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Introduction to Object-Oriented Concept
Object-Oriented Technology and Development
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Concept: An object has behaviors
In old style programming, you had: data, which was completely passive functions, which could manipulate any data An object contains both data and methods that manipulate that data An object is active, not passive; it does things An object is responsible for its own data But: it can expose that data to other objects
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An object has state An object contains both data and methods that manipulate that data The data represent the state of the object Data can also describe the relationships between this object and other objects Example: A CheckingAccount might have A balance (the internal state of the account) An owner (some object representing a person)
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Example: A “Rabbit” object
You could (in a game, for example) create an object representing a rabbit It would have data: How hungry it is How frightened it is Where it is And methods: eat, hide, run, dig
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Concept: Classes describe objects
Every object belongs to (is an instance of) a class An object may have fields, or variables The class describes those fields An object may have methods The class describes those methods A class is like a template, or cookie cutter You use the class’s constructor to make objects
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Concept: Classes are like Abstract Data Types
An Abstract Data Type (ADT) bundles together: some data, representing an object or "thing" the operations on that data The operations defined by the ADT are the only operations permitted on its data Example: a CheckingAccount, with operations deposit, withdraw, getBalance, etc. Classes enforce this bundling together If all data values are private, a class can also enforce the rule that its defined operations are the only ones permitted on the data
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Example of a class class Employee { // Fields
private String name; //Can get but not change private double salary; // Cannot get or set // Constructor Employee(String n, double s) { name = n; salary = s; } // Methods void pay () { System.out.println("Pay to the order of " + name + " $" + salary); } public String getName() { return name; } // getter }
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Approximate Terminology
instance = object field = instance variable method = function sending a message to an object = calling a function These are all approximately true
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Concept: Classes form a hierarchy
Classes are arranged in a treelike structure called a hierarchy The class at the root is named Object Every class, except Object, has a superclass A class may have several ancestors, up to Object When you define a class, you specify its superclass If you don’t specify a superclass, Object is assumed Every class may have one or more subclasses
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Example of (part of) a hierarchy
Container Panel ScrollPane Window Dialog Frame FileDialog A FileDialog is a Dialog is a Window is a Container
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C++ is different In C++ there may be more than one root
but not in Java! In C++ an object may have more than one parent (immediate superclass) Java has a single, strict hierarchy
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Concept: Objects inherit from superclasses
A class describes fields and methods Objects of that class have those fields and methods But an object also inherits: the fields described in the class's superclasses the methods described in the class's superclasses A class is not a complete description of its objects!
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Example of inheritance
class Person { String name; int age; void birthday () { age = age + 1; } class Employee extends Person { double salary; void pay () { ...} } Every Employee has name and age fields and birthday method as well as a salary field and a pay method.
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Concept: Objects must be created
int n; does two things: It declares that n is an integer variable It allocates space to hold a value for n For a primitive, this is all that is needed Employee secretary; also does two things It declares that secretary is type Employee It allocates space to hold a reference to an Employee For an object, this is not all that is needed secretary = new Employee ( ); This allocate space to hold a value for the Employee Until you do this, the Employee is null
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Notation: How to declare and create objects
Employee secretary; // declares secretary secretary = new Employee (); // allocates space Employee secretary = new Employee(); // does both But the secretary is still "blank" (null) secretary.name = "Adele"; // dot notation secretary.birthday (); // sends a message
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Notation: How to reference a field or method
Inside a class, no dots are necessary class Person { ... age = age + 1; ...} Outside a class, you need to say which object you are talking to if (john.age < 75) john.birthday (); If you don't have an object, you cannot use its fields or methods!
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Concept: this object Inside a class, no dots are necessary, because
you are working on this object If you wish, you can make it explicit: class Person { ... this.age = this.age + 1; ...} this is like an extra parameter to the method You usually don't need to use this
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Concept: A variable can hold subclass objects
Suppose B is a subclass of A A objects can be assigned to A variables B objects can be assigned to B variables B objects can be assigned to A variables, but A objects can not be assigned to B variables Every B is also an A but not every A is a B You can cast: bVariable = (B) aObject; In this case, Java does a runtime check
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Example: Assignment of subclasses
class Dog { ... } class Poodle extends Dog { ... } Dog myDog; Dog rover = new Dog (); Poodle yourPoodle; Poodle fifi = new Poodle (); myDog = rover; // ok yourPoodle = fifi; // ok myDog = fifi; //ok yourPoodle = rover; // illegal yourPoodle = (Poodle) rover; //runtime check
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Concept: Methods can be overridden
class Bird extends Animal { void fly (String destination) { location = destination; } class Penguin extends Bird { void fly (String whatever) { } } So birds can fly. Except penguins.
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Concept: Don't call functions, send messages
Bird someBird = pingu; someBird.fly ("South America"); Did pingu actually go anywhere? You sent the message fly(...) to pingu If pingu is a penguin, he ignored it Otherwise he used the method defined in Bird You did not directly call any method You cannot tell, without studying the program, which method actually gets used The same statement may result in different methods being used at different times
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Sneaky trick: How to use overridden methods
class FamilyMember extends Person { void birthday () { // override birthday() in Person super.birthday (); // call overridden method givePresent (); // and add your new stuff }
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Constructors A constructor is a special method designed to initialize instance variables Automatically called when an object is created using new Has the same name as the class Often overloaded (more than one constructor for the same class definition) different versions to initialize all, some, or none of the instance variables each constructor has a different signature (a different number or sequence of argument types)
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Defining Constructors
Constructor headings do not include the word void In fact, constructor headings do not include a return type A constructor with no parameters is called a default constructor If no constructor is provided Java automatically creates a default constructor If any constructor is provided, then no constructors are created automatically Programming Tip Include a constructor that initializes all instance variables Include a constructor that has no parameters include your own default constructor
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Constructor Example public class Pet { private String name;
private int age; //in years private double weight; //in pounds . . . public Pet (String initialName) name = initialName; age = 0; weight = 0; } Initializes three instance variables: name from the parameter and age and weight with default initial values. Sample use: Pet pet1 = new Pet(“Eric”);
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Using Constructors Always use a constructor after new
For example, using the Pet class in text: Pet myCat = new Pet("Calvin", 5, 10.5); this calls the Pet constructor with String, int, double parameters If you want to change values of instance variables after you have created an object, you must use other methods for the object you cannot call a constructor for an object after it is created set methods should be provided for this purpose
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Concept: Constructors make objects
Every class has a constructor to make its objects Use the keyword new to call a constructor secretary = new Employee ( ); You can write your own constructors; but if you don’t, Java provides a default constructor with no arguments It sets all the fields of the new object to zero If this is good enough, you don’t need to write your own The syntax for writing constructors is almost like that for writing methods
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Syntax for constructors
Do not use a return type and a name; use only the class name You can supply arguments Employee (String theName, double theSalary) { name = theName; salary = theSalary; }
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Trick: Give field and parameter the same name
A parameter overrides a field with the same name But you can use this.name to refer to the field class Person { String name; int age; Person (String name, int age) { this.name = name; this.age = age; } } Using the same name is a common and useful convention
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Internal workings: Constructor chaining
If an Employee is a Person, and a Person is an Object, then when you say new Employee () The Employee constructor calls the Person constructor The Person constructor calls the Object constructor The Object constructor creates a new Object The Person constructor adds its own stuff to the Object The Employee constructor adds its own stuff to the Person
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The case of the vanishing constructor
If you don't write a constructor for a class, Java provides one (the default constructor) The one Java provides has no arguments If you write any constructor for a class, Java does not provide a default constructor Adding a perfectly good constructor can break a constructor chain You may need to fix the chain
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Example: Broken constructor chain
class Person { String name; Person (String name) { this.name = name; } } class Employee extends Person { double salary; Employee ( ) { salary = 12.50; } Java tries to execute an implicit super() at this point super(); cannot resolve symbol – constructor Person()
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Fixing a broken constructor chain
Special syntax: super(...) calls the superclass constructor When one constructor calls another, that call must be first class Employee { double salary; Employee (String name) { super(name); // must be first salary = 12.50; } } Now you can only create Employees with names This is fair, because you can only create Persons with names
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Trick: one constructor calling another
this(...) calls another constructor for this same class class Something { Something (int x, int y, int z) { // do a lot of work here } Something ( ) { this (0, 0, 0); } } It is poor style to have the same code more than once If you call this(...), that call must be the first thing in your constructor
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Access Modifier class Person { public String name; private String age;
protected double salary; public void birthday { age++; } } Each object is responsible for its own data Access control lets an object protect its data and its methods Access control is the subject of a different lecture
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Concept: Classes can have fields and methods
Usually a class describes fields (variables) and methods for its objects (instances) These are called instance variables and instance methods A class can have its own fields and methods These are called class variables and class methods There is exactly one copy of a class variable, not one per object Use the special keyword static to say that a field or method belongs to the class instead of to objects
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Example of a class variable
class Person { String name; int age; static int population; Person (String name) { this.name = name; this.age = 0; population++; }
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Advice: Restrict access
Always, always strive for a narrow interface Follow the principle of information hiding: the caller should know as little as possible about how the method does its job the method should know little or nothing about where or why it is being called Make as much as possible private Your class is responsible for it’s own data; don’t allow other classes to screw it up!
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Setters and Getters class Employee extends Person {
private double salary; private boolean male; public void setSalary (double newSalary) { salary = newSalary; } public double getSalary () { return salary; } public boolean isMale() { return male; } This way the object maintains control Setters and getters have conventional names: setDataName, getDataName, isDataName (booleans only)
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Kinds of access Java provides four levels of access:
public: available everywhere protected: available within the package (in the same subdirectory) and to all subclasses [default]: available within the package private: only available within the class itself The default is called package visibility In small programs this isn't important...right?
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The "this." Operator this. refers to the object that contains the reference Methods called in an object definition file do not need to reference itself You may either use "this.", or omit it, since it is presumed For example, if answerOne() is a method defined in the class Oracle: public class Oracle { ... //One way to invoke the answerOne method defined //in this file: this.answerOne(); //Another way is to omit "this." answerOne(); //"this." is presumed }
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When an Object Is Required
Methods called outside the object definition require an object to precede the method name For example: Oracle myOracle = new Oracle(); //myOracle is not part of the definition code //for Oracle ... //dialog is a method defined in Oracle class myOracle.dialog();
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Static Methods Some methods do work but do not need an object
For example, methods to calculate area: just pass the required parameters and return the area Use the class name instead of an object name to invoke them For example CircleFirstTry is a class with methods to perform calculations on circles: CircleFirstTry.area(myRadius); Notice that the the method invocation uses "className." instead of " circleObject." Also called class methods
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Static Methods Declare static methods with the static modifier, for example: public static double area(double radius) ... Since a static method doesn’t need a calling object, it cannot refer to a (nonstatic) instance variable of the class. Likewise, a static method cannot call a nonstatic method of the class (unless it creates an object of the class to use as a calling object).
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Uses for Static Methods
Static methods are commonly used to provide libraries of useful and related functions Examples: the Math class automatically provided with Java functions include pow, sqrt, max, min, etc. see the next slide for more details SavitchIn defines methods for keyboard input not automatically provided with Java functions include readLineInt, readLineDouble, etc
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The Math Class Includes constants Math.PI (approximately ) and Math.E (base of natural logarithms which is approximately 2.72) Includes three similar static methods: round, floor, and ceil All three return whole numbers (although they are type double) Math.round returns the whole number nearest its argument Math.round(3.3) returns 3.0 and Math.round(3.7) returns 4.0 Math.floor returns the nearest whole number that is equal to or less than its argument Math.floor(3.3) returns 3.0 and Math.floor(3.7) returns 3.0 Math.ceil (short for ceiling) returns the nearest whole number that is equal to or greater than its argument Math.ceil(3.3) returns 4.0 and Math.ceil(3.7) returns 4.0
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Static Variables The StaticDemo program in the text uses a static variable: private static int numberOfInvocations = 0; Similar to definition of a named constant, which is a special case of static variables. May be public or private but are usually private for the same reasons instance variables are. Only one copy of a static variable and it can be accessed by any object of the class. May be initialized (as in example above) or not. Can be used to let objects of the same class coordinate. Not used in the rest of the text.
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Wrapper Classes Used to wrap primitive types in a class structure
All primitive types have an equivalent class The class includes useful constants and static methods, including one to convert back to the primitive type
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Wrapper class example: Integer
Declare an Integer class variable: Integer n = new Integer(42); Convert the value of an Integer variable to its primitive type, int: int i = n.intValue();//intValue returns an int Some useful Integer constants: Integer.MAX_VALUE - the maximum integer value the computer can represent Integer.MIN_VALUE - the smallest integer value the computer can represent
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Wrapper class example: Integer
Some useful Integer methods: Integer.valueOf("123") to convert a String of numerals to an Integer Integer.toString(123) to convert an Integer to a String The other wrapper classes have similar constants and functions See the text for useful methods for the class Character
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Usage of wrapper classes
There are some important differences in the code to use wrapper classes and that for the primitive types Wrapper Class variables contain the address of the value variable declaration example: Integer n = new Integer(); variable declaration & initialize: Integer n = new Integer(0); assignment: n = new Integer(5); Primitive Type variables contain the value variable declaration example: int n; variable declaration & initialize.: int n = 0; assignment: n = 99;
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Designing Methods: Top-Down Design
In pseudocode, write a list of subtasks that the method must do. If you can easily write Java statements for a subtask, you are finished with that subtask. If you cannot easily write Java statements for a subtask, treat it as a new problem and break it up into a list of subtasks. Eventually, all of the subtasks will be small enough to easily design and code. Solutions to subtasks might be implemented as private helper methods. Top-down design is also known as divide-and-conquer or stepwise refinement.
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Programming Tips for Writing Methods
Apply the principle of encapsulation and detail hiding by using the public and private modifiers judiciously If the user will need the method, make it part of the interface by declaring it public If the method is used only within the class definition (a helper method), then declare it private Create a main method with diagnostic (test) code within a class's definition run just the class to execute the diagnostic program when the class is used by another program the class's main is ignored
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driver program should have only one untested method
Testing a Method Test programs are sometimes called driver programs Keep it simple: test only one new method at a time driver program should have only one untested method If method A uses method B, there are two approaches: Bottom up test method B fully before testing A Top down test method A and use a stub for method B A stub is a method that stands in for the final version and does little actual work. It usually does something as trivial as printing a message or returning a fixed value. The idea is to have it so simple you are nearly certain it will work.
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Overloading The same method name has more than one definition within the same class Each definition must have a different signature different argument types, a different number of arguments, or a different ordering of argument types The return type is not part of the signature and cannot be used to distinguish between two methods with the same name and parameter types
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Signature the combination of method name and number and types of arguments, in order equals(Species) has a different signature than equals(String) same method name, different argument types myMethod(1) has a different signature than myMethod(1, 2) same method name, different number of arguments myMethod(10, 1.2) has a different signature than myMethod(1.2, 10) same method name and number of arguments, but different order of argument types
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Overloading and Argument Type
Accidentally using the wrong datatype as an argument can invoke a different method For example, see the Pet class in the text set(int) sets the pet's age set(double) sets the pet's weight You want to set the pet's weight to 6 pounds: set(6.0) works as you want because the argument is type double set(6) will set the age to 6, not the weight, since the argument is type int
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Gotcha: Automatic Type Conversion and Overloading
If Java does not find a signature match, it attempts some automatic type conversions, e.g. int to double An unwanted version of the method may execute In the text Pet example of overloading: What you want: name "Cha Cha", weight 2, and age 3 But you make two mistakes: 1. you reverse the age and weight numbers, and 2. you fail to make the weight a type double. set("Cha Cha", 2, 3) does not do what you want it sets the pet's age = 2 and the weight = 3.0 Why? set has no definition with the argument types String, int, int However, it does have a definition with String, int, double, so it promotes the last number, 3, to 3.0 and executes the method with that signature
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Information Hiding Revisited
Using instance variables of a class type takes special care The problem stems from the fact that, unlike primitive types, object identifiers contain the object's address, not its value returning an object gives back the address, so the called method has direct access to the calling object the calling object is "unprotected" (usually undesirable) best solution: cloning One solution: stick to returning primitive types (int, char, double, boolean, etc.) or String
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Packages A way of grouping and naming a collection of related classes
they serve as a library of classes they do not have to be in the same directory as your program The first line of each class in the package must be the keyword package followed by the name of the package: package mystuff.utilities; To use classes from a package in a program put an import statement at the start of the file: import mystuff.utilities.*; note the ".*" notation
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Package Naming Conventions
Use lowercase The name is the file pathname with subdirectory separators ("\" or "/", depending on your system) replaced by dots For example, if the package is in a file named "utilities" in directory "mystuff", the package name is: mystuff.utilities
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Java Packages Application programmer interface (API)
All classes provided to programmers along with the Java compiler (e.g. Math or MouseEvent) Java expects to find these classes in separate directories or folders The classes stored in each directory form a package The package names are formed by concatenating the directory names starting from a particular root directory
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Some Predefined Java Packages
Package Name Contents java.applet Classes for implementing applets java.awt Classes for graphics, windows, and GUI’s java.awt.event Classes supporting AWT event handling java.awt.image Classes for image handling java.awt.peer Interface definitions s for platform independent graphical user interfaces (GUI’s) java.io Classes for input and output java.lang Basic language classes like Math (always available in any Java program) java.net Classes for networking java.util Useful auxiliary classes like Date
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Package Component Names
Using a fully qualified component name x = java.lang.Math.sqrt(3); Using an import statement // to allow unqualified references to // all package classes import package.name.*; // a particular package class import package.name.class_name;
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Import Examples This code java.util.Date d = new java.util.Date();
java.awt.Point p = new java.awt.Point(1,2); java.awt.Button b = new java.awt.Button(); Can be abbreviated import java.util.date; Import java.awt.*; … Date d = new Date(); Point p = new Point(1,2); Button b = new Button();
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Creating Your Own Packages
Each package class must be stored in a file in an appropriately named directory The source code file for each package class must contain a package statement as its first non-commented statement package package_name; Several packages can be stored in the same directory Classes in different directories cannot be part of the same package
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Visibility Rules and Packages
Instance variables declared as public or private have the same visibility to classes in other packages Instance variables without explicitly declared visibility have package visibility Instance variables with package visibility are only visible to methods defined in classes belonging to the same package Similarly for static variables, instance methods, and static methods having package visibility Classes not explicitly declared public are not visible outside the package
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Inheritance Allows programmers to customize a class for a specific purpose, without actually modifying the original class (the superclass) The derived class (subclass) is allowed to add methods or redefine them The subclass can add variables, but cannot redefine them
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Inheritance Example Class C is a subclass of class B (its superclass) if its declaration has the form class C extends B { … } The subclass is a specialization of the superclass The superclass is a generalization of the subclass
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Inheritance and Messages
When C is a subclass of B C objects can respond to all messages that B objects can respond to In general C objects can be used whenever B objects can be used It is possible the a subclass of B may have methods and variables that have not been defined in B It is the case B objects may not always be used in place of C objects
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Inheritance Hierarchy
A class may have several subclasses and each subclass may have subclasses of its own The collection of all subclasses descended from a common ancestor is called an inheritance hierarchy The classes that appear below a given class in the inheritance hierarchy are its descendants The classes that appear above a given class in the inheritance hierarchy are its ancestors
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Inheritance and Visibility Rules
Private variables and methods are not visible to subclasses or clients Public variables and methods are visible to all subclasses and clients Variables and methods with package visibility are only visible to subclasses and clients defined in the same package as the class A variable or method declared with the protected visibility modifier can only be referenced by subclasses of the class and no other classes
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Visibility and Inheritance
Public default protected private Clients in same package C None Clients in different packages Subclass in same package C & R Subclass in different package R Note: R is receiver; C is client
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Overriding vs Overloading
A method is overloaded if it has multiple definitions that are distinguished from one another by having different numbers or types of arguments A method is overridden when a subclass gives a different definition of the method with the same number and types of arguments
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Constructors The general rule is that when a subclass is created Java will call the superclass constructor first and then call the subclass constructors in the order determined by the inheritance hierarchy If a superclass does not have a default constructor with no arguments, the subclass must explicitly call the superclass constructor with the appropriate arguments
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Using super( ) Call Constructor
The call to super must be the first statement in the subclass constructor Example: class C extends B { … public C ( … ) { super( B’s constructor arguments ); }
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Calling Overridden Superclass Methods from Subclassess
The following code generates an infinite loop because toString( ) is interpreted as this.toString( ) public void toString() { String result = toString(); return (result + “:” + second); } To make a call toString in the superclass instead String result = super.toString();
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Creation of Subclass Instances
Assuming that PreciseClock is a subclass of the Clock class, the following is legal Clock dawn; dawn = new PreciseClock(3,45,30); The instance variable dawn will respond to all PreciseClock messages It is not legal to write this since Clock objects cannot respond to all PreciseClock messages PreciseClock dawn; dawn = new Clock(3,40);
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Static and Dynamic Binding
Static Binding Determining which method will be invoked to respond to a message at compile time Dynamic Binding Determining which method will be invoked to respond to a message at run time Required when method definitions are overridden in subclasses, since type of the receiver class may not be known until run time
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Abstract Classes Abstract classes are only used as super classes
Classes are declared as abstract classes only if they will never be instantiated Abstract classes contain usually one or more abstract methods Example: public abstract class Mouse implements Direction { … abstract void makeMove( ); }
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Abstract Methods Abstract methods have no body at all and just have their headers declared The only way to use an abstract class is to create a subclass that implements each abstract method Concrete classes are classes that implement each abstract method in their superclasses Example: abstract void makeMove( );
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