1 / 26

Chapter 7 Classes and Methods III: Static Methods and Variables

Chapter 7 Classes and Methods III: Static Methods and Variables. Lecture Slides to Accompany An Introduction to Computer Science Using Java (2nd Edition) by S.N. Kamin, D. Mickunas, E. Reingold. Chapter Preview. In this chapter we will: describe user-defined classes instance variables

pello
Télécharger la présentation

Chapter 7 Classes and Methods III: Static Methods and Variables

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Chapter 7Classes and Methods III:Static Methods and Variables Lecture Slides to Accompany An Introduction to Computer Science Using Java (2nd Edition) by S.N. Kamin, D. Mickunas, E. Reingold

  2. Chapter Preview In this chapter we will: • describe user-defined classes • instance variables • constructors • instance methods • present several examples of classes • discuss the concepts of mutability and visibility • describe method overloading

  3. Object-Oriented Programming • OOP supports the view that programs are composed of interacting objects • Objects are composed of • values known as attributes or instance variables • operations (actions) that can be performed on these values know as instance methods • Messages requesting an action or value are sent to objects • Objects respond to messages that are in their protocols or interfaces

  4. Objects • Encapsulate data values within a single entity • Their behavior is often general enough to allow reuse in a variety of situations • Often form a basis from which other objects can be derived using a mechanism known as inheritance • Are a type container that is stored on the system heap • A client is program that uses an object

  5. Client Rights • To declare variables of the class type • To create instances of the class using constructors • To send messages to instances of the class by invoking class instance methods • To know the class public interface • instance method names • parameter number and types • return types • To know the instance methods that alter (mutate) the instance

  6. Class Rights • To define the class public interface • To hide all the implementation details from the client • To protect internal data from client access • To change implementation details at any time, provided the public interface remains intact • To change the public interface with client concurrence

  7. Revised Class Definition public class name { declarations of instance variables constructor definitions method defintions } • Every class needs one or more constructor definitions

  8. Revised Class Definition • Instance variables • local data contained in class • Method definitions • describe the class interface and how it responds to each client message • Constructors definitions • describe how to initialize instance variables in a new object

  9. Constructors • Look like regular instance methods • Never have a return type • Always have the same name as the class name • May have parameters • Default constructors have no parameters • Constructors can be overloaded (more than one definition in the same class)

  10. Clock Constructor public class Clock { int hour, minute; public Clock () { hour = 12; minute = 0; } public Clock (int h, int m){ hour = h; minute = m; } … }

  11. Using Constructors Clock c1 = new Clock( ); // c1 set to 12:00 Clock c2 = new Clock(8, 20); // c2 set to 8:20 Clock c3 = new Clock(); // c3 set to 8:20 c3.setHour(8); C3/setMinute(20);

  12. Overloading Methods • Methods can be overloaded • Overloaded methods have the same name but the versions have differ in the numbers or types of parameters • Overloading allows methods with the name name to have different return types

  13. Methods Calling Other Methods • Methods are allowed to call other methods in the same class without specifying an explicit receiver • This allows overloaded methods to call one another without repeating redundant code • Example: public void display (DrawingBox d, int r) { display(d, d.getDrawableWidth()/2, d.getDrawableHeight()/2, r); }

  14. Dot Notation • We can also use dot notation to view instance variables of the same class that are different from the receiver • Example: public boolean priorTo (Clock c) { return (hour < c.hour || hour == c.hour && minute < c.minute); }

  15. this • Can be used by any object to refer to itself in any class method • Typically used to • Avoid variable name collisions • Pass the receiver as an argument • Chain constructors

  16. Avoiding Variable Name Collisions public void set (int hour, int minute) { int totalMinutes = (hour * 60 + minute); if (totalMinutes < 0) totalMinutes = totalMinutes + (12 * 60); this.hour = totalMinutes / 60; if (this.hour == 0) this.hour = 12; this.minute = totalMinute % 60; }

  17. Passing Receiver as Argument public boolean after (clock c) { return c.priorTo(this); }

  18. Chaining Constructors public Clock () { // calls constructor below this(12, 0); } public Clock(int hour, int minute) { set(hour, minute); }

  19. Visibility Qualifiers public int x; // client creating instance o of this // class can access x by writing o.x private int y; // no can access y directly, access // provided though class methods • To enforce complete information hiding all instance variables should be declared using private • The default visibility of instance variables lies between private and public (explained later in the text)

  20. Mutation • An object can be changed by assigning a new value to one or more of its instance variables • Example: d = new DrawingBox(); c = new Clock(); c.set(10, 20); c.display(d, 50, 50, 50); c.set(5, 40);

  21. Mutability • Transforming an object from one state to another • Only objects can be mutated, primitive values are not (e.g. x+4 does not change x) • Objects are only mutable if its interface includes mutating methods

  22. Representation Independence • In OOP the representation of data is encapsulated, this means that the data representation may be changed without affecting the previous class behavior • Clients should not be able to detect that a change has occurred • Sometimes this is know as implementation independence

  23. main • Every Java program needs a class containig a static method called main • Static methods (or class methods) are special methods that do not require receivers • Static methods cannot refer to class instance variables, but can be invoked when no class instances exist • Static methods will be discussed in more detail in Chapter 10

  24. Nonmutation • Creating a new object similar to original, but including the desired change • Example: public Clock set_nonmut (int hour, int Minute) { return new Clock(hour, minute); }

More Related