F II 4. Object Interaction Objectives

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Presentation transcript:

242-210 F II 4. Object Interaction Objectives introduce modularization and abstraction explain how an object uses other objects compare object and primitive types Original Slides by Dr. Andrew Davison

Objects First with Java Topics 1. Modularization and Abstraction 2. A Digital Clock 3. Using ClockDisplay 4. A More Graphical Clock © David J. Barnes and Michael Kölling

1. Modularization and Abstraction Modularization divides a problem into simpler sub-parts, which can be built separately, and which interact in simple ways. Abstraction is the ability to ignore low level details of a problem to focus on the higher levels.

Use in Programming Use modularization to split a programming problem into sub-parts (modules). implement the modules The implementation of the complete program will be easier, since abstraction can be used to write software in terms of the modules.

e.g. Robot Software Modules ("black boxes") Abstraction "links" the together using their visible interfaces.

Use in OOP Use modularization to split a programming problem into objects. Implement the classes for the objects. The implementation of the class for the complete program will be easier, since abstraction can be used to write the class in terms of other classes (yours and predefined ones).

e.g. Airport Control System Classes for: Plane, Gate, Luggage, Passenger, etc. Use them to create objects such as plane1, plane2, gate2, myLuggage Abstraction simplifies the communication between the objects; only use their visible interface.

2. A Digital Clock Implement a digital clock display, which shows the hours (0-23) and minutes (0-59).

Modularizing the Clock Display Divide the clock display problem into two parts how to display the hours how to display the minutes We need two number display objects We need a NumberDisplay class two NumberDisplay objects

Objects Diagram ClockDisplay object NumberDisplay object (for hours) (for minutes)

NumberDisplay Interface What kind of interface is needed for a NumberDisplay class? get and set the number return the number as a string useful for printing increment the number the number will 'loop' e.g. 0, 1, 2, ..., 59, 0, 1, ... for the minutes display

The NumberDisplay Class public class NumberDisplay { private int currValue; private int maxValue; // number at which currValue goes back to 0 public NumberDisplay(int max) { maxValue = max; currValue = 0; } continued

public void setValue(int newValue) /. Set currValue to the new value public void setValue(int newValue) /* Set currValue to the new value. If the new value is less than zero or over maxValue, don't set it. */ { if ((newValue >= 0) && (newValue < maxValue)) currValue = newValue; } public int getValue() { return currValue; } continued

public String getDisplayValue() // return currValue as a string { if (currValue < 10) return "0" + currValue; //pad string with leading 0 else return "" + currValue; } public void increment() /* Increment currValue, rolling over to zero if the maxValue is reached. */ { currValue = (currValue + 1) % maxValue; } } // end of NumberDisplay class

ClockDisplay Interface What kind of interface is needed for a ClockDisplay class? initialize the clock and set the time return the current time as a string useful for printing increment the time by one minute The time will be represented using two NumberDisplay fields.

The ClockDisplay Class public class ClockDisplay { private NumberDisplay hours; private NumberDisplay minutes; private String currTimeString; // the current time as a string public ClockDisplay() // intialize the clock to 00:00 hours = new NumberDisplay(24); minutes = new NumberDisplay(60); setTimeString(); } two private NumberDisplay fields create two NumberDisplay objects continued

private void setTimeString() a private method is one that only other methods in the class can call private void setTimeString() /* store the current time as a string of the form "hours:minutes" */ { currTimeString = hours.getDisplayValue() + ":" + minutes.getDisplayValue(); } method calling in NumberDisplay objects continued

method calling in NumberDisplay objects continued public void setTime(int hour, int minute) // set time to the specified hour and minute { hours.setValue(hour); minutes.setValue(minute); setTimeString(); } // end of setTime() public String getTime() // return the current time as a string { return currTimeString; } method calling in NumberDisplay objects continued

public void minIncrement() // increment the clock by one minute; // hour increments when minutes roll over to 0 { minutes.increment(); if (minutes.getValue() == 0) // mins rolled hours.increment(); setTimeString(); } // end of minIncrement() } // end of ClockDisplay class

Classes Diagram uses

3. Using ClockDisplay public class ClockDemo { public static void main(String[] args) ClockDisplay clock = new ClockDisplay(); clock.setTime(14, 10); // set time to 14:10 while(true) { clock.minIncrement(); System.out.println(" tick..."); System.out.println("Current time: "+clock.getTime()); wait(100); // slow down the looping } } // end of main()

wait() is a static method so it can be called by main() without main() having to create an object first. private static void wait(int milliseconds) /* stop execution for milliseconds amount of time */ { try { Thread.sleep(milliseconds); } catch (Exception e) { } } // end of wait() } // end of ClockDemo class sleep() is a method in Java's Thread class

Compilation and Execution Compile NumberDisplay.java, ClockDisplay.java, and ClockDemo.java $ javac *.java I typed ctrl-c to stop the looping.

Objects Diagram for ClocksDemo NumberDisplay object ClockDisplay object clock currValue 14 hours maxValue 24 minutes currTimeString NumberDisplay object currValue 19 maxValue 60 14:19 String object

4. A More Graphical Clock Michael Kölling and Bruce Quig have developed a simple Canvas class for displaying text and basic shapes in a window. We can use Canvas to display the changing clock display instead of using stdout.

Canvas Class Diagram Only showing the public methods (the interface). To use Canvas, we only need to understand its interface. I don't care how it is implemented.

ClockCanvasDemo Using Canvas (compare to slide 21) public class ClockCanvasDemo { public static void main(String[] args) Canvas canvas = new Canvas("Clock Demo",300,150, Color.white); canvas.setVisible(true); canvas.setFont( new Font("Dialog", Font.PLAIN, 96)); ClockDisplay clock = new ClockDisplay(); clock.setTime(14, 10); // set time to 14:10 while(true) { clock.minIncrement(); canvas.erase(); // clear the canvas canvas.drawString( clock.getTime(), 30, 100); canvas.wait(100); // slow down the looping } } // end of main() } // end of ClockCanvasDemo class

Compilation and Execution Compilation includes ClockCanvasDemo.java and Canvas.java $ javac *.java $ java ClockCanvasDemo