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Object References a.k.a. variables

Object References a.k.a. variables. Teams of Robots (e.g.) Could have 1 robot harvest 6 rows (we’ve seen that) Could have 3 robots each harvest 2 rows like this: Harvester botA = new Harvester(2,2,…,…); Harvester botB = new Harvester(4,2,…,…); Harvester botC = new Harvester(6,2,…,…);

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Object References a.k.a. variables

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  1. Object Referencesa.k.a. variables • Teams of Robots (e.g.) • Could have 1 robot harvest 6 rows (we’ve seen that) • Could have 3 robots each harvest 2 rows like this: Harvester botA = new Harvester(2,2,…,…); Harvester botB = new Harvester(4,2,…,…); Harvester botC = new Harvester(6,2,…,…); botA.move(); botA.harvestTwoRows(); botB.move(); botB.harvestTwoRows(); botC.move(); botC.harvestTwoRows(); Ch. 4.1 - 4.3

  2. Object References • Could also intersperse the operations like this: // same instantiations botA.move(); botB.move(); botC.move(); botA.harvestTwoRows(); botB.harvestTwoRows(); botC.harvestTwoRows(); Ch. 4.1 - 4.3

  3. Object References instantiating 3 objects a reference • Could just use one reference like this: Harvester bot; bot = new Harvester(2,2,…,…); bot.move(); bot.harvestTwoRows(); bot = new Harvester(4,2,…,…); bot.move(); bot.harvestTwoRows(); bot = new Harvester(6,2,…,…); bot.move(); bot.harvestTwoRows(); we use assignment to assign a specific object to a reference Ch. 4.1 - 4.3

  4. Object References - Common Error • Harvester bob;bob.harvestTwoRows(); • What’s wrong with the above? • NullPointerException • for now, an error in Java is called an exception • do you think this error happens at run-time or compile-time? why? • Binky Pointer Video (instructors: you can find it and other neat cs videos/materials at http://cslibrary.stanford.edu - you’ll want to download ahead of time, as it is huge) Ch. 4.1 - 4.3

  5. Object References • References model what’s going on in the real world as well • There are lots of “Dave” references - but the particular object (person) one is referring to depends on context and whom one is, in particular, referring to at the moment • Well, these references are all neat and everything, but so what? Well, hold on a few more slides and you’ll see the power of using them - we’re headed toward an extremely important OO concept called Polymorphism. Ch. 4.1 - 4.3

  6. Polymorphism • Powerful example: • you are all objects - if I tell all of you to “takeABreak()”, you all will hear the same message but will act in different ways (some of you will sleep, some will walk out the door and eat something, some will try to leave school!, some will do work, etc.) - that’s polymorphism • sending the same message to different objects - each individual object has a particular way to interpret (implement) the message • so, back to code and a Java/Karel example… Ch. 4.1 - 4.3

  7. Overriding move() • remember MileWalker? • we named its one method moveMile() • we could have named the method move() and then redefined what “move” means to a MileWalker. Again, we’re modeling the real world. The concept of “move” is different depending on what type of object is “moving” (think about how a dog, fish, bird, etc., “move”) • so, since the general concept is the same, we often use the same name (it makes coding easy/logical) - why would you want to try to remember moveMile(), moveLegs(), moveWings(), etc. - why not just one identifier for that - move() Ch. 4.1 - 4.3

  8. Example • let’s have 3 different types of bots • MileWalker • when move() is invoked, moves 1 mile • DropBeeperAndWalker • when move() is invoked, always drops a beeper and then moves one block forward • BackwardWalker (sort of the Michael Jackson of robots!) • when move() is invoked, moves one block backward • for each of these new classes, we will only have to write one method, move() - each, however, will be implemented differently, and, in addition, override the original definition of move() inherited from UrRobot --- let’s see… Ch. 4.1 - 4.3

  9. As always, the Big Picture firsta.k.a. - Inheritance Hierarchy MileWalker DropBeeperAndWalker BackwardWalker UrRobot Ch. 4.1 - 4.3

  10. MileWalker heading needs to be identical to the one in the API for UrRobot in order for “overriding” to work public class MileWalker extends UrRobot { // constructor same as always public void move() { super.move(); super.move(); super.move(); super.move(); super.move(); super.move(); super.move(); super.move(); } } Ch. 4.1 - 4.3

  11. DropBeeperAndWalker public class DropBeeperAndWalker extends UrRobot { // constructor same as always public void move() { putBeeper(); // inherited instruction still serves its purpose super.move(); } } class invariant: object always has at least one beeper for each time move() might be called (AB topic) Ch. 4.1 - 4.3

  12. BackwardWalker • You write it! • In addition to writing this class, write a sample Driver that would demonstrate using one robot each of type MileWalker, DropBeeperAndWalker, and BackwardWalker • We’ll pick someone and put it up in 5 minutes… Ch. 4.1 - 4.3

  13. Your sample Driver vs. mine a reference can refer to any object as long as the object is of the same type or a type of one of its subclasses somewhere down the Inheritance tree! UrRobot bot; bot = new MileWalker(…); bot.move(); // polymorphic move() bot = new DropBeeperAndWalker(…); bot.move(); // polymorphic move() bot = new BackwardWalker(…); bot.move(); // polymorphic move() Ch. 4.1 - 4.3

  14. Polymorphism then later… then yet even later… instance of MileWalker instance of DropBeeperAndWalker instance of BackwardWalker • at run-time, the correct implementation is chosen depending on what specific object is being referenced at that moment in time. bot Ch. 4.1 - 4.3

  15. Polymorphism - cont’d • polymorphism is ubiquitous in OO • there are many uses and examples of it • let’s now build toward another example of polymorphism • but first, as last time, we need some setup… Ch. 4.1 - 4.3

  16. Choreographers • one object controlling others • we now want a MoveChoreographer class, which, when constructed, is passed 3 friends (robots) • the MoveChoreographer has one method called, moveFriends() which, when invoked, “moves” each friend once • this Choreographer model of problem solving, by the way, can been seen in the “general contractor” analogy we used in the ppt from Ch. 3 - the general contractor doesn’t really do the work, she just delegates it to another object(s) Ch. 4.1 - 4.3

  17. MoveChoreographer instance variables public class MoveChoreographer extends UrRobot { // constructor on next slide // other methods private UrRobot delegateA; private UrRobot delegateB; private UrRobot delegateC; } objects can not only do(behavior) things, they can also remember(state) things Ch. 4.1 - 4.3

  18. MoveChoreographer’s constructor public MoveChoreographer ( int st, int av, Direction dir, int numBeepers, UrRobot botA, UrRobot botB, UrRobot botC ) { super (st, av, dir, numBeepers); // must come first in method delegateA = botA; delegateB = botB; delegateC = botC; } instance variables being assigned Ch. 4.1 - 4.3

  19. MoveChoreographer’s moveFriends() public void moveFriends() { delegateA.move(); delegateB.move(); delegateC.move(); } Ch. 4.1 - 4.3

  20. Sample Client code using a MoveChoreographer • can you now give some sample client code that uses a MoveChoreographer object? (do so now for 5 minutes…) draw a picture and show the before and after an example: UrRobot bot1 = new MileWalker(2, 4, North, 0) ; UrRobot bot2 = new DropBeeperAndWalker(2, 5, North, infinity); UrRobot bot3 = new BetterTurner(2, 6, North, 0); MoveChoreographer chor; chor = new MoveChoreographer(1, 1, North, 0, bot1, bot2, bot3); chor.moveFriends(); Ch. 4.1 - 4.3

  21. examining the constructor’s reference types The statement from the previous slide, chor = new MoveChoreographer(1, 1, North, 0, bot1, bot2, bot3); is kind of neat. When someone constructs a MoveChoreographer, he can pass any 3 robots in any order as long as each one is-A UrRobot or extends from a UrRobot. The MoveChoreographer only wants to be guaranteed that it can perform a move() on any object passed to it - since there is a move() in UrRobot, it chose to make its parameters of type UrRobot, guaranteeing (to itself and the compiler) that it will be able to call move() at run-time.The term that describes which particular move() will be called at run-time is ____________? Ch. 4.1 - 4.3

  22. Abstract classes • Sometimes we want to do several tasks, but the tasks are very similar. How can we build the classes to take advantage of the common parts of the task and yet distinguish the specific differences? Another way to say that is, how can we design the inheritance tree so that we don’t duplicate common code used among sub-classes, yet allow sub-classes to have some specific differences? • The answer = use an abstract class… Ch. 4.1 - 4.3

  23. contrived/simple task to demo the need for an abstract class UrRobot discuss problems with design TwoRowLayer ThreeRowLayer layBeepers() layBeepers() putBeepers() putBeepers() run demo Here is a task for a team of robots. We want to lay down beepers in a 5-by-4 field. The odd-numbered rows have 2 beepers per corner, the even have 3. Here is how we’d organize that with what we currently know: Ch. 4.1 - 4.3

  24. BeeperLayers On the previous slide, we saw that layBeepers() would have the exact same implementation for both types of beeper layers - namely: { move(); putBeepers(); move(); putBeepers(); move(); putBeepers(); move(); putBeepers(); move(); } discuss why code duplication (a.k.a., copy/paste) and lack of localization are poor/costly design patterns Ch. 4.1 - 4.3

  25. BeeperLayers At the same time, we saw that putBeepers() would have a different implementation in each of the subclasses (one puts 2, the other puts 3). So here is the new design pattern: We’ll extract out an abstract concept of what a general beeper layer would look like and put that into a class(in this case, an abstract class). Methods in the abstract class that would have the exact same implementation regardless of the subclass will be implemented in the abstract class - methods that would have different implementations in the subclasses will not be implemented in the abstract class, forcing each subclass to give its own unique implementation… Ch. 4.1 - 4.3

  26. Inheritance Hierarchy UrRobot BeeperLayer public void layBeepers() { … } public abstract void putBeepers(); TwoRowLayer ThreeRowLayer public void putBeepers() { … } public void putBeepers() { … } Ch. 4.1 - 4.3

  27. Terminology & Concepts BeeperLayer lisa = null; lisa = new TwoRowLayer(1, 3 ,East, infinity);lisa.layBeepers();lisa = new ThreeRowLayer(2, 3, East, infinity);lisa.layBeepers();lisa = new TwoRowLayer(3, 3, East, infinity);lisa.layBeepers();lisa = new ThreeRowLayer(4, 3, East, infinity);lisa.layBeepers();lisa = new TwoRowLayer(5, 3, East, infinity);lisa.layBeepers(); making references to the code, the inheritance tree, or whatever else we just discussed in the BeeperLayer problem, pick one of these terms and demonstrate that you know what it means abstraction, abstract class, abstract method, polymorphism Ch. 4.1 - 4.3

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