ELC 312 Day 4. © 2004 Pearson Addison-Wesley. All rights reserved3-2 Agenda Questions? Problem set one due Problem set two Posted in WebCT  Due Sept.

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Presentation transcript:

ELC 312 Day 4

© 2004 Pearson Addison-Wesley. All rights reserved3-2 Agenda Questions? Problem set one due Problem set two Posted in WebCT  Due Sept 30 (two weeks)  On Page 153&154 Complete 3.1, 3.4 and 3.5 On Page Complete 4.1, 4.2, 4.7, 4.9, and 4.11  Upload a zip archive with your *.java files Exam 1 rescheduled to Sept 30  Chap 1-4  25 M/C, Open book, 45 min Begin Discussion on using Classes and Objects

Chapter 3 Using Classes and Objects

© 2004 Pearson Addison-Wesley. All rights reserved3-4 Using Classes and Objects We can create more interesting programs using predefined classes and related objects Chapter 3 focuses on:  object creation and object references  the String class and its methods  the Java standard class library  the Random and Math classes  formatting output  enumerated types  wrapper classes  graphical components and containers  labels and images

© 2004 Pearson Addison-Wesley. All rights reserved3-5 Outline Creating Objects The String Class Packages Formatting Output Enumerated Types Wrapper Classes Components and Containers Images

© 2004 Pearson Addison-Wesley. All rights reserved3-6 Creating Objects A variable holds either a primitive type or a reference to an object A class name can be used as a type to declare an object reference variable String title; No object is created with this declaration An object reference variable holds the address of an object The object itself must be created separately

© 2004 Pearson Addison-Wesley. All rights reserved3-7 Creating Objects Generally, we use the new operator to create an object title = new String ("Java Software Solutions"); This calls the String constructor, which is a special method that sets up the object Creating an object is called instantiation An object is an instance of a particular class

© 2004 Pearson Addison-Wesley. All rights reserved3-8 Invoking Methods We've seen that once an object has been instantiated, we can use the dot operator to invoke its methods count = title.length() A method may return a value, which can be used in an assignment or expression A method invocation can be thought of as asking an object to perform a service

© 2004 Pearson Addison-Wesley. All rights reserved3-9 References Note that a primitive variable contains the value itself, but an object variable contains the address of the object An object reference can be thought of as a pointer to the location of the object Rather than dealing with arbitrary addresses, we often depict a reference graphically "Steve Jobs" name1 num1 38

© 2004 Pearson Addison-Wesley. All rights reserved3-10 Assignment Revisited The act of assignment takes a copy of a value and stores it in a variable For primitive types: num1 38 num2 96 Before: num2 = num1; num1 38 num2 38 After:

© 2004 Pearson Addison-Wesley. All rights reserved3-11 Reference Assignment For object references, assignment copies the address: name2 = name1; name1 name2 Before: "Steve Jobs" "Steve Wozniak" name1 name2 After: "Steve Jobs"

© 2004 Pearson Addison-Wesley. All rights reserved3-12 Aliases Two or more references that refer to the same object are called aliases of each other That creates an interesting situation: one object can be accessed using multiple reference variables Aliases can be useful, but should be managed carefully Changing an object through one reference changes it for all of its aliases, because there is really only one object

© 2004 Pearson Addison-Wesley. All rights reserved3-13 Garbage Collection When an object no longer has any valid references to it, it can no longer be accessed by the program The object is useless, and therefore is called garbage Java performs automatic garbage collection periodically, returning an object's memory to the system for future use In other languages, the programmer is responsible for performing garbage collection

© 2004 Pearson Addison-Wesley. All rights reserved3-14 Outline Creating Objects The String Class Packages Formatting Output Enumerated Types Wrapper Classes Components and Containers Images

© 2004 Pearson Addison-Wesley. All rights reserved3-15 The String Class Because strings are so common, we don't have to use the new operator to create a String object title = "Java Software Solutions"; This is special syntax that works only for strings Each string literal (enclosed in double quotes) represents a String object

© 2004 Pearson Addison-Wesley. All rights reserved3-16 String Methods Once a String object has been created, neither its value nor its length can be changed Thus we say that an object of the String class is immutable However, several methods of the String class return new String objects that are modified versions of the original See the list of String methods on page 119 and in Appendix M

© 2004 Pearson Addison-Wesley. All rights reserved3-17 String Indexes It is occasionally helpful to refer to a particular character within a string This can be done by specifying the character's numeric index The indexes begin at zero in each string In the string "Hello", the character 'H' is at index 0 and the 'o' is at index 4 See StringMutation.java (page 120)StringMutation.java

© 2004 Pearson Addison-Wesley. All rights reserved3-18 Outline Creating Objects The String Class Packages Formatting Output Enumerated Types Wrapper Classes Components and Containers Images

© 2004 Pearson Addison-Wesley. All rights reserved3-19 Class Libraries A class library is a collection of classes that we can use when developing programs The Java standard class library is part of any Java development environment Its classes are not part of the Java language per se, but we rely on them heavily Various classes we've already used ( System, Scanner, String ) are part of the Java standard class library Other class libraries can be obtained through third party vendors, or you can create them yourself

© 2004 Pearson Addison-Wesley. All rights reserved3-20 Packages The classes of the Java standard class library are organized into packages Some of the packages in the standard class library are: Package java.lang java.applet java.awt javax.swing java.net java.util javax.xml.parsers Purpose General support Creating applets for the web Graphics and graphical user interfaces Additional graphics capabilities Network communication Utilities XML document processing

© 2004 Pearson Addison-Wesley. All rights reserved3-21 The import Declaration When you want to use a class from a package, you could use its fully qualified name java.util.Scanner Or you can import the class, and then use just the class name import java.util.Scanner; To import all classes in a particular package, you can use the * wildcard character import java.util.*;

© 2004 Pearson Addison-Wesley. All rights reserved3-22 The import Declaration All classes of the java.lang package are imported automatically into all programs It's as if all programs contain the following line: import java.lang.*; That's why we didn't have to import the System or String classes explicitly in earlier programs The Scanner class, on the other hand, is part of the java.util package, and therefore must be imported

© 2004 Pearson Addison-Wesley. All rights reserved3-23 The Random Class The Random class is part of the java.util package It provides methods that generate pseudorandom numbers A Random object performs complicated calculations based on a seed value to produce a stream of seemingly random values See RandomNumbers.java (page 126) RandomNumbers.java

© 2004 Pearson Addison-Wesley. All rights reserved3-24 The Math Class The Math class is part of the java.lang package The Math class contains methods that perform various mathematical functions These include:  absolute value  square root  exponentiation  trigonometric functions

© 2004 Pearson Addison-Wesley. All rights reserved3-25 The Math Class The methods of the Math class are static methods (also called class methods) Static methods can be invoked through the class name – no object of the Math class is needed value = Math.cos(90) + Math.sqrt(delta); See Quadratic.java (page 129)Quadratic.java See Quadratic142.javaQuadratic142.java We discuss static methods further in Chapter 6

© 2004 Pearson Addison-Wesley. All rights reserved3-26 Outline Creating Objects The String Class Packages Formatting Output Enumerated Types Wrapper Classes Components and Containers Images

© 2004 Pearson Addison-Wesley. All rights reserved3-27 Formatting Output It is often necessary to format values in certain ways so that they can be presented properly The Java standard class library contains classes that provide formatting capabilities The NumberFormat class allows you to format values as currency or percentages The DecimalFormat class allows you to format values based on a pattern Both are part of the java.text package

© 2004 Pearson Addison-Wesley. All rights reserved3-28 Formatting Output The NumberFormat class has static methods that return a formatter object getCurrencyInstance() getPercentInstance() Each formatter object has a method called format that returns a string with the specified information in the appropriate format See Purchase.java (page 131)Purchase.java See Purchase142.javaPurchase142.java

© 2004 Pearson Addison-Wesley. All rights reserved3-29 Formatting Output The DecimalFormat class can be used to format a floating point value in various ways For example, you can specify that the number should be truncated to three decimal places The constructor of the DecimalFormat class takes a string that represents a pattern for the formatted number See CircleStats.java (page 134)CircleStats.java See CircleStats142.javaCircleStats142.java

© 2004 Pearson Addison-Wesley. All rights reserved3-30 Outline Creating Objects The String Class Packages Formatting Output Enumerated Types Wrapper Classes Components and Containers Images

© 2004 Pearson Addison-Wesley. All rights reserved3-31 Enumerated Types Java allows you to define an enumerated type, which can then be used to declare variables An enumerated type establishes all possible values for a variable of that type The values are identifiers of your own choosing The following declaration creates an enumerated type called Season enum Season {winter, spring, summer, fall}; Any number of values can be listed

© 2004 Pearson Addison-Wesley. All rights reserved3-32 Enumerated Types Once a type is defined, a variable of that type can be declared Season time; and it can be assigned a value time = Season.fall; The values are specified through the name of the type Enumerated types are type-safe – you cannot assign any value other than those listed

© 2004 Pearson Addison-Wesley. All rights reserved3-33 Ordinal Values Internally, each value of an enumerated type is stored as an integer, called its ordinal value The first value in an enumerated type has an ordinal value of zero, the second one, and so on However, you cannot assign a numeric value to an enumerated type, even if it corresponds to a valid ordinal value

© 2004 Pearson Addison-Wesley. All rights reserved3-34 Enumerated Types The declaration of an enumerated type is a special type of class, and each variable of that type is an object The ordinal method returns the ordinal value of the object The name method returns the name of the identifier corresponding to the object's value See IceCream.java (page 137)IceCream.java

ELC 312 Day 5

© 2004 Pearson Addison-Wesley. All rights reserved3-36 Agenda Questions? Problem set one Corrected  3 A’s and 1 C  Problems with data types Problem set two Posted in WebCT  Due Sept 30  On Page 153&154 Complete 3.1, 3.4 and 3.5 On Page Complete 4.1, 4.2, 4.7, 4.9, and 4.11  Upload a zip archive with your *.java files Exam 1 rescheduled to Sept 30  Chap 1-4  25 M/C, Open book, 45 min Finish Discussion on using Classes and Objects Begin Discussion on Writing Classes

© 2004 Pearson Addison-Wesley. All rights reserved3-37 Outline Creating Objects The String Class Packages Formatting Output Enumerated Types Wrapper Classes Components and Containers Images

© 2004 Pearson Addison-Wesley. All rights reserved3-38 Wrapper Classes The java.lang package contains wrapper classes that correspond to each primitive type: Primitive TypeWrapper Class byteByte shortShort intInteger longLong floatFloat doubleDouble charCharacter booleanBoolean voidVoid

© 2004 Pearson Addison-Wesley. All rights reserved3-39 Wrapper Classes The following declaration creates an Integer object which represents the integer 40 as an object Integer age = new Integer(40); An object of a wrapper class can be used in any situation where a primitive value will not suffice For example, some objects serve as containers of other objects Primitive values could not be stored in such containers, but wrapper objects could be

© 2004 Pearson Addison-Wesley. All rights reserved3-40 Wrapper Classes Wrapper classes also contain static methods that help manage the associated type For example, the Integer class contains a method to convert an integer stored in a String to an int value: num = Integer.parseInt(str); The wrapper classes often contain useful constants as well For example, the Integer class contains MIN_VALUE and MAX_VALUE which hold the smallest and largest int values

© 2004 Pearson Addison-Wesley. All rights reserved3-41 Autoboxing Autoboxing is the automatic conversion of a primitive value to a corresponding wrapper object: Integer obj; int num = 42; obj = int; The assignment creates the appropriate Integer object The reverse conversion (called unboxing) also occurs automatically as needed

© 2004 Pearson Addison-Wesley. All rights reserved3-42 Outline Creating Objects The String Class Packages Formatting Output Enumerated Types Wrapper Classes Components and Containers Images

© 2004 Pearson Addison-Wesley. All rights reserved3-43 Graphical Applications Except for the applets seen in Chapter 2, the example programs we've explored thus far have been text-based They are called command-line applications, which interact with the user using simple text prompts Let's examine some Java applications that have graphical components These components will serve as a foundation to programs that have true graphical user interfaces (GUIs)

© 2004 Pearson Addison-Wesley. All rights reserved3-44 GUI Components A GUI component is an object that represents a screen element such as a button or a text field GUI-related classes are defined primarily in the java.awt and the javax.swing packages The Abstract Windowing Toolkit (AWT) was the original Java GUI package The Swing package provides additional and more versatile components Both packages are needed to create a Java GUI- based program

© 2004 Pearson Addison-Wesley. All rights reserved3-45 GUI Containers A GUI container is a component that is used to hold and organize other components A frame is a container that is used to display a GUI-based Java application A frame is displayed as a separate window with a title bar – it can be repositioned and resized on the screen as needed A panel is a container that cannot be displayed on its own but is used to organize other components A panel must be added to another container to be displayed

© 2004 Pearson Addison-Wesley. All rights reserved3-46 GUI Containers A GUI container can be classified as either heavyweight or lightweight A heavyweight container is one that is managed by the underlying operating system A lightweight container is managed by the Java program itself Occasionally this distinction is important A frame is a heavyweight container and a panel is a lightweight container

© 2004 Pearson Addison-Wesley. All rights reserved3-47 Labels A label is a GUI component that displays a line of text Labels are usually used to display information or identify other components in the interface Let's look at a program that organizes two labels in a panel and displays that panel in a frame See Authority.java (page 144)Authority.java This program is not interactive, but the frame can be repositioned and resized

© 2004 Pearson Addison-Wesley. All rights reserved3-48 Nested Panels Containers that contain other components make up the containment hierarchy of an interface This hierarchy can be as intricate as needed to create the visual effect desired The following example nests two panels inside a third panel – note the effect this has as the frame is resized See NestedPanels.java (page 146)NestedPanels.java

© 2004 Pearson Addison-Wesley. All rights reserved3-49 Outline Creating Objects The String Class Packages Formatting Output Enumerated Types Wrapper Classes Components and Containers Images

© 2004 Pearson Addison-Wesley. All rights reserved3-50 Images Images are often used in a programs with a graphical interface Java can manage images in both JPEG and GIF formats As we've seen, a JLabel object can be used to display a line of text It can also be used to display an image That is, a label can be composed of text, and image, or both at the same time

© 2004 Pearson Addison-Wesley. All rights reserved3-51 Images The ImageIcon class is used to represent an image that is stored in a label The position of the text relative to the image can be set explicitly The alignment of the text and image within the label can be set as well See LabelDemo.java (page 149)LabelDemo.java

© 2004 Pearson Addison-Wesley. All rights reserved3-52 Summary Chapter 3 focused on:  object creation and object references  the String class and its methods  the Java standard class library  the Random and Math classes  formatting output  enumerated types  wrapper classes  graphical components and containers  labels and images

Chapter 4 Writing Classes

© 2004 Pearson Addison-Wesley. All rights reserved3-54 Writing Classes We've been using predefined classes. Now we will learn to write our own classes to define objects Chapter 4 focuses on:  class definitions  instance data  encapsulation and Java modifiers  method declaration and parameter passing  constructors  graphical objects  events and listeners  buttons and text fields

© 2004 Pearson Addison-Wesley. All rights reserved3-55 Outline Anatomy of a Class Encapsulation Anatomy of a Method Graphical Objects Graphical User Interfaces Buttons and Text Fields

© 2004 Pearson Addison-Wesley. All rights reserved3-56 Writing Classes The programs we’ve written in previous examples have used classes defined in the Java standard class library Now we will begin to design programs that rely on classes that we write ourselves The class that contains the main method is just the starting point of a program True object-oriented programming is based on defining classes that represent objects with well- defined characteristics and functionality

© 2004 Pearson Addison-Wesley. All rights reserved3-57 Classes and Objects Recall from our overview of objects in Chapter 1 that an object has state and behavior Consider a six-sided die (singular of dice)  It’s state can be defined as which face is showing  It’s primary behavior is that it can be rolled We can represent a die in software by designing a class called Die that models this state and behavior  The class serves as the blueprint for a die object We can then instantiate as many die objects as we need for any particular program

© 2004 Pearson Addison-Wesley. All rights reserved3-58 Classes A class can contain data declarations and method declarations int size, weight; char category; Data declarations Method declarations

© 2004 Pearson Addison-Wesley. All rights reserved3-59 Classes The values of the data define the state of an object created from the class The functionality of the methods define the behaviors of the object For our Die class, we might declare an integer that represents the current value showing on the face One of the methods would “roll” the die by setting that value to a random number between one and six

© 2004 Pearson Addison-Wesley. All rights reserved3-60 Classes We’ll want to design the Die class with other data and methods to make it a versatile and reusable resource Any given program will not necessarily use all aspects of a given class See RollingDice.java (page 157)RollingDice.java See Die.java (page 158)Die.java

© 2004 Pearson Addison-Wesley. All rights reserved3-61 The Die Class The Die class contains two data values  a constant MAX that represents the maximum face value  an integer faceValue that represents the current face value The roll method uses the random method of the Math class to determine a new face value There are also methods to explicitly set and retrieve the current face value at any time

© 2004 Pearson Addison-Wesley. All rights reserved3-62 The toString Method All classes that represent objects should define a toString method The toString method returns a character string that represents the object in some way It is called automatically when an object is concatenated to a string or when it is passed to the println method

© 2004 Pearson Addison-Wesley. All rights reserved3-63 Constructors As mentioned previously, a constructor is a special method that is used to set up an object when it is initially created A constructor has the same name as the class The Die constructor is used to set the initial face value of each new die object to one We examine constructors in more detail later in this chapter

© 2004 Pearson Addison-Wesley. All rights reserved3-64 Data Scope The scope of data is the area in a program in which that data can be referenced (used) Data declared at the class level can be referenced by all methods in that class Data declared within a method can be used only in that method Data declared within a method is called local data In the Die class, the variable result is declared inside the toString method -- it is local to that method and cannot be referenced anywhere else

© 2004 Pearson Addison-Wesley. All rights reserved3-65 Instance Data The faceValue variable in the Die class is called instance data because each instance (object) that is created has its own version of it A class declares the type of the data, but it does not reserve any memory space for it Every time a Die object is created, a new faceValue variable is created as well The objects of a class share the method definitions, but each object has its own data space That's the only way two objects can have different states

© 2004 Pearson Addison-Wesley. All rights reserved3-66 Instance Data We can depict the two Die objects from the RollingDice program as follows: die1 5 faceValue die2 2 faceValue Each object maintains its own faceValue variable, and thus its own state

© 2004 Pearson Addison-Wesley. All rights reserved3-67 UML Diagrams UML stands for the Unified Modeling Language UML diagrams show relationships among classes and objects A UML class diagram consists of one or more classes, each with sections for the class name, attributes (data), and operations (methods) Lines between classes represent associations A dotted arrow shows that one class uses the other (calls its methods)

© 2004 Pearson Addison-Wesley. All rights reserved3-68 UML Class Diagrams A UML class diagram for the RollingDice program: RollingDice main (args : String[]) : void Die faceValue : int roll() : int setFaceValue (int value) : void getFaceValue() : int toString() : String