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This lecture provides a comprehensive introduction to Java as a true object-oriented programming language. It discusses the fundamental structure of Java programs, emphasizing the significance of classes as templates for creating objects. You'll learn about key concepts such as encapsulation, data abstraction, constructors, and methods. Additionally, the lecture covers how to define properties and behaviors within a class, as well as the importance of access modifiers. By the end of the session, you will have a clear understanding of how classes function and how to utilize them in Java programming.
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Introduction • Java is a true OO language -the underlying structure of all Java programs is classes. • Everything must be encapsulated in a class • that defines the “state” and “behaviour” of each object made from the class. • A class essentially serves as a template for an object and behaves like a basic data type, e.g., “int”. • It is therefore important to understand: • how the properties (fields) and methods are defined in a class • how they are used to build a Java program
Classes • Contains definition for all Objects of the same type • defines the data types and names of properties • defines methods that define behavior • the “template” for all Object instances of the same type
Classes • The basic syntax for a class definition: • Bare bone class – no fields, no methods • classClassName { • [fields declaration] • [methods declaration] • } public class Circle { // my circle class }
Adding Properties (Fields): • Add fields • public class Circle { • double radius; // radius of the circle • double x, y; // center coordinate • }
Constructors Constructors are methods that are invoked to construct objects. Circle() { } Circle(double newRadius) { radius = newRadius; } Notice: no return value – these are not methods! These are constructors. They make a Circle object.
Adding Methods • A class with only data fields has no life. • Objects created from such a class cannot respond to anything. • Methods are declared inside the body of the class and after the declaration of data fields and the constructors. • The general form of a method declaration is: type MethodName (parameter-list) { Method-body; }
Adding Methods to Class Circle public class Circle { double radius; // radius of circle double x, y; // centerof the circle //Methods to return circumference and area public double circumference() { return (2*Math.PI*radius); } public double area() { return (Math.PI* Math.pow(radius,2)); } } Method Body
Data Abstraction • Declare the Circle class, have created a new data type – Data Abstraction • Can define variables (objects) of that type: Circle aCircle; Circle bCircle;
Creating Circle objects cont. Circle aCircle; Circle bCircle; • aCircle, bCircle simply refers to a Circle object, not an object itself. (e.g., this is going to be a Circle, but it isn’t yet.) aCircle bCircle null null Points to nothing (Null Reference) Points to nothing (Null Reference)
Creating objects of a class • Objects are created using the new keyword. • aCircle and bCircle refer to Circle objects aCircle = new Circle() ; bCircle = new Circle() ;
Creating objects of a class aCircle aCircle P P aCircle = new Circle(); bCircle = new Circle() ; bCircle = aCircle; Before Assignment Before Assignment bCircle bCircle Q Q
Automatic garbage collection Q • The object does not have a reference and cannot be used in future. • The object becomes a candidate for automatic garbage collection. • Java automatically collects garbage periodically and releases the memory used to be used in the future.
Accessing Object/Circle Data ObjectName.VariableName ObjectName.MethodName(parameter-list) Circle aCircle = new Circle(); aCircle.x = 2.0; // initialize center and radius aCircle.y = 2.0; aCircle.radius = 1.0;
Executing Methods in Object/Circle • Using Object Methods: sent ‘message’ to aCircle Circle aCircle = new Circle(); double area; aCircle.r = 1.0; area = aCircle.area();
Using Circle Class // Circle.java: Contains both Circle class and its user class //Add Circle class code here class MyMain { public static void main(String[] args) { Circle aCircle; // creating reference aCircle = new Circle(); // creating object aCircle.x = 10; // assigning value to data field aCircle.y = 20; aCircle.radius = 5; double area = aCircle.area(); // invoking method double circumf = aCircle.circumference(); System.out.println("Radius="+aCircle.r+" Area="+area); System.out.println("Radius="+aCircle.r+" Circumference ="+circumf); } } Radius=5.0 Area=78.5 Radius=5.0 Circumference =31.400000000000002
Encapsulation • An object instance owns its state and behavior • Java provides access modifiers to define what code can access an object's state and behavior • public • all code can access the tagged state or behavior • private • only instances of the enclosing class may access this tagged state or behavior • (default) package private • protected
Example of public vs private: public class FT { privatedouble rad; privatedouble circ; privatedouble area; publicFT() { rad = 1.0; setValues(); } publicFT(double r) { rad = r; setValues(); } privatevoid setValues(){ circ = Math.PI * 2 * rad; area = Math.PI * Math.pow(rad, 2); } publicvoid setrad(double r) { rad = r; setValues(); } publicString printcirc(){ String s = "Radius: "+rad+" Cicumference: "+circ+" Area: "+area; return s; } }
Static Variables and Methods Static variables belong to a Class • similar to global variables • Use mostly for constants • easy to create bugs and undefined behavior Static methods belong to a Class • do not have access to object state (object variables, or fields) • cannot call instance methods (because they use object variables) • often have good uses as simple functions • formulas common to all objects in a Class are often written in a static method • Utility classes – think of the java.util… that we’ve imported – has methods we want to be able to use without having the methods attached to an object.
Instance Variables, and Methods (variables and methods without "static") Instance variables belong to a specific instance.Instance methods are invoked by an instance of the class.
public class mainclass { public static void main(String[] args){ Creature Fluffy = new Creature (3); System.out.println(Creature.NumberinHerd()); System.out.println(Fluffy.getMood()); Creature Bob = new Creature(0, "Bob"); System.out.println(Creature.NumberinHerd()); System.out.println(Bob.getMood()); Creature Killer = new Creature("Killer"); System.out.println(Creature.NumberinHerd()); System.out.println(Bob.getMood()); } } Static fields and methods public class Creature { private intcurrentmood = 2; private String name = "Noname"; private staticintcreaturecount = 0; private String[] moods = {"massively depressed","boredstiff","marginally happy", "ecstatic"}; public Creature() { creaturecount++; } public Creature(int mood) { currentmood = mood; creaturecount++; } public Creature(String Creaturename) { name = Creaturename; creaturecount++; } public Creature(int mood, String Creaturename) { currentmood = mood; name = Creaturename; creaturecount++; } public String getMood() { return (name +"'s current mood is "+moods[currentmood]); } public static String NumberinHerd(){ return ("The current number of creatures is " + creaturecount); } }
Accessors and Mutators • Accessors (e.g., getField) • public instance methods that access private data • may return different forms of the data • simple convention: getSomeProperty() • Mutators (e.g., setField) • public instance methods that change private data • may change more than one private data element • simple convention: setSomeProperty(x) Why are these good ideas?
public class FT { private double rad; private double circ; private double area; public FT() { rad = 1.0; setValues(); } public FT(double r) { rad = r; setValues(); } public void setrad(double r) { // Mutator – sets (mutates) value rad = r; setValues(); } public double getrad() { //Accessor – gets (returns) value return(rad); } private void setValues(){ circ = Math.PI * 2 * rad; area = Math.PI * Math.pow(rad, 2); } public getcirc() { return(circ); } }
The null Value If a data field of a reference type does not reference any object, the data field holds a special literal value, null. (null reference value) Example: Circle circle1 = new Circle(5.0); Circle circle2 = null; System.out.println(circle1.getrad()); // what happens here? System.out.println(circle2.perimeter()); // here? circle2 = circle1; // what happens here? System.out.println(circle2.perimeter()); // here? circle2.setrad(4.2); System.out.println(circle1.getrad()); //
2D Arrays • one-dimensional arrays to model linear collections of elements. • two-dimensional arrays represent a matrix or a table • Example:
2-D Arrays • Make a one-dimensional array of integers: int[] arr1d = {3,2,4,1,5}; • How many elements in the array? (arr1d.length?) • How do you access the element at index 3? • Now make an array that consists of arrays of ints: • int[][] arr2d = {{1,2,3,4},{5,6,7,8},{9,10,11,12}} ; • Or (if we don’t know the values: • int[][] arr2d = new int[3][4]; • Can you make an array of arrays of arrays? (a 3-Dimensional array?)
Two-dimensional Array Illustration arr.length? arr[0].length? What data type is arr[2] ?
Lengths of Two-dimensional Arrays int[][] x = new int[3][4];
(Quickly) More on Null references: • A null reference is a pointer to nothing. • Pointers = space for address in memory • Think of RAM, with each space in memory having its own unique address. (different spaces in memory do different things) Circle x; • x is now a “null pointer” • Meaning x can hold an address for a space in memory that is where a Circle will be, but currently it’s just empty x = new Circle(); • Makes a space for a circle object in memory • memory space holds radius, circumference, area fields • Holds getRadius() method, SetValues() method,etc. • x now holds the address of this new circle in memory. • It “points to” the circle in memory
Matrices: Making Arrays of Arrays 1. double[][] mat = new double[5][]; What have I just made? an array of 5 addresses (that will eventually point to arrays of doubles). If I can’t do this: 2. double[][] mat = new double [][]? Why can I do #1?
To create an array of arrays: You can do: double[][] mat = {{3.2,4.1,2.5},{7.1,8.2,9.3}}; Or double[][] mat = new double[3][]; mat[1] = new double[] {3.1,2.4}; Or double[][] mat = new double[3][]; double[] arr = {7.2,3.1,2.4}; mat[2] = arr; Or double[][] mat; mat = new double[][] {{3.2,4.1,2.5},{7.1,8.2,9.3}};