Classes, Objects, and Encapsulation

Transcription

Classes, Objects, and Encapsulation
Chapter outline
Building Java Programs
! 
objects, classes, and object-oriented programming
! 
! 
! 
Chapter 3+5: Classes
anatomy of a class
! 
! 
! 
! 
! 
! 
! 
! 
fields
instance methods
constructors
encapsulation
advanced classes
! 
These are the slides of the textbook, modified/corrected where necessary.
MIT Open Courseware has been utilized specifically for this chapter.
relationship between classes and objects
abstraction
preconditions, postconditions, and invariants
special methods: toString and equals
the keyword this
static fields and methods
The chapters have been re-enumerated according to CMPE160.
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Classes, types, and objects
! 
Objects and "OOP"
class:
! 
1. A module that can be run as a program.
2. A template for a type of objects.
! 
! 
We can write Java classes that are not programs in
themselves, but instead define new types of objects.
! 
! 
object: An encapsulation of data and behavior.
object-oriented programming (OOP): Writing
programs that perform most of their useful behavior
through interactions with objects.
So far, we have interacted with objects such as:
! 
We can use these objects in our programs if we so desire.
! 
! 
! 
! 
Why would we want to do this?
! 
! 
! 
! 
! 
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3
String
Point
Scanner
DrawingPanel
Graphics
Color
Random
File
PrintStream
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Object Oriented Programming
! 
Object Oriented Programming
OOP represents the real world.
! 
Objects group fields of different type together
! 
! 
Let’s look at a real life example:
! 
! 
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Baby
! 
! 
! 
! 
! 
Name
Sex
Weight
Decibels
# poops so far
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Why use classes?
! 
Baby
String name
boolean isMale
double weight
double decibels
int numPoops
What kind of information should we keep about a baby?
! 
Primitives (int, double, char, etc.)
Objects (String, etc.)
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Why use classes?
Why not primitives?
// little baby Alex
String nameAlex;
double weightAlex;
//little baby David
String nameDavid;
double weightDavid;
//little baby David
String nameDavid2;
double weightDavid2;
David2 !!!
What if there are 500 babies?
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Why use classes?
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Why use classes?
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Why use classes?
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Why use classes?
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Why use classes?
DEFINING CLASSES
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Class Definition
Let’s write the Baby class
Up to now, you have written Java programs composed
of a single file (which also includes the main method).
!  From now on, you will be writing programs composed of
multiple files.
! 
! 
Class names should be capitalized.
Each class should be written in a separate file.
! 
Only one of the files should have the main method.
! 
! 
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The class name and the file name should be the same.
public class Baby {
String name;
boolean isMale;
double weight;
double decibels;
int numPoops = 0;
void poop() {
numPoops ++;
System.out.println(“Dear mother, ”+
“I have pooped. Ready the diaper.”);
}
}
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Let’s declare the Baby class
Fields of the Baby class
public class Baby {
public class Baby {
String name;
double weight = 5.0;
boolean isMale;
int numPoops = 0;
}
}
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Siblings?
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Class vs. Variable vs. Object
public class Baby {
String name;
double weight = 5.0;
boolean isMale;
int numPoops = 0;
Baby myBaby;
myBaby = new Baby();
OR
Baby[] siblings;
Baby myBaby = new Baby();
}
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Constructors
Constructors
Constructor name is the same as the class name.
!  No return type.
public class CLASSNAME {
CLASSNAME ( ) {
}
! 
! 
! 
It is not supposed to return anything.
Executed as soon as the object is created.
! 
Not when a variable of that class type is defined.
CLASSNAME ([ARGUMENTS]) {
}
Typically used to initialize the fields of the class.
!  All classes need at least one constructor.
! 
! 
}
If you don’t provide any constructor the default constructor is
assumed.
CLASSNAME obj1 = new CLASSNAME();
CLASSNAME obj2 = new CLASSNAME([ARGUMENTS]);
CLASSNAME() {
}
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Baby constructor
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Baby methods
public class Baby {
String name;
double weight = 5.0;
boolean isMale;
int numPoops = 0;
Baby[] siblings;
public class Baby {
String name;
boolean isMale;
Baby(String myName, boolean maleBaby) {
name = myName;
isMale = maleBaby;
}
void sayHi() {
System.out.println(“Hi, my name is ”+name);
}
void eat(double foodWeight) {
if (foodWeight >= 0 && foodWeight < weight) {
weight = weight + foodWeight;
}
}
Baby(String myName, boolean maleBaby) {
name = myName;
isMale = maleBaby;
}
}
}
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Classes and Instances
// class Definition
public class Baby {…}
// class Instances
Baby shiloh = new Baby(“Shiloh Jolie-Pitt”, true);
Baby knox
= new Baby(“Knox Jolie-Pitt”,
true);
USING CLASSES
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Accessing fields and methods
! 
Recall: Point objects
object.FIELDNAME
! 
Java has a class of objects named Point.
! 
! 
Baby shiloh = new Baby(“Shiloh Jolie-Pitt”,true)
System.out.println(shiloh.name);
System.out.println(shiloh.numPoops);
Point <name> = new Point(<x>, <y>);
Point <name> = new Point(); // the origin, (0, 0)
shiloh.sayHi();
shiloh.eat(1);
! 
Examples:
Point p1 = new Point(5, -2);
Point p2 = new Point();
Point objects are useful for several reasons:
! 
! 
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To use Point, you must write: import java.awt.*;
Constructing a Point object, general syntax:
! 
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They store two values, an (x, y) pair, in a single variable.
They have useful methods we can call in our programs.
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Recall: Point data/methods
! 
Data stored in each Point object:
Field name
! 
A Point class
! 
! 
Description
x
the point's x-coordinate
y
the point's y-coordinate
A Point class might look something like this:
! 
Point class
public Point()
public Point(int x, int y)
Useful methods of each Point object:
Method name
allows
construction of
Description
distance(p)
how far away the point is from point p
setLocation(x, y)
sets the point's x and y to the given values
translate(dx, dy)
adjusts the point's x and y by the given amounts
! 
Point object #1
Point objects can also be printed using println statements:
Point p = new Point(5, -2);
System.out.println(p);
// java.awt.Point[x=5,y=-2]
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! 
! 
state:
int x, y
behavior:
distance(Point p)
equals(Point p)
setLocation(int x, int y)
toString()
translate(int dx, int dy)
behavior:
distance(Point p)
equals(Point p)
setLocation(int x, int y)
toString()
translate(int dx, int dy)
behavior:
distance(Point p)
equals(Point p)
setLocation(int x, int y)
toString()
translate(int dx, int dy)
Modifying a field, general syntax:
<variable name> . <field name> = <value> ;
// access
// modify
Later in this chapter, we'll learn about encapsulation, which will
change the way we access the data inside objects.
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client code: Code that uses an object.
! 
Examples:
! 
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! 
Accessing a field, general syntax:
<variable name> . <field name>
System.out.println("the x-coord is " + p1.x);
p2.y = 13;
Point object #3
state:
int x, y
Client code
Code in other classes can access your object's fields.
! 
Point object #2
state:
int x, y
Accessing fields
! 
Each object contains its own data and methods.
The class has the instructions for how to construct individual objects.
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The client code below (PointMain.java) uses our Point class.
public class PointMain {
public static void main(String[]
// create two Point objects
Point p1 = new Point();
p1.x = 5;
p1.y = 2;
Point p2 = new Point();
p2.x = 4;
p2.y = 3;
// print each point
System.out.println("p1 is ("
System.out.println("p2 is ("
// move p2 and then print it
p2.x += 2;
p2.y += 4;
System.out.println("p2 is ("
}
}
OUTPUT:
p1 is (5, 2)
p2 is (4, 3)
p2 is (6, 7)
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args) {
+ p1.x + ", " + p1.y + ")");
+ p2.x + ", " + p2.y + ")");
again
+ p2.x + ", " + p2.y + ")");
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Client code question
! 
Client code redundancy
Write a client program that uses our new Point class to
produce the following output:
p1 is (7, 2)
p1's distance from origin = 7.280109889280518
p2 is (4, 3)
p2's distance from origin = 5.0
p1 is (18, 8)
p2 is (5, 10)
! 
! 
Our client program had code such as the following to
translate a Point object's location.
// move p2 and then print it again
p2.x += 2;
p2.y += 4;
System.out.println("p2 is (" + p2.x + ", " + p2.y + ")");
! 
Recall that the formula to compute distance between two points
(x1, y1) and (x2, y2) is:
If we translate several points, the above code would be
repeated several times in the client program.
(x2 ! x1 )2 + ( y2 ! y1 )2
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Eliminating redundancy, v1
! 
Classes with behavior
We could eliminate the redundancy with a static method
in the client for translating point coordinates:
! 
Why doesn't the method need to return the modified point?
The static method solution isn't a good idea:
! 
! 
! 
The client would call the method as follows:
When we wanted to use that behavior, we called a method of
the object using the dot notation.
// move p2 and then print it again
p2.translate(2, 4);
// move p2 and then print it again
translate(p2, 2, 4);
System.out.println("p2 is (" + p2.x + ", " + p2.y + ")");
System.out.println("p2 is (" + p2.x + ", " + p2.y + ")");
! 
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The whole point of writing classes is to put related state and
behavior together. This behavior is closely related to the x/y
data of the Point object, so it belongs in the Point class.
The objects we've used contain behavior inside them.
! 
! 
The syntax doesn't match the way we're used to using objects.
translate(p2, 2, 4);
// Shifts the location of the given point.
public static void translate(Point p, int dx, int dy) {
p.x += dx;
p.y += dy;
}
! 
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In this section, we'll see how to add methods to our
Point objects.
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Instance methods
! 
instance method: a method (without the static
keyword) that defines the behavior for each object.
! 
! 
Point object diagrams
! 
The object can refer to its own fields or methods as necessary.
instance method declaration, general syntax:
Point p2 = new Point();
p2.x = 4;
p2.y = 3;
x 7
public <type> <name> ( <parameter(s)> ) {
<statement(s)> ;
}
! 
Think of each Point object as having its own copy of the
translate method, which operates on that object's state:
Point p1 = new Point();
p1.x = 7;
p1.y = 2;
p1
Example (this code appears inside the Point class):
public void translate(int dx, int dy) {
...
}
y
2
public void translate(int dx, int dy)
{
...
}
x
4
y
3
public void translate(int dx, int dy)
{
...
}
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p2
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The implicit parameter
! 
Tracing instance method calls
implicit parameter: The object on which an instance
method is called.
! 
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! 
What happens when the following calls are made?
p1.translate(11, 6);
Each instance method call happens on a particular object:
p2.translate(1, 7);
During the call p1.translate(11, 6); ,
the object referred to by p1 is the implicit parameter.
!  During the call p2.translate(1, 7); ,
the object referred to by p2 is the implicit parameter.
! 
! 
! 
x
p1
The instance method can refer to that object's fields.
(We sometimes say that instance method code operates in the
context of a particular object on each call.)
x
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p2
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y
8
public void translate(int dx, int dy)
{
x += dx;
y += dy;
}
Therefore the complete translate method should be:
public void translate(int dx, int dy) {
x += dx;
y += dy;
}
3
4
y
3
public void translate(int dx, int dy)
{
x += dx;
y += dy;
}
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Point class, version 2
! 
Instance method questions
This second version of Point gives a method named
translate to each Point object:
! 
public class Point {
int x;
int y;
Use the following formula:
! 
// Changes the location of this Point object.
public void translate(int dx, int dy) {
x += dx;
y += dy;
}
! 
}
! 
Each Point object now contains one method of behavior, which
modifies its x and y coordinates by the given parameter values.
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! 
! 
accessor: A method that provides access to information
about an object.
! 
Generally the information comes from (or is computed using)
the object's state stored in its fields.
The distanceFromOrigin and distance methods are accessors.
! 
Sometimes the modification is based on parameters that are
passed to the mutator method, such as the translate method
with parameters for dx and dy.
The translate and setLocation methods are mutators.
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Modify the client code to use these new methods.
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The following client code (stored in PointMain2.java)
uses our modified Point class:
public class PointMain2 {
public static void main(String[] args) {
// create two Point objects
Point p1 = new Point();
p1.x = 5;
p1.y = 2;
Point p2 = new Point();
p2.x = 4;
p2.y = 3;
// print each point
System.out.println("p1 is (" + p1.x + ", " + p1.y + ")");
System.out.println("p2 is (" + p2.x + ", " + p2.y + ")");
mutator: A method that modifies an object's state.
! 
You may wish to refactor your Point class to use this method.
Client code, version 2
Two common categories of instance methods:
! 
Write an instance method named setLocation that
accepts x and y values as parameters and changes the
Point's location to be those values.
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Accessors and mutators
! 
(x2 ! x1 )2 + ( y2 ! y1 )2
Write an instance method named distance that accepts
a Point as a parameter and computes the distance
between it and the current Point.
! 
! 
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Write an instance method named distanceFromOrigin
that computes and returns the distance between the
current Point object and the origin, (0, 0).
// move p2 and then print it again
p2.translate(2, 4);
System.out.println("p2 is (" + p2.x + ", " + p2.y + ")");
}
}
OUTPUT:
p1 is (5, 2)
p2 is (4, 3)
p2 is (6, 7)
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Client code question
! 
Recall our client program that produces this output:
p1 is (7, 2)
p1's distance from origin = 7.280109889280518
p2 is (4, 3)
p2's distance from origin = 5.0
p1 is (18, 8)
p2 is (5, 10)
! 
Modify the program to use our new instance methods.
Also add the following output to the program:
REFERENCES VS. VALUES
distance from p1 to p2 = 3.1622776601683795
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Primitive types vs. References
! 
Primitive types are basic java types
! 
! 
! 
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How Java stores primitives
Variables are like fixed size cups
!  Primitives are small enough to fit into the cup
! 
int, long, double, boolean, char, short, byte, float
The actual values are stored in the variable
Reference types are arrays and objects
! 
String, int[], Baby, …
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How Java stores objects
! 
How Java stores objects
Objects are too big to fit in a variable
! 
! 
! 
Stored somewhere else
Variable stores a number that locates the object
! 
! 
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Objects are too big to fit in a variable
References
Stored somewhere else
Variable stores a number (an address) that locates the object
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References
The object’s location is called a reference
!  == compares the references
Baby shiloh1 = new Baby(“shiloh”);
Baby shiloh2 = new Baby(“shiloh”);
! 
Baby shiloh1 = new Baby(“shiloh”);
Baby shiloh2 = new Baby(“shiloh”);
Does shiloh1 == shiloh2?
NO !
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References
! 
Object initialization:
constructors
Using = updates the reference.
baby1 = baby2
reading: 8.4
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Initializing objects
! 
Constructors
It is tedious to have to construct an object and assign
values to all of its data fields manually.
Point p = new Point();
p.x = 3;
p.y = 8;
! 
constructor: Initializes the state of new objects.
! 
! 
// tedious
! 
! 
We'd rather be able to pass in the fields' values as
parameters, as we did with Java's built-in Point class.
Point p = new Point(3, 8);
! 
Constructors may accept parameters to initialize the object.
A constructor looks like a method, but it doesn't specify a return
type, because it implicitly returns a new Point object.
Constructor syntax:
public <class name> ( <parameter(s)> ) {
<statement(s)> ;
}
// better!
! 
To do this, we need to learn about a special type of
method called a constructor.
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Example:
public Point(int initialX, int initialY) {
...
}
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Point class, version 3
! 
Tracing constructor calls
This third version of the Point class provides a
constructor to initialize Point objects:
! 
What happens when the following call is made?
Point p1 = new Point(7, 2);
public class Point {
int x;
int y;
x
public Point(int initialX, int initialY) {
x = initialX;
y = initialY;
}
p1
public void translate(int dx, int dy) {
x += dx;
y += dy;
}
}
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public Point(int initialX, int initialY) {
x = initialX;
y = initialY;
}
public void translate(int dx, int dy) {
x += dx;
y += dy;
}
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Client code, version 3
! 
y
Encapsulation
The following client code (stored in PointMain3.java)
uses our Point constructor:
public class PointMain3 {
public static void main(String[] args) {
// create two Point objects
Point p1 = new Point(5, 2);
Point p2 = new Point(4, 3);
reading: 8.5
// print each point
System.out.println("p1 is (" + p1.x + ", " + p1.y + ")");
System.out.println("p2 is (" + p2.x + ", " + p2.y + ")");
}
}
// move p2 and then print it again
p2.translate(2, 4);
System.out.println("p2 is (" + p2.x + ", " + p2.y + ")");
OUTPUT:
p1 is (5, 2)
p2 is (4, 3)
p2 is (6, 7)
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Encapsulation
! 
encapsulation: Hiding the implementation details of an
object from the clients of the object.
! 
! 
Implementing encapsulation
! 
(Protecting the object's fields from modification by clients.)
Fields can be declared private to indicate that no code
outside their own class can change them.
! 
Encapsulating objects provides abstraction; we can use
them without knowing how they work. The object has:
! 
! 
an external view (its behavior)
an internal view (the state that accomplishes the behavior)
! 
! 
Declaring a private field, general syntax:
private <type> <name> ;
Examples:
private int x;
private String name;
Once fields are private, client code cannot directly
access them. The client receives an error such as:
PointMain.java:11: x has private access in Point
System.out.println("p1 is (" + p1.x + ", " + p1.y + ")");
^
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Encapsulation and accessors
! 
Benefits of encapsulation
Once fields are private, we often provide accessor
methods to examine their values:
! 
public int getX() {
return x;
}
! 
! 
! 
This gives clients "read-only" access to the object's fields.
Encapsulation helps provide a clean layer of abstraction
between an object and its clients.
Encapsulation protects an object from unwanted access
by clients.
! 
If so desired, we can also provide mutator methods:
public void setX(int newX) {
x = newX;
}
! 
! 
Question: Is there any difference between a public field and a
private field with a get and set method?
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Encapsulation allows the class author to change the
internal representation later if necessary.
! 
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For example, perhaps we write a program to manage users'
bank accounts. We don't want a malicious client program to be
able to arbitrarily change a BankAccount object's balance.
For example, if so desired, the Point class could
be rewritten to use polar coordinates (a radius r
and an angle ! from the origin), but the external
view could remain the same.
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Preconditions,
postconditions, and
invariants
Point class, version 4
// A Point object represents an (x, y) location.
public class Point {
private int x;
private int y;
public Point(int initialX, int initialY) {
x = initialX;
y = initialY;
}
reading: 8.6
public double distanceFromOrigin() {
return Math.sqrt(x * x + y * y);
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void setLocation(int newX, int newY) {
x = newX;
y = newY;
}
}
public void translate(int dx, int dy) {
x += dx;
y += dy;
}
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Pre/postconditions
Class invariants
precondition: Something that you assume to be true
when your method is called.
!  postcondition: Something you promise to be true
when your method exits.
! 
! 
! 
! 
class invariant: An assertion about an object's state
that is true throughout the lifetime of the object.
! 
Pre/postconditions are often documented as comments.
! 
Example:
// Sets this Point's location to be the given (x, y).
// Precondition: newX >= 0 && newY >= 0
// Postcondition: x >= 0 && y >= 0
public void setLocation(int newX, int newY) {
x = newX;
y = newY;
}
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! 
Example: "No BankAccount object's balance can be negative."
Example: Suppose we want to ensure that all Point
objects' x and y coordinates are never negative.
! 
! 
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An invariant can be thought of as a postcondition on every
constructor and mutator method of a class.
We must ensure that a client cannot construct a Point object
with a negative x or y value.
We must ensure that a client cannot move an existing Point
object to a negative (x, y) location.
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Violated preconditions
! 
Dealing with violations
What if your precondition is not met?
! 
Sometimes the client passes an invalid value to your method.
! 
Example:
! 
! 
Point pt = new Point(5, 17);
Scanner console = new Scanner(System.in);
System.out.print("Type the coordinates: ");
int x = console.nextInt(); // what if the user types
int y = console.nextInt(); // a negative number?
pt.setLocation(x, y);
! 
! 
! 
One way to deal with this problem would be to return
out of the method if negative values are encountered.
How can we prevent the client from misusing our object?
A more common solution is to have your object
throw an exception.
exception: A Java object that represents an error.
! 
! 
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Throwing exceptions example
! 
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Encapsulation helps you enforce invariants.
Throwing an exception, general syntax:
! 
Example:
// Sets this Point's location to be the given (x, y).
// Throws an exception if newX or newY is negative.
// Postcondition: x >= 0 && y >= 0
public void setLocation(int newX, int newY) {
if (newX < 0 || newY < 0) {
throw new IllegalArgumentException();
}
x = newX;
y = newY;
}
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When a precondition of your method has been violated, you can
generate ("throw") an exception in your code.
This will cause the client program to halt. (That'll show 'em!)
Encapsulation and invariants
throw new <exception type> ();
or throw new <exception type> ("<message>");
!  The <message> will be shown on the console when the
program crashes.
! 
However, it is not possible to do something similar in the
constructor, and the client doesn't expect this behavior.
! 
! 
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Ensure that no Point is constructed with negative x or y:
public Point(int initialX, int initialY) {
if (initialX < 0 || initialY < 0) {
throw new IllegalArgumentException();
}
x = initialX;
y = initialY;
}
Ensure that no Point can be moved to a negative x or y:
public void translate(int dx, int dy) {
if (x + dx < 0 || y + dy < 0) {
throw new IllegalArgumentException();
}
x += dx;
y += dy;
}
Other methods require similar modifications.
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72
Special instance
methods:
toString, equals
Problem: object printability
! 
By default, Java doesn't know how to print the state of
your objects, so it prints a strange result:
Point p = new Point(10, 7);
System.out.println("p is " + p);
reading: 8.6
! 
// p is Point@9e8c34
We can instead print a more complex string that shows
the object's state, but this is cumbersome.
System.out.println("(" + p.x + ", " + p.y + ")");
! 
We'd like to be able to print the object itself and have
something meaningful appear.
// desired behavior:
System.out.println("p is " + p);
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73
Copyright 2006 by Pearson Education
The toString method
! 
! 
! 
! 
The toString method is called when your object is printed or
concatenated with a String.
Point p1 = new Point(7, 2);
System.out.println("p1 is " + p1);
! 
If you prefer, you can write the .toString() explicitly.
System.out.println("p1 is " + p1.toString());
The default toString behavior is to return the class's name
followed by a hexadecimal (base-16) number:
Example: The Point class in java.awt has a toString method
that converts a Point into a String such as: "java.awt.Point
[x=7,y=2]"
The toString method, general syntax:
! 
! 
public String toString() {
<statement(s) that return an appropriate String> ;
}
The method must have this exact name and signature.
Example:
// Returns a String representing this Point.
public String toString() {
return "(" + x + ", " + y + ")";
}
Point@9e8c34
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You can replace the default behavior by defining an
appropriate toString method in your class.
! 
Every class contains a toString method, even if it isn't
written in your class's code.
! 
74
toString method syntax
The special method toString tells Java how to convert
your object into a String as needed.
! 
// p is (10, 7)
75
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76
Recall: comparing objects
! 
The equals method
The == operator does not work well with objects.
! 
== compares references to objects and only evaluates to true if
two variables refer to the same object.
! 
! 
! 
! 
It doesn't tell us whether two objects have the same state.
! 
Example:
Point p1 = new Point(5, 3);
Point p2 = new Point(5, 3);
if (p1 == p2) { // false
System.out.println("equal");
}
p1
p2
x
5
y
! 
3
We can replace this default behavior by writing an
equals method.
! 
5
y
When we write our own new classes of objects, Java doesn't
know how to compare their state.
The default equals behavior acts just like the == operator.
if (p1.equals(p2)) { // still false
System.out.println("equal");
}
...
x
The equals method compares the state of objects.
The method will actually compare the state of the two objects
and return true for cases like the above.
3
...
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77
Copyright 2006 by Pearson Education
Initial flawed equals method
! 
! 
equals and the Object class
You might think that the following is a valid
implementation of the equals method:
! 
! 
equals should not accept a parameter of type Point.
! 
public boolean equals(Point other) {
if (x == other.x && y == other.y) {
return true;
} else {
return false;
}
}
However, it has several flaws that we should correct.
It should be legal to compare Points to any other object, e.g.:
Point p = new Point(7, 2);
if (p.equals("hello")) {
// false
...
}
! 
One initial flaw: the body can be shortened to:
The equals method, general syntax:
! 
return x == other.x && y == other.y;
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78
79
public boolean equals(Object <name>) {
<statement(s) that return a boolean value> ;
}
The parameter to a proper equals method must be of type
Object (meaning that an object of any type can be passed).
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80
Another flawed version
! 
Type-casting objects
You might think that the following is a valid
implementation of the equals method:
! 
public boolean equals(Object o) {
if (x == o.x && y == o.y) {
return true;
} else {
return false;
}
}
! 
The object that is passed to equals can be cast from
Object into your class's type.
! 
public boolean equals(Object o) {
Point other = (Point) o;
return x == other.x && y == other.y;
}
! 
However, it does not compile.
Point.java:36: cannot find symbol
symbol : variable x
location: class java.lang.Object
if (x == o.x && y == o.y) {
^
Type-casting with objects behaves differently than
casting primitive values.
! 
! 
81
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! 
Point p1 = new Point(5, 3);
Point p2 = new Point(5, 3);
if (p1.equals(p2)) {
System.out.println("equal");
}
5
y
p2
Our equals code still is not complete.
! 
3
! 
o
p1
public boolean equals(Object o) {
other
Point other = (Point) o;
return x == other.x && y == other.y;
}
x
5
y
! 
3
...
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82
Comparing different types
Client code:
x
We are really casting a reference of type Object into a
reference of type Point.
We're promising the compiler that o refers to a Point object.
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Casting objects diagram
! 
Example:
83
When we compare Point objects to any other type of objects,
Point p = new Point(7, 2);
if (p.equals("hello")) {
// false
...
}
Currently the code crashes with the following exception:
Exception in thread "main"
java.lang.ClassCastException: java.lang.String
at Point.equals(Point.java:25)
at PointMain.main(PointMain.java:25)
The culprit is the following line that contains the type-cast:
public boolean equals(Object o) {
Point other = (Point) o;
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84
The instanceof keyword
! 
Final version of equals method
We can use a keyword called instanceof to ask
whether a variable refers to an object of a given type.
! 
! 
! 
! 
The instanceof keyword, general syntax:
<variable> instanceof <type>
// Returns whether o refers to a Point object with
// the same (x, y) coordinates as this Point object.
public boolean equals(Object o) {
if (o instanceof Point) {
Point other = (Point) o;
return x == other.x && y == other.y;
} else {
return false;
}
}
The above is a boolean expression that can be used as the test
in an if statement.
Examples:
String s = "hello";
Point p = new Point();
expression
result
s instanceof Point
false
s instanceof String
true
p instanceof Point
true
p instanceof String
false
This version of the equals method allows us to correctly
compare Point objects against any other type of object:
null instanceof String false
85
Copyright 2006 by Pearson Education
Copyright 2006 by Pearson Education
Using the keyword this
The keyword this
! 
this : A reference to the implicit parameter.
! 
reading: 8.7
! 
! 
! 
87
Recall: The implicit parameter is the object on which an
instance method or constructor is being called.
Usage of the this keyword, general syntax:
! 
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86
To refer to a field:
this.<field name>
To refer to a method:
this.<method name>(<parameters>);
To call a constructor from another constructor:
this(<parameters>);
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88
Variable shadowing
! 
Avoiding shadowing with this
shadowed variable: A field that is "covered up" by a
local variable or parameter with the same name.
! 
! 
! 
Normally it is illegal to have two variables in the same scope
with the same name, but in this case it is allowed.
public void setLocation(int x, int y) {
if (x < 0 || y < 0) {
throw new IllegalArgumentException();
}
this.x = x;
this.y = y;
}
To avoid shadowing, we named our setLocation parameters
newX and newY:
public void setLocation(int newX, int newY) {
if (newX < 0 || newY < 0) {
throw new IllegalArgumentException();
}
x = newX;
y = newY;
}
Copyright 2006 by Pearson Education
! 
! 
89
! 
The constructors must accept different parameters.
One constructor can call another using this .
! 
public class Point {
private int x;
private int y;
We can also use the this. field syntax so that the constructor
parameters' names can match the field names.
public class Point {
private int x;
private int y;
public Point() {
x = 0;
y = 0;
}
public Point() {
this(0, 0);
}
public Point(int initialX, int initialY) {
x = initialX;
y = initialY;
}
}
// calls the (x, y) constructor
public Point(int x, int y) {
this.x = x;
this.y = y;
}
...
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90
Multiple constructors w/ this
It is legal to have more than one constructor in a class.
! 
When this. is not seen, the parameter is used.
When this. is seen, the field is used.
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Multiple constructors
! 
The this keyword lets us use the same names and still
avoid shadowing:
}
91
...
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92
Object practice problem
More class problems
! 
Create a class named Circle.
! 
! 
! 
! 
! 
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93
! 
A line segment is represented by
two endpoints (x1, y1) and (x2, y2).
Create a class named Calculator.
! 
! 
! 
! 
! 
! 
A line segment should be able to compute
its slope (y2-y1) / (x2-x1).
A line segment should be able to tell whether a given point
intersects it.
Line segments should be able to draw themselves using a
Graphics object.
Line segments should be able to be printed on the console, and
should be able to be compared to other lines for equality.
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94
Object practice problem
Create a class named LineSegment.
! 
Circles should be able to tell whether a given point is contained
inside them.
Circles should be able to draw themselves using Graphics.
Circles should be able to be printed on the console, and should
be able to be compared to other circles for equality.
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Object practice problem
! 
A circle is represented by a point for its center,
and its radius.
Make it possible to construct the unit circle,
centered at (0, 0) with radius 1, by passing
no parameters to the constructor.
95
! 
A calculator has a method to add digits to a
running total.
The user can also press operator keys such
as + or * and then enter digits of a second
number.
When the user presses the = button, the
calculator computes the result based on the numbers entered so
far and the operator chosen. The user can then make further
computations.
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96
Calculator client code
! 
Use your Calculator with a client such as the following:
public class CalculatorMain {
public static void main(String[] args) {
Calculator calc = new Calculator();
// first computation: calculate 329 + 1748 = 2077
calc.addDigit(3);
calc.addDigit(2);
calc.addDigit(9);
calc.setOperator("+");
calc.addDigit(1);
calc.addDigit(7);
calc.addDigit(4);
calc.addDigit(8);
STATIC TYPES &
METHODS
int result = calc.compute();
}
}
System.out.println(calc);
System.out.println("result = " + result);
97
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static
Keeping a global counter
Applies to fields and methods
!  Means the field /method is:
Keep track of the number of babies that have been made.
public class Baby {
int numBabiesMade = 0;
Baby() {
numBabiesMade++;
}
}
! 
! 
! 
! 
98
defined for the class declaration
not unique for each instance
Baby b1 = new Baby();
Baby b2 = new Baby()
! 
What is
b1.numBabiesMade?
b2.numBabiesMade?
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99
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100
Keeping a global counter
static method
public class Baby {
static int numBabiesMade = 0;
Baby() {
numBabiesMade++;
}
}
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public class Baby {
static void cry(Baby thebaby) {
System.out.println(thebaby.name + “cries”);
}
}
101
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Use of static
Use of static
When a number of objects are created from the same
class, each instance has its own copy of class variables.
But this is not the case when it is declared as static
static.
!  A static method or a static variable is not attached to a
particular object, but rather to the class as a whole.
!  A static variable is a variable who's single copy in
memory is shared by all objects, so any modifications to
the static variable will modify it's value in all objects.
! 
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102
103
! 
Static methods cannot access instance variables.
! 
! 
Static methods can be referenced with the name of the
particular class, not the object.
! 
! 
They can access local variables and parameters.
That's how the library methods like System.out.println,
Math.sqrt work.
!"#$%&'()*+,&-".%*)'#*/,0,/,#),*%&'()*+,&-".%1*23&*#"&*&-,*"&-,/*
4'5*'/"3#.6
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104