38 Object Concepts
38 Object Concepts
38 Object Concepts
23-Apr-13
data, which was completely passive functions, which could manipulate any data
An object contains both data and methods that manipulate that data
An object is active, not passive; it does things An object is responsible for its own data
An object contains both data and methods that manipulate that data
The data represent the state of the object Data can also describe the relationships between this object and other objects A balance (the internal state of the account) An owner (some object representing a person)
You could (in a game, for example) create an object representing a rabbit It would have data:
And methods:
Every object belongs to (is an instance of) a class An object may have fields, or variables
The operations defined by the ADT are the only operations permitted on its data Example: a CheckingAccount, with operations deposit, withdraw, getBalance, etc. Classes enforce this bundling together
If all data values are private, a class can also enforce the rule that its defined operations are the only ones permitted on the data
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Example of a class
class Employee { // Fields private String name; //Can get but not change private double salary; // Cannot get or set // Constructor Employee(String n, double s) { name = n; salary = s; } // Methods void pay () { System.out.println("Pay to the order of " + name + " $" + salary); } public String getName() { return name; } // getter }
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Approximate Terminology
instance = object field = instance variable method = function sending a message to an object = calling a function These are all approximately true
Classes are arranged in a treelike structure called a hierarchy The class at the root is named Object Every class, except Object, has a superclass A class may have several ancestors, up to Object When you define a class, you specify its superclass
Container
Panel ScrollPane Window Frame
Dialog FileDialog
C++ is different
In C++ an object may have more than one parent (immediate superclass)
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A class describes fields and methods Objects of that class have those fields and methods But an object also inherits:
the fields described in the class's superclasses the methods described in the class's superclasses
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Example of inheritance
class Person { String name; int age; void birthday () { age = age + 1; } } class Employee extends Person { double salary; void pay () { ...} }
Every Employee has name and age fields and birthday method as well as a salary field and a pay method.
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It declares that n is an integer variable It allocates space to hold a value for n For a primitive, this is all that is needed It declares that secretary is type Employee It allocates space to hold a reference to an Employee For an object, this is not all that is needed This allocate space to hold a value for the Employee Until you do this, the Employee is null
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Outside a class, you need to say which object you are talking to
if (john.age < 75) john.birthday ();
If you don't have an object, you cannot use its fields or methods!
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you are working on this object class Person { ... this.age = this.age + 1; ...}
this is like an extra parameter to the method You usually don't need to use this
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Suppose B is a subclass of A
A objects can be assigned to A variables B objects can be assigned to B variables B objects can be assigned to A variables, but A objects can not be assigned to B variables
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You sent the message fly(...) to pingu If pingu is a penguin, he ignored it Otherwise he used the method defined in Bird You cannot tell, without studying the program, which method actually gets used The same statement may result in different methods being used at different times
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Every class has a constructor to make its objects Use the keyword new to call a constructor
secretary = new Employee ( );
You can write your own constructors; but if you dont, Java provides a default constructor with no arguments
It sets all the fields of the new object to zero If this is good enough, you dont need to write your own
The syntax for writing constructors is almost like that for writing methods
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Do not use a return type and a name; use only the class name You can supply arguments
Employee (String theName, double theSalary) { name = theName; salary = theSalary; }
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A parameter overrides a field with the same name But you can use this.name to refer to the field class Person { String name; int age; Person (String name, int age) { this.name = name; this.age = age; }
If an Employee is a Person, and a Person is an Object, then when you say new Employee ()
The Employee constructor calls the Person constructor The Person constructor calls the Object constructor The Object constructor creates a new Object The Person constructor adds its own stuff to the Object The Employee constructor adds its own stuff to the Person
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If you don't write a constructor for a class, Java provides one (the default constructor)
If you write any constructor for a class, Java does not provide a default constructor Adding a perfectly good constructor can break a constructor chain You may need to fix the chain
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Special syntax: super(...) calls the superclass constructor When one constructor calls another, that call must be first class Employee { double salary; Employee (String name) { super(name); // must be first salary = 12.50; } } Now you can only create Employees with names This is fair, because you can only create Persons with names
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this(...) calls another constructor for this same class class Something { Something (int x, int y, int z) { // do a lot of work here } Something ( ) { this (0, 0, 0); } }
It is poor style to have the same code more than once If you call this(...), that call must be the first thing in your constructor
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Each object is responsible for its own data Access control lets an object protect its data and its methods Access control is the subject of a different lecture
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Usually a class describes fields (variables) and methods for its objects (instances)
There is exactly one copy of a class variable, not one per object Use the special keyword static to say that a field or method belongs to the class instead of to objects
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Always, always strive for a narrow interface Follow the principle of information hiding:
the caller should know as little as possible about how the method does its job the method should know little or nothing about where or why it is being called
Make as much as possible private Your class is responsible for its own data; dont allow other classes to screw it up!
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This way the object maintains control Setters and getters have conventional names: setDataName, getDataName, isDataName (booleans only)
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Kinds of access
public: available everywhere protected: available within the package (in the same subdirectory) and to all subclasses [default]: available within the package private: only available within the class itself
The default is called package visibility In small programs this isn't important...right?
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The End
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