CH09 Objects and Classes
CH09 Objects and Classes
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Objectives
❑ To describe objects and classes, and use classes to model objects (§9.2).
❑ To use UML graphical notation to describe classes and objects (§9.2).
❑ To demonstrate how to define classes and create objects (§9.3).
❑ To create objects using constructors (§9.4).
❑ To access objects via object reference variables (§9.5).
❑ To define a reference variable using a reference type (§9.5.1).
❑ To access an object’s data and methods using the object member access operator
(.) (§9.5.2).
❑ To define data fields of reference types and assign default values for an object’s
data fields (§9.5.3).
❑ To distinguish between object reference variables and primitive data type
variables (§9.5.4).
❑ To use the Java library classes Date, Random, and Point2D (§9.6).
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Objectives
❑ To distinguish between instance and static variables and methods (§9.7).
❑ To define private data fields with appropriate get and set methods (§9.8).
❑ To encapsulate data fields to make classes easy to maintain (§9.9).
❑ To develop methods with object arguments and differentiate between primitive-
type arguments and object-type arguments (§9.10).
❑ To store and process objects in arrays (§9.11).
❑ To create immutable objects from immutable classes to protect the contents of
objects (§9.12).
❑ To determine the scope of variables in the context of a class (§9.13).
❑ To use the keyword this to refer to the calling object itself (§9.14).
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OO Programming Concepts
Object-oriented programming (OOP) involves
programming using objects.
– An object represents an entity in the real world that
can be distinctly identified.
For example, a student, a desk, a circle, a button, and even
a loan can all be viewed as objects.
– 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.
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Objects
Class Name: Circle A class template
Data Fields:
radius is _______
Methods:
getArea
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Classes
class Circle {
/** The radius of this circle */
double radius = 1.0; Data field
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UML Class Diagram
UML Class Diagram Circle Class name
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Example: Defining Classes and
Creating Objects
Class: SimpleCircle →
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class SimpleCircle {
double radius;
SimpleCircle() { → /** Construct a circle with radius 1 */
radius = 1;
}
SimpleCircle(double newRadius) { → /** Construct a circle with a specified radius */
radius = newRadius;
}
double getArea() { → /** Return the area of this circle */
return radius * radius * Math.PI;
}
double getPerimeter() { → /** Return the perimeter of this circle */
return 2 * radius * Math.PI;
}
void setRadius(double newRadius) { →/** Set a new radius for this circle */
radius = newRadius;
}
}
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public class TestSimpleCircle {
/** Main method */
public static void main(String[] args) {
// Create a circle with radius 1
SimpleCircle circle1 = new SimpleCircle();
System.out.println("The area of the circle of radius " + circle1.radius + " is " +
circle1.getArea());
// Create a circle with radius 25
SimpleCircle circle2 = new SimpleCircle(25);
System.out.println("The area of the circle of radius "
+ circle2.radius + " is " + circle2.getArea());
// Create a circle with radius 125
SimpleCircle circle3 = new SimpleCircle(125);
System.out.println("The area of the circle of radius "
+ circle3.radius + " is " + circle3.getArea());
// Modify circle radius
circle2.radius = 100; // or circle2.setRadius(100)
System.out.println("The area of the circle of radius "
+ circle2.radius + " is " + circle2.getArea());
}
} Liang, Introduction to Java Programming, Tenth Edition, Global Edition. © Pearson Education Limited 2015
Example: Defining Classes and Creating Objects
TV
channel: int The current channel (1 to 120) of this TV.
volumeLevel: int The current volume level (1 to 7) of this TV.
on: boolean Indicates whether this TV is on/off.
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public class TV {
int channel = 1; // Default channel is 1
int volumeLevel = 1; // Default volume level is 1
boolean on = false; // By default TV is off
public TV() {
} public void channelDown() {
public void turnOn() { if (on && channel > 1)
on = true; channel--;
} }
public void turnOff() { public void volumeUp() {
on = false; if (on && volumeLevel < 7)
} volumeLevel++;
public void channelUp() { }
if (on && channel < 120) public void volumeDown() {
channel++; if (on && volumeLevel > 1)
} volumeLevel--;
}
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// Continue with previous slide
public class TV {
.
.
.
}
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public class TestTV {
public static void main(String[] args) {
TV tv1 = new TV();
tv1.turnOn();
tv1.setChannel(30);
tv1.setVolume(3);
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Constructors
Constructors are a special
Circle() { kind of methods that are
} invoked to construct objects.
Circle(double newRadius) {
radius = newRadius;
}
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Constructors, cont.
A constructor with no parameters is referred to as a
no-arg constructor.
· Constructors must have the same name as the
class itself.
· Constructors do not have a return type—not
even void.
· Constructors are invoked using the new
operator when an object is created. Constructors
play the role of initializing objects.
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Creating Objects Using
Constructors
new ClassName();
Example:
new Circle();
new Circle(5.0);
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Default Constructor
A class may be defined without constructors.
– In this case, a no-arg constructor with an empty
body is implicitly defined in the class.
– This constructor, called a default constructor, is
provided automatically only if no constructors
are explicitly defined in the class.
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Declaring Object Reference Variables
To reference an object, assign the object to a reference
variable.
ClassName objectRefVar;
Example:
Circle myCircle;
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Declaring/Creating Objects
in a Single Step
ClassName objectRefVar = new ClassName();
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Accessing Object’s Members
❑ Referencing the object’s data:
objectRefVar.data
e.g., myCircle.radius
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animation
Trace Code
Declare myCircle
yourCircle.radius = 100;
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animation
radius: 5.0
Create a circle
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animation
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animation
radius: 5.0
yourCircle no value
Declare yourCircle
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animation
radius: 5.0
yourCircle no value
: Circle
Create a new radius: 1.0
Circle object
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animation
radius: 5.0
radius: 1.0
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animation
radius: 5.0
: Circle
Change radius in radius: 100.0
yourCircle
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Caution
Recall that you use Math class methods
Math.methodName(arguments) (e.g., Math.pow(3, 2.5))
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Reference Data Fields
The data fields can be of reference types. For example,
the following Student class contains a data field name of
the String type.
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The null Value
If a data field of a reference type does not
reference any object, the data field holds a
special literal value, null.
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Default Value for a Data Field
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.
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);
}
} Liang, Introduction to Java Programming, Tenth Edition, Global Edition. © Pearson Education Limited 2015 34
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);
}
}
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Differences between Variables of
Primitive Data Types and Object Types
Created using new Circle()
Primitive type int i = 1 i 1
radius = 1
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Copying Variables of Primitive
Data Types and Object Types
Primitive type assignment i = j
Before: After:
i 1 i 2
j 2 j 2
Before: After:
c1 c1
c2 c2
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Garbage Collection
As shown in the previous figure, after the
assignment statement c1 = c2, c1 points to
the same object referenced by c2.
The object previously referenced by c1 is no
longer referenced.
This object is known as garbage. Garbage is
automatically collected by JVM.
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Garbage Collection, cont
TIP: If you know that an object is no longer
needed, you can explicitly assign null to a
reference variable for the object.
The JVM will automatically collect the space
if the object is not referenced by any
variable.
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The Date Class
Java provides a system-independent encapsulation of date
and time in the java.util.Date class. 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.
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The Date Class Example
For example, the following code
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The Random Class
You have used Math.random() to obtain a random double
value between 0.0 and 1.0 (excluding 1.0). 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.
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The Random Class Example
If two Random objects have the same seed, they will generate
identical sequences of numbers. For example, the following
code creates two Random objects with the same seed 3.
Random random1 = new Random(3);
System.out.print("From random1: ");
for (int i = 0; i < 10; i++)
System.out.print(random1.nextInt(1000) + " ");
Random random2 = new Random(3);
System.out.print("\nFrom random2: ");
for (int i = 0; i < 10; i++)
System.out.print(random2.nextInt(1000) + " ");
From random1: 734 660 210 581 128 202 549 564 459 961
From random2: 734 660 210 581 128 202 549 564 459 961
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The Point2D Class
Java API has a conveninent Point2D class in the
javafx.geometry package for representing a point in a two-
dimensional plane.
Point2D Run
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import java.util.Scanner;
import javafx.geometry.Point2D;
public class TestPoint2D {
public static void main(String[] args) {
Scanner input = new Scanner(System.in);
System.out.print("Enter point1's x-, y-coordinates: ");
double x1 = input.nextDouble();
double y1 = input.nextDouble();
System.out.print("Enter point2's x-, y-coordinates: ");
double x2 = input.nextDouble();
double y2 = input.nextDouble();
Point2D p1 = new Point2D(x1, y1);
Point2D p2 = new Point2D(x2, y2);
System.out.println("p1 is " + p1.toString());
System.out.println("p2 is " + p2.toString());
System.out.println("The distance between p1 and p2 is " +
p1.distance(p2));
System.out.println("The midpoint between p1 and p2 is " +
p1.midpoint(p2).toString());
}
} Liang, Introduction to Java Programming, Tenth Edition, Global Edition. © Pearson Education Limited 2015
Instance
Variables, and Methods
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Static Variables, Constants,
and Methods
Static variables are shared by all the instances of the
class.
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Static Variables, Constants,
and Methods, cont.
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Static Variables, Constants,
and Methods, cont.
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Example of
Using Instance and Class Variables
and Method
Objective: 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.
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public class CircleWithStaticMembers {
double radius;
static int numberOfObjects = 0;
CircleWithStaticMembers() {
radius = 1.0;
numberOfObjects++;
}
CircleWithStaticMembers(double newRadius) {
radius = newRadius;
numberOfObjects++;
}
static int getNumberOfObjects() {
return numberOfObjects;
}
double getArea() {
return radius * radius * Math.PI;
}
} Liang, Introduction to Java Programming, Tenth Edition, Global Edition. © Pearson Education Limited 2015
public class TestCircleWithStaticMembers {
public static void main(String[] args) {
System.out.println("Before creating objects");
System.out.println("The number of Circle objects is " +
CircleWithStaticMembers.numberOfObjects);
❑ private
The data or methods can be accessed only by the declaring
class.
The get and set methods are used to read and modify private
properties.
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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.
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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).
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Why Data Fields Should Be
private?
To protect data.
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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.
CircleWithPrivateDataFields
TestCircleWithPrivateDataFields Run
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public class CircleWithPrivateDataFields {
private double radius = 1;
private static int numberOfObjects = 0;
public CircleWithPrivateDataFields() {
numberOfObjects++;
}
public CircleWithPrivateDataFields(double newRadius) {
radius = newRadius;
numberOfObjects++;
}
public double getRadius() { return radius; }
public void setRadius(double newRadius) {
radius = (newRadius >= 0) ? newRadius : 0;
}
public static int getNumberOfObjects() {
return numberOfObjects;
}
public double getArea() {
return radius * radius * Math.PI;
}
} Liang, Introduction to Java Programming, Tenth Edition, Global Edition. © Pearson Education Limited 2015
public class TestCircleWithPrivateDataFields {
/** Main method */
public static void main(String[] args) {
// Create a Circle with radius 5.0
CircleWithPrivateDataFields myCircle = new CircleWithPrivateDataFields(5.0);
System.out.println("The area of the circle of radius "
+ myCircle.getRadius() + " is " + myCircle.getArea());
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Passing Objects to Methods
TestPassObject Run
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public class TestPassObject {
public static void main(String[] args) {
CircleWithPrivateDataFields myCircle = new CircleWithPrivateDataFields(1);
// Print areas for radius 1, 2, 3, 4, and 5.
int n = 5;
printAreas(myCircle, n); // method call
// See myCircle.radius and times
System.out.println("\n" + "Radius is " + myCircle.getRadius());
System.out.println("n is " + n);
}
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Array of Objects
Circle[] circleArray = new Circle[10];
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Array of Objects, cont.
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Array of Objects, cont.
public class TotalArea {
public static void main(String[] args) {
……
}
/** Create an array of Circle objects */
public static CircleWithPrivateDataFields[] createCircleArray() {
…
}
return sum;
}
}
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Immutable Objects and Classes
If the contents of an object cannot be changed once the object
is created, the object is called an immutable object and its class
is called an immutable class.
If you delete the set method in the Circle class in Listing 8.10, the
class would be immutable because radius is private and cannot be
changed without a set method.
A class with all private data fields and without mutators is not
necessarily immutable.
For example, the following class Student has all private data fields
and no mutators, but it is mutable.
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Example public class BirthDate {
private int year;
public class Student {
private int month;
private int id;
private BirthDate birthDate; private int day;
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What Class is Immutable?
For a class to be immutable,
1. it must mark all data fields private and provide no mutator
methods and
2. no accessor methods that would return a reference to a
mutable data field object.
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Scope of Variables
❑ The scope of instance and static variables is the
entire class. They can be declared anywhere inside
a class.
❑ The scope of a local variable starts from its
declaration and continues to the end of the block
that contains the variable. A local variable must be
initialized explicitly before it can be used.
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The this Keyword
❑ The this keyword is the name of a reference that
refers to an object itself. One common use of the
this keyword is reference a class’s hidden data
fields.
❑ Another common use of the this keyword to
enable a constructor to invoke another
constructor of the same class.
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Reference the Hidden Data Fields
public class F { Suppose that f1 and f2 are two objects of F.
private int i = 5; F f1 = new F(); F f2 = new F();
private static double k = 0;
Invoking f1.setI(10) is to execute
void setI(int i) { this.i = 10, where this refers f1
this.i = i;
} Invoking f2.setI(45) is to execute
this.i = 45, where this refers f2
static void setK(double k) {
F.k = k;
}
}
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Calling Overloaded Constructor
public class Circle {
private double radius;