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Lec_03_04_Classes

The document covers object-oriented programming concepts in Java, focusing on classes, objects, constructors, and garbage collection. It explains how to declare and create objects, access instance variables and methods, and the differences between primitive data types and object types. Additionally, it introduces the use of Java classes for creating graphical user interfaces and provides examples of constructors and instance methods.

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0% found this document useful (0 votes)
7 views57 pages

Lec_03_04_Classes

The document covers object-oriented programming concepts in Java, focusing on classes, objects, constructors, and garbage collection. It explains how to declare and create objects, access instance variables and methods, and the differences between primitive data types and object types. Additionally, it introduces the use of Java classes for creating graphical user interfaces and provides examples of constructors and instance methods.

Uploaded by

rashidminhas1298
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Object Oriented

Programming in Java
Lecture 03 & 04 : Object Oriented Concepts and Classes
Overview

✓ Motivation
✓ Object Oriented Concepts
✓ Classes
✓ Constructors
✓ Declaring and Creating Objects
✓ Garbage Collection
✓ Instance Variables and Methods
✓ Static Variables, Constants and Methods
Motivations
ü After learning the preceding chapters, you are
capable of solving many programming problems using
selections, loops, methods, and arrays.
ü However, these Java features are not sufficient for
developing graphical user interfaces and large scale
software systems.
ü Suppose you want to develop a graphical user
interface as shown below. How do you program it?
OO Programming Concepts

ü Object-oriented programming (OOP) involves


programming using objects.
ü An object represents an entity in the real world that
can be distinctly identified.
ü For example, a student, a desk, a circle, a button, and
even a loan can all be viewed as objects.
ü An object has a unique identity, state, and behaviors.
The state of an object consists of a set of data fields
(also known as properties) with their current values.
The behavior of an object is defined by a set of
methods.
Objects

Class Name: Circle A class template

Data Fields:
radius is _______

Methods:
getArea

Circle Object 1 Circle Object 2 Circle Object 3 Three objects of


the Circle class
Data Fields: Data Fields: Data Fields:
radius is 10 radius is 25 radius is 125

An object has both a state and behavior. The state


defines the object, and the behavior defines what the
object does.
Classes
ü Classes are constructs that define objects of the same
type.
ü A Java class uses variables to define data fields and
methods to define behaviors.
ü Additionally, a class provides a special type of
methods, known as constructors, which are invoked to
construct objects from the class.
Classes
class Circle {
/** The radius of this circle */
double radius = 1.0; Data field

/** Construct a circle object */


Circle() {
}
Constructors
/** Construct a circle object */
Circle(double newRadius) {
radius = newRadius;
}

/** Return the area of this circle */


double getArea() { Method
return radius * radius * 3.14159;
}
} 7
UML Class Diagram

UML Class Diagram Circle Class name

radius: double Data fields

Circle() Constructors and


Circle(newRadius: double) methods
getArea(): double

circle2: Circle circle3: Circle UML notation


circle1: Circle
for objects
radius = 1.0 radius = 25 radius = 125
Example: Defining Classes and Creating Objects

✓ Objective:
✓ Demonstrate creating objects, accessing data, and using
methods.
Constructors

Circle() {
Constructors are a special kind
} of methods that are invoked to
construct objects.
Circle(double newRadius) {
radius = newRadius;
}
Constructors, cont.

ü A constructor with no parameters is referred to as a no-arg


constructor.
ü Constructors must have the same name as the class itself.
ü Constructors do not have a return type—not even void.
ü Constructors are invoked using the new operator when an
object is created. Constructors play the role of initializing
objects.
Creating Objects Using Constructors

new ClassName();

Example:

new Circle();

new Circle(5.0);
Default Constructor

ü A class may be declared without constructors.


ü In this case, a no-arg constructor with an empty body
is implicitly declared in the class.
ü This constructor, called a default constructor, is
provided automatically only if no constructors are
explicitly declared in the class.
Declaring Object Reference Variables

ü To reference an object, assign the object to a reference


variable.

ü To declare a reference variable, use the syntax:

ü ClassName objectRefVar;

ü Example:

ü Circle myCircle;
Declaring/Creating Objects in a Single Step

ü ClassName objectRefVar = new ClassName();

Assign object reference Create an object

Circle myCircle = new Circle();


Accessing Objects
✓ Referencing the object’s data:
objectRefVar.data
e.g., myCircle.radius

✓ Invoking the object’s method:


objectRefVar.methodName(arguments)
e.g., myCircle.getArea()
Trace Code
Declare myCircle

myCircle no value

Circle myCircle = new Circle(5.0);

Circle yourCircle = new Circle();

yourCircle.radius = 100;
Trace Code, cont.

myCircle no value
Circle myCircle = new Circle(5.0);
: Circle
Circle yourCircle = new Circle();
radius: 5.0
yourCircle.radius = 100;

Create a
circle
Trace Code, cont.

myCircle reference value


Circle myCircle = new Circle(5.0);

Circle yourCircle = new Circle();


: Circle
yourCircle.radius = 100;
radius: 5.0

Assign object
reference to
myCircle
Trace Code, cont.

myCircle reference value


Circle myCircle = new Circle(5.0);

Circle yourCircle = new Circle();


: Circle
yourCircle.radius = 100;
radius: 5.0

yourCircle No values

Declares yourCircle
Trace Code, cont.

myCircle reference value


Circle myCircle = new Circle(5.0);

Circle yourCircle = new Circle();


: Circle
yourCircle.radius = 100;
radius: 5.0

yourCircle No values

: Circle
Creates a new Circle
Object radius: 0.0
Trace Code, cont.

myCircle reference value


Circle myCircle = new Circle(5.0);

Circle yourCircle = new Circle();


: Circle
yourCircle.radius = 100;
radius: 5.0

yourCircle Reference value


Assigns object
reference to your
circle : Circle

radius: 1.0
Trace Code, cont.

myCircle reference value


Circle myCircle = new Circle(5.0);

Circle yourCircle = new Circle();


: Circle
yourCircle.radius = 100;
radius: 5.0

yourCircle Reference value

Change radius in
yourCircle : Circle

radius: 100.0
Caution
ü Recall that you use
Math.methodName(arguments) (e.g., Math.pow(3, 2.5))

to invoke a method in the Math class. Can you invoke


getArea() using Circle1.getArea()?
ü The answer is no. All the methods used before this chapter are
static methods, which are defined using the static keyword.
However, getArea() is non-static. It must be invoked from an
object using

objectRefVar.methodName(arguments) (e.g., myCircle.getArea()).


Reference Data Fields

ü The data fields can be of reference types. For


example, the following Student class contains a data
field name of the String type.

public class Student {


String name; // name has default value null
int age; // age has default value 0
boolean isScienceMajor; // isScienceMajor has default value false
char gender; // c has default value '\u0000'
}
The null Value
ü If a data field of a reference type does not reference
any object, the data field holds a special literal value,
null.
Default Value for a Data Field
ü The default value of a data field is null for a reference
type, 0 for a numeric type, false for a boolean type,
and '\u0000' for a char type.
ü However, Java assigns no default value to a local
variable inside a method.

public class Test {


public static void main(String[] args) {
Student student = new Student();
System.out.println("name? " + student.name);
System.out.println("age? " + student.age);
System.out.println("isScienceMajor? " + student.isScienceMajor);
System.out.println("gender? " + student.gender);
}
}
Example
Java assigns no default value to a local variable inside a
method.

public class Test {


public static void main(String[] args) {
int x; // x has no default value
String y; // y has no default value
System.out.println("x is " + x);
System.out.println("y is " + y);
}
}
Differences between Variables of
Primitive Data Types and Object Types

Created using new Circle()


Primitive type int i = 1 i 1

Object type Circle c c reference c: Circle

radius = 1
Copying Variables of Primitive Data Types and
Object Types
Primitive type assignment i = j

Before: After:

i 1 i 2

j 2 j 2

Object type assignment c1 = c2

Before: After:

c1 c1

c2 c2

c1: Circle C2: Circle c1: Circle C2: Circle


radius = 5 radius = 9 radius = 5 radius = 9
Garbage Collection
ü As shown in the previous slide, after the assignment statement c1
= c2, c1 points to the same object referenced by c2.
ü The object previously referenced by c1 is no longer referenced.
This object is known as garbage.
ü Garbage is automatically collected by JVM.
Garbage Collection, cont

ü TIP:
ü If you know that an object is no longer needed, you can
explicitly assign null to a reference variable for the object.
ü The JVM will automatically collect the space if the object is
not referenced by any variable.
The Date Class

ü Java provides a system-independent encapsulation of


date and time in the java.util.Date class.
ü You can use the Date class to create an instance for the
current date and time and use its toString method to
return the date and time as a string.

java.util.Date
The + sign indicates
public modifer +Date() Constructs a Date object for the current time.
+Date(elapseTime: long) Constructs a Date object for a given time in
milliseconds elapsed since January 1, 1970, GMT.
+toString(): String Returns a string representing the date and time.
+getTime(): long Returns the number of milliseconds since January 1,
1970, GMT.
+setTime(elapseTime: long): void Sets a new elapse time in the object.
The Random Class
ü You have used Math.random() to obtain a random
double value between 0.0 and 1.0 (excluding 1.0).
ü A more useful random number generator is provided in
the java.util.Random class.

java.util.Random
+Random() Constructs a Random object with the current time as its seed.
+Random(seed: long) Constructs a Random object with a specified seed.
+nextInt(): int Returns a random int value.
+nextInt(n: int): int Returns a random int value between 0 and n (exclusive).
+nextLong(): long Returns a random long value.
+nextDouble(): double Returns a random double value between 0.0 and 1.0 (exclusive).
+nextFloat(): float Returns a random float value between 0.0F and 1.0F (exclusive).
+nextBoolean(): boolean Returns a random boolean value.
Displaying GUI Components

ü When you develop programs to create graphical user


interfaces, you will use Java classes such as JFrame,
JButton, JRadioButton, JComboBox, and JList to create
frames, buttons, radio buttons, combo boxes, lists, and
so on. Here is an example that creates two windows
using the JFrame class.
Trace Code

Declare, create,
and assign in
frame1 reference one statement
JFrame frame1 = new JFrame();
frame1.setTitle("Window 1");
frame1.setSize(200, 150); : JFrame
frame1.setVisible(true); JFrame title:
frame2 = new JFrame(); width:
frame2.setTitle("Window 2"); height:
frame2.setSize(200, 150); visible:
frame2.setVisible(true);
Trace Code

JFrame frame1 = new JFrame(); frame1 reference


frame1.setTitle("Window 1"); Set title
frame1.setSize(200, 150); property
: JFrame
frame1.setVisible(true); JFrame title: "Window 1"
frame2 = new JFrame(); width:
frame2.setTitle("Window 2"); height:
frame2.setSize(200, 150); visible:
frame2.setVisible(true);
Trace Code

frame1 reference
JFrame frame1 = new JFrame();
frame1.setTitle("Window 1");
: JFrame Set size
frame1.setSize(200, 150);
title: "Window 1" property
frame1.setVisible(true);
width: 200
JFrame frame2 = new JFrame();
height: 150
frame2.setTitle("Window 2");
visible:
frame2.setSize(200, 150);
frame2.setVisible(true);
Trace Code

frame1 reference
JFrame frame1 = new JFrame();
frame1.setTitle("Window 1"); : JFrame
frame1.setSize(200, 150); title: "Window 1"
frame1.setVisible(true); width: 200 Set visible
JFrame frame2 = new JFrame(); height: 150 property
frame2.setTitle("Window 2"); visible: true
frame2.setSize(200, 150);
frame2.setVisible(true);
Trace Code
frame1 reference

: JFrame
title: "Window 1"
width: 200
height: 150
JFrame frame1 = new JFrame();
visible: true
frame1.setTitle("Window 1");
frame1.setSize(200, 150); Declare, create,
frame1.setVisible(true); frame2 reference and assign in one
JFrame frame2 = new JFrame(); statement
frame2.setTitle("Window 2"); : JFrame
frame2.setSize(200, 150); title:
frame2.setVisible(true); width:
height:
visible:
Trace Code
frame1 reference

: JFrame
title: "Window 1"
JFrame frame1 = new JFrame(); width: 200
frame1.setTitle("Window 1"); height: 150
frame1.setSize(200, 150); visible: true
frame1.setVisible(true);
JFrame frame2 = new JFrame(); frame2 reference
frame2.setTitle("Window 2");
frame2.setSize(200, 150); Set title
: JFrame
frame2.setVisible(true); property
title: "Window 2"
width:
height:
visible:
Trace Code
frame1 reference

: JFrame
title: "Window 1"
width: 200
height: 150
JFrame frame1 = new JFrame(); visible: true
frame1.setTitle("Window 1");
frame1.setSize(200, 150);
frame1.setVisible(true); frame2 reference
JFrame frame2 = new JFrame();
frame2.setTitle("Window 2"); : JFrame
frame2.setSize(200, 150); title: "Window 2" Set size
frame2.setVisible(true); width: 200 property
height: 150
visible:
Trace Code
frame1 reference

: JFrame
title: "Window 1"
width: 200
height: 150
JFrame frame1 = new JFrame(); visible: true
frame1.setTitle("Window 1");
frame1.setSize(200, 150); frame2 reference
frame1.setVisible(true);
JFrame frame2 = new JFrame(); : JFrame
frame2.setTitle("Window 2"); title: "Window 2"
frame2.setSize(200, 150); width: 200 Set visible
frame2.setVisible(true); height: 150 property
visible: true
Instance Variables, and Methods

ü Instance variables belong to a specific instance.

ü Instance methods are invoked by an instance of the class.


Static Variables, Constants, and Methods
ü Static variables are shared by all the instances of the class.
ü Static methods are not tied to a specific object.
ü Static constants are final variables shared by all the instances of
the class.
ü To declare static variables, constants, and methods, use the
static modifier.
Static Variables, Constants, and Methods, cont.

instantiate Memory
circle1

radius = 1 1 radius After two Circle


Circle numberOfObjects = 2 objects were created,
numberOfObjects
radius: double is 2.
numberOfObjects: int
2 numberOfObjects
getNumberOfObjects(): int
+getArea(): double instantiate circle2

radius = 5 5 radius
UML Notation: numberOfObjects = 2
+: public variables or methods
underline: static variables or methods
Example of Using Instance and Class
Variables and Method
ü Objective:
ü Demonstrate the roles of instance and class variables and
their uses. This example adds a class variable
numberOfObjects to track the number of Circle objects
created.
Visibility Modifiers and Accessor/Mutator
Methods

ü By default, the class, variable, or method can be accessed by


any class in the same package.

ü Public
ü The class, data, or method is visible to any class in any package.

ü private
ü The data or methods can be accessed only by the declaring class.

ü The get and set methods are used to read and modify private
properties.
package p1; package p2;
public class C1 { public class C2 { public class C3 {
public int x; void aMethod() { void aMethod() {
int y; C1 o = new C1(); C1 o = new C1();
private int z; can access o.x; can access o.x;
can access o.y; cannot access o.y;
public void m1() { cannot access o.z; cannot access o.z;
}
void m2() { can invoke o.m1(); can invoke o.m1();
} can invoke o.m2(); cannot invoke o.m2();
private void m3() { cannot invoke o.m3(); cannot invoke o.m3();
} } }
} } }

package p1; package p2;


class C1 { public class C2 { public class C3 {
... can access C1 cannot access C1;
} } can access C2;
}

The private modifier restricts access to within a class, the


default modifier restricts access to within a package, and the
public modifier enables unrestricted access.
NOTE
An object cannot access its private members, as shown
in (b). It is OK, however, if the object is declared in its
own class, as shown in (a).

public class Foo { public class Test {


private boolean x; public static void main(String[] args) {
Foo foo = new Foo();
public static void main(String[] args) { System.out.println(foo.x);
Foo foo = new Foo(); System.out.println(foo.convert(foo.x));
System.out.println(foo.x); }
System.out.println(foo.convert()); }
}

private int convert(boolean b) {


return x ? 1 : -1;
}
}
(b) This is wrong because x and convert are private in Foo.
(a) This is OK because object foo is used inside the Foo class
Why Data Fields Should Be private?

ü To protect data.

ü To make class easy to maintain.


Example of Data Field Encapsulation

Circle
The - sign indicates
private modifier -radius: double The radius of this circle (default: 1.0).
-numberOfObjects: int The number of circle objects created.

+Circle() Constructs a default circle object.


+Circle(radius: double) Constructs a circle object with the specified radius.
+getRadius(): double Returns the radius of this circle.
+setRadius(radius: double): void Sets a new radius for this circle.
+getNumberOfObject(): int Returns the number of circle objects created.
+getArea(): double Returns the area of this circle.
Passing Objects to Methods

✓ Passing by value for primitive type value (the value is passed to


the parameter)
✓ Passing by value for reference type value (the value is the
reference to the object)
Passing Objects to Methods, cont.

Stack Pass by value (here


the value is 5)
Space required for the
printAreas method Pass by value
int times: 5 (here the value is
Circle c: reference the reference for
the object) Heap
Space required for the
main method
int n: 5 A circle
myCircle: reference object
Array of Objects

Circle[] circleArray = new Circle[10];

ü An array of objects is actually an array of reference


variables. So invoking circleArray[1].getArea() involves
two levels of referencing as shown in the next slide.
circleArray references to the entire array. circleArray[1]
references to a Circle object.
Array of Objects, cont.
Circle[] circleArray = new Circle[10];

circleArray reference circleArray[0] Circle object 0


circleArray[1]

… Circle object 1

circleArray[9] Circle object 9


References

´ Material presented in these slides is adopted from the following source;


´ Liang, Introduction to Java Programming

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