More about Classes 3-May-19.

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Presentation transcript:

More about Classes 3-May-19

Composition The most common way to use one class within another is composition—just have a variable of that type Examples: class LunarLanderGame { LunarLander lander = new LunarLander(); ... class MaxPlayer { String name; // String is a class Game game; // Game is a class Composition is suitable when one class is composed of objects from another class, or needs frequent reference to objects of another class

Composition vs. Inheritance Inheritance is appropriate when one class is a special case of another class Example 1: class Animal { ... } class Dog extends Animal { ... } class Cat extends Animal { ... } Example 2: class Player { ... } class ComputerPlayer extends Player { ... } class HumanPlayer extends Player { ... } Use inheritance only when one class clearly specializes another class (and should have all the features of that superclass) Use composition in all other cases

Inheritance class Animal { int row, column; // will be inherited private Model model; // inherited but inaccessible Animal( ) { ... } // cannot be inherited void move(int direction) { ... } // will be inherited } class Rabbit extends Animal { // inherits row, column, move, but not constructor // model really is inherited, but you can’t access it int distanceToEdge; // new variable, not inherited int hideBehindBush( ) { ... } // new method, not inherited

Assignment A member of a subclass is a member of the original class; a rabbit is an animal Animal animalBehindBush; Rabbit myRabbit; ... animalBehindBush = myRabbit; // perfectly legal myRabbit = animalBehindBush; // not legal myRabbit = (Rabbit)animalBehindBush; // legal syntax, but requires a runtime check

Assignment II animalBehindBush = myRabbit; is legal--but why? int NUMBER_OF_ANIMALS = 8; Animal animals[ ] = new Animal[NUMBER_OF_ANIMALS]; animals[0] = new Rabbit(); animals[1] = new Seagull(); animals[2] = new Snail(); ... for (int i = 0; i < NUMBER_OF_ANIMALS; i++) animals[i].move(); // legal if defined in Animal

Assignment III From previous slide: for (int i = 0; i < NUMBER_OR_ANIMALS; i++) animals[i].allowMove(); // legal if defined in Animal But: for (int i = 0; i < NUMBER_OR_ANIMALS; i++) { if (animals[i] instanceof Rabbit) { ((Rabbit)animals[i]).tryToHide(); } } Here, tryToHide() is defined only for rabbits We must check whether animals[i] is a rabbit We must cast animals[i] to Rabbit before Java will allow us to call a method that does not apply to all Animals After the if test, you might think Java “knows” that animals[i] is a Rabbit—but it doesn’t

Arrays of Objects When you declare an array, you must specify the type of its elements: Animal animals[ ]; However, Object is a type, so you can say: Object things[ ]; // declaration things = new Object[100]; // definition You can put any Object in this array: things[0] = new Fox(); But (before Java 5) you cannot do this: things[1] = 5; // why not?

Wrappers Each kind of primitive has a corresponding wrapper (or envelope) object: byte Byte short Short int Integer (not Int) long Long char Character (not Char) boolean Boolean float Float double Double

Wrapper constructors Each kind of wrapper has at least one constructor: Byte byteWrapper = new Byte(byte value) Short shortWrapper = new Short(short value) Integer intWrapper = new Integer(int value) Long longWrapper = new Long(long value) Character charWrapper = new Character(char value) Boolean booleanWrapper = new Boolean(boolean value) Float floatWrapper = new Float(float value) Double doubleWrapper = new Double(double value)

More wrapper constructors Every wrapper type except Character has a constructor that takes a String as an argument Example: Double d = new Double("3.1416"); Example: Boolean b = new Boolean("true"); The constructors for the numeric types can throw a NumberFormatException: Example: Integer i = new Integer("Hello");

Wrapper “deconstructors” You can retrieve the values from wrapper objects: byte by = byteWrapper.byteValue(); short s = shortWrapper.shortValue(); int i = intWrapper.intValue(); long l = longWrapper.longValue(); char c = charWrapper.charValue(); boolean bo = booleanWrapper.booleanValue(); float f = floatWrapper.floatValue(); double d = doubleWrapper.doubleValue();

Additional wrapper methods Wrapper classes have other interesting features variables: Integer.MAX_VALUE = 2147483647 methods: Integer.toHexString(number) anyType.toString();

Back to arrays Why bother with wrappers? Object[ ] things = new Object[100]; Prior to Java 5, you cannot do this: things[1] = 5; But you could do this: things[1] = new Integer(5); You couldn’t do this: int number = things[1]; int number = ((Integer)things[1]).intValue();

Auto-boxing and auto-unboxing Since version 5, Java will automatically box (wrap) primitives when necessary, and unbox (unwrap) wrapped primitives when necessary You can now do the following (where things is an array of Object) : things[1] = 5; instead of things[1] = new Integer(5); int number = (Integer)things[1]; instead of int number = ((Integer)things[1]).intValue(); but not int number = (int)things[1];

equals and other methods Some methods, such as equals, take an Object parameter Example: if (myString.equals("abc")) { ... } JUnit's assertEquals(expected, actual) also takes objects as arguments Auto boxing and unboxing, while convenient, can lead to some strange problems: Integer foo = new Integer(5); Integer bar = new Integer(5); Now: foo == 5 is true bar == 5 is true foo.equals(bar) is true foo.equals(5) is true foo == bar is false

Types and values A variable has both a type and a value Consider Animal animal; The type of variable animal is Animal The type of a variable never changes The syntax checker can only know about the type The value of animal might sometimes be a rabbit and at other times be a fox Messages such as animal.run() are sent to the value The value (object) determines which method to use

Sending messages Java must ensure that every message is legal That is, the object receiving the message must have a corresponding method But when the Java compiler checks syntax, it can’t know what the value of a variable will be; it has to depend on the type of the variable If the variable is of type T, then either Class T must define an appropriate method, or Class T must inherit an appropriate method from a superclass, or Class T must implement an interface that declares an appropriate method

Overriding methods class Animal { int decideMove( ) { return Model.STAY; } class Rabbit extends Animal { // override decideMove int decideMove( ) { // same signature return random(Model.MIN_DIRECTION, Model.MAX_DIRECTION);

Overriding methods II When you override a method: You must have the exact same signature Otherwise you are just overloading the method, and both versions of the method are available When you override a method, you cannot make it more private In this example, Animal defines a method Every subclass of Animal must inherit that method, including subclasses of subclasses Making a method more private would defeat inheritance

Some methods cannot be overridden class Animal { final boolean canMove(int direction) { ... } } class Rabbit extends Animal { // inherits but cannot override canMove(int)

Some variables cannot be shadowed class BorderLayout { public static final String NORTH = "North"; If you were to create a subclass of BorderLayout, you would not be able to redefine NORTH

Some classes cannot be extended final class StringContent { ... } When an entire class is made final, it cannot be extended (subclassed) Making a class final allows some extra optimizations Very few Java-supplied classes are final final classes are a bad idea in general—programs almost always get used in ways that were not foreseen by their authors

Some classes cannot be instantiated In the AWT, TextField extends TextComponent, and TextComponent extends Component You can create (instantiate) a TextField, but you cannot directly create either a TextComponent or a Component What is it that prevents you from doing so? Component is an abstract class, and abstract classes cannot be instantiated TextComponent has an explicit constructor, but it is private

Some objects cannot be altered An immutable object is one that cannot be changed once it has been created Strings are immutable objects It’s easy to make an object immutable: Make all its fields private Provide no methods that change the object

You can always be more specific Rule: Design subclasses so they may be used anywhere their superclasses may be used If a Rabbit is an Animal, you should be able to use a Rabbit object anywhere that an Animal object is expected

Don’t change the superclass The Liskov Substitution Principle: Methods that use references to base classes must be able to use objects of derived classes without knowing it If you introduce a Deer class, you should not have to make any changes to code that uses an Animal If you do have to change code, your Animal class was poorly designed

Extend, don’t modify The Open-Closed Principle: Software entities (classes, modules, methods, and so forth) should be open for extension but closed for modification You should design classes that can be extended You should never have to modify a class in order to extend it

Related style rules, I Rule: Define small classes and small methods. Smaller classes and methods are easier to write, understand, debug, and use Smaller classes are more focused--they do only one thing This makes them easier to extend

Related style rules, II Rule: Build classes from primitives and Java-defined classes; avoid dependence on program-specific classes The less your class depends on others, the less it has to be “fixed” when the others change If your class is stand-alone, maybe it can be used in some future program Dependencies are shown in BlueJ with dotted arrows; the fewer of these you have, the better

Related style rules, III Rule: Make all fields private. Private fields are controlled by your class; no other class can snoop at them or meddle with them This means you can change them if necessary You can provide setter and getter methods (to set and get field values) when you think it is appropriate to give this kind of access Even if you provide setter and getter methods, you maintain a measure of control

Related style rules, IV Rule: Use polymorphism instead of instanceof Bad: class Animal { void move() { if (this instanceof Rabbit) { ... } else if (this instanceof Fox) { ... } } } Good: class Rabbit extends Animal { @Override void move() { ... } } class Fox extends Animal { @Override void move() { ... } }

The End