
HashMap and TreeMap. A map associates one set of objects, called the keys, with another set
of objects, called the values. An example of such an association is the map of applet
parameters that associates parameter names with parameter values. However, the Map
type is not a subtype of the Collection type. Programmers generally prefer to use
methods that locate map values from their keys. If a map was implemented as a
collection, programmers would need to work with a sequence of key/value pairs.

For simplicity, we will not consider maps in our discussion of the collections framework.

8.3.2. The Colle


Collection
ction and Iter
Iterator
ator Interfac
Interfacee T
Types
ypes

The two fundamental interface types of the collections framework are Collection and
Iterator. A collection is any class that can hold elements in some way. Individual
collection classes may have different disciplines for storing and locating elements. For
example, a linked list keeps elements in the order in which they were inserted, whereas a
sorted set keeps them in ascending sort order. An iterator is a mechanism for visiting the

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elements of the collection. We discussed iterators already in Chapters 1 and 3. Recall that
the Iterator<E> interface type has three methods:

boolean hasNext()
E next()
void remove()

The Collection<E> interface extends the Iterable<E> interface type. That interface type
has a single method

Iterator<E> iterator()

Note: Any class that implements the Iterable<E> interface type can be used in the “for
each” loop. Therefore, you use the “for each” loop with all collections.

The Collection<E> interface type has the following methods:

boolean add(E obj)


boolean addAll(Collection<? extends E> c)
void clear()
boolean contains(Object obj)
boolean containsAll(Collection<?> c)
boolean equals(Object obj)
int hashCode()
boolean isEmpty()
Iterator<E> iterator()
boolean remove(Object obj)
boolean removeAll(Collection<?> c)
boolean retainAll(Collection<?> c)
int size()
Object[] toArray()
E[] toArray(E[] a)

That is a hefty interface type. It would be quite burdensome to supply all of these
methods for every collection class. For that reason, the framework supplies a class
AbstractCollection that implements almost all of these methods. For example, here is the
implementation of the toArray method in the AbstractCollection<E> class.

public Object[] toArray()


{
Object[] result = new Object[size()];
Iterator e = iterator();
for (int i = 0; e.hasNext(); i++)
result[i] = e.next();
return result;
}

This is again the TEMPLATE METHOD pattern at work: The toArray method is

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synthesized from the primitive operations size and iterator.

Note: Because it is impossible to construct an array from a generic type parameter, this
method returns an Object[] array, not an array of type E[].

The AbstractCollection class leaves only two methods undefined. They are

int size()
Iterator<E> iterator()

Any concrete collection class must minimally supply implementations of these two
methods. However, most concrete collection classes also override the add and remove
methods.

Note: The AbstractCollection class defines the add method as a dummy operation that
throws an UnsupportedOperationException. That default is reasonable for immutable
collections.

8.3.3. Adding a New Colle


Collection
ction to the Fr
Framework
amework

In this section, you will see how to fit the queue class of Chapter 3 into the collections
framework.

We will enhance the queue class of Chapter 3 and define a generic class BoundedQueue that
extends the AbstractCollection class (see Figure 2

We have to make a slight change to the add method. The collections framework requires
that the add method return true if adding the element modifies the collection. The queue
class always returns true, but a set class would return false if the element to be added
was already present in the set.

Finally, we need to supply an iterator that visits the queue elements. You will find the
code at the end of this section.

A class that is What is the benefit of adding the queue class to the collections framework? The Java
added to the
collections
library contains a number of mechanisms that work for arbitrary collections. For
hierarchy can example, all collections have an addAll method that does a bulk addition of all elements
benefit from the
mechanisms that of one collection to another. You can pass a BoundedQueue object to this method. Moreover,
the framework the Collections class that you encountered in Chapter 4 has static methods for a number
provides.
of common algorithms, such as finding the minimum and maximum element in any
collection. Thus, a large number of methods can be applied to BoundedQueue objects when
the class becomes a part of the framework.

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Figure 8-2: Adding the BoundedQueue Class to the Collections Framework

Note: As of version 5.0, the standard library has a Queue interface type. That interface
type has been designed primarily for threadsafe queues. For simplicity, our BoundedQueue
class doesn’t implement it.

Note: Because it is not possible to construct arrays with a generic type, the
BoundedQueue stores its value in an Object[] array. Casts are used when accessing
elements of type E. The compiler flags these casts as unsafe because it cannot verify their
correctness. You can do better—see Exercise 0 .

ch08/queue/BoundedQueue.java
1 import java.util.*;
2
3 /**

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4 A first-in, first-out bounded collection of objects.
5 */
6 public class BoundedQueue<E> extends AbstractCollection<E>
7 {
8 /**
9 Constructs an empty queue.
10 @param capacity the maximum capacity of the queue
11 @precondition capacity > 0
12 */
13 public BoundedQueue(int capacity)
14 {
15 elements = new Object[capacity];
16 count = 0;
17 head = 0;
18 tail = 0;
19 }
20
21 public Iterator<E> iterator()
22 {
23 return new
24 Iterator<E>()
25 {
26 public boolean hasNext()
27 {
28 return visited < count;
29 }
30
31 public E next()
32 {
33 int index = (head + visited) % elements.length;
34 E r = (E) elements[index];
35 visited++;
36 return r;
37 }
38
39 public void remove()
40 {
41 throw new UnsupportedOperationException();
42 }
43
44 private int visited = 0;
45 };
46 }
47
48 /**
49 Remove object at head.
50 @return the object that has been removed from the queue
51 @precondition size() > 0
52 */
53 public E remove()

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54 {
55 E r = (E) elements[head];
56 head = (head + 1) % elements.length;
57 count--;
58 return r;
59 }
60
61 /**
62 Append an object at tail.
63 @param anObject the object to be appended
64 @return true since this operation modifies the queue.
65 (This is a requirement of the collections framework.)
66 @precondition !isFull()
67 */
68 public boolean add(E anObject)
69 {
70 elements[tail] = anObject;
71 tail = (tail + 1) % elements.length;
72 count++;
73 return true;
74 }
75
76 public int size()
77 {
78 return count;
79 }
80
81 /**
82 Checks whether this queue is full.
83 @return true if the queue is full
84 */
85 public boolean isFull()
86 {
87 return count == elements.length;
88 }
89
90 /**
91 Gets object at head.
92 @return the object that is at the head of the queue
93 @precondition size() > 0
94 */
95 public E peek()
96 {
97 return (E) elements[head];
98 }
99
100 private Object[] elements;
101 private int head;
102 private int tail;
103 private int count;

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104 }

ch08/queue/QueueTester.java
1 import java.util.*;
2
3 public class QueueTester
4 {
5 public static void main(String[] args)
6 {
7 BoundedQueue<String> q = new BoundedQueue<>(10);
8
9 q.add("Belgium");
10 q.add("Italy");
11 q.add("France");
12 q.remove();
13 q.add("Thailand");
14
15 ArrayList<String> a = new ArrayList<>();
16 a.addAll(q);
17 System.out.println("Result of bulk add: " + a);
18 System.out.println("Minimum: " + Collections.min(q));
19 }
20 }

8.3.4. The Set Interfac


Interfacee T
Type
ype

As you have seen, the Collection interface type defines methods that are common to all
collections of objects. That interface type has two important subtypes, Set and List. Let’s
discuss the Set interface first. Its definition is

public interface Set<E> extends Collection<E> { }

Perhaps surprisingly, the Set interface type adds no methods to the Collection interface
type. Why have another interface type when there are no new methods?

Conceptually, a set is a collection that eliminates duplicates. That is, inserting an element
that is already present has no effect on the set. Furthermore, sets are unordered
collections. Two sets should be considered equal if they contain the same elements, but
not necessarily in the same order.

That is, the add and equals methods of a set have conceptual restrictions when compared
to the same methods of the Collection interface type. Some algorithms may require sets,
not arbitrary collections. By supplying a separate interface type, a method can require a
Set parameter and thus refuse collections that aren’t sets.

8.3.
8.3.5.
5. The List Interfac
Interfacee T
Type
ype

The Java collections framework defines a “list” as an ordered collection in which each
element can be accessed by an integer index. The List<E> interface type adds the

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following methods to the Collection<E> interface type:

void add(int index, E obj)


boolean addAll(int index, Collection<? extends E> c)
E get(int index)
int indexOf(E obj)
int lastIndexOf(Object obj)
ListIterator<E> listIterator()
ListIterator<E> listIterator(int index)
E remove(int index)
E set(int index, E element)
List<E> subList(int fromIndex, int toIndex)

As you can see, most of these methods are concerned with the index positions.

The ListIterator<E> interface type is a subtype of Iterator<E>. Here are the added
methods:

int nextIndex()
int previousIndex()
boolean hasPrevious()
E previous()
void add(E obj)
void set(E obj)

Recall from Chapter 1 that an iterator is conceptually located between two elements. The
nextIndex and previousIndex methods yield the index positions of the neighbor elements.
These methods are conceptually tied to the fact that the list iterator visits an indexed
collection.

The other methods are unrelated to indexing. They simply allow backwards movement
and element replacement.

Of course, the best-known class that implements the List interface type is the ArrayList
class. More surprisingly, the LinkedList class also implements the List interface type.
That flies in the face of everything that is taught in a data structures class. Accessing
elements in a linked list by their index is slow: To visit the element with a given index,
you must first visit all of its predecessors.

This is indeed a weakness in the design of the collections framework. It would have been
an easy matter to supply two interface types: OrderedCollection for linked lists and
IndexedCollection for arrays.

The library programmers belatedly noticed this problem when they implemented the
binarySearch method in the Collections class. The binary search algorithm locates an
element in a sorted collection. You start with the middle element. If that element is larger
than the element you are looking for, you search the first half. Otherwise, you search the
second half. Either way, every step cuts the number of elements to consider in half. The
algorithm takes O(log2(n)) steps if the collection has n elements, provided you can access
an individual element in constant time. Otherwise, the algorithm is completely pointless

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and it would be faster to use a sequential search that simply looks at all elements.

Figure 8-3: The List Classes

To fix this problem, version 1.4 of the library added an interface type RandomAccess that
has no methods. It is simply a tagging interface type, to be used with an instanceof test.
For example, a search method can test whether a List supports fast element access or
not:

if (list instanceof RandomAccess)


// Use binary search
else
// Use linear search

The ArrayList class implements this interface type, but the LinkedList class does not.

As so often in software design, it is better to be familiar with the foundations of computer


science and apply them correctly than to try to patch up one’s design errors later. Figure
3 shows the List interface type and the classes that implement it.

8.3.6. Optional Oper


Operations
ations

If you look at the API documentation of the collections framework, you will find many
methods that are tagged as “optional operations”. Among them is the add method of the
Collection interface type. The AbstractCollection class defines the add method so that an
UnsupportedOperationException is thrown when it is called. The optional operations are
controversial, but there is a good reason why the library designers make use of them. The
need for optional operations arises from certain views. A view is an object of a class that

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implements one of the interface types in the collections framework, and that permits
restricted access to a data structure.

The collections framework defines a number of methods that yield views. Here is a
typical example. An array is a built-in Java type with no methods. The asList method of
the Arrays class turns an array into a collection that implements the List interface type:

String[] strings = { "Kenya", "Thailand", "Portugal" };


List<String> view = Arrays.asList(strings);

You can apply the List methods to the view object and access the array elements. The
view object does not copy the elements in the array. The get and set methods of the view
object are defined to access the original array. You can think of the view as a shallow copy
of the array.

What is the use? A List has a richer interface than an array. You can now take advantage
of operations supplied by the collections framework, such as bulk add:

anotherCollection.addAll(view);

The addAll method asks the view for an iterator, and that iterator enumerates all
elements of the original array.

However, there are some operations that you cannot carry out. You cannot call the add or
remove methods on the view. After all, it is not possible to change the size of the
underlying array. For that reason, these methods are “optional”. The asList view simply
defines them to throw an UnsupportedOperationException.

Would it have been possible to define a separate interface type that omits the add and
remove methods? The problem is that you soon have an inflation of interface types. Some
views are read-only, other views (such as the one returned by the asList method) allow
modifications, as long as the size of the collection stays the same. These are called
“modifiable” in the API documentation. Having three versions of every interface type
(read only, modifiable, and resizable) adds quite a bit of complexity. The drawback of the
“optional” operations is that the compiler cannot check for errors.

Note: The Collections utility class has convenient static methods that give unmodifiable
views of collections, lists, sets, and so on. These views are useful if you want to give a
client of a class the ability to view a collection but not to modify it. For example, the
Mailbox class of Chapter 2 can give out an unmodifiable list of messages like this:

public class Mailbox


{
public List<Message> getMessages()
{
return Collections.unmodifiableList(messages);
}
. . .

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private ArrayList<Message> messages;
}

The Collections.unmodifiableList method returns an object of a class that implements


the List interface type. Its accessor methods are defined to retrieve the elements of the
underlying list, and its mutator methods fail by throwing an
UnsupportedOperationException.

8.4. A Gr
Graph
aph Editor Fr
Framework
amework
8.4.1. The P
Prroblem D
Domain
omain

The problem In this section we will introduce a simple application framework in which the
domain for our
graph editor
programmer has to add a number of classes to complete an application. The problem
framework is the domain that we address is the interactive editing of graphs. A graph is made up of nodes
interactive editing
of graphs that and edges that have certain shapes.
consist of nodes
and edges.
An application Consider a class diagram. The nodes are rectangles, and the edges are
that is based on
the graph editor
either arrows or lines with diamonds. A different example is an electronic
framework circuit diagram, where nodes are transistors, diodes, resistors, and
defines specific
behavior for the capacitors. Edges are simply wires. There are numerous other examples,
nodes and edges. such as chemical formulas, flowcharts, organization charts, and logic
circuits.

Traditionally, a programmer who wants to implement, say, a class diagram editor, starts
from scratch and creates an application that can edit only class diagrams. If the
programmer is lucky, code for a similar program, say a flowchart editor, is available for
inspection. However, it may well be difficult to separate the code that is common to all
diagrams from the flowchart-specific tasks, and much of the code may need to be
recreated for the class diagram editor.

The graph editor In contrast, the graph editor framework encapsulates those aspects that are common to
framework
encapsulates
all graph editors, in particular the user interface and the handling of commands and
those aspects that mouse events. The framework provides a way for specific diagram types to express their
are common to all
graph editing special demands that go beyond the common services.
applications.

8.4.2. The U
User
ser Interfac
Interfacee

Many of the tasks, such as selecting, moving, and connecting elements, are similar for all
editors. Let’s be specific and describe the user interface that our very primitive editor
will have. The screen is divided into two parts, shown in Figure 4.

On the top is a toolbar, a collection of buttons. There is one button for each node type and
one for each edge type. We will see later how a specific application supplies the icons for
the buttons. The leftmost button is the grabber tool that is used for selecting nodes or
edges. Exactly one of the tool buttons is active at any time.

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There are also menu options for loading and saving a diagram, and for deleting selected
nodes and edges.

In the middle is the diagram drawing area. The mouse is used for drawing. The program
user can click the mouse on a node, an edge, or in empty space. The user can also use the
mouse to connect nodes or to drag a node to a new position. The mouse actions depend
on where the user clicks or drags, and what the currently selected tool is.

Figure 8-4: An Instance of the Graph Editor Framework

• When the current tool is a node, clicking on an empty space inserts a new node.
Its type is that of the currently selected node in the toolbar.
• When the current tool is the grabber, clicking inside a node or on an edge selects
that node or edge.
• When the current tool is the grabber, starting a drag operation inside an existing
node moves the node as well as the edges that are connected to it.
• When the current tool is an edge, starting a drag operation inside an existing node
and dragging the cursor inside another existing node inserts a new edge. Its type
is that of the currently selected edge in the toolbar.

Of course, programs written with this framework are rather limited in their functionality.
There is no provision to supply text labels for edges and nodes. There is no support for
common commands such as cut/copy/paste or undo/redo. These features can be
handled by an extended version of this framework. This example is kept as simple as
possible to show the main concept: the separation of framework code and application-
specific code.

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8.4.3. Division of R
Responsibility
esponsibility

The framework When designing a framework, one must divide responsibilities between the framework
programmer is
responsible for
and specific instances of the framework. For example, it is clear that the code to draw a
generic transistor-shaped node is not part of the general framework—only of the electronic
mechanisms,
whereas the circuit instance.
application
programmer
needs to supply Drawing the shapes of nodes and edges is the responsibility of the application
code that is programmer. The same holds for hit testing: finding out whether a node or edge is hit by
specific to a
particular a mouse click. This can be tricky for odd shapes and cannot be the responsibility of the
application. framework.

On the other hand, drawing the toolbar and managing the mouse clicks is the job of the
framework. An application programmer need not be concerned with these aspects of a
graph editor at all.

A concrete graph This brings up a very interesting problem. The framework must have some idea of the
class must
enumerate all
node and edge types in the application so that each type of node or edge can be painted
node and edge as an icon in a button. Just as importantly, it must be possible to add new nodes and
types for the given
graph. edges of the types that are specified in the buttons. The application programmer must
tell the framework about the node and edge types that can occur in a particular kind of
graph.

There are several ways of achieving this task. For example, a concrete graph could
produce a list of class names or Class objects to describe the node and edge classes.

However, we follow a slightly different approach. In our graph editor framework, a


concrete graph must give the framework prototype objects. For example, the application
instance in Figure 4 was created by defining a node class, CircleNode, an edge class,
LineEdge, and a SimpleGraph class that specifies two node prototypes and an edge
prototype.

public class SimpleGraph extends Graph


{
public Node[] getNodePrototypes()
{
Node[] nodeTypes =
{
new CircleNode(Color.BLACK),
new CircleNode(Color.WHITE)
};
return nodeTypes;
}
public Edge[] getEdgePrototypes()
{
Edge[] edgeTypes =
{
new LineEdge()
};
return edgeTypes;

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}
}

When the toolbar is constructed, it queries the graph for the node and edge prototypes
and adds a button for each of them. The nodes and edges draw themselves in the
paintIcon method of the button icon object.

When a user inserts a new node or edge, the object corresponding to the selected tool
button is cloned and then added to the graph:

Node prototype = node of currently selected toolbar button;


Node newNode = (Node) prototype.clone();
Point2D mousePoint = current mouse position;
graph.add(newNode, mousePoint);

Why use prototype objects and not classes? Note that the two circle nodes are instances
of the same class, one with a black fill color and the other with a white fill color. Thus,
cloning prototype objects is a bit more economical than instantiating classes.

The PROTOTYPE This mechanism is an example of the PROTOTYPE pattern. The prototype pattern gives a
pattern teaches
how a system can
solution to the problem of creating an open-ended collection of node and edge objects
instantiate classes whose exact nature was not known when the framework code was designed.
that are not
known when the
system is built.

Pattern: Prototype
Context:

1. A system needs to create several kinds of objects whose classes are not
known when the system is built.
2. You do not want to require a separate class for each kind of object.
3. You want to avoid a separate hierarchy of classes whose responsibility it is to
create the objects.

Solution:

1. Define a prototype interface that is common to all created objects.


2. Supply a prototype object for each kind of object that the system creates.
3. Clone the prototype object whenever a new object of the given kind is
required.

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For example, in the case of the node and edge types, we have

Name in Design
Actual Name
Pattern
Prototype Node
ConcretePrototype1 CircleNode
The GraphPanel class that handles the mouse
Creator
operation for adding new nodes to the graph

8.4.4. Fr
Framework
amework Clas
Classes
ses

The Node and Edge The framework defines the interface types Node and Edge. The methods of these interface
interface types
describe the
types define the shapes of the nodes and edges.
behavior that is
common to all
nodes and edges.
Both Node and Edge have a draw method that is used when painting the graph and a
contains method that is used to test whether the mouse point falls on a node or an edge.

Both interface types have a getBounds method that returns the rectangle enclosing the
node or edge shape. That method is needed to compute the total size of the graph as the
union of the bounding rectangles of its parts. The scroll pane that holds the graph panel
needs to know the graph size in order to draw the scroll bars.

The Edge interface type has methods that yield the nodes at the start and end of the edge.

The getConnectionPoint method in the Node interface type computes an optimal


attachment point on the boundary of a node (see Figure 5.). Since the node boundary
may have an arbitrary shape, this computation must be carried out by each concrete
node class.

The getConnectionPoints method of the Edge interface type yields the two end points of
the edge. This method is needed to draw the “grabbers” that mark the currently selected
edge.

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The clone method is declared in both interface types because we require all
implementing classes to supply a public implementation of the clone method. That
method is required to clone prototypes when inserting new nodes or edges into the
graph. (Recall that the clone method of the Object class has protected visibility.)

Figure 8-5: Node Connection Points

ch08/graphed/Node.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.io.*;
4
5 /**
6 A node in a graph.
7 */
8 public interface Node extends Serializable, Cloneable
9 {
10 /**
11 Draw the node.
12 @param g2 the graphics context
13 */
14 void draw(Graphics2D g2);
15
16 /**
17 Translates the node by a given amount.
18 @param dx the amount to translate in the x-direction
19 @param dy the amount to translate in the y-direction
20 */

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21 void translate(double dx, double dy);
22
23 /**
24 Tests whether the node contains a point.
25 @param aPoint the point to test
26 @return true if this node contains aPoint
27 */
28 boolean contains(Point2D aPoint);
29
30 /**
31 Get the best connection point to connect this node
32 with another node. This should be a point on the boundary
33 of the shape of this node.
34 @param aPoint an exterior point that is to be joined
35 with this node
36 @return the recommended connection point
37 */
38 Point2D getConnectionPoint(Point2D aPoint);
39
40 /**
41 Get the bounding rectangle of the shape of this node
42 @return the bounding rectangle
43 */
44 Rectangle2D getBounds();
45
46 Object clone();
47 }

ch08/graphed/Edge.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.io.*;
4
5 /**
6 An edge in a graph.
7 */
8 public interface Edge extends Serializable, Cloneable
9 {
10 /**
11 Draw the edge.
12 @param g2 the graphics context
13 */
14 void draw(Graphics2D g2);
15
16 /**
17 Tests whether the edge contains a point.
18 @param aPoint the point to test
19 @return true if this edge contains aPoint
20 */

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21 boolean contains(Point2D aPoint);
22
23 /**
24 Connects this edge to two nodes.
25 @param aStart the starting node
26 @param anEnd the ending node
27 */
28 void connect(Node aStart, Node anEnd);
29
30 /**
31 Gets the starting node.
32 @return the starting node
33 */
34 Node getStart();
35
36 /**
37 Gets the ending node.
38 @return the ending node
39 */
40 Node getEnd();
41
42 /**
43 Gets the points at which this edge is connected to
44 its nodes.
45 @return a line joining the two connection points
46 */
47 Line2D getConnectionPoints();
48
49 /**
50 Gets the smallest rectangle that bounds this edge.
51 The bounding rectangle contains all labels.
52 @return the bounding rectangle
53 */
54 Rectangle2D getBounds(Graphics2D g2);
55
56 Object clone();
57 }

The programmer using this framework must define specific node and edge classes that
realize these interface types:

class Transistor implements Node { . . . }


class Wire implements Edge { . . . }

For the convenience of the programmer, the framework also supplies an abstract class
AbstractEdge that provides reasonable implementations of some, but not all, of the
methods in the Edge interface type. Whenever these default implementations are
appropriate, a programmer can extend that class rather than having to implement all
methods of the interface type. There is no corresponding AbstractNode class since all of
the methods of the Node interface type require knowledge of the node shape.

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ch08/graphed/AbstractEdge.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 A class that supplies convenience implementations for
6 a number of methods in the Edge interface type.
7 */
8 public abstract class AbstractEdge implements Edge
9 {
10 public Object clone()
11 {
12 try
13 {
14 return super.clone();
15 }
16 catch (CloneNotSupportedException exception)
17 {
18 return null;
19 }
20 }
21
22 public void connect(Node s, Node e)
23 {
24 start = s;
25 end = e;
26 }
27
28 public Node getStart()
29 {
30 return start;
31 }
32
33 public Node getEnd()
34 {
35 return end;
36 }
37
38 public Rectangle2D getBounds(Graphics2D g2)
39 {
40 Line2D conn = getConnectionPoints();
41 Rectangle2D r = new Rectangle2D.Double();
42 r.setFrameFromDiagonal(conn.getX1(), conn.getY1(),
43 conn.getX2(), conn.getY2());
44 return r;
45 }
46
47 public Line2D getConnectionPoints()
48 {

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49 Rectangle2D startBounds = start.getBounds();
50 Rectangle2D endBounds = end.getBounds();
51 Point2D startCenter = new Point2D.Double(
52 startBounds.getCenterX(), startBounds.getCenterY());
53 Point2D endCenter = new Point2D.Double(
54 endBounds.getCenterX(), endBounds.getCenterY());
55 return new Line2D.Double(
56 start.getConnectionPoint(endCenter),
57 end.getConnectionPoint(startCenter));
58 }
59
60 private Node start;
61 private Node end;
62 }
The Graph class
supplies methods
for adding,
The Graph class collects the nodes and edges. It has methods for adding, removing,
finding, and finding, and drawing nodes and edges. Note that this class supplies quite a bit of useful
removing nodes
and edges.
functionality. This is, of course, characteristic of frameworks. In order to supply a
significant value to application programmers, the framework classes must be able to
supply a substantial amount of work.

Nevertheless, the Graph class is abstract. Subclasses of Graph must override the abstract
methods

public abstract Node[] getNodePrototypes()


public abstract Edge[] getEdgePrototypes()

These methods are called when a graph is added to a frame. They populate the toolbar
with the tools that are necessary to edit the graph. For example, the getNodePrototypes
method of the SimpleGraph class specifies two circle node prototypes.

ch08/graphed/Graph.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.io.*;
4 import java.util.*;
5 import java.util.List;
6
7 /**
8 A graph consisting of selectable nodes and edges.
9 */
10 public abstract class Graph implements Serializable
11 {
12 /**
13 Constructs a graph with no nodes or edges.
14 */
15 public Graph()
16 {
17 nodes = new ArrayList<>();

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18 edges = new ArrayList<>();
19 }
20
21 /**
22 Adds an edge to the graph that joins the nodes containing
23 the given points. If the points aren't both inside nodes,
24 then no edge is added.
25 @param e the edge to add
26 @param p1 a point in the starting node
27 @param p2 a point in the ending node
28 */
29 public boolean connect(Edge e, Point2D p1, Point2D p2)
30 {
31 Node n1 = findNode(p1);
32 Node n2 = findNode(p2);
33 if (n1 != null && n2 != null)
34 {
35 e.connect(n1, n2);
36 edges.add(e);
37 return true;
38 }
39 return false;
40 }
41
42 /**
43 Adds a node to the graph so that the top left corner of
44 the bounding rectangle is at the given point.
45 @param n the node to add
46 @param p the desired location
47 */
48 public boolean add(Node n, Point2D p)
49 {
50 Rectangle2D bounds = n.getBounds();
51 n.translate(p.getX() - bounds.getX(),
52 p.getY() - bounds.getY());
53 nodes.add(n);
54 return true;
55 }
56
57 /**
58 Finds a node containing the given point.
59 @param p a point
60 @return a node containing p or null if no nodes contain p
61 */
62 public Node findNode(Point2D p)
63 {
64 for (int i = nodes.size() - 1; i >= 0; i--)
65 {
66 Node n = nodes.get(i);
67 if (n.contains(p)) return n;

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68 }
69 return null;
70 }
71
72 /**
73 Finds an edge containing the given point.
74 @param p a point
75 @return an edge containing p or null if no edges contain p
76 */
77 public Edge findEdge(Point2D p)
78 {
79 for (int i = edges.size() - 1; i >= 0; i--)
80 {
81 Edge e = edges.get(i);
82 if (e.contains(p)) return e;
83 }
84 return null;
85 }
86
87 /**
88 Draws the graph
89 @param g2 the graphics context
90 */
91 public void draw(Graphics2D g2)
92 {
93 for (Node n : nodes)
94 n.draw(g2);
95
96 for (Edge e : edges)
97 e.draw(g2);
98
99 }
100
101 /**
102 Removes a node and all edges that start or end with that node
103 @param n the node to remove
104 */
105 public void removeNode(Node n)
106 {
107 for (int i = edges.size() - 1; i >= 0; i--)
108 {
109 Edge e = edges.get(i);
110 if (e.getStart() == n || e.getEnd() == n)
111 edges.remove(e);
112 }
113 nodes.remove(n);
114 }
115
116 /**
117 Removes an edge from the graph.

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118 @param e the edge to remove
119 */
120 public void removeEdge(Edge e)
121 {
122 edges.remove(e);
123 }
124
125 /**
126 Gets the smallest rectangle enclosing the graph
127 @param g2 the graphics context
128 @return the bounding rectangle
129 */
130 public Rectangle2D getBounds(Graphics2D g2)
131 {
132 Rectangle2D r = null;
133 for (Node n : nodes)
134 {
135 Rectangle2D b = n.getBounds();
136 if (r == null) r = b;
137 else r.add(b);
138 }
139 for (Edge e : edges)
140 r.add(e.getBounds(g2));
141 return r == null ? new Rectangle2D.Double() : r;
142 }
143
144 /**
145 Gets the node types of a particular graph type.
146 @return an array of node prototypes
147 */
148 public abstract Node[] getNodePrototypes();
149
150 /**
151 Gets the edge types of a particular graph type.
152 @return an array of edge prototypes
153 */
154 public abstract Edge[] getEdgePrototypes();
155
156 /**
157 Gets the nodes of this graph.
158 @return an unmodifiable list of the nodes
159 */
160 public List<Node> getNodes()
161 {
162 return Collections.unmodifiableList(nodes); }
163
164 /**
165 Gets the edges of this graph.
166 @return an unmodifiable list of the edges
167 */

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168 public List<Edge> getEdges()
169 {
170 return Collections.unmodifiableList(edges);
171 }
172
173 private ArrayList<Node> nodes;
174 private ArrayList<Edge> edges;
175 }
The GraphFrame,
ToolBar, and
GraphPanel
The graph editor uses the following classes for editing the graph:
framework classes
are responsible
for the user
• GraphFrame: a frame that manages the toolbar, the menu bar, and the graph panel.
interface. • ToolBar: a panel that holds toggle buttons for the node and edge icons.
Application
programmers
• GraphPanel: a panel that shows the graph and handles the mouse clicks and drags
need not subclass for the editing commands.
these classes.

We do not list these classes here. The implementations are straightforward but a bit long.
The graph frame attaches the toolbar and graph panel, sets up the menu, and loads and
saves graphs using object serialization, as discussed in Chapter 7. The toolbar sets up a
row of buttons with icon objects that paint the nodes and edges, and which are scaled
down to fit inside the buttons. The mouse handling of the graph panel is similar to that of
the scene editor in Chapter 6.

Interestingly enough, the Node and Edge interface types are rich enough that the
framework classes do not need to know anything about particular node and edge shapes.
The mechanics of mouse movement, rubber banding, and screen update are completely
solved at this level and are of no concern to the programmer using the framework.
Because all drawing and mouse operations are taken care of in the framework classes,
the programmer building a graphical editor on top of the framework can simply focus on
implementing the node and edge types.

8.4.
8.4.5.
5. Turning the Fr
Framework
amework into an Applic
Application
ation

The classes for the simple graph editor are summarized in Figure 6.. The top four classes
are application-specific. All other classes belong to the framework.

Let’s summarize the responsibilities of the programmer creating a specific diagram


editor:

• For each node and edge type, define a class that implements the Node or Edge
interface type and supply all required methods, such as drawing and containment
testing. For convenience, you may want to subclass the AbstractEdge class.
• Define a subclass of the Graph class whose getNodePrototypes and
getEdgePrototypes methods supply prototype objects for nodes and edges.
• Supply a class with a main method such as the SimpleGraphEditor class below.

To build a graph Note that the programmer who turns the framework into an application supplies only
editor application,
subclass the Graph
application-specific classes and does not implement the user interface or control flow.
class and provide This is characteristic of using a framework.
classes that

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implement the
Node and Edge
interface types.

Figure 8-6: Application and Framework Classes

ch08/graphed/SimpleGraph.java
1 import java.awt.*;
2 import java.util.*;
3
4 /**
5 A simple graph with round nodes and straight edges.
6 */
7 public class SimpleGraph extends Graph
8 {
9 public Node[] getNodePrototypes()
10 {
11 Node[] nodeTypes =
12 {
13 new CircleNode(Color.BLACK),
14 new CircleNode(Color.WHITE)
15 };
16 return nodeTypes;
17 }
18
19 public Edge[] getEdgePrototypes()
20 {
21 Edge[] edgeTypes =
22 {
23 new LineEdge()
24 };
25 return edgeTypes;

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26 }
27 }

ch08/graphed/SimpleGraphEditor.java
1 import javax.swing.*;
2
3 /**
4 A program for editing graphs.
5 */
6 public class SimpleGraphEditor
7 {
8 public static void main(String[] args)
9 {
10 JFrame frame = new GraphFrame(new SimpleGraph());
11 frame.setVisible(true);
12 }
13 }

ch08/graphed/CircleNode.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 A circular node that is filled with a color.
6 */
7 public class CircleNode implements Node
8 {
9 /**
10 Construct a circle node with a given size and color.
11 @param aColor the fill color
12 */
13 public CircleNode(Color aColor)
14 {
15 size = DEFAULT_SIZE;
16 x = 0;
17 y = 0;
18 color = aColor;
19 }
20
21 public Object clone()
22 {
23 try
24 {
25 return super.clone();
26 }
27 catch (CloneNotSupportedException exception)
28 {
29 return null;
30 }

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31 }
32
33 public void draw(Graphics2D g2)
34 {
35 Ellipse2D circle = new Ellipse2D.Double(
36 x, y, size, size);
37 Color oldColor = g2.getColor();
38 g2.setColor(color);
39 g2.fill(circle);
40 g2.setColor(oldColor);
41 g2.draw(circle);
42 }
43
44 public void translate(double dx, double dy)
45 {
46 x += dx;
47 y += dy;
48 }
49
50 public boolean contains(Point2D p)
51 {
52 Ellipse2D circle = new Ellipse2D.Double(
53 x, y, size, size);
54 return circle.contains(p);
55 }
56
57 public Rectangle2D getBounds()
58 {
59 return new Rectangle2D.Double(
60 x, y, size, size);
61 }
62
63 public Point2D getConnectionPoint(Point2D other)
64 {
65 double centerX = x + size / 2;
66 double centerY = y + size / 2;
67 double dx = other.getX() - centerX;
68 double dy = other.getY() - centerY;
69 double distance = Math.sqrt(dx * dx + dy * dy);
70 if (distance == 0) return other;
71 else return new Point2D.Double(
72 centerX + dx * (size / 2) / distance,
73 centerY + dy * (size / 2) / distance);
74 }
75
76 private double x;
77 private double y;
78 private double size;
79 private Color color;
80 private static final int DEFAULT_SIZE = 20;

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81 }

ch08/graphed/LineEdge.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 An edge that is shaped like a straight line.
6 */
7 public class LineEdge extends AbstractEdge
8 {
9 public void draw(Graphics2D g2)
10 {
11 g2.draw(getConnectionPoints());
12 }
13
14 public boolean contains(Point2D aPoint)
15 {
16 final double MAX_DIST = 2;
17 return getConnectionPoints().ptSegDist(aPoint)
18 < MAX_DIST;
19 }
20 }

8.4.6. Generic Fr
Framework
amework Code

The generic In the last section you saw how to customize the framework to a specific editor
framework code
does not need to
application. In this section we will investigate how the framework code is able to function
know about without knowing anything about the types of nodes and edges.
specific node and
edge types.
The framework code is too long to analyze here in its entirety, and some technical details,
particularly of the mouse tracking, are not terribly interesting. Let’s consider two
operations: adding a new node and adding a new edge.

First let’s look at adding a new node. When the mouse is clicked outside an existing node,
then a new node of the current type is added. This is where the clone operation comes in.
The getSelectedTool method of the ToolBar class returns an object of the desired node
type. Of course, you cannot simply insert that object into the diagram. If you did, all nodes
of the same type would end up in identical positions. Instead you invoke clone and add
the cloned node to the graph. The mousePressed method of the mouse listener in the
GraphPanel class carries out these actions.

public void mousePressed(MouseEvent event)


{
Point2D mousePoint = event.getPoint();
Object tool = toolBar.getSelectedTool();
. . .
if (tool instanceof Node)
{

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Node prototype = (Node) tool;
Node newNode = (Node) prototype.clone();
graph.add(newNode, mousePoint);
}
. . .
repaint();
}

Figure 7 shows the sequence diagram. Note how the code is completely independent of
the actual node type in a particular application.

Figure 8-7: Inserting a New Node

Next, consider a more involved action, adding a new edge. When the mouse is clicked, we
must first determine whether the click is inside an existing node. This operation is
carried out in the findNode method of the Graph class, by calling the contains method of
the Node interface:

public Node findNode(Point2D p)


{
for (Node n : nodes)
if (n.contains(p)) return n;
return null;
}

If the mouse is clicked inside an existing node and the current tool is an edge, we
remember the mouse position in the rubberBandStart field of the GraphPanel class.

public void mousePressed(MouseEvent event)


{
. . .

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Node n = graph.findNode(mousePoint);
if (tool instanceof Edge)
{
if (n != null) rubberBandStart = mousePoint;
}
. . .
}

Figure 8-8: Inserting a New Edge

In the mouseDragged method, there are two possibilities. If the current tool is not an edge,
then the purpose of the dragging is to move the selected node elsewhere. We don’t care
about that case right now. However, if we are currently inserting an edge, then we want to
draw a “rubber band”, a line that follows the mouse pointer.

public void mouseDragged(MouseEvent event)


{
Point2D mousePoint = event.getPoint();
. . .
lastMousePoint = mousePoint;
repaint();
}

The repaint method invokes the paintComponent method of the GraphPanel. It draws the

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graph and, if rubberBandStart is not null, the rubber banded line.

public void paintComponent(Graphics g)


{
Graphics2D g2 = (Graphics2D) g;
graph.draw(g2);
if (rubberBandStart != null)
g2.draw(new Line2D.Double(rubberBandStart, lastMousePoint));
. . .
}

When the mouse button goes up, we are ready to add the edge.

public void mouseReleased(MouseEvent event)


{
Object tool = toolBar.getSelectedTool();
if (rubberBandStart != null)
{
Point2D mousePoint = event.getPoint();
Edge prototype = (Edge) tool;
Edge newEdge = (Edge) prototype.clone();
graph.connect(newEdge, rubberBandStart, mousePoint);
rubberBandStart = null;
repaint();
}
}

Figure 8 shows the sequence diagram.

These scenarios are representative of the ability of the framework code to operate
without an exact knowledge of the node and edge types.

8.5. Enhancing the Gr


Graph
aph Editor Fr
Framework
amework
8.
8.5.1.
5.1. Editing Node and Edg
Edgee P
Prroperties

In this section, we will discuss an important enhancement of the graph editor


framework: the ability to edit properties of nodes and edges. We add a menu option Edit
→ Properties that pops up a dialog box to edit the properties of the selected node or edge
(see Figure 9.).

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Figure 8-9: Editing a Node Property

Clearly, such a facility is necessary to enable users to select colors, line styles, text labels,
and so on. The challenge for the framework designer is to find a mechanism that allows
arbitrary node and edge classes to expose their properties, and then to provide a generic
user interface for editing them.

To enable a graph Fortunately, this problem has been solved elsewhere. Recall from Chapter 7 that GUI
editor application
to edit the
builders are able to edit arbitrary properties of JavaBeans components. We will therefore
properties of require the implementors of nodes and edges to expose editable properties using the
nodes or edges, an
application JavaBeans convention: with get and set methods. To edit the properties, we supply a
programmer property sheet dialog box that is similar to the property editor in a GUI builder.
simply
implements them
as JavaBeans For example, the CircleNode class can expose a Color property simply by providing two
properties. The
graph editor methods
framework
contains the code
for editing the public void setColor(Color newValue)
properties. public Color getColor()

No further work is necessary. The graph editor can now edit node colors.

Let’s consider a more complex change: to support both solid and dotted lines. We will
define an enumerated type LineStyle with two instances:

LineStyle.SOLID
LineStyle.DOTTED

(See Chapter 7 for a discussion of the implementation of enumerated types in Java.) The

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LineStyle enumeration has a convenience method

Stroke getStroke()

That method yields a solid or dotted stroke object. The LineEdge method uses that object
in its draw method:

public void draw(Graphics2D g2)


{
Stroke oldStroke = g2.getStroke();
g2.setStroke(lineStyle.getStroke());
g2.draw(getConnectionPoints());
g2.setStroke(oldStroke);
}

The effect is either a solid or dotted line that joins the connection points.

Of course, we need to add getters and setters for the line style to the LineEdge class.

Altogether, the following changes are required to add colored nodes and dotted lines to
the simple graph editor:

• Add setColor and getColor methods to CircleNode.


• Supply a LineStyle enumeration.
• Enhance the LineEdge class to draw both solid and dotted lines, and add
getLineStyle and setLineStyle methods.

It is a simple matter to support additional graph properties, such as line shapes, arrow
shapes, text labels, and so on.

8.
8.5.2.
5.2. Another Gr
Graph
aph Editor Instanc
Instance:
e: A Simple UML Clas
Classs Editor

Figure 10 shows a simple UML class diagram editor that has been built on top of the
graph editor framework.

The editor is essentially the same as the Violet UML editor. However, it supports only
class diagrams, and it lacks some convenience features such as keyboard shortcuts, image
export, and snap-to-grid.

To build a simple Of course, the node and edge classes of this editor are more complex. They format and
UML editor, add
class node and
draw text, compute edges with multiple segments, and add arrow tips and diamonds. It is
class relationship instructive to enumerate the classes that carry out this new functionality. None of these
edge classes to the
graph editor classes are difficult to implement, although there is an undeniable tedium to some of the
framework. layout computations.

• The RectangularNode class describes a node that is shaped like a rectangle. It is the
superclass of ClassNode.
• The SegmentedLineEdge class implements an edge that consists of multiple line
segments. It is the superclass of ClassRelationshipEdge.
• ArrowHead and BentStyle classes are enumerations for arrow heads and edge

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shapes, similar to the LineStyle class of the preceding section.
• MultiLineString formats a string that may extend over multiple lines. A ClassNode
uses multiline strings for the class name, the attributes, and the methods.
• Finally, the ClassDiagramGraph class adds the ClassNode and various edge
prototypes to the toolbar.

Figure 8-10: A Simple UML Class Diagram Editor

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Figure 8-11: The Edge Property Editor

The basic framework is not affected at all by these changes. The implementor of the UML
editor need not be concerned about frames, toolbars, or event handling. Even the editing
of properties is automatically provided because the framework supplies a dialog box that
manipulates the JavaBeans properties (see Figure 11). Thus, the framework allows the
implementor of any particular graph type to focus on the intricacies of the nodes and
edges of just that graph.

8.
8.5.3.
5.3. Evolving the Fr
Framework
amework

The Violet UML The Violet UML editor uses an enhanced version of the graph editor framework that adds
editor uses an
enhanced version
a number of useful features such as graphics export, a grid for easier alignment, and
of the graph editor simultaneous display of multiple graphs. The companion code for this book does not
framework. The
simple graph include the Violet code because some of it is rather lengthy. You can find the source code
editor can take at http://horstmann.com/violet.
advantage of the
enhancements
with no changes in Remarkably, you can still integrate the simple graph editor with its circle nodes and line
application code.
edges into the enhanced framework (see Figure 12).

This demonstrates another advantage of using a framework. By decoupling the


framework and the application code, the application designers can take advantage of the
framework evolution, without having to change the application-specific code.

8.
8.5.4.
5.4. A Note on Fr
Framework
amework D
Design
esign

In this chapter, you have learned how to put existing application frameworks to use. In

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2021-01-25 For the students of Cate Sheller <[email protected]>
order to use a framework, you have to understand the requirements that the designer of
the framework set forth for application programmers. For example, to turn the graph
editor framework into an application, you have to supply subclasses of Graph, Node, and
Edge. Other frameworks have similar requirements.

Figure 8-12: The Simple Graph Editor Takes Advantage of the Enhanced
Framework

Designing your own framework is a far bigger challenge than using a framework. You
need to have a thorough understanding of the problem domain that the framework
addresses. You need to design an architecture that enables application programmers to
add application-specific code, without changing the framework code. The design of the
framework should shield application programmers from internal mechanisms and allow
them to focus on application-specific tasks. On the other hand, you need to provide
“hooks” that allow application programmers to modify the generic framework behavior
when applications require nonstandard mechanisms. It is notoriously difficult to
anticipate the needs of application programmers. In fact, it is commonly said that a
framework can only claim to have withstood the test of time if it is the basis of at least
three different applications. Rules for the effective design of application frameworks are
an area of active research at this time.

Exer
Exercises
cises
1. The java.io package contains pluggable streams, such as PushbackInputStream and

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ZipInputStream. Explain why the stream classes form a framework. Describe how a
programmer can add new stream classes to the framework, and what benefits
those classes automatically have.
2. Search the Web for application frameworks until you have found frameworks for
three distinct problem domains. Summarize your findings.
3. Enhance the unit testing framework of Section 0 so that each test case can define
methods before and after that are called before and after the execution of the test
case. Give an example where the methods are used to open and close a file.
4. Enhance the unit testing framework of Section 0 so that a test suite can define
methods before and after that are called before and after the execution of the test
suite. Change the execute method of the TestCase class so that each test case is
called with a reference to the TestSuite. Give an example where the test suite sets
up data structures that are used in the test.
5. Enhance the unit testing framework of Section 0 so that it is possible to define test
cases in which an exception is expected. Define a subclass ExceptionTestCase for
this purpose that a user can extend, for example like this:

public class EmptyQueueThrowsNoSuchElementException extends ExceptionTestCase


{
public EmptyQueueThrowsNoSuchElementException()
{
super(NoSuchElementException.class);
}
public void execute()
{
new Queue().remove();
}
}

Do not modify the remainder of the framework.


6. Explain the phenomenon of “inversion of control”, using the graph editor
framework as an example.
7. Re-implement the BoundedQueue class as a subtype of the Queue interface type in the
standard library.
8. Prove the following class invariant for the BoundedQueue<E> class:
◦ All values in the elements array belong to a subtype of E.

Why does this invariant show that the class implementation is safe, despite the
compiler warnings? Why can’t the compiler determine that the implementation is
safe?

9. Suppose the designers of the collections framework had decided to offer separate
interface types for ordered collections (such as linked lists) and indexed
collections (such as array lists). Explain the changes that must be made to the
framework.
10. Suppose the designers of the collections framework had, instead of allowing
“unsupported operations”, supported three kinds of data structures: read-only,
modifiable, and resizable. Explain the changes that must be made to the
framework. How do the basic interface types change? Which classes need to be
added? Which methods need to be added to the Arrays and Collections classes?

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11. The RandomAccess interface type has no methods. The Set interface type adds no
methods to its superinterface. What are the similarities and differences between
the functionality that they are designed to provide?
12. The standard C++ library defines a collections framework (known as STL) that is
quite different from the Java framework. Explain the major differences.
13. Contrast the algorithms available in the Java collections framework with those of
the standard C++ library.
14. Enhance the SimpleGraphEditor to support both circular and rectangular nodes.
15. Enhance the SimpleGraphEditor to support lines with arrow tips.
16. Enhance the SimpleGraphEditor to support text annotations of lines. Hint: Make a
label property.
17. Enhance the SimpleGraphEditor to support multiple arrow shapes: v-shaped arrow
tips, triangles, and diamonds.
18. Add cut/copy/paste operations to the graph editor framework.
19. Design a sorting algorithm animation framework. An algorithm animation shows
an algorithm in slow motion. For example, if you animate the merge sort
algorithm, you can see how the algorithm sorts and merges intervals of increasing
size. Your framework should allow a programmer to plug in various sorting
algorithms.
20. Design a framework for simulating the processing of customers at a bank or
supermarket. Such a simulation is based on the notion of events. Each event has a
time stamp. Events are placed in an event queue. Whenever one event has finished
processing, the event with the earliest time stamp is removed from the event
queue. That time stamp becomes the current system time. The event is processed,
and the cycle repeats. There are different kinds of events. Arrival events cause
customers to arrive at the bank. A stream of them needs to be generated to ensure
the continued arrival of customers, with somewhat random times between
arrivals. This is typically done by seeding the event queue with one arrival event,
and having the processing method schedule the next arrival event. Whenever a
teller is done processing a customer, the teller obtains the next waiting customer
and schedules a “done processing” event, some random time away from the
current time. In the framework, supply an abstract event class and the event
processing mechanism. Then supply two applications that use the framework: a
bank with a number of tellers and a single queue of waiting customers, and a
supermarket with a number of cashiers and one queue per cashier.

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Chapter 9
Concurr
Concurrent
ent P
Prrogr
ogramming
amming
• Executing Tasks
• Thread Synchronization
• Animations
• Exercises

In this chapter, you will learn how to manage programs that execute tasks in parallel. You
will learn how to start new tasks and how to coordinate their work. Concurrent
programming poses a number of complexities. The order in which tasks are executed is
not deterministic. You need to ensure that the behavior of a program is not affected by
variations in execution order. Furthermore, you need some way of synchronizing the
tasks. One task may need a result that is being computed by another task. Another
common problem occurs when multiple tasks simultaneously try to modify a shared
object. You will learn how to deal with these issues in this chapter.

9.1. Exe
Executing
cuting T
Tasks
asks
9.1.1. The Runnable Interfac
Interfacee T
Type
ype

When you use a computer, you often run multiple programs at the same time. For
example, you may download your e-mail while you write a report in your word processor.
The operating system of your computer is able to run multiple programs at the same
time, switching back and forth between them. Technically speaking, a modern operating
system can concurrently execute multiple processes . The operating system frequently
switches back and forth between the processes, giving the illusion that they run in
parallel. Actually, if a computer has multiple central processing units (CPUs), then some
of the processes really can run in parallel, one on each processor.

It is often useful for a single program to carry out two or more tasks at the same time. For
example, a Web browser can load multiple images into a Web page at the same time. A
program can do a lengthy computation in the background, while responding to user
commands in the foreground. Or an animation program can show moving figures, with
separate tasks computing the layout of each separate figure. Of course, you can obtain
effects such as these by implementing a loop that first does a little bit of the first task,
then a little bit of the second, and so on. But such programs get complex quickly, because
you have to mix the code for doing the work with the code to control the timing.

A thread of In Java, you can implement each of several tasks as a thread of execution. A thread
execution is a
program unit that
executes a part of a program code independently of other parts of the program. If the Java
is executed virtual machine has at least as many processor cores available as there are concurrent
independently of
other parts of the threads, then the threads really run in parallel. If there are more threads than processor
program. cores, the virtual machine executes each thread for a short amount of time and then

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switches to another thread. Either way, you can visualize the threads as executing code in
parallel to each other.

There is an important difference between processes and threads. Modern operating


systems isolate processes from each other. For example, processes can’t overwrite each
other’s memory. Obviously, this isolation is an important safety feature. But it also makes
the switching between processes rather slow. Threads, on the other hand, run within a
single process so switching between threads is very fast. But multiple threads share
memory and are able to corrupt each other’s data if programmers are not careful.

Use an executor While it is possible in Java to start your own threads, you normally want to leave thread
service to assign
tasks to threads.
management to an executor service. If your tasks are short-lived or spend much of their
time waiting (for example, because they do input and output), use a cached thread pool
service. This service keeps a pool of threads alive and assigns each task to an idle thread
when possible, and otherwise starts a new thread. On the other hand, if your tasks are
long-running and do a lot of work, then you are better off with a fixed thread pool service,
with one thread per processor. That service does not create new threads since it would
be inefficient to switch back and forth between very busy threads. You obtain these
services as follows:

ExecutorService service = Executors.newCachedThreadPool();

or

int processors = Runtime.getRuntime().availableProcessors();


ExecutorService service = Executors.newFixedThreadPool(processors);

Executing a task is simple—just follow these steps:

1. Provide an object of a class that implements the Runnable interface type. That
interface type has a single method called run .

public interface Runnable


{
void run();
}

2. Place the code for the task into the run method of the class. Since Runnable is a
functional interface, that is most easily done with a lambda expression:

Runnable task = () -> { task instructions };

3. Pass the Runnable object to an executor service.

service.execute(task)

The task starts running in a new thread, either immediately or when a thread
becomes available.

The execute Let’s look at a concrete example. You want to run two tasks in parallel, each of which

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method of an prints a number of greetings.
ExecutorService
object calls the run
method of a Each task executes this loop.
Runnable in a
separate thread.
for (int i = 0; i < repetitions; i++)
System.out.println(greeting);

We can define a class that implements the Runnable interface, like this:

public class Greeter implements Runnable


{
public Greeter(int greeting, int repetitions)
{
this.greeting = greeting;
this.repetitions = repetitions;
}

public void run()


{
for (int i = 0; i < repetitions; i++)
System.out.println(greeting);
}
}

Then we could construct two instances of this class:

Runnable r1 = new Runnable("Hello", 100);


Runnable r2 = new Runnable("Goodbye", 100);

But it is simpler to use a lambda expression. Make a method that returns a Runnable
instance:

public static Runnable greeter(String greeting, int repetitions)


{
return () ->
{
for (int i = 0; i < repetitions; i++)
System.out.println(greeting);
};
}

Then we obtain the instances by invoking the method:

Runnable r1 = greeter("Hello", 100);


Runnable r2 = greeter("Goodbye", 100);

With either approach, we pass the instances to an executor service:

ExecutorService service = Executors.newCachedThreadPool();


service.execute(r1);

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service.execute(r2);
service.shutdown();

The shutdown method terminates the pooled threads after all tasks have finished. This call
is necessary since the Java virtual machine will only exit if there are no running threads.

When you run the program, you will see a sequence of lines containing Hello and Goodbye
that are somewhat interleaved:

Hello
Hello
Hello
Goodbye
...
Goodbye
Goodbye
Hello
...

When you run the program again, the pattern of interleaving will probably change. This
shows an important characteristic of concurrent programming. The virtual machine gives
no guarantee about the order in which operations in concurrently running threads are
executed. Moreover, there will always be slight variations in running times, especially
when calling operating system services (such as input and output). Thus, you should
always expect that the order in which concurrent tasks produce their work is somewhat
random.

9.1.2. Callables and Futur


Futures
es

In the preceding section, you saw how to run two tasks concurrently. However, those
tasks did not do any interesting work. One reason for writing concurrent programs is to
make effective use of the processor cores in a modern computer. This is achieved by
splitting up a complex task into several tasks that can be executed in parallel. When the
smaller tasks are done, their results are combined.

To describe a task with a result, you use the Callable interface:

public interface Callable<V>


{
V call() throws Exception;
}

As you can see, this generic interface has a method call that yields a result of type V.
Moreover, unlike the run method of the Runnable method, the call method is allowed to
throw checked exceptions.

To execute a Callable, you submit it to an ExecutorService:

Callable<V> task = . . .;
Future<V> resultFuture = service.submit(task);

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As soon as you call the submit method, you receive an object of type Future<V>. That
object represents a value that will be available at some point in the future.

In order to get that value, you can call

V result = resultFuture.get();

This method waits until the result value is available. That's normally not what you want
to do with a single Future object. After all, if you are willing to wait for the result, you
might as well do the computation in the current thread.

However, if you distribute work over concurrent tasks, you want to wait for all tasks to
complete so that you can combine their results. You can submit the tasks one by one, but
it is easier to put the tasks into a collection and use the invokeAll method to submit them
together:

List<Callable<V>> tasks = . . .;
List<Future<V>> resultFutures = service.invokeAll(tasks);
for (Future<V> resultFuture : resultFutures)
{
V result = resultFuture.get();
Incorporate result in the final result
}

Here is a typical application. We want to know how many long words are contained in a
set of files. This method produces a task for a given file:

public static Callable<Integer> countLongWords(String filename, int minLength)


{
return () ->
{
List<String> lines = Files.readAllLines(Paths.get(filename));
int count = 0;
for (String line : lines)
{
String[] words = line.split("[\\PL]+"); // Split on non-letters
for (String word : words)
if (word.length() >= minLength) count++;
}

return count;
};
}

We add the tasks to a list, invoke them all, and total up their results.

List<Callable<Integer>> tasks = new ArrayList<>();


for (String filename : filenames)
{
tasks.add(countLongWords(filename, 12));

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}
List<Future<Integer>> resultFutures = service.invokeAll(tasks);
int total = 0;
for (Future<Integer> resultFuture : resultFutures)
{
total += resultFuture.get();
}

Note that each call to get waits until its result is available. However, since the tasks run
concurrently, other tasks keep working while the thread that executes the main method
waits for a result. If one of the tasks takes a long time, then the remaining tasks may have
finished, so that subsequent calls to get return immediately.

In this example, we needed the results of all tasks. Sometimes, you are satisfied with the
first result that is found by any of the tasks. In that case, use the invokeAny method:

try
{
V result = service.invokeAny(tasks);
. . .
}
catch (ExecutionException ex)
{
// No task yielded a result
}

As soon as the first task returns a result, it is returned. The other tasks are interrupted.

When a thread is In Java, a task should periodically check whether it has been interrupted. An easy way to
interrupted, the
most common
carry out that check is to call the static Thread.sleep method.
response is to
terminate the run
method.
while (more work to do)
{
Thread.sleep(0);
do more work
}

That method throws an InterruptedException when it finds that the current thread was
interrupted. Otherwise, it returns immediately since we are calling it with a value of zero.

In a Callable, that is all that you need to do. In case of interruption, let the sleep method
throw an InterruptedException and don't catch it anywhere. Then the interrupted task
terminates.

The Thread.sleep In a Runnable, you need to catch the InterruptedException at the outermost level since,
puts the current
thread to sleep if it
unlike the call method of a Callable, the run method cannot throw any checked
has not been exceptions:
interrupted.

Runnable task = () ->


{

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try
{
while (more work to do)
{
Thread.sleep(0);
do more work
}
}
catch (InterruptedException ex)
{
// terminate task
}
};

Note: Instead of calling the sleep method, you can check the “interrupted” flag manually:

if (Thread.currentThread().isInterrupted()) . . .

When calling the invokeAny method, we need some way of distinguishing tasks that
delivered a result from those that failed to find anything. The invokeAny method does not
look at the task results, but it simply returns as soon as any result has been produced.
Therefore, a task cannot indicate failure by returning a null result. Instead, an
unsuccessful task should throw an appropriate exception, such as a
NoSuchElementException.

The following program finds a long word in any of the given files and prints it. Note that if
you run the program multiple times, different words may be found.

ch09/longwords/LongWordFinder.java
1 import java.nio.file.Files;
2 import java.nio.file.Paths;
3 import java.util.ArrayList;
4 import java.util.List;
5 import java.util.NoSuchElementException;
6 import java.util.concurrent.Callable;
7 import java.util.concurrent.ExecutionException;
8 import java.util.concurrent.ExecutorService;
9 import java.util.concurrent.Executors;
10 import java.util.concurrent.Future;
11 import java.util.concurrent.ExecutionException;
12
13 public class LongWordFinder
14 {
15 public static Callable<String> findLongWords(
16 String filename, int minLength)
17 {
18 return () ->

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19 {
20 List<String> lines = Files.readAllLines(Paths.get(filename));
21 for (String line : lines)
22 {
23 Thread.sleep(0);
24 String[] words = line.split("[\\PL]+");
25 for (String word : words)
26 if (word.length() >= minLength) return word;
27 }
28
29 throw new NoSuchElementException();
30 };
31 }
32
33 public static void main(String[] args) throws Exception
34 {
35 String[] filenames = {
36 "alice30.txt",
37 "war-and-peace.txt",
38 "crsto10.txt"
39 };
40 ExecutorService service = Executors.newCachedThreadPool();
41 List<Callable<String>> tasks = new ArrayList<>();
42 for (String filename : filenames)
43 {
44 tasks.add(findLongWords(filename, 16));
45 }
46 try
47 {
48 String result = service.invokeAny(tasks);
49 System.out.println(result);
50 }
51 catch (ExecutionException ex)
52 {
53 System.out.println("No result");
54 }
55 service.shutdown();
56 }
57 }

Caution: When a thread is interrupted while sleeping, the sleep method throws an
InterruptedException and clears the “interrupted” flag. If you must catch the
InterruptedException (for example, in an event handler that is not allowed to throw any
exception), be sure to reactivate the “interrupted” flag of the thread.

try
{
Thread.sleep(DELAY);

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}
catch (InterruptedException exception)
{
Thread.currentThread().interrupt();
}

9.2. Thr
Threead Synchr
Synchronization
onization
9.2.1. Corrupting a Shar
Shareed Data Structur
Structuree

When threads share access to a common object, they can conflict with each other. To
demonstrate the problems that can arise, we will investigate a sample program in which
two threads insert greetings into a queue, and another thread removes them. Each
producer thread inserts a number of greetings into a queue that is large enough to hold
all of them, and the consumer thread removes them

We use the bounded queue of Chapter 8.

The run method of the Producer class contains this loop:

for (int i = 0; i < repetitions; i++)


queue.add(greeting);

The run method of the Consumer class removes the greetings from the queue, counting
how much there are of each type. In a more realistic program, the consumer would do
something more interesting, but as you will see shortly, something unexpected happens
in this very simple case.

int count1 = 0;
int count2 = 0;
for (int i = 0; i < repetitions; i++)
{
String greeting = queue.remove();
if (greeting1.equals(greeting)) count1++;
else if (greeting2.equals(greeting)) count2++;
}
System.out.println(greeting1 + ": " + count1);
System.out.println(greeting2 + ": " + count2);

When the program runs, producing 1000 greetings "Hello" and 1000 greetings "Goodbye",
you would expect that the consumer counts 1000 greetings of each type. However, that is
not what happens. Here is a typical output:

Hello: 487
Goodbye: 807

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If you run the program again, you will probably get different counts.

Have a look at the source code to see if you can spot the problem. We will analyze the
flaw in the next section.

9.2.2. Rac
Racee Conditions

Here is one of many scenarios that demonstrates how a problem can occur.

1. The first thread calls the add method of the BoundedQueue class and executes the
following statement:

elements[tail] = newValue;

2. The second thread calls the add method on the same BoundedQueue object and
executes the statements

elements[tail] = newValue;
tail++;

3. The first thread executes the statement

tail++;

The consequences of this scenario are unfortunate. Step 2 overwrites the object that the
first thread stored in the queue. Step 3 increments the tail counter past a storage location
without filling it. When its value is removed later, some random value will be returned
(see Figure 1.).

A race condition This situation is an example of a race condition. Both threads, in their race to complete
occurs if the effect
of multiple
their respective tasks, rush to store objects in the queue and to increment the tail index.
threads on shared The end result depends on which of them happens to win the race.
data depends on
the order in which
the threads are What is the likelihood of corruption? When this book was first written, the central
scheduled.
processing units that were available on a personal computer had a single processor, and
it was quite rare to observe a race condition. Nowadays, personal computers have multi-
core CPUs, and the race conditions are easily observed. Even today, however, there are
many situations where your program may appear to run correctly, and it will misbehave
on other computers. This nondeterministic behavior makes it quite challenging to write
concurrent programs that work correctly.

To fix the race conditions, you need to ensure that only one thread manipulates the queue
at any given moment. That is the topic of the next section.

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Figure 9-1: A Race Condition

9.2.3. Locks

A thread can To solve problems such as the one that you observed in the preceding section, a thread
acquire a lock.
When another
can temporarily acquire ownership of a lock. While the thread owns the lock, no other
thread tries to thread can acquire the same lock. If another thread tries to do so, it is temporarily
acquire the same
lock, it is blocked. blocked. When the first thread unlocks the lock, it releases ownership and the other
When the first thread becomes unblocked.
thread releases
the lock, the other
threads are You use the following idiom to ensure that a block of code is exclusively executed by a
unblocked.
single thread. Such a code block is called a critical section.

aLock = new ReentrantLock();


. . .
aLock.lock();
try
{
critical section
}
finally
{
aLock.unlock();
}

The finally clause ensures that the lock is unlocked even when an exception is thrown in
the critical section.

Let’s see how locks avoid the race condition that you saw previously. Assume that the
body of the add method is protected by a lock. Let us revisit the troublesome scenario in
which two threads call the add method, and see why it plays out differently.

1. The first thread calls the add method and acquires the lock. The thread executes
the following statement:

elements[tail] = newValue;

2. The second thread also calls the add method on the same queue object and wants
to acquire the same lock. But it can’t—the first thread still owns the lock.
Therefore, the second thread is blocked and cannot proceed.
3. The first thread executes the statement

tail++;

4. The first thread completes the add method and returns. It releases the lock.
5. The lock release unblocks the second thread. It is again runnable.
6. The second thread proceeds, now successfully acquiring the lock.

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Of course, the remove method must be protected by the same lock. After all, if one thread
calls add, we don’t want another thread to execute the remove method on the same object.

Note that each queue should have a separate lock object. When a thread acquires the lock
for one queue, other threads are free to operate on other BoundedQueue objects.

9.2.4. Avoiding D
Deeadlocks

Unfortunately, protecting the bodies of the add and remove methods with locks is not
enough to ensure that your program will always run correctly. Consider these actions of
the producer:

if (!queue.isFull())
{
queue.add(greeting);
i++;
}

Now suppose that a producer thread has ascertained that the queue is not yet full. But
before it had a chance to call the add method, another thread fills up the queue. The first
thread tries adding a greeting to the full queue, and the greeting is lost. In other words,
testing for available space is meaningless.

Clearly, the test should be moved inside the add method. That ensures that the test for
available space is not separated from the code for adding the element. Thus, the add
method should look like this:

public void add(E newValue)


{
queueLock.lock();
try
{
while (queue is full)
wait for more space
. . .
}
finally
{
queueLock.unlock();
}
}

A deadlock occurs But how can you wait for more space? You can’t simply call sleep inside the try block. If a
if no thread can
proceed because
thread sleeps after locking queueLock, no other thread can remove elements because that
each thread is block of code is protected by the same lock. The consumer thread will call remove, but it
waiting for
another to do will simply be blocked until the add method exits.
some work first.
But the add method doesn’t exit until it has space available. This is called a deadlock or,
more poetically, a deadly embrace.

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Note: Technically speaking, threads are not completely deadlocked if they sleep and
periodically wake up and carry out a futile check. Some computer scientists call this
situation a “live lock”. A true deadlock can be achieved if two threads try to acquire two
separate locks, with one thread locking the first and attempting to lock the second, and
the other thread acquiring the second lock and then attempting to lock the first. How to
resolve such deadlocks is beyond the scope of this book.

Calling await on a
Condition object The methods of the Condition interface are designed to resolve this issue. Each lock can
makes the current have one or more associated Condition objects— you create them by calling the
thread wait and
allows another newCondition method, like this:
thread to acquire
the lock.
private Lock queueLock = new ReentrantLock();
private Condition spaceAvailableCondition
= queueLock.newCondition();
private Condition valueAvailableCondition
= queueLock.newCondition();

It is useful to create a condition object for each condition that needs to be monitored. In
our example, we will monitor two conditions, whether space is available for insertion and
whether values are available for removal.

Calling await on a condition object temporarily releases a lock and blocks the current
thread. The current thread is added to a set of threads that are waiting for the condition.
For example, the add method starts with the loop

public void add(E newValue)


{
. . .
while (size == elements.length)
spaceAvailableCondition.await();
. . .
}

A waiting thread When a thread calls await, it enters a blocked state. To unblock the thread, another thread
is blocked until
another thread
must execute the signalAll method on the same condition object. The signalAll method
calls signalAll or unblocks all threads waiting for the condition, making them all runnable again.
signal on the
condition object
for which the You call the signalAll method whenever the state of an object has changed in a way that
thread is waiting.
might benefit waiting threads. In our queue example, this is the case after an object has
been removed. At that time, the threads that are waiting for available space should be
unblocked so that they can finish adding elements. Here is how you should modify the
remove method:

public E remove()
{
. . .
E r = elements[head];
. . .

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spaceAvailableCondition.signalAll(); // Unblock waiting threads
return r;
}

The valueAvailableCondition is maintained in the same way. The remove method starts
with the loop

while (size == 0)
valueAvailableCondition.await();

After the add method has added an element to the queue, it calls

valueAvailableCondition.signalAll();

Note that the test for a condition must be contained in a while loop, not an if statement:

while (not ok to proceed)


acondition.await();

The condition must be retested after the thread returns from the call to await.

Note: There is also a signal method, which randomly picks just one thread that is waiting
on the object and unblocks it. The signal method can be more efficient than the signalAll
method, but it is useful only if you know that every waiting thread can actually proceed.
In general, you don’t know that, and signal can lead to deadlocks. For that reason, we
recommend that you always call signalAll.

With the calls to await and signalAll in the add and remove methods, we can launch any
number of producer and consumer threads without a deadlock. If you run the sample
program, you will note that all greetings are retrieved without ever corrupting the queue.

Here is the source code for the modified queue.

ch09/queue2/BoundedQueue.java
1 import java.util.concurrent.locks.*;
2
3 /**
4 A first-in, first-out bounded collection of objects.
5 */
6 public class BoundedQueue<E>
7 {
8 /**
9 Constructs an empty queue.
10 @param capacity the maximum capacity of the queue
11 */
12 public BoundedQueue(int capacity)
13 {

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14 elements = new Object[capacity];
15 head = 0;
16 tail = 0;
17 size = 0;
18 }
19
20 /**
21 Removes the object at the head.
22 @return the object that has been removed from the queue
23 */
24 public E remove() throws InterruptedException
25 {
26 queueLock.lock();
27 try
28 {
29 while (size == 0)
30 valueAvailableCondition.await();
31 @SuppressWarnings("unchecked") E r = (E) elements[head];
32 head++;
33 size--;
34 if (head == elements.length)
35 head = 0;
36 spaceAvailableCondition.signalAll();
37 return r;
38 }
39 finally
40 {
41 queueLock.unlock();
42 }
43 }
44
45 /**
46 Appends an object at the tail.
47 @param newValue the object to be appended
48 */
49 public void add(E newValue) throws InterruptedException
50 {
51 queueLock.lock();
52 try
53 {
54 while (size == elements.length)
55 spaceAvailableCondition.await();
56 elements[tail] = newValue;
57 tail++;
58 size++;
59 if (tail == elements.length)
60 tail = 0;
61 valueAvailableCondition.signalAll();
62 }
63 finally

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64 {
65 queueLock.unlock();
66 }
67 }
68
69 private Object[] elements;
70 private int head;
71 private int tail;
72 private int size;
73
74 private Lock queueLock = new ReentrantLock();
75 private Condition spaceAvailableCondition
76 = queueLock.newCondition();
77 private Condition valueAvailableCondition
78 = queueLock.newCondition();
79 }

Tip: Note that the await method can throw an InterruptedException. It would be a bad
idea to catch the InterruptedException inside the add and remove methods. These methods
have no way of knowing what the current thread wants to do if it is interrupted. In most
cases, it is best to let methods throw an InterruptedException if they call the await or
sleep methods.

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Figure 9-2: Visualizing Object Locks

One way to visualize the locking behavior is to imagine that the object is an old-fashioned
telephone booth with a door, and the threads are people wanting to make telephone calls.
(See Figure 2.) The telephone booth can accommodate only one person at a time. If the
booth is empty, then the first person wanting to make a call just goes inside and closes
the door. If another person wants to make a call and finds the booth occupied, then the
second person needs to wait until the first person leaves the booth. If multiple people
want to gain access to the telephone booth, they all wait outside.

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To visualize the condition behavior, suppose that the coin reservoir of the telephone is
completely filled. No further calls can be made until a service technician removes the
coins. You don’t want the person in the booth to go to sleep with the door closed. The
await method makes the person leave the booth temporarily, waiting for the situation to
improve. That gives other people (one of whom is hopefully a service technician) a
chance to enter the booth. At some point, a service technician enters the booth, empties
the coin reservoir, and shouts a notification. Now all the waiting people compete again
for the telephone booth.

9.2.
9.2.5.
5. Obje
Object
ct Locks

The Lock and Condition interface types were added in Java 5.0 to address limitations of
the original synchronization primitives of the Java language. In this section, we will
examine those primitives.

Every Java object has an associated object lock. It is very easy to acquire and release the
lock belonging to the implicit parameter of a method: simply tag the method with the
synchronized keyword.

Consider for example the BoundedQueue class. We can protect a queue object simply by
declaring its methods to be synchronized.

public class BoundedQueue<E>


{
public synchronized void add(E newValue) { . . . }
public synchronized E remove() { . . . }
. . .
}

When a thread calls q.add(e), it tries to acquire the lock of q. It succeeds unless another
thread owns that lock. Upon exiting the add method, the lock is automatically released.

Each object lock comes with one condition object. To wait on that condition, call wait. To
signal that the condition has changed, call notifyAll or notify. For example, here is the
add method:

public synchronized void add(E newValue)


throws InterruptedException
{
while (size == elements.length) wait();
elements[tail] = anObject;
. . .
notifyAll();
}

Note that the wait, notifyAll, and notify methods belong to the Object class and not the
Thread class. If you call obj.wait(), the current thread is added to the wait set of the
condition belonging to the lock of the object obj. Most commonly, you will call wait(),
which adds the current thread to the wait set of this. Similarly, the call notifyAll()
unblocks all threads that are waiting for this.

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The BoundedQueue class of the preceding section used two conditions, to monitor whether
the queue was full or empty. Here, we use the implicit object lock, and we only have a
single condition. Whenever the queue contents changes in any way, all waiting threads
will be woken up.

As you can see, using synchronized methods is simpler than using Lock and Condition
objects, but it is also a bit more confusing because three different concepts are combined:
the object whose state must be protected, the lock, and the condition.

Should you use ReentrantLock and Condition objects for implementing locking, or should
you use synchronized methods? You should try to use neither, but instead make use of
threadsafe data structures in the Java library.

Here is the complete code for the BoundedQueue class with synchronized methods.

ch09/queue3/BoundedQueue.java
1 /**
2 A first-in, first-out bounded collection of objects.
3 */
4 public class BoundedQueue<E>
5 {
6 /**
7 Constructs an empty queue.
8 @param capacity the maximum capacity of the queue
9 */
10 public BoundedQueue(int capacity)
11 {
12 elements = new Object[capacity];
13 head = 0;
14 tail = 0;
15 size = 0;
16 }
17
18 /**
19 Removes the object at the head.
20 @return the object that has been removed from the queue
21 */
22 public synchronized E remove()
23 throws InterruptedException
24 {
25 while (size == 0) wait();
26 @SuppressWarnings("unchecked") E r = (E) elements[head];
27 head++;
28 size--;
29 if (head == elements.length)
30 head = 0;
31 notifyAll();
32 return r;
33 }

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34
35 /**
36 Appends an object at the tail.
37 @param newValue the object to be appended
38 */
39 public synchronized void add(E newValue)
40 throws InterruptedException
41 {
42 while (size == elements.length) wait();
43 elements[tail] = newValue;
44 tail++;
45 size++;
46 if (tail == elements.length)
47 tail = 0;
48 notifyAll();
49 }
50
51 private Object[] elements;
52 private int head;
53 private int tail;
54 private int size;
55 }

Note: In the 1970s, Per Brinch Hansen and Tony Hoare invented the monitor construct
for managing thread interactions. A monitor is analogous to a Java class in which every
method is synchronized and every instance field is private. Those restrictions are
eminently sensible: they guarantee that the object state cannot be corrupted by
interfering threads. The Java synchronization primitives are unfortunately rather half-
baked. They are neither as safe as monitors nor as efficient as explicit locks. In a fiery
critique (http://brinch-hansen.net/papers/1999b.pdf), Per Brinch Hansen wrote: “It is
astounding to me that Java’s insecure parallelism is taken seriously by the programming
community, a quarter of a century after the invention of monitors and Concurrent Pascal.
It has no merit.”

9.2.6. Thr
Threeadsafe Queues in the Standar
Standardd Libr
Library
ary

If you need to use a threadsafe queue, you should not use the BoundedQueue class from the
preceding section, but instead look for an appropriate data structure in the
java.util.concurrent package.

The java.util.concurrent library has a number of professionally implemented classes that


are threadsafe and highly performant. When you need a bounded queue, use the
ArrayBlockingQueue class. For an unbounded class, use a LinkedBlockingQueue. Both classes
implement the BlockingQueue interface.

Unlike what we did in the preceding sections, the add and remove operations of the
BlockingQueue interface do not block when the queue is full or empty. Instead, they throw
an exception. In other words, these methods act in the same way as their non-blocking

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counterparts.

There is a separate set of blocking methods. The call

queue.put(obj);

blocks until the queue has space available, and the call

obj = queue.take();

blocks until there is an element in the queue.

Note: In addition to add/remove and put/take, there is a third pair of methods, offer/poll
that tries to add or remove an element, returning an error code if the method does not
succeed. These methods are less useful for concurrent programs.

The following sample program has multiple producer tasks that look for long words in
files. Each task adds the words to a blocking queue. A consumer task retrieves the words
and adds them to a set to filter out duplicates.

We use a bounded queue so that the producer tasks cannot build up a huge data set if the
consumer task cannot keep up. If the queue gets full, the producers block. This is a useful
mechanism for balancing producer and consumer tasks.

In a producer/consumer situation, it can be difficult for consumers to tell when the


producers are done. Suppose a consumer finds that the queue is empty. That could mean
that the producers are done, but it could also mean that the producers are not keeping
up.

Imagine a luggage carousel at an airport. Your bag is nowhere to be seen, and you wonder
if it got lost. In this situation, you are the consumer and the people who transport and
unload the bags are the producers. How do you know that production has ceased?

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Of course, you could wait until a sufficiently long time period has elapsed. But what is
“sufficiently long”? Some airports have an elegant solution to this problem. After all bags
have been placed on the carousel, another bag with a label “last bag” is added. If you see
that special bag but not yours, you know that your bag hasn't made it.

We can use the same strategy in producer/consumer scenarios. Each producer puts a
special object on the queue when it is done. The consumer counts these special objects,
and when the count equals the number of producers, it knows that production has
ceased.

The following program uses that strategy.

ch09/longwords2/LongWordFinder.java
1 import java.io.IOException;
2 import java.nio.file.Files;
3 import java.nio.file.Paths;
4 import java.util.ArrayList;
5 import java.util.List;
6 import java.util.Set;
7 import java.util.TreeSet;
8 import java.util.concurrent.ArrayBlockingQueue;
9 import java.util.concurrent.BlockingQueue;
10 import java.util.concurrent.ExecutorService;
11 import java.util.concurrent.Executors;
12
13 public class LongWordFinder
14 {

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15 private static String LAST = " LAST ";
16
17 public static Runnable findLongWords(
18 String filename, int minLength, BlockingQueue<String> queue)
19 {
20 return () ->
21 {
22 try
23 {
24 List<String> lines = Files.readAllLines(Paths.get(filename));
25 for (String line : lines)
26 {
27 String[] words = line.split("[\\PL]+");
28 for (String word : words)
29 if (word.length() >= minLength)
30 queue.put(word);
31 }
32 queue.put(LAST);
33 }
34 catch (InterruptedException | IOException ex)
35 {
36 // terminate task
37 }
38 };
39 }
40
41 public static void main(String[] args) throws Exception
42 {
43 String[] filenames = {
44 "../longwords/alice30.txt",
45 "../longwords/war-and-peace.txt",
46 "../longwords/crsto10.txt"
47 };
48
49 BlockingQueue<String> queue = new ArrayBlockingQueue<>(50);
50
51 ExecutorService service = Executors.newCachedThreadPool();
52 for (String filename : filenames)
53 {
54 service.submit(findLongWords(filename, 15, queue));
55 }
56
57 Runnable consumer = () ->
58 {
59 try
60 {
61 int completed = 0;
62 Set<String> uniqueLongWords = new TreeSet<>();
63 while (completed < filenames.length)
64 {

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65 String word = queue.take();
66 if (word == LAST) completed++;
67 else uniqueLongWords.add(word);
68 }
69 for (String word : uniqueLongWords)
70 {
71 System.out.println(word);
72 }
73 }
74 catch (InterruptedException ex)
75 {
76 // terminate task
77 }
78 };
79 service.submit(consumer);
80 service.shutdown();
81 }
82 }

9.3. Animations
One popular use for thread programming is animation. A program that displays an
animation shows different objects moving or changing in some way as time progresses.
This is often achieved by launching one or more threads that compute how parts of the
animation change.

As you saw in Chapter 4, you can use the Swing Timer class for simple animations without
having to do any thread programming. However, more advanced animations are better
implemented with threads.

In this section, you will see a particular kind of animation, namely the visualization of the
steps of an algorithm. Algorithm animation is an excellent technique for gaining a better
understanding of how an algorithm works.

Many algorithms can be animated—type “Java algorithm animation” into your favorite
Web search engine, and you’ll find lots of links to Web pages with animations of various
algorithms.

Most algorithm animations have a similar structure. The algorithm runs in a separate
thread that periodically updates a drawing of the current state of the algorithm and then
sleeps. After a short amount of time, the algorithm thread wakes up and runs to the next
point of interest in the algorithm. It then updates the drawing and sleeps again. This
sequence is repeated until the algorithm has finished.

In our sample program, we will animate a merge sort algorithm that works just like the
Arrays.sort method of the standard Java library. The MergeSorter.sort method sorts an

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array of objects.

Double[] values = . . .;
Comparator<Double> comp = . . .;
MergeSorter.sort(values, comp);

The array is initialized with a sequence of random Double values.

We supply a comparator that pauses the sorter thread before yielding the result of the
comparison. When the sorter thread is paused, the user interface thread draws the
contents of the array (see Figure 3).

Comparator<Double> comp = (d1, d2) ->


{
update drawing data
pause the thread
return d1.compareTo(d2);
};

Figure 9-3: Animating a Sort Algorithm

The Sorter class implements the Runnable interface type. Its run method calls
MergeSorter.sort. The sort algorithm repeatedly calls the comparator during the sorting
process. Each time, the animation is paused. When the pause has elapsed, the comparator
returns the result of the comparison, and the algorithm continues.

The main program shows the array drawing panel and then starts the sorting thread.
When you run the program, you will see the merge sort algorithm in action. You can
observe how the algorithm repeatedly sorts subarrays and merges them together.

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ch09/animation1/Sorter.java
1 import java.util.*;
2
3 /**
4 This runnable executes a sort algorithm.
5 When two elements are compared, the algorithm
6 pauses and updates a panel.
7 */
8 public class Sorter implements Runnable
9 {
10 /**
11 Constructs the sorter.
12 @param values the array to sort
13 @param panel the panel for displaying the array
14 */
15 public Sorter(Double[] values, ArrayComponent panel)
16 {
17 this.values = values;
18 this.panel = panel;
19 }
20
21 public void run()
22 {
23 Comparator<Double> comp = (d1, d2) ->
24 {
25 panel.setValues(values, d1, d2);
26 try
27 {
28 Thread.sleep(DELAY);
29 }
30 catch (InterruptedException exception)
31 {
32 Thread.currentThread().interrupt();
33 }
34 return d1.compareTo(d2);
35 };
36 MergeSorter.sort(values, comp);
37 panel.setValues(values, null, null);
38 }
39
40 private Double[] values;
41 private ArrayComponent panel;
42 private static final int DELAY = 100;
43 }

ch09/animation1/ArrayComponent.java
1 import java.awt.*;
2 import java.awt.geom.*;

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3 import javax.swing.*;
4
5 /**
6 This component draws an array and marks two elements in the
7 array.
8 */
9 public class ArrayComponent extends JComponent
10 {
11 public void paintComponent(Graphics g)
12 {
13 if (values == null) return;
14 Graphics2D g2 = (Graphics2D) g;
15 int width = getWidth() / values.length;
16 for (int i = 0; i < values.length; i++)
17 {
18 Double v = values[i];
19 Rectangle2D bar = new Rectangle2D.Double(
20 width * i, 0, width, v);
21 if (v == marked1 || v == marked2)
22 g2.fill(bar);
23 else
24 g2.draw(bar);
25 }
26 }
27
28 /**
29 Sets the values to be painted.
30 @param values the array of values to display
31 @param marked1 the first marked element
32 @param marked2 the second marked element
33 */
34 public void setValues(Double[] values,
35 Double marked1, Double marked2)
36 {
37 this.values = (Double[]) values.clone();
38 this.marked1 = marked1;
39 this.marked2 = marked2;
40 repaint();
41 }
42
43 private Double[] values;
44 private Double marked1;
45 private Double marked2;
46 }

ch09/animation1/AnimationTester.java
1 import java.awt.*;
2 import javax.swing.*;
3 import java.util.concurrent.*;

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4
5 /**
6 This program animates a sort algorithm.
7 */
8 public class AnimationTester
9 {
10 public static void main(String[] args)
11 {
12 JFrame frame = new JFrame();
13 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
14
15 ArrayComponent panel = new ArrayComponent();
16 frame.add(panel, BorderLayout.CENTER);
17
18 frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
19 frame.setVisible(true);
20
21 Double[] values = new Double[VALUES_LENGTH];
22 for (int i = 0; i < values.length; i++)
23 values[i] = Math.random() * panel.getHeight();
24
25 ExecutorService service = Executors.newCachedThreadPool();
26 service.execute(new Sorter(values, panel));
27 }
28
29 private static final int VALUES_LENGTH = 30;
30 private static final int FRAME_WIDTH = 300;
31 private static final int FRAME_HEIGHT = 300;
32 }

One drawback of our animation program is that it runs at a fairly brisk pace. To improve
the program, let’s add two buttons labeled “Run” and “Step”. The “Step” button runs the
algorithm until the next step and then pauses the algorithm. By repeatedly clicking on the
“Step” button, you can observe the algorithm one step at a time.

In a situation such as this one, it can be difficult to coordinate the button clicks in the
user interface thread and the pauses in the sorter thread. In single-step mode, we want
the sorter thread to wait until the user clicks the “Step” button.

We want a shared object that allows the two threads to communicate. When the sorter
thread has finished a step, it should ask the shared object for permission to proceed. The
thread blocks until the permission is issued. When the user clicks the “Step” button, the
shared object should be instructed to issue a permission, unblocking the waiting sorter
thread.

We could design a class with this behavior, but it is easier and safer to use an existing
class instead. In this case, a LinkedBlockingQueue will work fine. Whenever a button is
clicked, we add a command string "Step" or "Run" to the queue. The take method of the
LinkedBlockingQueue removes a value, blocking if none is available.

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The compare method waits until a command string is available in the queue. If the
command is "Run", the thread simply pauses for a short delay, just as in the first version
of the program. In either case, the thread proceeds until it calls the take method again,
blocking until the next command is available.

String command = queue.take();


if (command.equals("Run"))
{
queue.add(command);
Thread.sleep(DELAY);
}

Here is the code for the Sorter class and the main program. This example concludes our
introduction to Java threads. As you have seen, the Java synchronization primitives are at
a fairly low level. It is a good idea to consider them as building blocks for higher-level
synchronization mechanisms (such as the LinkedBlockingQueue) that are conceptually
easier to understand.

ch09/animation2/Sorter.java
1 import java.util.*;
2 import java.util.concurrent.*;
3
4 /**
5 This runnable executes a sort algorithm.
6 When two elements are compared, the algorithm
7 pauses and updates a panel.
8 */
9 public class Sorter implements Runnable
10 {
11 public Sorter(Double[] values, ArrayComponent panel, BlockingQueue<String> queue
12 {
13 this.values = values;
14 this.panel = panel;
15 this.queue = queue;
16 }
17
18 public void run()
19 {
20 Comparator<Double> comp = (d1, d2) ->
21 {
22 try
23 {
24 String command = queue.take();
25 if (command.equals("Run"))
26 {
27 queue.add(command);
28 Thread.sleep(DELAY);
29 }
30 }

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31 catch (InterruptedException exception)
32 {
33 Thread.currentThread().interrupt();
34 }
35 panel.setValues(values, d1, d2);
36 return d1.compareTo(d2);
37 };
38 MergeSorter.sort(values, comp);
39 panel.setValues(values, null, null);
40 }
41
42 private Double[] values;
43 private ArrayComponent panel;
44 private BlockingQueue<String> queue;
45 private static final int DELAY = 100;
46 }

Exer
Exercises
cises
1. Modify the ThreadTester program to execute the following instructions:

Runnable r1 = new GreetingProducer("Hello, World!");


Runnable r2 = new GreetingProducer("Goodbye, World!");
r1.run();
r2.run();

Note that the outputs are not interleaved. Explain.

2. In the program in Section 9.1, is it possible that both threads are sleeping at the
same time? That neither of the two threads is sleeping at a particular time?
Explain.
3. In Java, a graphical user interface program has more than one thread. Explain how
you can prove that.
4. Give an example why you would want to terminate a thread in a Web browser
program.
What is the difference between a thread that sleeps by calling sleep and a thread
that waits by calling await?
5. What happens when a thread calls await and no other thread calls signalAll or
signal?
6. Write a program that has multiple threads that make deposits and withdrawals in
a shared bank account program without using locks. Demonstrate how the bank
account can become corrupted.
7. Use synchronized methods to overcome the corruption problem of Exercise 6.
8. Use a ReentrantLock to implement a threadsafe BankAccount class.
9. Suppose you call wait instead of await on a condition object in the BoundedQueue
class that uses a ReentrantLock. Will the call compile? What will it do?
10. List three other scenarios in which the queue in Section 9.2.1 can get corrupted.
11. The MailSystem class in Chapter 2 is not threadsafe. Fix it (and any nonthreadsafe

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classes on which it depends) so that multiple connections can have simultaneous
access.
12. In Chapter 2 , the mail system was acccessed through a console interface. In
Chapter 4, it was accessed through a GUI interface, allowing for multiple
simultaneous connections. Explain why it is safe to use the original MailSystem
class in both implementations.
13. Modify the animation program in Chapter 4 so that various cars are moving at
different speeds. Use a separate thread for each car.
14. Modify the algorithm animation program so that it becomes a framework for
animating different sorting algorithms. Demonstrate the framework by animating
the selection sort algorithm.
15. Modify the algorithm animation program so that it becomes a framework for
animating algorithms of any kind. The algorithm needs to supply a mechanism for
drawing the current state of the data structure on which it operates. Demonstrate
the framework by animating the “Towers of Hanoi” algorithm.
16. Write a program WordCount that counts the words in one or more files. Start a new
thread for each file. For example, if you call

java WordCount report.txt address.txt Homework.java

then the program might print

address.txt: 1052
Homework.java: 445
report.txt: 2099

17. Modify the program of Exercise 16 so that it prints the total of the words in all
files after the last counting thread has completed.
18. In the second animation program in Section 0, one would like to think that there is
always at most one command in the queue. After all, each button click clears the
queue and then enters one command. The Sorter.run method takes one command
and only puts it back if it is "Run". Describe a scenario where the queue holds more
than one command. What effect does that have on the behavior of the program?
19. Fix the problem described in the preceding exercise by implementing and using a
threadsafe Gate class. A gate can be inactive or active. An active gate can be open
or closed. The waitForOpen method blocks until the gate is open or inactive. The
Run button makes the gate inactive. The Step button opens the gate.

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Chapter 10
Mor
Moree D
Design
esign P
Patterns
atterns
• The ADAPTER Pattern
• Actions and the COMMAND Pattern
• The FACTORY METHOD Pattern
• The PROXY Pattern
• The SINGLETON Pattern
• The VISITOR Pattern
• Other Design Patterns
• Exercises

In this chapter, we discuss a number of important design patterns. As in ChapterRef


Chapter 5, we relate the patterns to examples in the Java class library whenever possible,
so that you can remember them easily. You can read the sections of this chapter in any
order, or just use them as a reference.

10.1. The AD
ADAPTER
APTER P
Pattern
attern
If you have ever had to hook up a laptop computer in a foreign country, you are probably
familiar with the concept of an adapter . The power plug of your computer may not fit
into the wall outlet, and the foreign telephone plug may not fit into your computer
modem. To solve these problems, travelers often carry a set of adapter plugs that convert
one kind of plug into another.

In object-oriented programming, you often have similar problems. For example, in


ChapterRef Chapter 4, we designed a class CarIcon that implements the Icon interface
type. Suppose we want to add a car icon into a user interface container. But you add
components, not icons, into containers. What we need is an intermediary that adapts the
Icon interface type to the Component interface type.

The ADAPTER It is an easy matter to provide such an adapter. The Icon interface type has methods for
pattern teaches
how to use a class
painting and for sizing the icon. A component has methods for the same purpose, but
in a context that with minor differences. The adapter simply translates one set of methods into the other.
requires a
different interface. Using the following adapter class, you can reuse the existing icon and add icon
components into a container.

ch10/adapter/IconAdapter.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 An adapter that turns an icon into a JComponent.
6 */

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7 public class IconAdapter extends JComponent
8 {
9 /**
10 Constructs a JComponent that displays a given icon.
11 @param icon the icon to display
12 */
13 public IconAdapter(Icon icon)
14 {
15 this.icon = icon;
16 }
17
18 public void paintComponent(Graphics g)
19 {
20 icon.paintIcon(this, g, 0, 0);
21 }
22
23 public Dimension getPreferredSize()
24 {
25 return new Dimension(icon.getIconWidth(),
26 icon.getIconHeight());
27 }
28
29 private Icon icon;
30 }

ch10/adapter/IconAdapterTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 This program demonstrates how an icon is adapted to
6 a component. The component is added to a frame.
7 */
8 public class IconAdapterTester
9 {
10 public static void main(String[] args)
11 {
12 Icon icon = new CarIcon(300);
13 JComponent component = new IconAdapter(icon);
14
15 JFrame frame = new JFrame();
16 frame.add(component, BorderLayout.CENTER);
17 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
18 frame.pack();
19 frame.setVisible(true);
20 }
21 }

Note that the IconAdapter holds a reference to the icon object that is being adapted.

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The IconAdapter only redefines two methods of the JComponent class. For the other
methods, the JComponent superclass supplies reasonable implementations.

This example can easily be generalized to a design pattern. You use the ADAPTER pattern
when you would like to use an existing class but its interface doesn’t match the one you
need.

Pattern: Adapter
Context:

1. You want to use an existing class without modifying it. We’ll call this class
the adaptee.
2. The context in which you want to use the class requires conformance to a
target interface that is different from that of the adaptee.
3. The target interface and the adaptee interface are conceptually related.

Solution:

1. Define an adapter class that implements the target interface.


2. The adapter class holds a reference to the adaptee. It translates target
methods to adaptee methods.
3. The client wraps the adaptee into an adapter class object.

For example, in the case of the icon adapter, we have:

Name in Design Pattern Actual Name


Adaptee Icon

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Target JComponent
Adapter IconAdapter
Client The class that wants to add icons into a container
targetMethod() paintComponent(), getPreferredSize()
adapteeMethod() paintIcon(), getIconWidth(), getIconHeight()

There is another use of the ADAPTER pattern in the Java stream library. Recall that an
input stream reads bytes, whereas a reader reads characters. The difference between
bytes and characters is significant in many languages. In some encoding schemes (such
as ASCII), a character is encoded as a single byte. But in many encoding schemes (for
example, the Unicode UTF-8 encoding or the JIS encoding for Japanese characters), a
variable number of bytes is required to encode characters. Therefore, you should use a
reader object whenever you read text input.

What do you do if you have an input stream and need a reader? Use the
InputStreamReader adapter. That adapter turns an input stream into a reader whose read
method reads bytes and translates them into characters, using a particular encoding
scheme.

For example, System.in is an InputStream. To turn it into a reader, you use the following
instructions:

Reader reader = new InputStreamReader(System.in);


// Uses the default character encoding

or

Reader reader = new InputStreamReader(System.in, "UTF-8");


// Uses the specified character encoding

In the case of the input stream reader adapter, we have:

Name in Design
Actual Name
Pattern
Adaptee InputStream
Target Reader
Adapter InputStreamReader
The class that wants to read text from an input
Client
stream
targetMethod() read (reading a character)
adapteeMethod() read (reading a byte)

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10.2. Actions and the COMMAND P
Pattern
attern
The user interfaces of many programs give you multiple ways of issuing a particular
command. For example, to cut a block of text in a word processor, you may select Edit →
Cut from the menu, click on a toolbar button with a scissors icon, or simply type the
CTRL+X key combination.

That is pretty easy to implement, of course. Simply route the event handlers for the
menu, the toolbar button, and the keypress to the code that carries out the “cut”
command. But there is more to a command than just the code that carries out the
operation. For example, if there is nothing to cut, then the menu item and toolbar button
should be disabled. A disabled menu item or button usually has a different visual
appearance. It is therefore helpful if the “cut” command can remember whether it is
currently enabled or disabled. Thus, a command has both behavior and state.

The Action interface type of the Swing library lets you implement commands that can be
enabled or disabled. Moreover, actions can store various informational items, such as
icons and descriptions.

The Action interface type extends the ActionListener interface type. That is, you specify
the command action in an actionPerformed method. You use the setEnabled method to
enable or disable an action.

An action stores properties, including

• The action name, displayed on menu items and buttons


• An icon, also displayed on menu items and buttons

Figure 10-1: Using Actions for Menus and Toolbars

You set these properties with the putValue method, by using predefined constants in the
Action type. For example,

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helloAction.putValue(Action.NAME, "Hello");
helloAction.putValue(Action.SMALL_ICON, new ImageIcon("hello.png"));

Once you have action objects, it is very simple to add them to menus and toolbars.

menu.add(helloAction);
toolbar.add(helloAction);

The menu and toolbar retrieve the action name and icon and display them (see Figure 1).
When the menu item or toolbar button is selected, the actionPerformed method of the
action object is called.

The AbstractAction class implements the Action interface type. You will want to extend
the AbstractAction class rather than implement the Action interface type (see Figure 2).

Figure 10-2: Action Classes

In our example program, we define a class GreetingAction and construct two instances,
one to say “Hello, World”, and one to say “Goodbye, World”. Each action is added to both
the menu and the toolbar. After being selected, each command disables itself and enables

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the other. As a result, the user must select the “Hello” and “Goodbye” commands in
sequence.

The COMMAND Swing actions are an example of the COMMAND pattern. The command pattern tells you
pattern teaches
how to implement
to implement commands as objects rather than methods. If a command is an object, it
commands as can have state. For example, a Swing action object remembers whether it is currently
objects whenever
a command has enabled. There is a second advantage. You can collect command objects. Collecting
both behavior and command objects has several useful applications. For example, you can define macros,
state.
that is, commands that are composed of other commands, or you can keep a sequence of
recently issued commands so that you can “undo” them.

Pattern: Command
Context:

You want to implement commands that behave like objects, either because you need
to store additional information with commands, or because you want to collect
commands.

Solution:

1. Define a command interface type with a method to execute the command.


2. Supply methods in the command interface type to manipulate the state of
command objects.
3. Each concrete command class implements the command interface type.
4. To invoke the command, call the execute method.

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For example, in the case of Swing actions, we have:

Name in Design Pattern Actual Name


Command Action
ConcreteCommand A subclass of AbstractAction
execute() actionPerformed()
state Name and icon

ch10/command/CommandTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 This program demonstrates action objects. Two actions
6 insert greetings into a text area. Each action can be
7 triggered by a menu item or toolbar button. When an
8 action is carried out, the opposite action becomes enabled.
9 */
10 public class CommandTester
11 {
12 public static void main(String[] args)
13 {
14 JFrame frame = new JFrame();
15 JMenuBar bar = new JMenuBar();
16 frame.setJMenuBar(bar);
17 JMenu menu = new JMenu("Say");
18 bar.add(menu);
19 JToolBar toolBar = new JToolBar();
20 frame.add(toolBar, BorderLayout.NORTH);
21 JTextArea textArea = new JTextArea(10, 40);
22 frame.add(textArea, BorderLayout.CENTER);
23
24 GreetingAction helloAction = new GreetingAction(
25 "Hello, World", textArea);
26 helloAction.putValue(Action.NAME, "Hello");
27 helloAction.putValue(Action.SMALL_ICON,
28 new ImageIcon("hello.png"));
29
30 GreetingAction goodbyeAction = new GreetingAction(
31 "Goodbye, World", textArea);
32 goodbyeAction.putValue(Action.NAME, "Goodbye");
33 goodbyeAction.putValue(Action.SMALL_ICON,
34 new ImageIcon("goodbye.png"));
35
36 helloAction.setOpposite(goodbyeAction);
37 goodbyeAction.setOpposite(helloAction);
38 goodbyeAction.setEnabled(false);

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39
40 menu.add(helloAction);
41 menu.add(goodbyeAction);
42
43 toolBar.add(helloAction);
44 toolBar.add(goodbyeAction);
45
46 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
47 frame.pack();
48 frame.setVisible(true);
49 }
50 }

ch10/command/GreetingAction.java
1 import java.awt.event.*;
2 import javax.swing.*;
3
4 /**
5 This action places a greeting into a text field
6 and afterwards disables itself and enables its
7 opposite action.
8 */
9 public class GreetingAction extends AbstractAction
10 {
11 /**
12 Constructs a greeting action.
13 @param greeting the string to add to the text area
14 @param textArea the text area to which to add the greeting
15 */
16 public GreetingAction(String greeting, JTextArea textArea)
17 {
18 this.greeting = greeting;
19 this.textArea = textArea;
20 }
21
22 /**
23 Sets the opposite action.
24 @param action the action to be enabled after this action was
25 carried out
26 */
27 public void setOpposite(Action action)
28 {
29 oppositeAction = action;
30 }
31
32 public void actionPerformed(ActionEvent event)
33 {
34 textArea.append(greeting);
35 textArea.append("\n");

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36 if (oppositeAction != null)
37 {
38 setEnabled(false);
39 oppositeAction.setEnabled(true);
40 }
41 }
42
43 private String greeting;
44 private JTextArea textArea;
45 private Action oppositeAction;
46 }

10.3. The FFA


ACT
CTOR
ORY
Y METHOD P
Pattern
attern
Recall how a Java collection produces an iterator for traversing its elements. The
Collection interface type defines a method

Iterator iterator()

Each subclass of Collection (such as LinkedList or our own Queue class in chapterRef
Chapter 8) implements that method in a different way. Each iterator method returns an
object of a class that implements the Iterator interface type, but the implementations of
these subtypes are completely different. An iterator through a linked list keeps a
reference to the last visited node. Our queue iterator keeps an index of the last visited
array element.

You may wonder why the designers of the collections framework decided to have a
method that produces iterator objects. It would have been just as simple if every
collection had a companion iterator. Then you would simply construct the iterator, like
this:

LinkedList list = ...;


Iterator iter = new LinkedListIterator(list);

However, this approach has a drawback. If you don’t know the exact type of the
collection, you don’t know which iterator type to construct.

Collection coll = ...;


Iterator iter = new ???(coll);

The iterator method does not have this problem. Because of polymorphism, the call

Iterator iter = coll.iterator();

calls the iterator method of the class to which the collection object belongs. That method
constructs an object of some class that implements the Iterator interface type. (Actually,
the iterator classes are often anonymous classes.)

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The FACTORY A method such as iterator is called a factory method. A factory method is more flexible
METHOD pattern
teaches how to
than a constructor. It can construct objects of subclasses, not just a fixed class.
supply a method
that can be
overridden to
create objects of
varying types.
Pattern: Factory Method
Context:

1. A type (which we will call the creator) creates objects of another type (which
we call the product).
2. Subclasses of the creator type need to create different kinds of product
objects.
3. Clients do not need to know the exact type of product objects.

Solution:

1. Define a creator type that expresses the commonality of all creators.


2. Define a product type that expresses the commonality of all products.
3. Define a method, called the factory method, in the creator type. The factory
method yields a product object.
4. Each concrete creator class implements the factory method so that it returns
an object of a concrete product class.

For example, in the case of iterators in the collections framework, we have:

Name in Design
Actual Name
Pattern
Creator Collection

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ConcreteCreator A subclass of Collection
factoryMethod() iterator()
Product Iterator
A subclass of Iterator (which is often
ConcreteProduct
anonymous)

Not all methods that create new objects are factory methods in the sense of this design
pattern. For example, consider the DateFormat class. If you want to format a Date object,
you can obtain a formatter like this:

DateFormat formatter = DateFormat.getDateInstance();


Date now = new Date();
String formattedDate = formatter.format(now);

The getDateInstance method actually returns an object of type SimpleDateFormat, a


subclass of DateFormat. But it is a static method. It is not possible to have creator
subclasses that redefine the getDateInstance method. This example only uses half of the
FACTORY METHOD pattern. We can form subclasses of the product but not the creator.

10.4. The PR
PRO
OXY P
Pattern
attern
A proxy is a person who is authorized to act on another person’s behalf. For example, you
may send a proxy to a meeting who telephones you whenever a vote needs to be cast and
then votes according to your instructions. Similarly, in software design, a proxy is an
object that is a stand-in for another object.

There are many reasons to use proxies. Here we will look at a common application: to
delay the instantiation of an object. For example, it is somewhat expensive to load an
image. If a user never looks at the image, then it is not necessary to load it. To minimize
the cost of image loading, it makes sense to defer the construction of image objects until
there is a demand for them.

Consider the application shown in Figure 3. All but the top image are hidden when the
frame window is first displayed. Image loading can be deferred until the user clicks on a
tab.

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Figure 10-3: A Tabbed Image Viewer

Of course, it is desirable to implement the deferred loading so that the application


programmer doesn’t have to think about it. That is where the proxy comes into play.

The application generates a series of JLabel objects, each of which has an image icon.
Normally, an application programmer would construct a label like this:

JLabel label = new JLabel(new ImageIcon(imageName));

However, for delayed loading, we will instead supply a proxy object to the label.

JLabel label = new JLabel(new ImageProxy(imageName));

The ImageProxy class implements the Icon interface type. It remembers the image name
and loads the image as soon as it is needed. For example, the paintIcon method of the
proxy class ensures that the image is loaded, and then passes the request on to the actual
image object. The application generates a series of JLabel objects, each of which has an
image icon.

public void paintIcon(Component c, Graphics g, int x, int y)


{
if (image == null) image = new ImageIcon(name);
image.paintIcon(c, g, x, y);
}

The PROXY You will find the complete source code at the end of this section.
pattern teaches
how an object can
be a placeholder Note that the client of the image does not realize that the image loading is delayed. The
for another object.
client has the impression that the proxy is “the real thing”.

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Pattern: Proxy
Context:

1. A class, called the real subject, provides a service that is specified by an


interface type, called the subject type.
2. There is a need to modify the service in order to make it more versatile.
3. Neither the client nor the real subject should be affected by the modification.

Solution:

1. Define a proxy class that implements the subject interface type. The proxy
holds a reference to the real subject, or otherwise knows how to locate it.
2. The client uses a proxy object.
3. Each proxy method invokes the same method on the real subject and
provides the necessary modifications.

For example, in the case of the image proxy, we have:

Name in Design Pattern Actual Name


Subject Icon
RealSubject ImageIcon
Proxy ImageProxy
request() The methods of the Icon interface type
Client JLabel

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Computer scientists jokingly say that “every problem in computer science can be solved
by an additional level of indirection”. In our example, the image proxy provides a level of
indirection: The client calls the proxy which then calls the actual image. The additional
indirection solved the problem of on-demand instantiation. Another use for proxies
arises when a program needs to invoke a method on an object that is located on a remote
computer. To enable remote method calls, the method parameters must be encoded and
sent across a network connection. The programmer making remote calls should not be
burdened with the mechanics of the network communication. Instead, the Java Remote
Method Invocation (RMI) mechanism supplies proxy objects. An RMI proxy object
appears to the programmer as if it was a local object carrying out the desired method,
when in fact it merely transmits the method parameters to the remote object and relays
the response back to the caller.

ch10/proxy/ImageProxy.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 A proxy for delayed loading of image icons.
6 */
7 public class ImageProxy implements Icon
8 {
9 /**
10 Constructs a proxy for delayed loading of an image file.
11 @param name the file name
12 */
13 public ImageProxy(String name)
14 {
15 this.name = name;
16 image = null;
17 }
18
19 public void paintIcon(Component c, Graphics g, int x, int y)
20 {
21 ensureImageLoaded();
22 image.paintIcon(c, g, x, y);
23 }
24
25 public int getIconWidth()
26 {
27 ensureImageLoaded();
28 return image.getIconWidth();
29 }
30
31 public int getIconHeight()
32 {
33 ensureImageLoaded();
34 return image.getIconHeight();
35 }

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36
37 /**
38 Loads the image if it hasn't been loaded yet. Prints
39 a message when the image is loaded.
40 */
41 private void ensureImageLoaded()
42 {
43 if (image == null)
44 {
45 System.out.println("Loading " + name);
46 image = new ImageIcon(name);
47 }
48 }
49
50 private String name;
51 private ImageIcon image;
52 }

ch10/proxy/ProxyTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 This program demonstrates the use of the image proxy.
6 Images are only loaded when you press on a tab.
7 */
8 public class ProxyTester
9 {
10 public static void main(String[] args)
11 {
12 JTabbedPane tabbedPane = new JTabbedPane();
13 for (String name : imageNames)
14 {
15 JLabel label = new JLabel(new ImageProxy(name));
16 tabbedPane.add(name, label);
17 }
18
19 JFrame frame = new JFrame();
20 frame.add(tabbedPane);
21
22 frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
23 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
24 frame.setVisible(true);
25 }
26
27 private static final String[] imageNames =
28 {
29 "devonian.gif",
30 "permian.gif",

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31 "jurassic1.gif",
32 "jurassic2.gif",
33 "cretaceous1.gif",
34 "cretaceous2.gif",
35 "cretaceous3.gif",
36 "eocene1.gif",
37 "eocene2.gif",
38 "oligocene.gif",
39 "miocene.gif",
40 "pleistocene.gif"
41 };
42
43 private static final int FRAME_WIDTH = 500;
44 private static final int FRAME_HEIGHT = 300;
45 }

10.5. The SINGLET


SINGLETON
ON P
Pattern
attern
A singleton class A singleton class is a class that has a single object. That unique object constitutes a global
has exactly one
instance.
facility for all clients. For example, consider a program with various classes that need to
generate random numbers. It is not a good idea to construct many independent random
number generators. As you may know, the sequence of numbers that a random number
generator emits is not truly random but the result of a deterministic calculation. For that
reason, computer-generated random numbers should really be called pseudo-random
numbers. In most algorithms for generating a sequence of pseudo-random numbers, you
start with a seed value and transform it to obtain the first value of the sequence. Then you
apply the transformation again for the next value, and so on.

Note: The Java library uses a linear congruential generator. The seed is transformed
according to the equation

seed = (seed * 25214903917 + 11) % 248

Typically, the seed of a random number generator is set to the time at its construction, to
some value obtained by measuring the time between user keystrokes, or even to the
input from a hardware device that generates random noise. However, for debugging
purposes, it is often helpful to set the seed to a known quantity. Then the same program
can be run multiple times with the same seed and thus with the same sequence of
pseudo-random numbers. For this debugging strategy to be effective, it is important that
there is one global random number generator.

Let us design a class SingleRandom that provides a single random number generator. The
key to ensuring that the class has a single instance is to make the constructor private. The
class constructs the instance and returns it in the static getInstance method.

public class SingleRandom

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{
private SingleRandom() { generator = new Random(); }

public void setSeed(int seed) { generator.setSeed(seed); }


public int nextInt() { return generator.nextInt(); }

public static SingleRandom getInstance() { return instance; }

private Random generator;


private static SingleRandom instance = new SingleRandom();
}

Note that the static field instance stores a reference to the unique SingleRandom object.
Don’t worry about the fact that this class has a static field of its own type. Recall that a
static field is merely a “global” variable. In Java, every field must be declared in some
class. We find it convenient to place the instance field inside the SingleRandom class itself.

Clients have only one way of obtaining a SingleRandom object, by calling the static get-
Instance method.

int randomNumber = SingleRandom.getInstance().nextInt();

The SINGLETON Static fields of a class are initialized when the virtual machine loads the class. Since a
pattern teaches
how to implement
class must be loaded before any of its methods can be called, the static instance field is
a class that has initialized with the singleton object before the first call to the getInstance method occurs.
exactly one
instance.
Alternatively, you can delay the construction of the instance until the getInstance method
is called for the first time.

public static synchronized SingleRandom getInstance()


{
if (instance == null) instance = new SingleRandom();
return instance;
}

Note that this method needs to be synchronized to avoid a race condition if two threads
call it at the same time.

Pattern: Singleton
Context:

1. All clients need to access a single shared instance of a class.


2. You want to ensure that no additional instances can be created accidentally.

Solution:

1. Define a class with a private constructor.

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2. The class constructs a single instance of itself.
3. Supply a static method that returns a reference to the single instance.

The SINGLETON pattern is not as common as you may think. It only applies to classes
that are guaranteed to have a unique instance. Consider for example the Toolkit class
that you can use to determine the screen size and other aspects of the windowing system.
The static getDefaultToolkit method returns a toolkit object.

Toolkit kit = Toolkit.getDefaultToolkit();

However, this is not an example of the SINGLETON pattern. It is possible to construct


other toolkit objects besides the default toolkit object.

Utility classes such as the Math class are not singleton classes either. A utility is a class
with only static methods. You don’t construct any objects of such a class.

10.6. The VISIT


VISITOR
OR P
Pattern
attern
Compound objects often have a complex structure, composed of individual elements.
Some elements may again have child elements. The elements belong to various element
classes. An operation on an element visits its child elements, applies the operation to
them, and combines the results (see Figure 4.). An example is a user interface container
that is made up of components, some of which contain additional components. The
Component and Container classes in the java.awt package contain numerous operations,
such as getPreferredSize and repaint, that are recursively applied to child elements.

However, it is not easy to add new operations to such a design. Suppose we want to
support a new operation for user interface containers and components. That operation
would need to be added to the Component class and the various subclasses. But an
application programmer cannot add methods to library classes.

The VISITOR pattern teaches how a library designer can supply an extensible mechanism
that solves this problem. Each element class supports a single method

void accept(Visitor v)

Here, Visitor is an interface type. You supply a separate visitor class for each operation.
An element and its children accept the visitor. In its most basic form, the accept method
looks like this

public void accept(Visitor v)


{
v.visit(this);

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}

By defining an appropriate visit method, a programmer can carry out arbitrary


operations on the elements.

Figure 10-4: It Is Difficult to Add Operations to a Hierarchy of Element Classes

However, there is a problem. A particular operation may need to carry out different
actions for each element type. We cannot rely on polymorphism as a solution. In Java,
polymorphism can only be put to work with a fixed set of operations, since a
polymorphic operation must be a method, and a class can only have a fixed number of
predefined methods. Instead, we can use a trick, provided that there is only a fixed number
of element classes. Supply separate methods for each element type in the Visitor interface
type:

public interface Visitor


{
void visitElementType1(ElementType1 element);
void visitElementType2(ElementType2 element);
. . .
void visitElementTypen(ElementTypen element);
}

For example, consider a directory tree that is made up of directory nodes and file nodes.
The visitor interface for such a structure has two methods:

void visitDirectoryNode(DirectoryNode node)


void visitFileNode(FileNode node)

A particular visitor simply supplies the actions for the various element types in these
methods.

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To ensure that the appropriate method is called for each element, the accept methods
must be implemented carefully. The accept method for a given element type must call the
correct visitation method:

public class ElementTypei


{
public void accept(Visitor v)
{
v.visitElementTypei(this);
}
. . .
}

For example,

public class DirectoryNode


{
public void accept(Visitor v)
{
v.visitDirectoryNode(this);
}
. . .
}

Of course, these methods are completely mechanical.

To see the visitation mechanism in action, let us flesh out the example with the file and
directory nodes. The File class in the java.io package describes either a file or a
directory. You call the isDirectory method to find out whether a File object is actually a
directory. If a File object really is a directory, then you can call the listFiles method to
get an array of its files and subdirectories. That is a confusing design. We’ll clarify it by
supplying separate types for file and directory nodes, and supporting the VISITOR
pattern.

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Figure 10-5: File System Classes for the VISITOR Pattern

The FileSystemNode interface type defines the accept method. The FileNode and
DirectoryNode classes are simple wrappers around the File class (see Figure 5).

We also supply an actual visitor. The PrintVisitor prints the name of the visited node. If
the node is a directory, it also visits its children, incrementing the indentation level. A
typical printout looks like this:

..
command
CommandTester.java
GreetingAction.java
hello.png
goodbye.png
visitor
FileNode.java
DirectoryNode.java
PrintVisitor.java
VisitorTester.java
FileSystemNode.java
FileSystemVisitor.java

ch10/visitor/FileSystemNode.java
1 /**
2 The common interface for file and directory nodes.
3 */

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4 public interface FileSystemNode
5 {
6 void accept(FileSystemVisitor v);
7 }

ch10/visitor/FileNode.java
1 import java.io.*;
2
3 public class FileNode implements FileSystemNode
4 {
5 public FileNode(File file)
6 {
7 this.file = file;
8 }
9
10 public File getFile() { return file; }
11
12 public void accept(FileSystemVisitor v)
13 {
14 v.visitFileNode(this);
15 }
16
17 private File file;
18 }

ch10/visitor/DirectoryNode.java
1 import java.io.*;
2
3 public class DirectoryNode implements FileSystemNode
4 {
5 public DirectoryNode(File directory)
6 {
7 this.directory = directory;
8 }
9
10 public void accept(FileSystemVisitor v)
11 {
12 v.visitDirectoryNode(this);
13 }
14
15 public File getDirectory() { return directory; }
16
17 public FileSystemNode[] getChildren()
18 {
19 File[] files = directory.listFiles();
20 FileSystemNode[] children = new FileSystemNode[files.length];
21 for (int i = 0; i < files.length; i++)
22 {
23 File f = files[i];

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24 if (f.isDirectory())
25 children[i] = new DirectoryNode(f);
26 else
27 children[i] = new FileNode(f);
28 }
29 return children;
30 }
31
32 private File directory;
33 }

ch10/visitor/FileSystemVisitor.java
1 /**
2 The visitor interface type for visiting file system nodes.
3 */
4 public interface FileSystemVisitor
5 {
6 /**
7 Visits a file node.
8 @param node the file node
9 */
10 void visitFileNode(FileNode node);
11
12 /**
13 Visits a directory node.
14 @param node the directory node
15 */
16 void visitDirectoryNode(DirectoryNode node);
17 }

ch10/visitor/PrintVisitor.java
1 import java.io.*;
2
3 public class PrintVisitor implements FileSystemVisitor
4 {
5 public void visitFileNode(FileNode node)
6 {
7 for (int i = 0; i < level; i++) System.out.print(" ");
8 System.out.println(node.getFile().getName());
9 }
10
11 public void visitDirectoryNode(DirectoryNode node)
12 {
13 for (int i = 0; i < level; i++) System.out.print(" ");
14 System.out.println(node.getDirectory().getName());
15 level++;
16 for (FileSystemNode c : node.getChildren())
17 c.accept(this);
18 level--;

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19 }
20
21 private int level = 0;
22 }

ch10/visitor/VisitorTester.java
1 import java.io.*;
2
3 public class VisitorTester
4 {
5 public static void main(String[] args)
6 {
7 DirectoryNode node = new DirectoryNode(new File(".."));
8 node.accept(new PrintVisitor());
9 }
10 }

It is instructive to consider what happens when the accept method is called on the parent
node (see Figure 6). That node is a DirectoryNode. Therefore, the accept method calls
v.visitDirectoryNode. Because v is a PrintVisitor, the visitDirectoryNode method of the
PrintVisitor class is called. This call pattern is called double dispatch because it uses
polymorphism twice, first to select the node type and then to select the visitor type.

In some programming languages (such as Nice—see http://nice.sourceforge.net), you can


define methods that have multiple polymorphic parameters. However, in Java, dynamic
method dispatch only takes the implicit parameter into account. You can think of the
visitor pattern as a technique for overcoming this limitation.

Recall that the purpose of this mechanism is to enable an open-ended collection of


operations on the directory tree. For example, to find all files that contain a given
keyword, you can supply a different visitor.

The VISITOR Note that the visitor pattern only applies if there is a fixed number of element classes.
pattern teaches
how to support an
Adding a new element class would force a change in the Visitor interface type and all
open-ended set of visitor classes.
operations on an
object structure
with a fixed set of
element types.

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Figure 10-6: Double Dispatch

title Visitor
Context:

1. An object structure contains element classes of multiple types, and you want
to carry out operations that depend on the object types.
2. The set of operations should be extensible over time.
3. The set of element classes is fixed.

Solution:

1. Define a visitor interface type that has methods for visiting elements of each
of the given types.
2. Each element class defines an accept method that invokes the matching
element visitation method on the visitor parameter.
3. implement an operation, define a class that implements the visitor interface
type and supplies the operation’s action for each element type.

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Name in Design Pattern Actual Name
Element FileSystemNode
ConcreteElement FileNode, DirectoryNode
Visitor FileSystemVisitor
ConcreteVisitor PrintVisitor

10.7. Other D
Design
esign P
Patterns
atterns
We conclude this chapter with a table that shows the design patterns that we have not
yet discussed from the “Gang of Four” book. The table contains a short description of
each pattern so that you can tell at a glance when you need to learn more about it.

You have now come to the end of this book on object-oriented design with Java. In the
course of this book, you have studied material from three areas:

1. Object-oriented design
◦ The design methodology
◦ CRC cards and UML diagrams
◦ Design patterns
2. Advanced Java
◦ Interface types, polymorphism, and inheritance

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◦ Inner classes
◦ Reflection
◦ Multithreading
◦ Collections
3. User interface programming
◦ Building Swing applications
◦ Event handling
◦ Graphics programming

You have seen how object-oriented design principles and design patterns are used in the
Java library. These knowledge areas will form a solid foundation for your study of
advanced computer science topics as well as for practical programming.

Table 10-1: Other Design Patterns


Pattern Name Description Example
An abstract class specifies
An abstract class defines
methods for constructing
methods that construct
ABSTRACT buttons, menus, and so on.
related products. Concrete
FACTORY Each user interface “look
factories create these
and feel” supplies a concrete
product sets.
subclass.
An abstraction and its A hierarchy of window types
implementation have has separate
BRIDGE
separate inheritance implementations in various
hierarchies. operating systems.
A builder class has
A document builder has
methods to build parts of a
methods to build
BUILDER complex product, and to
paragraphs, tables, and so
retrieve the completed
on.
product.
A request is passed to the
An event handling
first handler in a chain.
mechanism passes a mouse
Each handler acts on the
CHAIN OF or keyboard event to a
request (or chooses not to
RESPONSIBILITY component, which then
act) and passes the
passes it to the parent
request on to the next
component.
handler.
A word processor uses
Use shared objects instead
shared objects for styled
of large numbers of
FLYWEIGHT characters rather than a
separate objects with
separate object for each
identical state.
character.
A class hierarchy A program interactively
INTERPRETER represents grammar rules. evaluates mathematical
The interpreter recursively expressions by building and

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evaluates a parse tree of
evaluating a parse tree.
rule objects.
All components in a dialog
An object encapsulates the box notify a mediator of
MEDIATOR interaction of other state changes. The mediator
objects. updates affected
components.
An “undo” mechanism
An object yields an opaque
requests a memento from an
snapshot of a part of its
object before mutating it. If
MEMENTO state, and can later return
the operation is undone, the
to its state from that
memento is used to roll the
snapshot.
object back to its old state.
A separate object is used
An image editor has different
for each state. State-
drawing states. Each state is
STATE dependent code is
handled by a separate “tool”
distributed over the
object.
various state classes.

Exer
Exercises
cises
1. Consider the enumeration and list methods of the Collections class. To what
extent do they follow the ADAPTER pattern?
2. Explain why MouseAdapter and WindowAdapter are not adapters in the sense of the
ADAPTER pattern.
3. The Iterable interface type is attractive because it allows objects to be used in a
“for each” loop. Design an adapter that adapts InputStream to the
Iterable<Integer> interface type.
4. Repeat Exercise 3, but now follow the DECORATOR pattern.
5. Write an adapter that adapts a Map to an AbstractTableModel. The API
documentation for the AbstractTableModel class tells you that you need to supply
three methods:

public int getRowCount()


public int getColumnCount()
public Object getValueAt(int row, int column)

Then populate a SortedMap with key/value pairs and show the map inside a JTable.

6. The STRATEGY and COMMAND patterns both suggest using objects in place of
methods. What is the difference in intent between these two patterns?
7. Is an ActionListener a command object in the sense of the COMMAND pattern?
8. Use Action objects to implement the “Add House”, “Add Car”, and “Remove”
commands in the scene editor of chapterRef Chapter 6.
9. Is the BorderFactory class of the Java library an example of the FACTORY METHOD
pattern?

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10. Supply an interface type LogFormatter that can be used to write objects to a log file.
The interface type has methods logObject, logCollection, and logMap to log single
objects, collections, and maps. Supply an interface type LogFile with a factory
method getFormatter that returns a LogFormatter object. Supply concrete
subclasses TextLogFile and HTMLLogFile that log information in plain text and
HTML format.
11. The technique of “copy on write” minimizes copies by allowing multiple clients to
share an object. However, if a client calls a mutator method, then the object is
copied just before the mutator is applied. Implement a CopyOnWriteList proxy that
implements copy on write for List objects.
12. The image proxy has the disadvantage that the entire image is loaded when you
only need the width and height. Improve the implementation of the ImageProxy
class by calling the getImage method of the Toolkit class and attaching an
ImageObserver to track the loading process. Consult the API documentation for
details about these classes.
13. Look at the documentation and the source code of the BorderFactory method. It
holds out the possibility that shared borders are used whenever possible. Are any
of the shared borders actually singletons?
14. Implement a singleton logger that a graphical application can use to log messages
to a frame containing a JTextArea. Supply a static method getInstance that yields
the logger and a method log that adds a string to the text area.
15. Why doesn’t the Component hierarchy in the Java library support the VISITOR
pattern?
16. Supply a visitor for the directory and file nodes that counts all files and directories
that it encounters.
17. Supply a visitor for the directory and file nodes that collects the names of all files
that contain a given keyword.

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