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1. Ett problem/uppgift

1. Ett problem/uppgift. Turtle =========== xPos: int yPos: int direction: double bodyColor: Color name: String .... ---------------------- forward(int): void backwark(int):void setName(String). World ============ width: int height: int background:Color ...

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1. Ett problem/uppgift

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  1. 1. Ett problem/uppgift

  2. Turtle =========== xPos: int yPos: int direction: double bodyColor: Color name: String .... ---------------------- forward(int): void backwark(int):void setName(String) ..... World ============ width: int height: int background:Color ... ------------------------ newColor(Color) ... 1. Ett problem/uppgift 2. Beskriv de typer av objekt som finns i klassdiagram. Klassdiagrammet har (liksom klassen) två huvuddelar: - instansvariabler med typ - metoder med parameterlista och returtyp

  3. public class Turtle { private int xPost; private int yPos private double direction; private Color bodycolor private String name; public Turtle(World w) { .... } public setName(String newName) { name = newName; } ..... } public class World { private int height; private int width; private Color background; public World(int w, int h) { .... } public setColor(Color newC) { background = newC; } ..... } 3. Implementera (koda) klasserna. Spara i filer, t ex Turtle.java

  4. public class Turtle { private int xPost; private int yPos private double direction; .... public Turtle(World w) { .... public setName(String n) { name = n; } ..... } public class World { private int height; private int width; private Color background; ... public World(int w, int h) { .... } public setColor(Color newC) { background = newC; } .... } . World w = new World(400,400); Turtle t1 = new Turtle(w); Turtle t2 = new Turtle(w); Turtle t3 = new Turtle(w); t1.turn(90); t1.forward(100); t2.forward(70); 4. MEN: vi måste skapa objekt och anropa metoder, annars händer inget {

  5. public class Turtle { private int xPost; private int yPos private double direction; .... public Turtle(World w) { .... } ..... } public class World { private int height; private int width; private Color background; ... public World(int w, int h) { .... } .... } public class TurtleTest { public static void main(String[] arg) { World w = new World(400,400); Turtle t1 = new Turtle(w); Turtle t2 = new Turtle(w); Turtle t3 = new Turtle(w); t1.turn(90); t1.forward(100); t2.forward(70); } } 5.Satserna skall ligga i en speciell metod som skall heta main. Lägg main-metoden i en egen klass, T ex TurtleTest. 6. Kompilera alla klasserna => - kompilatorn testar om syntaxen är korrekt - Sen översätts koden till java- Bytekod (class-filer)

  6. 7. Nu kan vi köra filen som innehåller main-metoden. > run TurtleTest

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