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Unit 6: Object-oriented Programming: Objects and Classes

Unit 6: Object-oriented Programming: Objects and Classes. Jin Sa. Objectives of this unit. To learn how to declare a class and how to create an object of a class. To learn how to send messages to other objects. To understand the difference between instance and static variables and methods.

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Unit 6: Object-oriented Programming: Objects and Classes

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  1. Unit 6: Object-oriented Programming: Objects and Classes Jin Sa

  2. Objectives of this unit • To learn how to declare a class and how to create an object of a class. • To learn how to send messages to other objects. • To understand the difference between instance and static variables and methods. • To manipulate objects in arrays. • To understand the use of various visibility modifiers. • To know how to use the exception mechanism.

  3. Defining and using classes and objects • An object has a unique identity, state, and behaviours. • The state of an object consists of a set of data fields with their current values. These data fields are called attributes. • The behaviour of an object is defined by a set of methods. • Classes are constructs that define objects of the same type.

  4. Defining classes public class Circle { double radius = 1.0;   Circle() { }  Circle(double newRadius) { radius = newRadius; }  /** Return the area of this circle */ double findArea() { return radius * radius * 3.14159; } } • Radius is the data field of the Circle class. The data fields are often referred to as attributes. • The class also defines three methods: Circle(), Circle(double newRadius) and findArea(). These three methods will determine the behaviour of any circle created from this template.

  5. Methods • The format of a method is type_of_value_returnedname_of _method(list of parameters) • type_of_value_returned can be void if the method does not return any value void setRadius(double newR){ radius=newR; } • List of parameters can be empty if the method does not take any parameter. • findArea().

  6. Constructors • Circle() and Circle(doubleRadius) are called the constructors. • A constructor of a class is invoked when an object of that class is created. It plays the role of initializing objects. • A class may have more than one constructor, more than one way to create an instance. • Constructors must have the same name as the class itself. • A constructor with no parameters is referred to as a no-arg constructor, e.g. Circle().

  7. Creating objects - new • To create an object, we use the new operator. • new Circle(); • new Circle(2.5);

  8. Object references and accessing objects via object references • To reference an object, we can assign an object to an object reference variable. For example: • Circle myCircle = new Circle(); • myCircle is an object reference. It is now pointing to an instance of Circle. • An object’s data and method can be accessed via the object reference, e.g. • myCircle.radius • myCircle.findArea()

  9. More about object references

  10. More about object references (2)

  11. Student Activity • Complete Unit 6 student activity 6.1

  12. Visibility modifiers • public: The data or method is visible to any class in any package. • private: The data or methods can be accessed only by the declaring class. • By default: the data or method can be accessed by any class in the same package.

  13. Visibility modifiers (2)

  14. get and set methods • Following the principle that data should be encapsulated, we should declare data field private. • However, private attributes are not accessible from outside its object. • To allow clients, i.e. other objects, to access or modify a private data field in a controlled way, we can provide public get method and set method to manipulate the private data field., e.g. public double getRadius(){ return radius; } public void setRadius(double newR) { if (newR<1) radius=1; else radius=newR; }

  15. Student activity • Complete unit 6 student activity 6.2

  16. Passing object references as parameters • An example of passing an object as a parameter to a method: public boolean equalSize(Circle o) { return radius==o.getRadius(); } • A main method that illustrates the use of the equalSize method. public static void main(String[] args) { Circle c1= new Circle(2.0); Circle c2 = new Circle(1.5); System.out.println("C1 and C2 are of the same size: " + c1.equalSize(c2)); }

  17. Returning object reference from a method • A method returns a new object public Circle biggerCircle() { double newR=radius*2; //new circle radius is twice as big as //the current circle’s radius return (new Circle(newR)); //return a new circle object with the bigger radius. } • Calling the method public static void main(String[] args) { Circle c1= new Circle(2.0); Circle c2 = c1.biggerCircle(); double r = c2.getRadius(); }

  18. Student activity • Complete unit 6 student activity 6.3

  19. Manipulating array of objects • To declare an arrays of objects. • Circle[] circleArray = new Circle[10]; • To create 10 circle objects: for (int i=0; i<10;i++) { circleArray[i]=new Circle(10+i); }

  20. Example of array of objects … … Circle[] circleArray=new Circle[10]; //assume that circleArray has been initialised //with 10 circle objects. public void printCircleArray() { System.out.println("Radius\t\t\t\t" + "Area"); for (int i = 0; i < 10; i++) { System.out.println("Radius: "+ circlearray[i].getRadius()); System.out.println("Area:+circlearray[i].findArea()); } } … …

  21. Student activity • Complete unit 6 student activity 6.4.

  22. ArrayList • Limitations with arry is that its size is fixed once the array is created. • Java provides the ArrayList class in which the size of the array is not fixed. Some of the commonly used methods in the ArrayList class: • void add(Object o) appends o at the end of the list • void add(int index, Object o) adds o at the specified index in the list • boolean contains(Object o) returns true if o is in the list. • Object get(int i) returns the element at position i in the list. • boolean isEmpty() returns true if the list is empty • boolean remove(Object o) removes element from the list. • boolead remove(int i) removes the element at position i. • int size() returns the number of elements in the list

  23. An example of ArrayList public class ArrayListCircles { ArrayList<Circle> circlelist=new ArrayList<Circle>(); public ArrayListCircles() { for (int i=0;i<10;i++){ circlelist.add(i, new Circle(i)); } } public void printCircleList() { System.out.println("Radius\t\t\t\t" + "Area"); for (Circle c: circlelist){ System.out.println("Radius: "+ c.getRadius()); System.out.println("Area: "+c.findArea()+"\n"); } } … … }

  24. Student activity • Implement the ArrayList example. Compare it with the implementation in Student activity 6.4 • Try to add more than 10 circles and/or remove circles from the array for both implementations

  25. Static methods and variables • Variables such as radius in the Circle example are called instance variables. They belong to each instance. • A static variable is shared among all instances of a class. Only one copy of a static variable for all objects of the class. • Static variables are also called class variables. • Similarly, there is the concept of static methods. • We do not have to instantiate an object of a class in order to invoke a static method. Static methods are invoked through the class name. • Static methods cannot access instance variables. • To declare static variables and methods, we use the static modifier. • Be careful not to over use static variables to lose the ideas of objects!

  26. Student activity and Example • Why are static variables needed? • Scenario: want to count the number of objects created from a particular class • It wouldn’t make sense for this information to be associated with individual instances • We only want to keep one copy of this variable; and it should be linked to the class • Use a static variable numOfObjects to track the number of objects created. • To record the number of objects being generated, we increment the numOfObjects variable each time a new instance is created. This is done in the constructors.

  27. Student activity • Complete unit 6 student activity 6.5

  28. Methods overloading • Method overloading allows us to define two or more methods that have the same method name, but different parameter list within the same class. • Note that you cannot overload methods based on different return type. • Overloading methods can make programs clearer and more readable. Methods that perform closely related tasks should be given the same name.

  29. Example of method overloading public class MethodOverloading { intmaxNum(inti, int j){ if (i>j) return i; else return j; } intmaxNum(inti, int j, int k){ inttmp=maxNum(i,j); return maxNum(tmp,k); } … … MethodOverloading test=new MethodOverloading(); int I = test.maxNum(5,3); int j = test.maxNum(5,3,6); ……

  30. Exception handling • Examples of causes exceptions • Different ways of handling exceptions • Not handling the exception at all • Handling where it occurs using try-catch • Handling exception at a different point

  31. Examples of causes exceptions • Typical examples include: • division by zero, • array index out of bounds, • file does not exist, • null pointer and • I/O exception. • In Java, these, and many other such, unusual situations are defined as exception classes. • The programmers can also define their own exception classes to capture new exceptional situations.

  32. Not handle the exceptions • do not handle it , the program terminates with an exception message telling us what exception occurred and where it occurred.

  33. Example (Student activity 6.6) class SomeExceptions { public int divide(int m){ Scanner in=new Scanner(System.in); int n=in.nextInt(); // get the value of the divisor return m/n; } } public class IllustrateException { public static void main(String [] args) { SomeExceptionsmyProg = new SomeExceptions(); System.out.println(myProg.divide(100)); } }

  34. Handling exception where it occurs: the try-catch statement • The try-catch statement identifies a block of statements that may produce one or more exceptions. • One or more catch clauses should follow a try block. The catch clauses define how to handle each type of exception that may occur in the try block. • Each catch clause is called an exception handler.

  35. Revised example (student activity 6.7) class SomeException2 { intmaxInt=999999999; public int divide(int m){ Scanner in=new Scanner(System.in); int n=in.nextInt(); try{ return m/n; } catch (ArithmeticException e) { System.out.println("An exception has occurred."); System.out.println("A big number is returned as a default."); return maxInt; } } }

  36. Handling exception at a different point • If an exception is not caught and handled where it occurs, control is immediately returned to the place that invoked the method, e.g. • if the divide method does not provide any mechanism to catch and handle the arithmetic exception, the control will be returned to the main program where it calls myProg.divide(100). • We can design programs so that the exception is caught and handled at this outter layer using try-catch statement

  37. Revise example public class IllustrateException3 { public static void main(String [] args) { SomeExceptionsmyProg = new SomeExceptions(); try { System.out.println(myProg.divide(100)); } catch (ArithmeticException e){ System.out.println("exception happened, caught at outer level."); } } }

  38. Student activity • Complete unit 6 student activities 6.6 and 6.7 (exception) • Multiple choice questions

  39. An integrate case study • Go through the case study • Go through the design (note with voice over) • Student activity • Go through outline and solution

  40. Summary • how to define classes; • how to create objects; • what is an object reference; • how to use visibility modifiers to achieve the right level of encapsulation; • how to pass objects as parameters to a method and how to return an object as a result; • array of objects; • static method and variables; • exception handling

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