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09 Objects&Classes (1)

Chapter 8 of 'Introduction to Java Programming' focuses on objects and classes in Java, emphasizing the importance of object-oriented programming (OOP) principles such as encapsulation, abstraction, inheritance, and polymorphism. It covers how to define classes, create objects, and use constructors, as well as the significance of access modifiers and data encapsulation. The chapter also includes practical examples and UML diagrams to illustrate the concepts discussed.

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0% found this document useful (0 votes)
6 views55 pages

09 Objects&Classes (1)

Chapter 8 of 'Introduction to Java Programming' focuses on objects and classes in Java, emphasizing the importance of object-oriented programming (OOP) principles such as encapsulation, abstraction, inheritance, and polymorphism. It covers how to define classes, create objects, and use constructors, as well as the significance of access modifiers and data encapsulation. The chapter also includes practical examples and UML diagrams to illustrate the concepts discussed.

Uploaded by

Tanim Ahmed
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 55

Chapter 8 Objects and Classes

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
1
Motivations
After learning the preceding chapters, you are capable of
solving many programming problems using tools such
as selections, loops, methods, and arrays. However,
these Java features are not sufficient for developing
graphical user interfaces (GUI) and large scale
software systems. Suppose you want to develop a
graphical user interface as shown below. How do you
program it?
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
2
Objectives
 To describe objects and classes, and use classes to model objects (§8.2).
 To use UML graphical notations to describe classes and objects (§8.2).
 To demonstrate defining classes and creating objects (§8.3).
 To create objects using constructors (§8.4).
 To access objects via object reference variables (§8.5).
 To define a reference variable using a reference type (§8.5.1).
 To access an object’s data and methods using the object member access operator
(.) (§8.5.2).
 To define data fields of reference types and assign default values for an object’s
data fields (§8.5.3).
 To distinguish between object reference variables and primitive data type
variables (§8.5.4).
 To use classes Date, Random, and JFrame in the Java library (§8.6).
 To distinguish between instance and static variables and methods (§8.7).
 To define private data fields with appropriate get and set methods (§8.8).
 To encapsulate data fields to make classes easy to maintain (§8.9).
 To develop methods with object arguments and differentiate between primitive-
type arguments and object-type arguments (§8.10).
 To store and process objects in arrays (§8.11).
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
3
4 Major Principles of
OO Programming
 4 major principles that make a
language object- oriented:
1. Encapsulation,
2. Data Abstraction,
3. Polymorphism,
4. Inheritence.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
4
Encapsulation
 Encapsulation is the hiding of data implementation by restricting
access to accessors and Mutators, and Accessors
1. Accessor is a method that is used to ask an object about itself.
In OOP, these are usually in the form of properties, which have,
under normal conditions, a get method, which is an accessor
method.
2. Mutator are public methods that are used to modify
the state of an object, while hiding the implementation of exactly
how the data gets modified.
Mutators are commonly another portion of the property discussed
above, except this time its the set method that lets the caller modify
the member data behind the scenes.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
5
Abstraction
 Data abstraction is the simplest of principles
to understand.
 Data abstraction and encapuslation are closely
tied together, because a simple definition of
data abstraction is the development of classes,
objects, types in terms of their interfaces and
functionality, instead of their implementation
details.
 Abstraction denotes a model, a view,
or some other focused representation for an
actual item.
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
6
Inheritance
 Now lets discuss inheritance. Objects can
relate to eachother with either a “has a”, “uses
a” or an “is a” relationship. “Is a” is the
inheritance way of object relationship.
 The example of this that has always stuck with
me over the years is a library (I think I may
have read it in something Grady Booch wrote).
 So, take a library, for example. A library lends
more than just books, it also lends magazines,
audiocassettes and microfilm.
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
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7
Polymorphism
 Polymorphism means one name, many forms.
 Polymorphism
manifests itself by having multiple methods all
with the same name, but slighty different
functionality.
 Many VB6ers are familiar
with interface polymorphism.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
8
OO Programming Concepts
Object-oriented programming (OOP) involves
programming using objects.
• An object represents an entity in the real world that
can be distinctly identified.
• For example, a student, a desk, a circle, a button,
and even a loan can all be viewed as objects.
• An object has a unique identity, state, and behaviors.
• The state of an object consists of a set of data fields
(also known as properties) with their current values. The
behavior of an object is defined by a set of methods.
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
9
Classes
• Classes are constructs that define objects of the
same type.
• A Java class uses variables to define data fields
and methods to define behaviors.
• The behavior of an object also known as its
actions which is define by methods.
• Additionally, a class provides a special type of
methods, known as constructors, which are
invoked to construct objects from the class.
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
10
More Classes
The access level modifiers will determine whether other
classes can use a particular field or invoke a particular
method.
There are two level of access control:

• public, or package-private //top level


• public, private, protected, or package-private // member level

A class may be declared with the modifier public, which is visible to


all classes anywhere. However, if a class doe not have modifier
(public or private, or else), then, it is only visible within its own
package.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
11
Objects
An object has both a state and behavior. The state defines
the object, and the behavior defines what the object does.
Class Name: Circle A class template

Data Fields:
radius is _______

Methods:
getArea

Circle Object 1 Circle Object 2 Circle Object 3 Three objects of


the Circle class
Data Fields: Data Fields: Data Fields:
radius is 10 radius is 25 radius is 125

The State of an object, know as properties or attributes is represent


as data fields.
A circle object has data fields of radius, which is the property define
circle.
A rectangle object has data fields width and height, which are
properties and characterize a rectangle.
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All 12
rights reserved. 0132130807
More Objects
• A Java class uses variable to define data
fields and methods.
• A class provides methods of special type,
know as constructors which is invoked to
create a new object.
• A constructor can performs any actions,
but they do initial action. Example:
Circle3 myCircle = new Circle3 (5.0);
class object constructor (keyword new that creates new object
myCirlce from Circle 3 class with the argument of 5.0)

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
13
Constructors
The declaration for a method or a constructor
type of the arguments for that method or
constructor.
Constructors are a special kind of methods that
are invoked to construct objects.
Constructors with no parameters is referred to as
a no-arg constructor. new ClassName();

• Constructors must have the same name as the class itself. Example:
• Constructors do not have a return type—not even void. new Circle();

• Constructors are invoked using the new new Circle(5.0);

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
14
Create Objects
A class provides the blueprint for objects; that you create an object
from a class.
Each statement below taken from CreateObjectDemo program
creates an object and assigns it to a variable:

Point originOne = new Point (2, 9);


//create object Point
Rectangle recOne = new rectangle
(originOne, 10, 20);
//create object Rectangle
Rectangle rectwo = new Rectangle (50,
10); //Create object Rectangle

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
15
Classes
class Circle {
/** The radius of this circle */
double radius = 1.0; Data field

/** Construct a circle object */


Circle() {
}
Constructors
/** Construct a circle object */
Circle(double newRadius) {
radius = newRadius;
}

/** Return the area of this circle */


double getArea() { Method
return radius * radius * 3.14159;
}
}
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
16
UML Class Diagram
Unified Modeling Language (UML) is an object-oriented analysis
and design language from the Object Management Group (OMG).

ClassName (parameterName: parameterType)


The constructor is denoted as

methodName(parameterName: parameterType):
The Method is denoted as

retrunType
UML Class Diagram Circle Class name

radius: double Data fields

Circle() Constructors and


Circle(newRadius: double) methods
getArea(): double

circle2: Circle circle3: Circle UML notation


circle1: Circle
for objects
radius = 1.0 radius = 25 radius = 125

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
17
1 public class TestCircle1 {
2 /** Main method */
3 public static void main(String[] args) {
4 // Create a circle with radius 5.0
5 Circle1 myCircle = new Circle1(5.0); // create new object Example:
6 System.out.println("The area of the circle of radius "
7 + myCircle.radius + " is " + myCircle.getArea()); Defining Classes and
9 // Create a circle with radius 1
10 Circle1 yourCircle = new Circle1(); // create new object Creating Objects
11 System.out.println("The area of the circle of radius "
12 + yourCircle.radius + " is " + yourCircle.getArea());
13
14 // Modify circle radius  Objective: Demonstrate
15 yourCircle.radius = 100; //Changes new object's with new value of 100
16 System.out.println("The area of the circle of radius "
17 + yourCircle.radius + " is " + yourCircle.getArea()); creating objects, accessing
18 }
19 } data, and using methods.
21 // Define the circle class with two constructors
22 class Circle1 {
23 double radius;
25 /** Construct a circle with radius 1 */
26 Circle1() {
27 radius = 1.0;
28 }
29
30 /** Construct a circle with a specified radius */
31 Circle1(double newRadius) {
32 radius = newRadius;
TestCircle1
33 }
34 /** Return the area of this circle */
36 double getArea() {
Run
37 return radius * radius * Math.PI;
38 }
39 }
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
18
 public class TV { Defining
int channel = 1; // Default channel is 1
int volumeLevel = 1; // Default volume level is 1 Classes and
boolean on = false; // By default TV is off
public TV() {
Creating
} Objects,
public void turnOn() { //Turn on TV
on = true;
Accessing Data
} and Using
public void turnOff() { //Turn off TV
on = false; Methods
}
public void setChannel(int newChannel) { // set a new channel
if (on && newChannel >= 1 && newChannel <= 120)
channel = newChannel;
}
public void setVolume(int newVolumeLevel) { // set a new volume
if (on && newVolumeLevel >= 1 && newVolumeLevel <= 7)
volumeLevel = newVolumeLevel;
}
public void channelUp() { //increase channel
if (on && channel < 120)
channel++;
} Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
19
rights reserved. 0132130807
public class TestTV { // Main method
public static void main(String[] args) {
TV tv1 = new TV(); // create a TV
tv1.turnOn(); // turn on
tv1.setChannel(30); //set a new channel
tv1.setVolume(3); //set a new volume

TV tv2 = new TV(); //create a TV - object tv2 - TV class


tv2.turnOn(); //turn on
tv2.channelUp(); // trun on
tv2.channelUp(); //increase channel
tv2.volumeUp(); // increase volume

System.out.println("tv1's channel is " + tv1.channel //display state


+ " and volume level is " + tv1.volumeLevel);
System.out.println("tv2's channel is " + tv2.channel
+ " and volume level is " + tv2.volumeLevel);
}
}
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
20
Encapsulation
Encapsulation is one of the four fundamental OOP concepts. The
other three are inheritance (is the capability of a class to use the properties
and methods of another class), polymorphism (more than one form), and
abstraction (simplifying complex reality by modeling classes ).
Encapsulation can be described as a protective barrier that prevents
the code and data being randomly accessed by other code defined
outside the class. Access to the data and code is tightly controlled by an
interface.
Encapsulation provides a technique of making the fields in a class
private and providing access to the fields via public methods.
If a field is declared private, it cannot be accessed by anyone outside
the class, thereby hiding the fields within the class. For this reason,
encapsulation is also referred to as data hiding.
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
The main benefit of encapsulation is the ability to modify
rights reserved. our implemented code without breaking21the code
0132130807
Benefits of Encapsulation:
• The fields of a class can be made read-only or write-
only.
• A class can have total control over what is stored in its
fields.
• The users of a class do not know (like a blackbox) how
the class stores its data. A class can change the data type
of a field, and users of the class do not need to change any
of their code.
Link – example of Encapsulation program
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
22
Example of
Data Field Encapsulation
Circle
The - sign indicates
private modifier -radius: double The radius of this circle (default: 1.0).
-numberOfObjects: int The number of circle objects created.

+Circle() Constructs a default circle object.


+Circle(radius: double) Constructs a circle object with the specified radius.
+getRadius(): double Returns the radius of this circle.
+setRadius(radius: double): void Sets a new radius for this circle.
+getNumberOfObject(): int Returns the number of circle objects created.
+getArea(): double Returns the area of this circle.

Video – Data Field Encapsulation

Circle3 TestCircle3
main method Run
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
23
public class Circle3 {
/** The radius of the circle */
private double radius = 1;
/** The number of the objects created */
private static int numberOfObjects = 0;
/** Construct a circle with radius 1 */
public Circle3() {
numberOfObjects++;
}
public Circle3(double newRadius) {/** Construct a circle with a specified radius */
radius = newRadius;
numberOfObjects++;
}
public double getRadius() {/** Return radius */
return radius;
}
public void setRadius(double newRadius) { /** Set a new radius */
radius = (newRadius >= 0) ? newRadius : 0;
}
/** Return numberOfObjects */
public static int getNumberOfObjects() {
return numberOfObjects;
}
/** Return the area of this circle */
public double getArea() {
return radius * radius * Math.PI;
} Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
24
} rights reserved. 0132130807
1 public class TestCircle3 {
3 /** Main method */
4 public static void main(String[] args) {
5 // Create a Circle with radius 5.0
6
7 Circle3 myCircle = new Circle3(5.0);
8 System.out.println("The area of the circle of radius "
9 + myCircle.getRadius() + " is " + myCircle.getArea());
10
12 Circle3 yourCircle = new Circle3(6.0);
13 System.out.println("The area of the yourcircle of radius "
14 + yourCircle.getRadius() + " is " + yourCircle.getArea());
15
16
17 Circle3 hisCircle = new Circle3();
18 System.out.println("The area of the hiscircle of radius "
19 + hisCircle.getRadius() + " is " + hisCircle.getArea());
20
21 }
22 }
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
25
Declaring/Creating Objects
in a Single Step
ClassName objectRefVar = new ClassName();

Assign object reference Create an object


Example:
Circle myCircle = new Circle();

//the variable myCirlce holds a reference to


a Circle object.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
26
animation
Trace Code
Circle myCircle = new Circle(5.0); Declare myCircle

SCircle yourCircle = new Circle();


myCircle no value
yourCircle.radius = 100;

// Circle & SCircle - class


// myCircle & yourCircle– object
// new – keyword that creates object from the class Circle
// new Circle(5.0) - constructor
// (5.0)– argument(s) or instance variable value of 5.0.
//() - is null parameter, goes to default main method
parameter value.
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
27
animation

Trace Code, cont.

Circle myCircle = new Circle(5.0); no value


myCircle
Circle yourCircle = new Circle();

yourCircle.radius = 100; : Circle

radius: 5.0

Create a circle

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
28
animation

Trace Code, cont.

Circle myCircle = new Circle(5.0); reference value


myCircle
Circle yourCircle = new Circle();

yourCircle.radius = 100; Assign object reference : Circle


to myCircle
radius: 5.0

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
29
animation

Trace Code, cont.


Circle myCircle = new Circle(5.0); reference value
myCircle
Circle yourCircle = new Circle();

yourCircle.radius = 100; : Circle

radius: 5.0

yourCircle no value

Declare yourCircle

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
30
animation

Trace Code, cont.


Circle myCircle = new Circle(5.0); reference value
myCircle
Circle yourCircle = new Circle();

yourCircle.radius = 100; : Circle

radius: 5.0

yourCircle no value

: Circle
Create a new radius: 0.0
Circle object

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
31
animation

Trace Code, cont.


Circle myCircle = new Circle(5.0); reference value
myCircle
Circle yourCircle = new Circle();

yourCircle.radius = 100; : Circle

radius: 5.0

yourCircle reference value

Assign object reference


to yourCircle : Circle

radius: 1.0

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
32
animation

Trace Code, cont.


Circle myCircle = new Circle(5.0); reference value
myCircle
Circle yourCircle = new Circle();

yourCircle.radius = 100; : Circle

radius: 5.0

yourCircle reference value

: Circle
Change radius in radius: 100.0
yourCircle

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
33
Reference Data Fields
The data fields can be of reference types. For example,
the following Student class contains a data field name of
the String type.

public class Student {


String name; // name has default value null
int age; // age has default value 0
boolean isScienceMajor; // isScienceMajor has default value false
char gender; // c has default value '\u0000'
}

If a data field of a reference type does not reference any object, the
data field holds a special Java value, null.
Null is a literal just like true and false, Boolean type, null is a
literal for a reference type.
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
34
Default Value for a Data Field
The default value of a data field is null for a
reference type, 0 for a numeric type, false for a
boolean type, and '\u0000' for a char type.
However, Java assigns no default value to a local
variable inside a method.
public class Test {
public static void main(String[] args) {
Student student = new Student();
/* default values of data fields name, aga, isScienceMajor, and
gender for a Student object.*/
System.out.println("name? " + student.name);
System.out.println("age? " + student.age);
System.out.println("isScienceMajor? " + student.isScienceMajor);
System.out.println("gender? " + student.gender);
}
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
} rights reserved. 0132130807
35
Differences between Variables of
Primitive Data Types and Object Types
Created using new Circle()
Primitive type int i = 1 i 1

Object type Circle c c reference c: Circle

radius = 1

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
36
Copying Variables of Primitive
Data Types and Object Types
Created using new Circle()
Primitive type int i = 1 i 1

Object type Circle c c reference c: Circle

radius = 1

Object type assignment c1 = c2


Primitive type assignment i = j
Before: After:
Before: After: c1 c1

i 1 i 2 c2 c2

j 2 c1: Circle C2: Circle C2: Circle


j 2 c1: Circle
radius = 5 radius = 9 radius = 5 radius = 9

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
37
Garbage Collection
As shown in the previous figure, after the
assignment statement c1 = c2, c1 points to
the same object referenced by c2.
The object previously referenced by c1 is
no longer referenced. This object is
known as garbage. Garbage is
automatically collected by JVM.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
38
Garbage Collection, cont
TIP: If you know that an object is no
longer needed, you can explicitly assign
null to a reference variable for the
object. The JVM will automatically
collect the space if the object is not
referenced by any variable.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
39
The Date Class
Java provides a system-independent encapsulation of date
and time in the java.util.Date class. You can use the Date
class to create an instance for the current date and time and
use its toString method to return the date and time as a string.

java.util.Date
The + sign indicates
public modifer +Date() Constructs a Date object for the current time.
+Date(elapseTime: long) Constructs a Date object for a given time in
milliseconds elapsed since January 1, 1970, GMT.
+toString(): String Returns a string representing the date and time.
+getTime(): long Returns the number of milliseconds since January 1,
1970, GMT.
+setTime(elapseTime: long): void Sets a new elapse time in the object.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
40
The Date Class Example
For example, the following code

java.util.Date date = new java.util.Date();


System.out.println(date.toString());
// date is an object for the class library of java.util.Date

displays a string like Sun Mar 09 13:50:19


EST 2003.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
41
The Random Class
You have used Math.random() to obtain a random double
value between 0.0 and 1.0 (excluding 1.0). A more useful
random number generator is provided in the java.util.Random
class.
java.util.Random
+Random() Constructs a Random object with the current time as its seed.
+Random(seed: long) Constructs a Random object with a specified seed.
+nextInt(): int Returns a random int value.
+nextInt(n: int): int Returns a random int value between 0 and n (exclusive).
+nextLong(): long Returns a random long value.
+nextDouble(): double Returns a random double value between 0.0 and 1.0 (exclusive).
+nextFloat(): float Returns a random float value between 0.0F and 1.0F (exclusive).
+nextBoolean(): boolean Returns a random boolean value.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
42
The Random Class Example
If two Random objects have the same seed, they will generate
identical sequences of numbers. For example, the following
code creates two Random objects with the same seed 3.
Random random1 = new Random(3);
System.out.print("From random1: ");
for (int i = 0; i < 10; i++)
System.out.print(random1.nextInt(1000) + " ");
Random random2 = new Random(3);
System.out.print("\nFrom random2: ");
for (int i = 0; i < 10; i++)
System.out.print(random2.nextInt(1000) + " ");

From random1: 734 660 210 581 128 202 549 564 459 961
From random2: 734 660 210 581 128 202 549 564 459 961

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
43
Displaying GUI Components
When you develop programs to create graphical user
interfaces, you will use Java classes such as JFrame,
JButton, JRadioButton, JComboBox, and JList to
create frames, buttons, radio buttons, combo boxes,
lists, and so on. Here is an example that creates two
windows using the JFrame class.

TestFrame Run

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
44
animation
Trace Code Declare, create,
and assign in one
statement
JFrame frame1 = new JFrame(); frame1 reference
frame1.setTitle("Window 1");
: JFrame
frame1.setSize(200, 150); title:
frame1.setVisible(true); JFrame width:
frame2 = new JFrame(); height:
visible:
frame2.setTitle("Window 2");
frame2.setSize(200, 150);
frame2.setVisible(true);

frame1 & frame2 – object created from Jframe class


setTtile, setSize, setVisible, setTitle – methods that set the properties
of the objects.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
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45
animation
Trace Code
JFrame frame1 = new JFrame(); frame1 reference
Set title property
frame1.setTitle("Window 1");
: JFrame
frame1.setSize(200, 150); title: "Window 1"
frame1.setVisible(true); JFrame width:
frame2 = new JFrame(); height:
visible:
frame2.setTitle("Window 2");
frame2.setSize(200, 150);
frame2.setVisible(true);

frame1.setTtile(“Window1”);
// setTitle method sets a title for Window 1

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
46
animation
Trace Code
JFrame frame1 = new JFrame(); frame1 reference
frame1.setTitle("Window 1");
: JFrame Set size property
frame1.setSize(200, 150); title: "Window 1"
frame1.setVisible(true); width: 200
JFrame frame2 = new JFrame(); height: 150
visible:
frame2.setTitle("Window 2");
frame2.setSize(200, 150);
frame2.setVisible(true);

//setSize method defined the size of 200 & 150 (width, height).

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
47
animation
Trace Code
JFrame frame1 = new JFrame(); frame1 reference
frame1.setTitle("Window 1");
: JFrame
frame1.setSize(200, 150); title: "Window 1"
frame1.setVisible(true); width: 200 Set visible
property
JFrame frame2 = new JFrame(); height: 150
visible: true
frame2.setTitle("Window 2");
frame2.setSize(200, 150);
frame2.setVisible(true);

//setVisible method displays the window.

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
48
animation
Trace Code
JFrame frame1 = new JFrame(); frame1 reference
frame1.setTitle("Window 1");
: JFrame
frame1.setSize(200, 150); title: "Window 1"
frame1.setVisible(true); width: 200
JFrame frame2 = new JFrame(); height: 150
visible: true
frame2.setTitle("Window 2");
Declare, create,
frame2.setSize(200, 150); frame2 reference and assign in one
frame2.setVisible(true); statement
: JFrame
title:
width:
height:
visible:

frame2 – object created from Jframe class with another sets of


methods; setTitle, setSize, setVisible
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
49
animation
Trace Code
JFrame frame1 = new JFrame(); frame1 reference
frame1.setTitle("Window 1");
: JFrame
frame1.setSize(200, 150); title: "Window 1"
frame1.setVisible(true); width: 200
JFrame frame2 = new JFrame(); height: 150
visible: true
frame2.setTitle("Window 2");
frame2.setSize(200, 150); frame2 reference
frame2.setVisible(true);
Set title property
: JFrame
title: "Window 2"
width:
height:
visible:

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
50
animation
Trace Code
JFrame frame1 = new JFrame(); frame1 reference
frame1.setTitle("Window 1");
: JFrame
frame1.setSize(200, 150); title: "Window 1"
frame1.setVisible(true); width: 200
JFrame frame2 = new JFrame(); height: 150
visible: true
frame2.setTitle("Window 2");
frame2.setSize(200, 150); frame2 reference
frame2.setVisible(true);
: JFrame
title: "Window 2"Set size property
width: 200
height: 150
visible:

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
51
animation
Trace Code
JFrame frame1 = new JFrame(); frame1 reference
frame1.setTitle("Window 1");
: JFrame
frame1.setSize(200, 150); title: "Window 1"
frame1.setVisible(true); width: 200
JFrame frame2 = new JFrame(); height: 150
visible: true
frame2.setTitle("Window 2");
frame2.setSize(200, 150); frame2 reference
frame2.setVisible(true);
: JFrame
title: "Window 2"
Set visible
width: 200
property
height: 150
visible: true

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
52
Adding GUI Components to Window
You can add graphical user interface components,
such as buttons, labels, text fields, combo boxes,
lists, and menus, to the window. The components are
defined using classes. Here is an example to create
buttons, labels, text fields, check boxes, radio
buttons, and combo boxes.

Video on the GUI Components

GUIComponents Run

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
53
Static Variables, Constants, and Methods
 A static variable is shared by all objects of
the class. A static method cannot access
instance member of the class.
 The data field radius in the circle class in
listing 7.1 I know as an instance variable.
An instance variable is tied to a specific
instance of the class; it is not shared among
objects of the same class.
Video – Static Variables, Constants, and Methods

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
54
The Fan class Program
 program
8 - (The fan class) Design a class
named Fan to represent a fan.

VideoNote – End of the chapter

Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
rights reserved. 0132130807
55

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