09 Objects&Classes (1)
09 Objects&Classes (1)
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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?
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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).
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4 Major Principles of
OO Programming
4 major principles that make a
language object- oriented:
1. Encapsulation,
2. Data Abstraction,
3. Polymorphism,
4. Inheritence.
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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.
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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.
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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.
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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.
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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.
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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.
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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:
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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
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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();
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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:
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Classes
class Circle {
/** The radius of this circle */
double radius = 1.0; Data field
methodName(parameterName: parameterType):
The Method is denoted as
retrunType
UML Class Diagram Circle Class name
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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 }
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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
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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
Circle3 TestCircle3
main method Run
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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
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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 }
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Declaring/Creating Objects
in a Single Step
ClassName objectRefVar = new ClassName();
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animation
Trace Code
Circle myCircle = new Circle(5.0); Declare myCircle
radius: 5.0
Create a circle
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animation
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All
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animation
radius: 5.0
yourCircle no value
Declare yourCircle
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animation
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
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animation
radius: 5.0
radius: 1.0
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animation
radius: 5.0
: Circle
Change radius in radius: 100.0
yourCircle
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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.
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.
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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);
}
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Differences between Variables of
Primitive Data Types and Object Types
Created using new Circle()
Primitive type int i = 1 i 1
radius = 1
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Copying Variables of Primitive
Data Types and Object Types
Created using new Circle()
Primitive type int i = 1 i 1
radius = 1
i 1 i 2 c2 c2
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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.
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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.
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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.
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The Date Class Example
For example, the following code
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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.
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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
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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
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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);
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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
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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).
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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);
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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:
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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:
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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
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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.
GUIComponents Run
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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
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The Fan class Program
program
8 - (The fan class) Design a class
named Fan to represent a fan.
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