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192 views475 pages

Objectorienteddesignnpatterns Cayhorstmann 2nd

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

Design
&
Patterns
Second Edition

Cay Horstmann
San Jose State University

John Wiley & Sons, Inc.


PUBLISHER: Bruce Spatz
SENIOR EDITORIAL ASSISTANT: Bridget Morrisey
PROJECT MANAGER: Cindy Johnson, Publishing Services
DIRECTOR OF MARKETING: Frank Lyman
SENIOR PRODUCTION MANAGER: Ken Santor
COVER DESIGNER: Harold Nolan
COVER PHOTO: © Corbis/Media Bakery

This book was set in Adobe Caslon by Publishing Services and printed and bound by Malloy,
Inc. The cover was printed by Phoenix Color Corporation.

This book is printed on acid-free paper. ∞

Copyright © 2006 John Wiley & Sons, Inc. All rights reserved.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in
any form or by any means, electronic, mechanical, photocopying, recording, scanning, or oth-
erwise, except as permitted under Section 107 or 108 of the 1976 United States Copyright
Act, without either the prior written permission of the Publisher, or authorization through
payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood
Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher
for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc.,
111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008.
To order books or for customer service, please call 1-800-CALL-WILEY (225-5945).

ISBN 0-471-74487-5
Printed in the United States of America
10 9 8 7 6 5 4 3 2 1
Preface
Making Object-Oriented Design Accessible
This book is an introduction to object-oriented design and design patterns at an
elementary level. It is intended for students with at least one semester of program-
ming in an object-oriented language such as Java or C++.
I wrote this book to solve a common problem. When students first learn an
object-oriented programming language, they cannot be expected to instantly mas-
ter object-oriented design. Yet, students should learn the principles of object-ori-
ented design early enough to put them to work throughout the computer science
curriculum.
This book is suitable for a second or third course in computer science—no back-
ground in data structures is required, and students are not assumed to have experi-
ence with developing large software systems. Alternatively, the book can be used
as a companion text in a course in software engineering. (If you need a custom
version of this book for integration into another course, please contact your Wiley
sales representative.)
This second edition is fully updated for Java 5.0, including
 the use of generic collections and the “for each” loop
 a detailed discussion of parameterized type constraints
 auto-boxing and varargs methods, particularly in the reflection API
 multithreading with the java.util.concurrent package

Integration of Design Patterns


The most notable aspect of this book is the manner in which the coverage of
design patterns is interwoven with the remainder of the material. For example,
 Swing containers and components motivate the COMPOSITE pattern.
 Swing scroll bars motivate the DECORATOR pattern, and Swing borders are
examined as a missed opportunity for that pattern.
 Java streams give a second example of the DECORATOR pattern. Seeing the
pattern used in two superficially different ways greatly clarifies the pattern
concept.
iv PREFACE

Without memorable examples, design patterns are just words. In order to visualize
design patterns, this book uses examples from graphical user interface programming.
Students will remember how a component is decorated by scroll bars, and how layout
managers carry out different strategies. (A small and carefully selected subset of Swing is
used for this purpose.)

A Foundation for Further Study


After covering the material in this book, students will have mastered the following topics
in three subject areas:
1. Object-oriented design
 A simple design methodology
 CRC cards and UML diagrams
 Design patterns
2. Advanced Java language
 Interface types, polymorphism, and inheritance
 Inner classes
 Reflection
 Generic types
 Multithreading
 Collections
3. User interface programming
 Building Swing applications
 Event handling
 Java 2D graphics programming
These skills clearly form a useful foundation for advanced computer science courses. In
fact, students who have completed this book will have encountered all features of the Java
language (but not, of course, the entire standard Java library, which is too huge for any
one person to master). One advantage of using Java is indeed that students can compre-
hend the entire language. Contrast that with C++, a language that is so complex that
virtually no one can truthfully claim to understand all of its subtleties.
In summary: Use this book if you want your students to understand object-oriented
design and design patterns early in the curriculum. As a bonus, your students will gain a
complete overview of the Java language, and they will be able to program simple Swing
user interfaces.

Programming and Design Tools


Another important aspect of this book is the coverage of tools. While many C++
programmers live their entire programming life in a large and complex integrated
Preface v

environment, the Java culture has embraced the use of different tools such as BlueJ,
javadoc, and JUnit. Due to the reflective nature of the Java language, there are many
interesting experimental tools. I highlight a number of them in the hope that students
will gain an interest and aptitude in evaluating and selecting tools that fit their working
style.
Students who learn object-oriented design also should become familiar with drawing
UML diagrams. An easy-to-use and no-cost tool for this purpose, the Violet UML edi-
tor, is provided for their use. Chapter 8 of this book introduces the framework on which
Violet is based. All UML diagrams in this book were drawn with Violet.

A Tour of the Book


Chapter 1 A Crash Course in Java
This chapter introduces the basic syntax of Java and can serve either as a refresher or as a
transition for students with a background in C++. Topics covered include
 Defining classes and methods
 Objects and object references
 Exploring objects with BlueJ
 Documentation comments
 Numbers, strings, and arrays
 Packages
 Exception handling
 Common utility classes: ArrayList and Scanner
 Programming style guidelines

Chapter 2 The Object-Oriented Design Process


This chapter introduces the process of object-oriented design, CRC cards, and UML
notation. It presents a case study of a simple voice mail system to illustrate the design
process, starting with the project’s specification and culminating in its Java implementa-
tion. Topics covered include
 Identifying classes and methods
 Relationships between classes
 CRC cards
 UML class, sequence, and state diagrams
 Case study
vi PREFACE

Chapter 3 Guidelines for Class Design


Unlike Chapter 2, which took a top-down view of the discovery of classes and their rela-
tionships, this chapter focuses on the design of a single class or a small group of related
classes. Topics covered include
 Designing and implementing the interface of a class
 The importance of encapsulation
 Analyzing the quality of an interface
 Programming by contract: preconditions, postconditions, and invariants

Chapter 4 Interface Types and Polymorphism


This chapter introduces the notation of the Java interface type, without mentioning
inheritance. This approach has an important advantage: The reader learns about poly-
morphism in its purest form, without being burdened by technical matters such as super-
class construction or the invocation of superclass methods.
The chapter also introduces the Swing user interface toolkit and AWT drawing opera-
tions. It starts with the Icon interface type, which allows the placement of arbitrary
drawings in a frame.
Anonymous classes are introduced as an easy mechanism for “ad-hoc” objects that imple-
ment a particular interface type. They are then put to use for Swing user interface
actions.
Up to this point, all interface types have been supplied in the standard library. The chap-
ter ends with the design of a custom interface type. Topics covered include
 Frames, images, and shapes
 The Icon interface type
 The Comparable and Comparator interface types
 Anonymous classes
 User interface actions
 Designing interface types

Chapter 5 Patterns and GU I Programming


This chapter introduces the concept of patterns and covers a number of patterns that
arise in the Swing user interface toolkit and the Java collections library. Topics include
 Alexander’s architectural patterns
 Software design patterns
 The ITERATOR pattern as an example of a design pattern
 The OBSERVER pattern, model/view/controller, and Swing listeners
 The STRATEGY pattern and layout managers
 The COMPOSITE pattern, user interface components and containers
 The DECORATOR pattern, scroll panes, and borders
Preface vii

Chapter 6 Inheritance and Abstract Classes


This chapter introduces the mechanics of inheritance using examples from the AWT
graphics library. There is an extensive discussion of abstract classes, a topic that many
beginners find challenging. An abstract shape class lays the foundation for the graph edi-
tor framework created in Chapter 8. Several inheritance hierarchies are examined,
including the hierarchies of Swing components, geometric shapes, and exception classes.
The chapter discusses advanced exception handling, including the definition of new
exception classes (which, of course, requires inheritance). The chapter closes with a dis-
cussion of when not to use inheritance. Topics covered include
 Defining and implementing subclasses
 Invoking superclass constructors and methods
 Abstract classes and the TEMPLATE METHOD pattern
 The inheritance hierarchy of Swing components
 The inheritance hierarchy of graphical shapes in the java.awt.geom package
 The inheritance hierarchy of exception classes
 When not to use inheritance

Chapter 7 The Java Object Model


This chapter covers the Java type system in detail and introduces the important reflection
capabilities of Java. It then moves on to a rigorous treatment of the fundamental methods
of the Object class: toString, equals, hashCode, and clone. Generics are discussed at an
intermediate level, going well beyond the basics but stopping short of discussing techni-
cal minutiae. As an application of reflection techniques, the JavaBeans component model
and the implementation of JavaBeans properties are introduced. Topics covered include
 The Java type system, primitive types, wrappers, and array types
 Type inquiry and reflection
 Object equality and cloning
 Serialization
 Generic types
 Components and JavaBeans

Chapter 8 Frameworks
This capstone chapter culminates in the development of a graph editor framework and
its specialization to a UML class diagram editor. Topics covered include
 The framework concept
 Applets as a simple framework
 The collections framework
 Application frameworks
 The graph editor framework
viii PREFACE

Chapter 9 Multithreading
This chapter introduces the multithreading primitives of the Java language, thus
completing the students’ introduction to Java language semantics. The synchronization
primitives can be challenging for students to grasp because they tightly combine several
related features. I first cover the Lock and Condition classes in the java.util.concur-
rent package, then use that background to explain the built-in locks and wait sets.
Topics covered include
 Threads and the Runnable interface type
 Interrupting threads
 Thread synchronization
 The java.util.concurrent package
 An application: Algorithm animation

Chapter 10 More Design Patterns


The book concludes with a chapter that covers additional important design patterns. A
summary at the end of the chapter briefly describes additional classical design patterns
whose coverage is beyond the scope of this book. Topics covered include
 The ADAPTER pattern
 Actions and the COMMAND pattern
 The FACTORY METHOD pattern
 The PROXY pattern
 The SINGLETON pattern
 The VISITOR pattern
 Other design patterns
Figure 1 shows the dependencies between the chapters.

Pedagogical Structure
Each chapter begins with an introduction and listing of the chapter topics. Concepts and
principles are presented in the context of programming examples, and many example
programs are printed in their entirety in the text to encourage students to read and
understand code listings. Complete source code for all of the examples in the text is
available from the book’s Web site at http://www.wiley.com/college/horstmann (see
pages xvii–xix for a listing of the example programs that accompany this book).
Throughout the chapters, there are several kinds of special features to help your students.
These features are specially marked so they don’t interrupt the flow of the main material.
Key concepts are highlighted
Margin notes highlight important topics and help students navigate
with margin notes. the core material of each chapter by highlighting where new concepts
are introduced.
Preface ix

1
A Crash Course in Java
(optional)

2
The Object-Oriented
Design Process

3
Guidelines for
Class Design

4 9
Interface Types and Multithreading
Polymorphism (optional)

5
Patterns and
GUI Programming

6 10
Inheritance and More Design Patterns
Abstract Classes (optional)

7.7
Generic Types
(optional)
7.1–7.5 7.6
The Java Reflection
Object Model (optional)
7.8
JavaBeans Components
(optional)

8.5
8.1–8.4
Enhancing the Graph
Frameworks
Editor Framework (optional)

F ig u r e 1

Dependencies Between the Chapters


x PREFACE

Special Topics introduce background material or advanced subjects that can be skipped.
Several data structures that students in a second course may not have been introduced to
are presented in these Special Topics, making them available as needed. Other Special
Topics address features of languages other than Java that relate to the design principles in
the chapter. (See page xvi for a list of these topics by chapter.)
Design Patterns are specially marked with this icon. Each design pattern is presented in a
standard format that includes the context in which the pattern is useful, the solution that
the pattern provides, and a UML diagram of the pattern elements. Most design patterns
are then followed by a table that shows students how the pattern’s structure is applied to
the example discussed in that section. (See page xvi for a list of patterns by chapter.)

NOTE Notes highlight important or interesting material, such as tips or pointers for further
reading.

INTERNET Internet notes contain links to further information on the Internet, including
locations for downloadable programming tools, documentation, and articles related to chap-
ter topics.

TIP Tips are used liberally throughout the text to explain good programming practices and
to help students avoid common errors.

Web Resources
Additional resources can be found on the book’s Web site at http://www.wiley.com/
college/horstmann. These resources include:

 Solutions to selected exercises (accessible to students)


 Solutions to all exercises (for instructors only)
 Help with common compilers
 Presentation slides for lectures
 Source code for all examples in the book

The Violet UML Editor


Students may download Violet, an easy-to-use and no-cost UML editor, at http://
horstmann.com/violet. Violet was used to draw the UML diagrams in the text, so
students can use this same tool to create similar diagrams for the programs they design.
Preface xi

Acknowledgments
Many thanks to Bruce Spatz, Bill Zobrist, Bridget Morrisey, Catherine Shultz, Phyllis
Cerys, Ken Santor, and Lisa Gee at John Wiley & Sons for their support for this book
project.
I am very grateful to the many individuals who reviewed the manuscript, found embar-
rassing errors, made valuable suggestions, contributed to the supplements, and helped
me make the book more student friendly:
Carl G. Alphonce, University of Buffalo
Bill Bane, Tarleton State University
Dwight Barnette, Virginia Polytechnic Institute and State University
Alfred Benoit, Johnson & Wales University
Richard Borie, University of Alabama
Bruce Char, Drexel University
Chia Chen, Tuskegee University
Ashraful Chowdhury, Georgia Perimeter College
David M. Dacus, Mountain View College
Roger deBry, Utah Valley State College
Preetam Desai, University of Missouri, St. Louis
Chris Dovolis, University of Minnesota
Robert Duvall, Duke University
Anne B. Horton, AT&T Laboratories
Robert Kelly, State University of New York, Stony Brook
Walter W. Kirchherr, San Jose State University
Blayne Mayfield, Oklahoma State University
Marlene Miller
Evelyn Obaid, San Jose State University
Edward G. Okie, Radford University
Jong-Min Park, San Diego State University
Richard Pattis, Carnegie Mellon University
Hao Pham, San Jose State University
Gary Pollice, Worcester Polytechnic Institute
Saeed Rajput, Florida Atlantic University
Gopal Rao, California State University, Sacramento
Mike Rowe, University of Wisconsin, Platteville
Ken Slonneger, University of Iowa
xii PREFACE

Richard L. Upchurch, University of Massachusetts, Dartmouth


Phil Ventura, State University of West Georgia
Victor Yu, DeAnza College
Steven J. Zeil, Old Dominion University
Rong Zhao, State University of New York, Stony Brook
I appreciate the enthusiasm and patience of my students at San Jose State University who
participated in courses based on early versions of this book and provided valuable feed-
back for the development of this second edition.
Finally, a special thanks to Cindy Johnson of Publishing Services, who served as editor,
production supervisor, liaison with the publisher, general troubleshooter, and in innu-
merable other roles. Her work was essential for quality, timeliness, and sanity, through-
out the production of this book.
Contents
Preface iii

 Chapter 1 A Crash Course in Java 1


1.1 “Hello, World!” in Java 2
1.2 Documentation Comments 6
1.3 Primitive Types 9
1.4 Control Flow Statements 12
1.5 Object References 12
1.6 Parameter Passing 14
1.7 Packages 16
1.8 Basic Exception Handling 18
1.9 Strings 21
1.10 Reading Input 23
1.11 Array Lists and Linked Lists 23
1.12 Arrays 26
1.13 Static Fields and Methods 28
1.14 Programming Style 29

 Chapter 2 The Object-Oriented Design Process 35


2.1 From Problem to Code 36
2.2 The Object and Class Concepts 39
2.3 Identifying Classes 41
2.4 Identifying Responsibilities 45
2.5 Relationships Between Classes 46
2.6 Use Cases 48
2.7 CRC Cards 50
2.8 UML Class Diagrams 53
2.9 Sequence Diagrams 58
2.10 State Diagrams 60
2.11 Using javadoc for Design Documentation 61
2.12 Case Study: A Voice Mail System 62

 Chapter 3 Guidelines for Class Design 89


3.1 An Overview of the Date Classes in the Java Library 90
3.2 Designing a Day Class 94
3.3 Three Implementations of the Day Class 98
3.4 The Importance of Encapsulation 109
3.5 Analyzing the Quality of an Interface 118
3.6 Programming by Contract 122
3.7 Unit Testing 131
xiv CONTENTS

 Chapter 4 Interface Types and Polymorphism 137


4.1 The Icon Interface Type 138
4.2 Polymorphism 143
4.3 The Comparable Interface Type 144
4.4 The Comparator Interface Type 147
4.5 Anonymous Classes 148
4.6 Frames and User Interface Components 151
4.7 User Interface Actions 153
4.8 Timers 157
4.9 Drawing Shapes 159
4.10 Designing an Interface Type 164

 Chapter 5 Patterns and GU I Programming 173


5.1 The Iterator as a Pattern 174
5.2 The Pattern Concept 176
5.3 The OBSERVER Pattern 180
5.4 Layout Managers and the STRATEGY Pattern 183
5.5 Components, Containers, and the C OMPOSITE Pattern 193
5.6 Scroll Bars and the DECORATOR Pattern 195
5.7 How to Recognize Patterns 198
5.8 Putting Patterns to Work 200

 Chapter 6 Inheritance and Abstract Classes 215


6.1 The Concept of Inheritance 216
6.2 Graphics Programming with Inheritance 223
6.3 Abstract Classes 228
6.4 The TEMPLATE METHOD Pattern 236
6.5 Protected Interfaces 240
6.6 The Hierarchy of Swing Components 243
6.7 The Hierarchy of Standard Geometric Shapes 247
6.8 The Hierarchy of Exception Classes 252
6.9 When Not to Use Inheritance 254

 Chapter 7 The Java Object Model 261


7.1 The Java Type System 262
7.2 Type Inquiry 268
7.3 The Object Class 271
7.4 Shallow and Deep Copy 280
7.5 Serialization 285
7.6 Reflection 287
7.7 Generic Types 294
7.8 JavaBeans Components 302
Contents xv

 Chapter 8 Frameworks 319


8.1 Frameworks 320
8.2 Applets as a Simple Framework 321
8.3 The Collections Framework 324
8.4 A Graph Editor Framework 334
8.5 Enhancing the Graph Editor Framework 353

 Chapter 9 Multithreading 361


9.1 Thread Basics 362
9.2 Thread Synchronization 370
9.3 Animations 387

 Chapter 10 More Design Patterns 397


10.1 The ADAPTER Pattern 398
10.2 Actions and the COMMAND Pattern 401
10.3 The FACTORY METHOD Pattern 406
10.4 The PROXY Pattern 408
10.5 The SINGLETON Pattern 413
10.6 The VISITOR Pattern 415
10.7 Other Design Patterns 422

Glossary 427
Index 437
Photo Credits 451
xvi SPECIAL FEATURES

 Special Topics  Patterns


1 A Crash Course in
Java

2 The Object-Oriented ECMAScript—An Object-Oriented


Design Process Language Without Classes 40
Queues 44

3 Guidelines for Class Total Orderings 91


Design Operator Overloading 97

4 Interface Types Accurate Positioning of Text 163


and Polymorphism

5 Patterns and SHORT PASSAGES 176


GUI Programming ITERATOR 178
OBSERVER 182
STRATEGY 192
COMPOSITE 194
DECORATOR 196

6 lnheritance and Refactoring 234 TEMPLATE METHOD 237


Abstract Classes Multiple Inheritance 246
Stacks 257

7 The Java Object Consequences of the Symmetry FACADE 305


Model Condition for Equality Testing 276
Hash Tables 278
Accessing Java Properties from
JavaScript 308

8 Frameworks PROTOTYPE 337

9 Multithreading Synchronized Blocks 385


Volatile Fields 386

10 More Design Patterns ADAPTER 399


COMMAND 403
FACTORY METHOD 407
PROXY 409
SINGLETON 414
VISITOR 421
Companion Code Listing xvii

 Code in Text  Companion Code


1 A Crash Course in helloworld/GreeterTester.java 3 input/InputTester.java
Java helloworld/Greeter.java 6

2 The Object-Oriented mail/Message.java 75


Design Process mail/MessageQueue.java 75
mail/Mailbox.java 76
mail/Connection.java 78
mail/MailSystem.java 83
mail/Telephone.java 83
mail/MailSystemTester.java 84

3 Guidelines for Class day1/Day.java 100 day1/DayTester.java


Design day2/Day.java 104 day2/DayTester.java
day3/Day.java 107 day3/DayTester.java
queue/MessageQueue.java 124 junit/Day.java
junit/DayTest.java

4 Interface Types icon2/MarsIcon.java 141 action2/ActionTester.java


and Polymorphism sort1/Country.java 145 icon1/IconTester.java
sort1/CountrySortTester.java 146 icon1/MessageTester.java
frame/FrameTester.java 152 icon2/IconTester.java
action1/ActionTester.java 155 icon3/IconTester.java
timer/TimerTester.java 158 sort2/ComparatorTester.java
icon3/CarIcon.java 161 sort2/Country.java
animation/MoveableShape.java 166 sort2/CountryComparatorByName.java
animation/ShapeIcon.java 167 sort3/ComparatorTester.java
animation/AnimationTester.java 167 sort3/Country.java
animation/CarShape.java 168

5 Patterns and mailgui/Telephone.java 187 decorator/ScrollPaneTester.java


GUI Programming layout/FormLayout.java 190 mailgui/Connection.java
layout/FormLayoutTester.java 191 mailgui/Mailbox.java
invoice/LineItem.java 200 mailgui/MailSystem.java
invoice/Product.java 200 mailgui/MailSystemTester.java
invoice/Bundle.java 202 mailgui/Message.java
invoice/DiscountedItem.java 203 mailgui/MessageQueue.java
invoice/InvoiceFormatter.java 207
invoice/SimpleFormatter.java 209
invoice/Invoice.java 209
invoice/InvoiceTester.java 211
xviii COMPANION CODE LISTING

 Code in Text  Companion Code


6 lnheritance and car/CarComponent.java 226 car/CarShape.java
Abstract Classes car/CarMover.java 227 scene1/CarShape.java
scene1/SceneComponent.java 232 scene1/HouseShape.java
scene1/SceneEditor.java 233 scene1/SceneShape.java
scene2/SelectableShape.java 238 scene1/SelectableShape.java
scene2/HouseShape.java 238 scene2/CarShape.java
scene3/CompoundShape.java 240 scene2/SceneComponent.java
scene2/SceneEditor.java
scene2/SceneShape.java
scene3/CarShape.java
scene3/CompoundShape.java
scene3/HouseShape.java
scene3/SceneComponent.java
scene3/SceneEditor.java
scene3/SceneShape.java
scene3/SelectableShape.java

7 The Java Object reflect1/HardHello.java 291 serial1/Employee.java


Model reflect2/FieldTester.java 292 serial1/SerializeEmployeeTester.java
generic/Utils.java 301 serial2/Car.java
generic/UtilsTester.java 302 serial2/SerializeCarTester.java
carbean/CarBean.mf 311
carbean/CarBean.java 313

8 Frameworks applet/BannerApplet.java 323 applet/BannerApplet.html


queue/BoundedQueue.java 328 graphed/GraphFrame.java
queue/QueueTester.java 330 graphed/GraphPanel.java
graphed/Node.java 339 graphed/PointNode.java
graphed/Edge.java 339 graphed/ToolBar.java
graphed/AbstractEdge.java 341 graphed2/AbstractEdge.java
graphed/Graph.java 342 graphed2/CircleNode.java
graphed/SimpleGraph.java 347 graphed2/Edge.java
graphed/SimpleGraphEditor.java 348 graphed2/EnumEditor.java
graphed/CircleNode.java 348 graphed2/FormLayout.java
graphed/LineEdge.java 349 graphed2/Graph.java
graphed2/GraphFrame.java
graphed2/GraphPanel.java
graphed2/LineEdge.java
graphed2/LineStyle.java
graphed2/Node.java
graphed2/PointNode.java
graphed2/PropertySheet.java
graphed2/SimpleGraph.java
graphed2/SimpleGraphEditor.java
graphed2/ToolBar.java
umleditor/AbstractEdge.java
umleditor/ArrowHead.java
umleditor/BentStyle.java
Companion Code Listing xix

 Code in Text  Companion Code


8 Frameworks umleditor/ClassDiagramGraph.java
(continued) umleditor/ClassNode.java
umleditor/ClassRelationshipEdge.java
umleditor/Edge.java
umleditor/EnumEditor.java
umleditor/FormLayout.java
umleditor/Graph.java
umleditor/GraphFrame.java
umleditor/GraphPanel.java
umleditor/LineStyle.java
umleditor/MultiLineString.java
umleditor/MultiLineStringEditor.java
umleditor/Node.java
umleditor/PointNode.java
umleditor/PropertySheet.java
umleditor/RectangularNode.java
umleditor/SegmentedLineEdge.java
umleditor/ShapeEdge.java
umleditor/ToolBar.java
umleditor/UMLEditor.java

9 Multithreading greeting/GreetingProducer.java 363 animation1/MergeSorter.java


greeting/ThreadTester.java 365 animation2/ArrayComponent.java
queue1/ThreadTester.java 371 animation2/MergeSorter.java
queue1/Producer.java 371 queue2/Consumer.java
queue1/Consumer.java 372 queue2/Producer.java
queue1/BoundedQueue.java 373 queue2/ThreadTester.java
queue2/BoundedQueue.java 380 queue3/Consumer.java
queue3/BoundedQueue.java 384 queue3/Producer.java
animation1/Sorter.java 388 queue3/ThreadTester.java
animation1/ArrayComponent.java 389
animation1/AnimationTester.java 390
animation2/Sorter.java 391
animation2/AnimationTester.java 392

10 More Design Patterns adapter/IconAdapter.java 398 adapter/CarIcon.java


adapter/IconAdapterTester.java 399
command/CommandTester.java 404
command/GreetingAction.java 405
proxy/ImageProxy.java 411
proxy/ProxyTester.java 412
visitor/FileSystemNode.java 417
visitor/FileNode.java 418
visitor/DirectoryNode.java 418
visitor/FileSystemVisitor.java 419
visitor/PrintVisitor.java 419
visitor/VisitorTester.java 419
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C h a p t e r 1
A Crash Course
in Java
C H A P T E R T O P I C S

 “Hello, World!” in Java


 Documentation Comments
 Primitive Types
 Control Flow Statements
 Object References
 Parameter Passing
 Packages
 Basic Exception Handling
 Strings
 Reading Input
 Array Lists and Linked Lists
 Arrays
 Static Fields and Methods
 Programming Style

The purpose of this chapter is to teach you the elements of the Java
programming language—or to give you an opportunity to review them—
assuming that you know an object-oriented programming language. In
2 CHAPTER 1 A Crash Course in Java

particular, you should be familiar with the concepts of classes and objects.
If you know C++ and understand classes, member functions, and construc-
tors, then you will find that it is easy to make the switch to Java.

1.1 “Hello, World!” in Java


Classes are the building blocks of Java programs. Let’s start our crash course by looking
at a simple but typical class:
public class Greeter
{
public Greeter(String aName)
{
name = aName;
}

public String sayHello()


{
return "Hello, " + name + "!";
}

private String name;


}
This class has three features:
 A constructor Greeter(String aName) that is used to construct new objects of this
class.
 A method sayHello() that you can apply to objects of this class. ( Java uses the term
“method” for a function defined in a class.)
 A field name. Every object of this class has an instance of this field.
Each feature is tagged as public or private. Implementation details
A class definition contains the
implementation of construc- (such as the name field) are private. Features that are intended for the
tors, methods, and fields. class user (such as the constructor and sayHello method) are public.
The class itself is declared as public as well. You will see the reason in
the section on packages.
To construct an object, you use the new operator, which invokes the constructor.
new Greeter("World")
The new operator returns the constructed object, or, more precisely, a reference to that
object—we will discuss this distinction in detail in the section on object references.
The new operator constructs
The object that the new operator returns belongs to the Greeter class.
new instances of a class. In object-oriented parlance, we say that it is an instance of the Greeter
class. The process of constructing an object of a class is often called
“instantiating the class”.
1.1 “Hello, World!” in Java 3

After you obtain an instance of a class, you can call (or invoke) methods on it. The call
(new Greeter("World")).sayHello()
creates a new object and causes the sayHello method to be executed. The result is the
string "Hello, World!", the concatenation of the strings "Hello, ", name, and "!".
Object-oriented programming
The code that invokes a method is often called the client code. We
follows the “client-server” think of the object as providing a service for the client.
model. The client code You often need variables to store object references that are the result
requests a service by invoking of the new operator or a method call:
a method on an object.
Greeter worldGreeter = new Greeter("World");
String greeting = worldGreeter.sayHello();
Now that you have seen how to define a class, you’re ready to build your first Java pro-
gram, the traditional program that displays the words “Hello, World!” on the screen.
You will define a second class, GreeterTester, to produce the output.

Ch1/helloworld/GreeterTester.java
1 public class GreeterTester
2 {
3 public static void main(String[] args)
4 {
5 Greeter worldGreeter = new Greeter("World");
6 String greeting = worldGreeter.sayHello();
7 System.out.println(greeting);
8 }
9 }

Execution of a Java program


This class has a main method, which is required to start a Java applica-
starts with the main method tion. The main method is static, which means that it doesn’t operate on
of a class. an object. (We will discuss static methods—also called class meth-
ods—in greater detail later in this chapter.) When the application is
launched, there aren’t any objects yet. It is the job of the main method to construct the
objects that are needed to start the program.
The args parameter of the main method holds the command-line arguments, which are
not used in this example. We will discuss command-line arguments in the section on
arrays.
You have already seen the first two statements inside the main method. They construct a
Greeter object, store it in an object variable, invoke the sayHello method, and capture
the result in a string variable. The last statement invokes the println method on the
System.out object. The result is to print the message and a line terminator to the
standard output stream.
To build and execute the program, put the Greeter class inside a file Greeter.java and
the GreeterTester class inside a separate file GreeterTester.java. The directions for
compiling and running the program depend on your development environment.
The Java Software Development Kit (SDK) from Sun Microsystems is a set of
command-line programs for compiling, running, and documenting Java programs.
4 CHAPTER 1 A Crash Course in Java

Versions for several platforms are available at http://java.sun.com/j2se. If you use the
Java SDK, then follow these instructions:
1. Create a new directory of your choice to hold the program files.
2. Use a text editor of your choice to prepare the files Greeter.java and
GreeterTester.java. Place them inside the directory you just created.
3. Open a shell window.
4. Use the cd command to change to the directory you just created.
5. Run the compiler with the command
javac GreeterTester.java
If the Java compiler is not on the search path, then you need to use the full path
(such as /usr/local/jdk1.5.0/bin/javac or c:\jdk1.5.0\bin\javac) instead of
just javac. Note that the Greeter.java file is automatically compiled as well since
the GreeterTester class requires the Greeter class. If any compilation errors are
reported, then make a note of the file and line numbers and fix them.
6. Have a look at the files in the current directory. Verify that the compiler has gen-
erated two class files, Greeter.class and GreeterTester.class.
7. Start the Java interpreter with the command
java GreeterTester

Now you will see a message “Hello, World!” in the shell window (see Figure 1).
The structure of this program is typical for a Java application. The program consists of a
collection of classes. One class has a main method. You run the program by launching the
Java interpreter with the name of the class whose main method contains the instructions
for starting the program activities.

Run compiler
Start interpreter
Message printed

F ig u re 1

Running the “Hello, World!” Program in a Shell Window


1.1 “Hello, World!” in Java 5

Some programming environ-


The BlueJ development environment, developed at Monash Univer-
ments allow you to execute sity, lets you test classes without having to write a new program for
Java code without requiring a every test. BlueJ supplies an interactive environment for constructing
main method. objects and invoking methods on the objects. You can download BlueJ
from http://www.bluej.org.
With BlueJ, you don’t need a GreeterTester class to test the Greeter class. Instead, just
follow these steps.
1. Select “Project → New…” from the menu; point the file dialog box to a directory
of your choice and type in the name of the subdirectory that should hold your
classes—this must be the name of a new directory. BlueJ will create it.
2. Click on the “New Class…” button and type in the class name Greeter. Right-
click on the class rectangle and type in the code of the Greeter class.
3. Click on the “Compile” button to compile the class. Click on the “Close” button.
4. The class is symbolized as a rectangle. Right-click on the class rectangle and select
“new Greeter(aName)” to construct a new object. Call the object worldGreeter
and supply the constructor parameter "World" (including the quotation marks).
5. The object appears in the object workbench. Right-click on the object rectangle
and select “String sayHello( )” to execute the sayHello method.
6. A dialog box appears to display the result (see Figure 2).
As you can see, BlueJ lets you think about objects and classes without fussing with
public static void main.

Class

Result dialog box

Object workbench

F i g u re 2

Testing a Class with BlueJ


6 CHAPTER 1 A Crash Course in Java

1.2 Documentation Comments


Java has a standard form for comments that describe classes and their features. The Java
development kit contains a tool, called javadoc, that automatically generates a conve-
nient set of HTML pages that document your classes.
Documentation comments are delimited by /** and */. Both class and method com-
ments start with freeform text. The javadoc utility copies the first sentence of each
comment to a summary table. Therefore, it is best to write that first sentence with some
care. It should start with an uppercase letter and end with a period. It does not have to be
a grammatically complete sentence, but it should be meaningful when it is pulled out of
the comment and displayed in a summary.
Method and constructor comments contain additional information. For each parameter,
supply a line that starts with @param, followed by the parameter name and a short expla-
nation. Supply a line that starts with @return to describe the return value. Omit the
@param tag for methods that have no parameters, and omit the @return tag for methods
whose return type is void.
Here is the Greeter class with documentation comments for the class and its public
interface.

Ch1/helloworld/Greeter.java
1 /**
2 A class for producing simple greetings.
3 */
4 public class Greeter
5 {
6 /**
7 Constructs a Greeter object that can greet a person or entity.
8 @param aName the name of the person or entity who should
9 be addressed in the greetings.
10 */
11 public Greeter(String aName)
12 {
13 name = aName;
14 }
15
16 /**
17 Greet with a “Hello” message.
18 @return a message containing “Hello” and the name of
19 the greeted person or entity.
20 */
21 public String sayHello()
22 {
23 return "Hello, " + name + "!";
24 }
25
26 private String name;
27 }
1.2 Documentation Comments 7

Your first reaction may well be “Whoa! I am supposed to write all this stuff?” These com-
ments do seem pretty repetitive. But you should still take the time to write them, even if
it feels silly at times. There are three reasons.
First, the javadoc utility will format your comments into a nicely formatted set of
HTML documents. It makes good use of the seemingly repetitive phrases. The first
sentence of each method comment is used for a summary table of all methods of your
class (see Figure 3). The @param and @return comments are neatly formatted in the detail
descriptions of each method (see Figure 4). If you omit any of the comments, then
javadoc generates documents that look strangely empty.

Next, it is possible to spend more time pondering whether a comment


Supply comments for all
methods and public fields of
is too trivial to write than it takes just to write it. In practical pro-
a class. gramming, very simple methods are rare. It is harmless to have a triv-
ial method overcommented, whereas a complicated method without
any comment can cause real grief to future maintenance programmers. According to the
standard Java documentation style, every class, every method, every parameter, and every
return value should have a comment.
Finally, it is always a good idea to write the method comment first, before writing the
method code. This is an excellent test to see that you firmly understand what you need to
program. If you can’t explain what a class or method does, you aren’t ready to implement
it.

Fi g u re 3

A javadoc Class Summary


8 CHAPTER 1 A Crash Course in Java

F ig u re 4

Parameter and Return Value Documentation in javadoc

After you have written the documentation comments, invoke the javadoc utility.
1. Open a shell window.
2. Use the cd command to change to the directory you just created.
3. Run the javadoc utility
javadoc *.java
If the Java development tools are not on the search path, then you need to use the
full path (such as /usr/local/jdk1.5.0/bin/javadoc or c:\jdk1.5.0\bin\java-
doc) instead of just javadoc.

The javadoc utility extracts


The javadoc utility then produces one HTML file for each class
documentation comments and (such as Greeter.html and GreeterTester.html) as well as a file
produces a set of cross-linked index.html and a number of other summary files. The index.html file
HTML files. contains links to all classes.

The javadoc tool is wonderful because it does one thing right: It allows you to put the
documentation together with your code. That way, when you update your programs, you
can see immediately which documentation needs to be updated. Hopefully, you will then
update it right then and there. Afterwards, run javadoc again and get a set of nicely for-
matted HTML pages with the updated comments.

INTERNET The DocCheck program reports any missing javadoc comments. Download it
from http://java.sun.com/j2se/javadoc/doccheck/.
1.3 Primitive Types 9

Fi g u re 5

The Java API Documentation

The Java development kit contains the documentation for all classes in the Java library,
also called the application programming interface or API. Figure 5 shows the documen-
tation of the String class. This documentation is directly extracted from the library
source code. The programmers who wrote the Java library documented every class and
method and then simply ran javadoc to extract the HTML documentation.

TIP Download the SDK documentation from http://java.sun.com/j2se. Install the doc-
umentation into the same location as the Java development kit. Point your browser to the
docs/api/index.html file inside your Java development kit directory, and make a bookmark.
Do it now! You will need to access this information frequently.

1.3 Primitive Types

Java has eight primitive types


In Java, numbers, characters, and Boolean values are not objects but
for integers, floating-point values of a primitive type. Table 1 shows the eight primitive types of
numbers, bytes, characters, the Java language.
and boolean values. To indicate long constants, use a suffix L, such as 10000000000L. Sim-
ilarly, float constants have a suffix F, such as 3.1415927F.
10 CHAPTER 1 A Crash Course in Java

Characters are encoded in Unicode, a uniform encoding scheme for characters in many
languages around the world. Character constants are enclosed in single quotes, such as
'a'. Several characters, such as a newline '\n', are represented as two-character escape

Type Size Range

int 4 bytes –2,147,483,648 . . . 2,147,483,647


long 8 bytes –9,223,372,036,854,775,808L . . .
9,223,372,036,854,775,807L
short 2 bytes –32768 . . . 32767
byte 1 byte –128 . . . 127
char 2 bytes '\u0000' ... '\uFFFF'

boolean false, true

double 8 bytes approximately ± 1.79769313486231570E+308


float 4 bytes approximately ± 3.40282347E+38F

Ta b l e 1

The Primitive Types of the Java Language

Escape Sequence Meaning

\b backspace (\u0008)
\f form feed (\u000C)
\n newline (\u000A)
\r return (\u000D)
\t tab (\u0009)
\\ backslash
\' single quote
\" double quote
\un1n2n3n4 Unicode encoding

Ta b l e 2

Character Escape Sequences


1.3 Primitive Types 11

sequences. Table 2 shows the most common permitted escape sequences. Arbitrary
Unicode characters are denoted by a \u, followed by four hexadecimal digits enclosed in
single quotes. For example, '\u2122' is the trademark symbol (TM).

INTERNET You can find the encodings of tens of thousands of letters in many alphabets at
http://www.unicode.org.

Conversions that don’t incur information loss (such as short to int or float to double)
are always legal. Values of type char can be converted to int. All integer types can be
converted to float or double, even though some of the conversions (such as long to
double) lose precision. All other conversions require a cast:

double x = 10.0 / 3.0; // sets x to 3.3333333333333335


int n = (int) x; // sets n to 3
float f = (float) x; // sets f to 3.3333333

It is not possible to convert between the boolean type and number types.
The Math class implements useful mathematical methods. Table 3 contains some of the
most useful ones. The methods of the Math class do not operate on objects. Instead,
numbers are supplied as parameters. (Recall that numbers are not objects in Java.) For
example, here is how to call the sqrt method:
double y = Math.sqrt(x);

Since the method doesn’t operate on an object, the class name must be supplied to tell
the compiler that the sqrt method is in the Math class. In Java, every method must
belong to some class.

Method Description

Math.sqrt(x) Square root of x , x


Math.pow(x, y) x y ( x > 0, or x = 0 and y > 0, or x < 0 and y is an in
nteger )
Math.toRadians(x) Converts x degrees to radians ( i.e., returns x ⋅ π 180 )
Math.toDegrees(x) Converts x radians to degrees ( i.e., returns x ⋅ 180 π )
Math.round(x) Closest integer to x (as a long)
Math.abs(x) Absolute value x

Ta b l e 3

Mathematical Methods
12 CHAPTER 1 A Crash Course in Java

1.4 Control Flow Statements


The if statement is used for conditional execution. The else branch is optional.
if (x >= 0) y = Math.sqrt(x); else y = 0;
The while and do statements are used for loops. The body of a do loop is executed at least
once.
while (x < target)
{
x = x * a;
n++;
}

do
{
x = x * a;
n++;
}
while (x < target);
The for statement is used for loops that are controlled by a loop counter.
for (i = 1; i <= n; i++)
{
x = x * a;
sum = sum + x;
}
A variable can be defined in a for loop. Its scope extends to the end of the loop.
for (int i = 1; i <= n; i++)
{
x = x * a;
sum = sum + x;
}
// i no longer defined here
Java 5.0 introduces an enhanced form of the for loop. We will discuss that construct later
in this chapter.

1.5 Object References


In Java, an object value is always a reference to an object, or, in other words, a value that
describes the location of the object. For example, consider the statement
Greeter worldGreeter = new Greeter("World");

An object reference describes


The value of the new expression is the location of the newly con-
the location of an object. In structed object. The variable worldGreeter can hold the location of
Java, you manipulate object any Greeter object, and it is being filled with the location of the new
references, not objects. object (see Figure 6.)
1.5 Object References 13

worldGreeter =
Greeter

name = "World"

Fi g u re 6

An Object Reference

There can be multiple variables that store references to the same object. For example,
after the assignment
Greeter anotherGreeter = worldGreeter;
the two object variables refer to the same object (see Figure 7).
When you copy object refer-
If the Greeter class has a setName method that allows modification of
ences, the copy accesses the the object, and if that method is invoked on the object reference, then
same object as the original. both variables access the modified object.

anotherGreeter.setName("Dave");
// now worldGreeter also refers to the changed object
To make a copy of the actual object, instead of just copying the object reference, use the
clone method. Implementing the clone method correctly is a subtle process that is dis-
cussed in greater detail in Chapter 7. However, many library classes have a clone
method. It is then a simple matter to make a copy of an object of such a class. For exam-
ple, here is how you clone a Date object:
Date aDate = . . .;
Date anotherDate = (Date) aDate.clone();
The cast (Date) is necessary because clone is a generic method with return type Object.
In Java, all classes extend the class Object.
The special reference null refers to no object. You can set an object variable to null:
worldGreeter = null;
You can test if an object reference is currently null:
if (worldGreeter == null) . . .

The null reference refers to


If you invoke a method on a null reference, a NullPointerException
no object. is thrown. Unless you supply a handler for the exception, the program
terminates. (Exception handling is discussed later in this chapter.)

worldGreeter =
Greeter
anotherGreeter =
name = "World"

F i g u re 7

A Shared Object
14 CHAPTER 1 A Crash Course in Java

It can happen that an object has no references pointing to it, namely when all object vari-
ables that previously referred to it are filled with other values or have been recycled. In
that case, the memory that was used for storing the object will be automatically
reclaimed by the garbage collector. In Java, you never need to manually recycle memory.

NOTE If you are familiar with the C++ programming language, you will recognize that object
references in Java behave just like pointers in C++. In C++, you can have multiple pointers to
the same value, and a NULL pointer points to no value at all. Of course, in C++, pointers strike
fear in the hearts of many programmers because it is so easy to create havoc with invalid
pointers. It is sometimes said that Java is easier than C++ because it has no pointers. That
statement is not true. Java always uses pointers (and calls them references), so you don’t have
to worry about the distinction between pointers and values. More importantly, the pointers in
Java are safe. It is not possible to create invalid pointers, and the garbage collector automati-
cally reclaims unused objects.

1.6 Parameter Passing


The object reference on which you invoke a method is called the implicit parameter. In
addition, a method may have any number of explicit parameters that are supplied between
parentheses. For example, in the call
myGreeter.setName("Mars");
the reference stored in myGreeter is the implicit parameter, and the string "Mars" is the
explicit parameter. The explicit parameters are so named because they are explicitly
defined in a method, whereas the implicit parameter is implied in the method definition.
Occasionally, you need to refer to the implicit parameter of a method by its special name,
this. For
example, consider the following implementation of the setName method:
public class Greeter
{
. . .
/**
Sets this greeter’s name to the given name.
@param name the new name for this greeter
*/
public void setName(String name)
{
this.name = name;
}
. . .
}

The this reference refers to


The this reference refers to the object on which the method was
the object on which a method invoked (such as myGreeter in the call myGreeter.setName("Mars")).
was invoked. The name field is set to the value of the explicit parameter that is also
called name. In the example, the use of the this reference was neces-
sary to resolve the ambiguity between the name field and the name parameter.
1.6 Parameter Passing 15

Occasionally, the this reference is used for greater clarity, as in the next example.
A method can change the state
In Java, a method can modify the state of an object because the corre-
of an object whose reference sponding parameter variable is set to a copy of the passed object refer-
it receives. ence. Consider this contrived method of the Greeter class:

public class Greeter


{
. . .
/**
Sets another greeter’s name to this greeter’s name.
@param other a reference to the other Greeter
*/
public void copyNameTo(Greeter other)
{
other.name = this.name;
}
. . .
}

Now consider this call:


Greeter worldGreeter = new Greeter("World");
Greeter daveGreeter = new Greeter("Dave");
worldGreeter.copyNameTo(daveGreeter);
Figure 8 shows how the other parameter variable is initialized with the daveGreeter
reference. The copyNameTo method changes other.name, and after the method returns,
daveGreeter.name has been changed.

However, in Java, a method can never update the contents of a variable that is passed as a
parameter. For example, after the call
worldGreeter.copyNameTo(daveGreeter);
the contents of daveGreeter is the same object reference before and after the call. It is
not possible to write a method that would change the contents of daveGreeter to
another object reference. In this regard, Java differs from languages such as C++ and C#
that have a “call by reference” mechanism.
To see that Java does not support call by reference, consider yet another set of contrived
methods. These methods try to modify a parameter, but they have no effect at all.

daveGreeter =
Greeter
other =
name = "Dave"

Fi g u re 8

Accessing an Object through a Parameter Variable


16 CHAPTER 1 A Crash Course in Java

public class Greeter


{
. . .
/**
Tries to copy the length of this greeter’s name into an integer variable.
@param n the variable into which the method tries to copy the length
*/
public void copyLengthTo(int n)
{
// this assignment has no effect outside the method
n = name.length();
}

/**
Tries to set another Greeter object to a copy of this object.
@param other the Greeter object to initialize
*/
public void copyGreeterTo(Greeter other)
{
// this assignment has no effect outside the method
other = new Greeter(name);
}
. . .
}

Let’s call these two methods:


int length = 0;
Greeter worldGreeter = new Greeter("World");
Greeter daveGreeter = new Greeter("Dave");
worldGreeter.copyLengthTo(length);
// has no effect on the contents of length
worldGreeter.copyGreeterTo(daveGreeter);
// has no effect on the contents of daveGreeter

Neither method call has any effect. Changing the value of the param-
Java uses “call by value” when
passing parameters. eter variable does not affect the variable supplied in the method call.
Thus, Java has no call by reference. Java uses the “call by value” mech-
anism for both primitive types and object references.

1.7 Packages
Java classes can be grouped into packages. Package names are dot-separated sequences of
identifiers, such as
java.util
javax.swing
com.sun.misc
edu.sjsu.cs.cs151.alice
1.7 Packages 17

Java uses packages to group


To guarantee the uniqueness of package names, the inventors of Java
related classes and to ensurerecommend that you start a package name with a domain name in
unique class names. reverse (such as com.sun or edu.sjsu.cs), because domain names are
guaranteed to be unique. Then use some other mechanism within your
organization to ensure that the remainder of the package name is unique as well.
You place a class inside a package by adding a package statement as the first statement of
the source file:
package edu.sjsu.cs.cs151.alice;
public class Greeter
{
. . .
}

Any class without a package statement is in the “default package” with no package name.
The full name of a class consists of the package name followed by the class name, such as
edu.sjsu.cs.cs151.alice.Greeter. Some full class name examples from the Java library
are java.util.ArrayList and javax.swing.JOptionPane.

The import directive allows


It is tedious to use these full names in your code. Use the import
programmers to omit package statement to use the shorter class names instead. For example, after
names when referring to you place a statement
classes.
import java.util.Scanner;

into your source file, then you can refer to the class simply as Scanner. If you simulta-
neously use two classes with the same short name (such as java.util.Date and
java.sql.Date), then you are stuck—you must use the full name for one of them.

You can also import all classes from a package:


import java.util.*;

However, you never need to import the classes in the java.lang package, such as String
or Math.

Organize your class files in


Large programs consist of many classes in multiple packages. The
directories that match the class files must be located in subdirectories that match the package
package names. names. For example, the class file Greeter.class for the class
edu.sjsu.cs.cs151.alice.Greeter

must be in a subdirectory
edu/sjsu/cs/cs151/alice

or
edu\sjsu\cs\cs151\alice

of the project’s base directory (see Figure 9). The base directory is the directory that con-
tains all package directories as well as any classes that are contained in the default pack-
age (that is, the package without a name).
18 CHAPTER 1 A Crash Course in Java

Base directory
edu
cs
cs151
alice
Greeter.java

Fi g u re 9

Package Name Must Match the Directory Path

Always compile from the base directory, for example


javac edu/sjsu/cs/cs151/alice/Greeter.java
or
javac edu\sjsu\cs\cs151\alice\Greeter.java

Then the class file is automatically placed in the correct location.


To run a program, you must start the Java virtual machine in the base directory and spec-
ify the full class name of the class that contains the main method:
java edu.sjsu.cs.cs151.alice.Greeter

1.8 Basic Exception Handling


When a program carries out an illegal action, an exception is generated. Here is a com-
mon example. Suppose you initialize a variable with the null reference, intending to
assign an actual object reference later, but then you accidentally use the variable when it
is still null.
String name = null;
int n = name.length(); // Illegal

When an exception occurs and


Applying a method call to null is illegal. The virtual machine now
there is no handler for it, the throws a NullPointerException. Unless your program handles this
program terminates. exception, it will terminate after displaying a stack trace (the sequence
of pending method calls) such as this one:
Exception in thread "main" java.lang.NullPointerException
at Greeter.sayHello(Greeter.java:25)
at GreeterTester.main(GreeterTester.java:6)

Different programming errors lead to different exceptions. For example, trying to open a
file with an illegal file name causes a FileNotFoundException.
1.8 Basic Exception Handling 19

You can also throw your own exceptions if you find that a programmer
Throw an exception to indicate
makes an error when using one of your classes. For example, if you
an error condition that the cur-
rent method cannot handle.require that the parameter of one of your methods should be positive,
and the caller supplies a negative value, you can throw an Illegal-
ArgumentException:
if (n <= 0) throw new IllegalArgumentException("n should be > 0");

There are two categories of


We will discuss the hierarchy of exception types in greater detail in
exceptions: checked and Chapter 6. At this point you need to be aware of an important dis-
unchecked. If you call a tinction between two kinds of exceptions, called checked exceptions and
method that might throw a unchecked exceptions. The NullPointerException is an example of an
checked exception, you must unchecked exception. That is, the compiler does not check that your
either declare it or catch it.
code handles the exception. If the exception occurs, it is detected at
runtime and may terminate your program. The IOException, on the
other hand, is a checked exception. If you call a method that might throw this exception,
you must also specify how you want the program to deal with this failure.
In general, a checked exception is caused by an external condition beyond the program-
mer’s control. Exceptions that occur during input and output are checked because the file
system or network may spontaneously cause problems that the programmer cannot con-
trol. Therefore, the compiler insists that the programmer provide code to handle these
situations.
On the other hand, unchecked exceptions are generally the programmer’s fault. You
should never get a NullPointerException. Therefore, the compiler doesn’t tell you to
provide a handler for a NullPointerException. Instead, you should spend your energy on
making sure that the error doesn’t occur in the first place. Either initialize your variables
properly, or test that they aren’t null before making a method call.
Whenever you write code that might cause a checked exception, you must take one of
two actions:
1. Declare the exception in the method header.
2. Handle (or catch) the exception.
Consider this example. You want to read data from a file.
public void read(String filename)
{
FileReader reader = new FileReader(filename);
. . .
}

If there is no file with the given name, the FileReader constructor throws a
FileNotFoundException. Because it is a checked exception, the compiler insists that you
handle it. However, the implementor of the read method probably has no idea how to
correct this situation. Therefore, the optimal remedy is to let the exception propagate to its
caller. That means that the read method terminates, and that the exception is thrown to
the method that called it.
Whenever a method propagates a checked exception, you must declare the exception in
the method header, like this:
20 CHAPTER 1 A Crash Course in Java

public void read(String filename) throws FileNotFoundException


{
FileReader reader = new FileReader(filename);
. . .
}

TIP There is no shame associated with acknowledging that your method might throw a
checked exception—it is just “truth in advertising”.

If a method can throw multiple exceptions, you list them all, separated by commas. Here
is a typical example. As you will see in Chapter 7, reading objects from an object stream
can cause both an IOException (if there is a problem with reading the input) and a
ClassNotFoundException (if the input contains an object from an unknown class). A
read method can declare that it throws both exceptions:
public void read(String filename)
throws IOException, ClassNotFoundException
When you tag a method with a throws clause, the callers of this method are now put on
notice that there is the possibility that a checked exception may occur. Of course, those
calling methods also need to deal with these exceptions. Generally, the calling methods
also add throws declarations. When you carry this process out for the entire program, the
main method ends up being tagged as well:
public static void main(String[] args)
throws IOException, ClassNotFoundException
{
. . .
}
If an exception actually occurs, the main method is terminated, a stack trace is displayed,
and the program exits.
However, if you write a professional program, you do not want the program to terminate
whenever a user supplies an invalid file name. In that case, you want to catch the excep-
tion. Use the following syntax:
try
{
. . .
code that might throw an IOException
. . .
}
catch (IOException exception)
{
take corrective action
}

When an exception is thrown,


An appropriate corrective action might be to display an error message
the program jumps to the clos- and to inform the user that the attempt to read the file has failed.
est matching catch clause. In most programs, the lower-level methods simply propagate excep-
tions to their callers. Some higher-level method, such as main or a part
of the user interface, catches exceptions and informs the user.
1.9 Strings 21

For debugging purposes, you sometimes want to see the stack trace. Call the print-
StackTrace method like this:
try
{
. . .
}
catch (IOException exception)
{
exception.printStackTrace();
take corrective action
}
Occasionally, a method must carry out an action even if a prior statement caused an
exception. A typical example is closing a file. A program can only open a limited number
of files at one time, and it should close all files that it opened. To ensure that a file is
closed even if an exception occurred during file processing, use the finally clause:
FileReader reader = null;
reader = new FileReader(name);
try
{
. . .
}
finally
{
reader.close();
}

Code in a finally clause


The finally clause is executed when the try block exits without an
is executed during normal exception, and also when an exception is thrown inside the try block.
processing and when an In either case, the close method is called. Note that the FileReader
exception is thrown. constructor is not contained inside the try block. If the constructor
throws an exception, then reader has not yet been assigned a value, and
the close method should not be called.

1.9 Strings
Java strings are sequences of Unicode characters. The charAt method yields the individ-
ual characters of a string. String positions start at 0.
String greeting = "Hello";
char ch = greeting.charAt(1); // sets ch to 'e'

A Java string is an
Java strings are immutable. Once created, a string cannot be changed.
immutable sequence of Thus, there is no setCharAt method. This may sound like a severe
Unicode characters. restriction, but in practice it isn’t. For example, suppose you initialized
greeting to "Hello". You can still change your mind:
greeting = "Goodbye";
The string object "Hello" hasn’t changed, but greeting now refers to a different string
object.
The length method yields the length of a string. For example, "Hello".length() is 5.
22 CHAPTER 1 A Crash Course in Java

F ig u r e 1 0 'H''e''l''l''o'
0 1 2 3 4
Extracting a Substring

Note that the empty string "" of length 0 is different from null—a reference to no string
at all.
The substring method computes substrings of a string. You need to specify the positions
of the first character that you want to include in the substring and the first character that
you no longer want to include. For example, "Hello".substring(1, 3) is the string "el"
(see Figure 10). Note that the difference between the two positions equals the length of
the substring.
Since strings are objects, you need to use the equals method to compare whether two
strings have the same contents.
if (greeting.equals("Hello")) . . . // OK
If you use the == operator, you only test whether two string references have the identical
location. For example, the following test fails:
if ("Hello".substring(1, 3) == "el") . . . // NO
The substring is not at the same location as the constant string "el", even though it has
the same contents.
You have already seen the string concatenation operator: "Hello, " + name is the con-
catenation of the string "Hello, " and the string object to which name refers.
If either argument of the + operator is a string, then the other is converted to a string. For
example,
int n = 7;
String greeting = "Hello, " + n;
constructs the string "Hello, 7".

If a string and an object are concatenated, then the object is converted to a string by
invoking its toString method. For example, the toString method of the Date class in
the java.util package returns a string containing the date and time that is encapsulated
in the Date object. Here is what happens when you concatenate a string and a Date
object:
// default Date constructor sets current date/time
Date now = new Date();
String greeting = "Hello, " + now;
// greeting is a string such as "Hello, Wed Jan 18 16:57:18 PST 2006"
Sometimes, you have a string that contains a number, for example the string "7". To con-
vert the string to its number value, use the Integer.parseInt and Double.parseDouble
methods. For example,
String input = "7";
n = Integer.parseInt(input); // sets n to 7
If the string doesn’t contain a number, or contains additional characters besides a num-
ber, the unchecked NumberFormatException is thrown.
1.10 Reading Input 23

1.10 Reading Input

The Scanner class can be


Starting with Java 5.0, the simplest way to read input in a Java pro-
used to read input from the gram is to use the Scanner class. To read console input, construct a
console or a file. Scanner from System.in. Call the nextInt or nextDouble method to
read an integer or a floating-point number. For example,
Scanner in = new Scanner(System.in);
System.out.print("How old are you? ");
int age = in.nextInt();
If the user types input that is not a number, an (unchecked) InputMismatchException is
thrown. You can protect yourself against that exception by calling the hasNextInt or has-
NextDouble method before calling nextInt or nextDouble.

The next method reads the next whitespace-delimited token, and nextLine reads the
next input line.
You can read input from a file by constructing a Scanner from a FileReader. For exam-
ple, the following loop reads all lines from the file input.txt:
Scanner in = new Scanner(new FileReader("input.txt"));
while (in.hasNextLine())
{
String line = in.nextLine();
. . .
}

1.11 Array Lists and Linked Lists


The ArrayList class of the java.util package lets you collect a sequence of objects of
any type. The add method adds an object to the end of the array list.
ArrayList<String> countries = new ArrayList<String>();
countries.add("Belgium");
countries.add("Italy");
countries.add("Thailand");
Starting with Java 5.0, the ArrayList class is a generic class with a type parameter. The
type parameter (String in our example) denotes the type of the list elements. You can
form array lists of any type, except for primitive types. For example, you can use an
ArrayList<Date> but not an ArrayList<int>.

The size method returns the number of elements in the array list. The get method
returns the element at a given position; legal positions range from 0 to size() - 1. For
example, the following loop prints all elements of the countries list:
for (int i = 0; i < countries.size(); i++)
{
String country = countries.get(i);
System.out.println(country);
}
24 CHAPTER 1 A Crash Course in Java

F ig u r e 1 1

Inserting into an Array List

New value

This loop is so common that Java 5.0 introduces a convenient shortcut: the enhanced for
loop or “for each” loop:
for (String country : countries)
System.out.println(country);
In each loop iteration, the variable before the : is set to the next element of the coun-
tries list.

The set method lets you overwrite an existing element with another:
countries.set(1, "France");
If you access a nonexistent position (< 0 or >= size()), then an IndexOutOfBounds-
Exception is thrown.

Finally, you can insert and remove elements in the middle of the array list.
countries.add(1, "Germany");
countries.remove(0);

An array list is a collection of


These operations move the remaining elements up or down. The
objects that supports efficient name “array list” signifies that the public interface allows both array
access to all storage locations. operations (get/set) and list operations (add/remove).
Inserting and removing elements in the middle of an array list is not
A linked list is a collection of
efficient. All elements beyond the location of insertion or removal
objects that supports efficient
insertion and removal of ele- must be moved (see Figure 11). A linked list is a data structure that
ments. You use an iterator to supports efficient insertion and removal at any location. When insert-
traverse a linked list. ing or removing an element, all elements stay in place, and only the
neighboring links are rearranged (see Figure 12). The standard Java
library supplies a class LinkedList implementing this data structure.

New
value

Figu r e 12

Inserting into a Linked List


1.11 Array Lists and Linked Lists 25

As with array lists, you use the add method to add elements to the end of a linked list.
LinkedList<String> countries = new LinkedList<String>();
countries.add("Belgium");
countries.add("Italy");
countries.add("Thailand");

However, accessing elements in the middle of the linked list is not as simple. You don’t
want to access a position by an integer index. To find an element with a given index, it is
necessary to follow a sequence of links, starting with the head of the list. That process is
not very efficient. Instead, you need an iterator, an object that can access a position any-
where in the list:
ListIterator<String> iterator = countries.listIterator();

The next method advances the iterator to the next position of the list and returns the
element that the iterator just passed (see Figure 13). The hasNext method tests whether
the iterator is already past the last element in the list. Thus, the following loop prints all
elements in the list:
while (iterator.hasNext())
{
String country = iterator.next();
System.out.println(country);
}

To add an element in the middle of the list, advance an iterator past the insert location
and call add:
iterator = countries.listIterator();
iterator.next();
iterator.add("France");

To remove an element from the list, call next until you jump over the element that you
want to remove, then call remove. For example, this code removes the second element of
the countries list.
iterator = countries.listIterator();
iterator.next();
iterator.next();
iterator.remove();

F ig u re 1 3

Iterator Movement

next next next


26 CHAPTER 1 A Crash Course in Java

1.12 Arrays
Array lists and linked lists have one drawback—they can only hold objects, not values of
primitive types. Arrays, on the other hand, can hold sequences of arbitrary values. You
construct an array as
new T[n]
where T is any type and n any integer-valued expression. The array has type T[].
int[] numbers = new int[10];

An array stores a fixed number


Now numbers is a reference to an array of 10 integers—see Figure 14.
of values of any given type. When an array is constructed, its elements are set to zero, false, or
null.

The length of an array is stored in the length field.


int length = numbers.length;
Note that an empty array of length 0
new int[0]
is different from null—a reference to no array at all.
You access an array element by enclosing the index in brackets, such as
numbers[i] = i * i;
If you access a nonexistent position (< 0 or >= length), then an ArrayIndexOutOf-
BoundsException is thrown.

As with array lists, you can use the “for each” loop to traverse the elements of an array.
For example, the loop
for (int n : numbers)
System.out.println(n);
is a shorthand for
for (int i = 0; i < numbers.length; i++)
System.out.println(numbers[i]);

There is a convenient shorthand for constructing and initializing an array. Enclose the
array elements in braces, like this:
int[] numbers = { 0, 1, 4, 9, 16, 25, 36, 49, 64, 81 };
Occasionally, it is convenient to construct an anonymous array, without storing the array
reference in a variable. For example, the Polygon class has a constructor
Polygon(int[] xvalues, int[] yvalues, int n);
You can construct a triangle by calling
Polygon triangle = new Polygon(
new int[] { 0, 10, 5 }, // anonymous array of integers
new int[] { 10, 0, 5 }, // another anonymous array
3);
1.12 Arrays 27

F ig u re 1 4 numbers =
int[]
An Array Reference
[0] = 0
[1] = 1
[2] = 4
[3] = 9
[4] = 16
[5] = 25
[6] = 36
[7] = 49
[8] = 64
[9] = 81

After an array has been constructed, you cannot change its length. If you want a larger
array, you have to construct a new array and move the elements from the old array to the
new array.
You can obtain a two-dimensional array like this:
int[][] table = new int[10][20];
You access the elements as table[row][column].
When you launch a program by typing its name into a command shell, then you can sup-
ply additional information to the program by typing it after the program name. The
entire input line is called the command line, and the strings following the program name
are the command-line arguments. The args parameter of the main method is an array of
strings, the strings specified in the command line. The first string after the class name is
args[0]. For example, if you invoke a program as

java GreeterTester Mars


then args.length is 1 and args[0] is "Mars" and not "java" or "GreeterTester".
Java 5.0 introduces methods with a variable number of parameters. When you call such a
method, you supply as many parameter values as you like. The parameter values are auto-
matically placed in an array. Here is an example:
public double sum(double... values)
{
double sum = 0;
for (double v : values) sum += v;
return sum;
}

The ... symbol indicates that the method takes a variable number of parameters of type
double. The parameter variable values is actually an array of type double[]. If you call
the method, for example as
double result = sum(0.25, -1, 10);
then the values parameter is initialized with new double[] { 0.25, -1, 10 }.
28 CHAPTER 1 A Crash Course in Java

1.13 Static Fields and Methods


Occasionally, you would like to share a variable among all objects of a class. Here is a
typical example. The Random class in the java.util package implements a random num-
ber generator. It has methods such as nextInt, nextDouble, and nextBoolean that return
random integers, floating-point numbers, and Boolean values. For example, here is how
you print 10 random integers:
Random generator = new Random();
for (int i = 1; i <= 10; i++)
System.out.println(generator.nextInt());

Let’s use a random number generator in the Greeter class:


public String saySomething()
{
if (generator.nextBoolean())
return "Hello, " + name + "!";
else
return "Goodbye, " + name + "!";
}

It would be wasteful to supply each Greeter object with its own random number genera-
tor. To share one generator among all Greeter objects, declare the field as static:
public class Greeter
{
. . .
private static Random generator = new Random();
}

A static field belongs to the


The term “static” is an unfortunate and meaningless holdover from
class, not to individual objects. C++. A static field is more accurately called a class variable: there is
only a single variable for the entire class.
Class variables are relatively rare. A more common use for the static keyword is to
define constants. For example, the Math class contains the following definitions:
public class Math
{
. . .
public static final double E = 2.7182818284590452354;
public static final double PI = 3.14159265358979323846;
}

The keyword final denotes a constant value. After a final variable has been initialized,
you cannot change its value.
These constants are public. You refer to them as Math.PI and Math.E.
A static method (or class method) is a method that does not operate on an object. You have
already encountered static methods such as Math.sqrt and JOptionPane.showInputDialog.
Another use for static methods is factory methods, methods that return an object, similar to a
constructor. Here is a factory method for the Greeter class that returns a greeter object with
a random name:
1.14 Programming Style 29

public class Greeter


{
public static Greeter getRandomInstance()
{
if (generator.nextBoolean())
return new Greeter("Venus");
else
return new Greeter("Mars");
}
. . .
}

A static method is not invoked


You invoke this method as Greeter.getRandomInstance(). Note that
on an object. static methods can access static fields but not instance fields—they
don’t operate on an object.
Static fields and methods have their place, but they are quite rare in object-oriented pro-
grams. If your programs contain many static fields and methods, then this may mean that
you have missed an opportunity to discover sufficient classes to implement your program
in an object-oriented manner. Here is a bad example that shows how you can write very
poor non-object-oriented programs with static fields and methods:
public class BadGreeter
{
public static void main(String[] args)
{
name = "World";
printHello();
}

public static void printHello() // Bad style


{
System.out.println("Hello, " + name + "!");
}

private static String name; // Bad style


}

1.14 Programming Style


Class names should always start with an uppercase letter and use mixed case, such as
String, StringTokenizer, and so on. Package names should always be lowercase, such as
edu.sjsu.cs.cs151.alice. Field and method names should always start with a lowercase
letter and use mixed case, such as name and sayHello. Underscores are not commonly
used in class or method names. Constants should be in all uppercase with an occasional
underscore, such as PI or MAX_VALUE.
Follow the standard naming
These are not requirements of the Java language but a convention that
conventions for classes, meth- is followed by essentially all Java programmers. Your programs would
ods, fields, and constants. look very strange to other Java programmers if you used classes that
started with a lowercase letter or methods that started with an upper-
case letter. It is not considered good style by most Java programmers to use prefixes for
fields (such as _name or m_name).
30 CHAPTER 1 A Crash Course in Java

It is very common to use get and set prefixes for methods that get or set a property of an
object, such as
public String getName()
public void setName(String aName)
However, a Boolean property has prefixes is and set, such as
public boolean isPolite()
public void setPolite(boolean b)

Use a consistent style for


There are two common brace styles: The “Allmann” style in which
braces. We suggest that you braces line up, and the compact but less clear “Kernighan and Ritchie”
line up { and } in the same style. Here is the Greeter class, formatted in the Kernighan and
row or column. Ritchie style.
public class Greeter {
public Greeter(String aName) {
name = aName;
}

public String sayHello() {


return "Hello, " + name + "!";
}

private String name;


}

We use the Allmann style in this book.


Some programmers list fields before methods in a class:
public class Greeter
{
private String name;
// Listing private features first is not a good idea

public Greeter(String aName)


{
. . .
}
. . .
}

However, from an object-oriented programming point of view, it makes more sense to


list the public interface first. That is the approach we use in this book.
Except for public static final fields, all fields should be declared
Make sure that you declare all
instance fields private. private. If you omit the access specifier, the field has package visibil-
ity—all methods of classes in the same package can access it—an unsafe
practice that you should avoid. Anyone can add classes to a package at any time. There-
fore, there is an open-ended and uncontrollable set of methods that can potentially
access fields with package visibility.
It is technically legal—as a sop to C++ programmers—to declare array variables as
int numbers[]
Exercises 31

You should avoid that style and use


int[] numbers
That style clearly shows the type int[] of the variable.
All classes, methods, parameters, and return values should have documentation comments.
You should put spaces around binary operators and after keywords, but not after method
names.

Good Bad

x > y x>y

if (x > y) if(x > y)

Math.sqrt(x) Math.sqrt (x)

You should not use magic numbers. Use named constants (final variables) instead. For
example, don’t use
h = 31 * h + val[off]; // Bad—what’s 31?
What is 31? The number of days in January? The position of the highest bit in an inte-
ger? No, it’s the hash multiplier.
Instead, declare a local constant in the method
final int HASH_MULTIPLIER = 31
or a static constant in the class (if it is used by more than one method)
private static final int HASH_MULTIPLIER = 31
Then use the named constant:
h = HASH_MULTIPLIER * h + val[off]; // Much better

INTERNET The CheckStyle program (http://checkstyle.sourceforge.net) can automat-


ically check the quality of your code. It reports misaligned braces, missing documentation
comments, and many other style errors.

Exercises
Exercise 1.1. Add a sayGoodbye method to the Greeter class and add a call to test the
method in the GreeterTester class (or test it in BlueJ).
Exercise 1.2. What happens when you run the Java interpreter on the Greeter class
instead of the GreeterTester class? Try it out and explain.
32 CHAPTER 1 A Crash Course in Java

Exercise 1.3. Add comments to the GreeterTester class and the main method.
Document args as “unused”. Use javadoc to generate a file GreeterTester.html. Inspect
the file in your browser.
Exercise 1.4. Bookmark docs/api/index.html in your browser. Find the documentation
of the String class. How many methods does the String class have?
Exercise 1.5. Write a program that prints “Hello, San José”. Use a \u escape sequence to
denote the letter é.
Exercise 1.6. What is the Unicode character for the Greek letter “pi” (π)? For the Chi-
nese character “bu” ( )?
Exercise 1.7. Run the javadoc utility on the Greeter class. What output do you get?
How does the output change when you remove some of the documentation comments?
Exercise 1.8. Download and install the DocCheck utility. What output do you get when
you remove some of the documentation comments of the Greeter class?
Exercise 1.9. Write a program that computes and prints the square root of 1000, rounded
to the nearest integer.
Exercise 1.10. Write a program that computes and prints the sum of integers from 1 to
100 and the sum of integers from 100 to 1000. Create an appropriate class Summer that
has no main method for this purpose. If you don’t use BlueJ, create a second class with a
main method to construct two objects of the Summer class.

Exercise 1.11. Add a setName method to the Greeter class. Write a program with two
Greeter variables that refer to the same Greeter object. Invoke setName on one of the
references and sayHello on the other. Print the return value. Explain.
Exercise 1.12. Write a program that sets a Greeter variable to null and then calls
sayHello on that variable. Explain the resulting output. What does the number behind
the file name mean?
Exercise 1.13. Write a test program that tests the setName, copyNameTo, copyLengthTo,
and copyGreeterTo methods of the examples in Section 1.6, printing out the parameter
variables before and after the method call.
Exercise 1.14. Write a method void swapNames(Greeter other) of the Greeter class
that swaps the names of this greeter and another.
Exercise 1.15. Write a program in which Greeter is in the package
edu.sjsu.cs.yourcourse.yourname and GreeterTester is in the default package. Into
which directories do you put the source files and the class files?
Exercise 1.16. What is wrong with the following code snippet?
ArrayList<String> strings;
strings.add("France");
Exercises 33

Exercise 1.17. Write a GreeterTester program that constructs Greeter objects for all
command-line arguments and prints out the results of calling sayHello. For example, if
your program is invoked as
java GreeterTester Mars Venus
then the program should print
Hello, Mars!
Hello, Venus!

Exercise 1.18. What are the values of the following?


(a) 2 + 2 + "2"
(b) "" + countries, where countries is an ArrayList filled with several strings
(c) "Hello" + new Greeter("World")

Write a small sample program to find out, then explain your answers.
Exercise 1.19. Write a program that prints the sum of its command-line arguments
(assuming they are numbers). For example,
java Adder 3 2.5 -4.1
should print The sum is 1.4

Exercise 1.20. Write a program that reads input data from a file and prints the minimum,
maximum, and average value of the input data. The file name should be specified on the
command line. Use a class DataAnalyzer and a separate class DataAnalyzerTester.
Exercise 1.21. Write a GreeterTester program that asks the user “What is your name?”
and then prints out "Hello, username".
Exercise 1.22. Write a class that can generate random strings with characters in a given
set. For example,
RandomStringGenerator generator = new RandomStringGenerator();
generator.addRange('a', 'z');
generator.addRange('A', 'Z');
String s = generator.nextString(10);
// A random string consisting of ten lowercase
// or uppercase English characters
Your class should keep an ArrayList<Range> of Range objects.
Exercise 1.23. Write a program that plays TicTacToe with a human user. Use a class
TicTacToeBoard that stores a 3 × 3 array of char values (filled with 'x', 'o', or space
characters). Your program should use a random number generator to choose who begins.
When it’s the computer’s turn, randomly generate a legal move. When it’s the human’s
turn, read the move and check that it is legal.
Exercise 1.24. Improve the performance of the getRandomInstance factory method by
returning one of two fixed Greeter objects (stored in static fields) rather than construct-
ing a new object with every call.
34 CHAPTER 1 A Crash Course in Java

Exercise 1.25. Use any ZIP utility or the jar program from the Java SDK to uncompress
the src.zip file that is part of the Java SDK. Then look at the source code of the String
class in java/lang/String.java. How many style rules do the programmers violate?
Look at the hashCode method. How can you rewrite it in a less muddleheaded way?
Exercise 1.26. Look inside the source code of the class java.awt.Window. List the
instance fields of the class. Which of them are private, and which of them have package
visibility? Are there any other classes in the java.awt package that access those fields? If
not, why do you think that they are not private?
C h a p t e r 2
The
Object-Oriented
Design Process
C H A P T E R T O P I C S

 From Problem to Code


 The Object and Class Concepts
 Identifying Classes
 Identifying Responsibilities
 Relationships Between Classes
 Use Cases
 CRC Cards
 UML Class Diagrams
 Sequence Diagrams
 State Diagrams
 Using javadoc for Design Documentation
 Case Study: A Voice Mail System

In this chapter, we will introduce the main topic of this book: object-
oriented design. The chapter introduces a miniature version of a typical
object-oriented design methodology that can guide you from the
36 CHAPTER 2 The Object-Oriented Design Process

functional specification of a program to its implementation. You will see


how to find and document classes and the relationships between them,
using CRC cards and UML diagrams.

2.1 From Problem to Code


This book discusses the design and implementation of computer programs from the
object-oriented point of view. We focus on small and medium-sized problems. Although
much of what we say remains valid for large projects, there are added complexities with
large projects that we will not address here.
Programming tasks originate from the desire to solve a particular problem. The task may
be simple, such as writing a program that generates and formats a report, or complicated,
such as writing a word processor. The end product is a working program. To this end, it
is a common practice to break up the software development process into three phases:
 Analysis
 Design
 Implementation
This section briefly discusses the goals and methods of these phases.
The software development
process consists of analysis,
Of course, it is simplistic to assume that development is a simple lin-
design, and implementation ear progression through these phases. Successful software products
phases. evolve over time. Implementation experiences may suggest an
improved design. New requirements are added, forcing another iteration
through analysis and design. Experience suggests that object-oriented design can lead to
software that facilitates the inevitable evolution better than software developed with tra-
ditional methods because the objects and classes that represent the concepts of a problem
domain tend to be fairly stable.

2.1.1 The Analysis Phase


In the analysis phase, a vague understanding of the problem is trans-
The goal of the analysis phase
is a complete description of
formed into a precise description of the tasks that the software system
what the software product needs to carry out. The result of the analysis phase is a detailed textual
should do. description, commonly called a functional specification, that has the
following characteristics:
 It completely defines the tasks to be performed.
 It is free from internal contradictions.
 It is readable both by experts in the problem domain and by software developers.
 It is reviewable by diverse interested parties.
 It can be tested against reality.
2.1 From Problem to Code 37

Consider, for example, the task of writing a word-processing program. The analysis
phase must define terms, such as fonts, footnotes, multiple columns, and document
sections, and the interaction of those features, such as how footnotes in multiple-column
text ought to look on the screen and the printed page. The user interface must be docu-
mented, explaining, for example, how the user is to enter and move a footnote or specify
the font for footnote numbers. One possible format for an analysis document is a user
manual, very precisely worded to remove as much ambiguity as possible.
Another common format for describing the behavior of a system is a set of use cases. A
use case is a description of a sequence of actions that yields a benefit for a user of a sys-
tem. At least in principle, it should be possible to enumerate all benefits that a system
can confer upon its users and supply use cases that show how they can be obtained.
The analysis phase concerns itself with the description of what needs to be done, not
how it should be done. The selection of specific algorithms, such as those that insert page
breaks or sort the index, will be handled in the implementation phase.
Although we do not do so in this book, it is possible to use object-oriented techniques in
the analysis phase as well as the design phase. An advantage of that approach is that the
object model of the analysis phase can be carried forward to the design phase. A poten-
tial pitfall is that customers of a software product are generally not familiar with the ter-
minology of object orientation. Clients may not find it easy to tell whether the analysis
will lead to a product that satisfies their needs.

2.1.2 The Design Phase


In the design phase, the program designer must structure the programming tasks into a
set of interrelated classes. Each class must be specified precisely, listing both its responsi-
bilities and its relationship to other classes in the system. You will study this process in
this book in some detail.
The designer must strive for a result in which the classes are crisply defined and class
relationships are of manageable complexity. The exact choice of data structures, for
example, hash tables or binary search trees for a collection, is not of concern in the design
phase but is deferred until implementation. Even the choice of programming language is
not a design issue. It is possible to map an object-oriented design to a programming
language without object-oriented features, although that process can be somewhat
unpleasant.

The goal of object-oriented


Here are the major goals of the design phase:
design is the identification of  Identify the classes
classes, their responsibilities,
and the relationships among
 Identify the responsibilities of these classes
them.  Identify the relationships among these classes
These are goals, not steps. It is usually not possible to find all classes
first, then give a complete description of their responsibilities, then elaborate on their
relationships. The discovery process is iterative—the identification of one aspect of a
class may force changes in or lead to the discovery of others.
38 CHAPTER 2 The Object-Oriented Design Process

The end result of the design process consists of a number of artifacts:


 A textual description of the classes and their most important responsibilities
 Diagrams of the relationships among the classes
 Diagrams of important usage scenarios
 State diagrams of objects whose behavior is highly state-dependent
Depending on the tool support, this information may be stored on paper, in text and
graphics files, or in a CASE (computer-assisted software engineering) tool database.
The information gathered in this phase becomes the foundation for the implementation
of the system in an actual programming language. Typically, the design phase is more
time-consuming than the the actual programming, or––to put a positive spin on it––a
good design greatly reduces the time required for implementation and testing.

2.1.3 The Implementation Phase

The goal of the implementation


In the implementation phase, the classes and methods are coded,
phase is the programming, tested, and deployed. A part of this book concerns itself with the
testing, and deployment of the problems of implementing an object-oriented design in Java.
software product. Traditional programming methods rely on completion and unit test-
ing of procedural units, followed by an integration phase. This inte-
gration tends to be frustrating and disappointing. Few programs are born according to
plan out of a successful “big bang” integration. Object-oriented development encourages
the gradual growth of a program by successively attaching more working classes and class
clusters and repeated testing.
It is quite common to defer the implementation of some operations and build a “rapid
prototype” that displays some functionality of the final product. Such a prototype can be
extremely helpful in influencing the design or even the problem analysis, especially in
cases where a problem was so incompletely understood that seeing a prototype do some
work gives more insights into the solutions that are really desired.
You should not rush the analysis and design phase just to get to a working prototype
quickly, nor should you hesitate to reopen the previous phases if a prototype yields new
insight.
Object-oriented design is particularly suited for prototyping. The objects supporting the
prototype are likely to be the same that need to be present in the final product, and grow-
ing the prototype into a complete program often is feasible. Some developers welcome
this; others caution against it because prototypes are often rushed and without sufficient
time to work them over carefully. In fact, some people recommend implementing a pro-
totype in a language such as Visual Basic and then writing the final product in another
language such as Java. For small to medium-sized products, a prototype can expand into
a complete product. If you follow this evolutionary approach, be sure that the transition
from prototype to final product is well managed and that enough time is allocated to fix
mistakes and implement newly discovered improvements.
For the remainder of this chapter, we will mainly be concerned with the design phase of
a programming project, focusing on object-oriented design techniques.
2.2 The Object and Class Concepts 39

2.2 The Object and Class Concepts


We assume that you have programmed with classes for some time, and that you are
familiar with the mechanics of defining classes and constructing objects. Thus, you have
a fairly good idea what objects and classes are in the context of Java. Let’s take a higher-
level view and think about the concepts of objects and classes outside any particular pro-
gramming language.

An object is characterized by
Objects are entities in a computer program that have three character-
its state, behavior, and identity. istic properties:
 State
 Behavior
 Identity
An object can store information that is the result of its prior operations. That
information may determine how the object behaves in the future. The collection of all
information held by an object is the object’s state. An object’s state may change over time,
but only when an operation has been carried out on the object that causes the state
change.
Consider the example of a mailbox in a voice mail system. A mailbox object may be in an
empty state (immediately after its creation) or full (after receiving a large number of mes-
sages). This state affects the behavior of the mailbox object: A full mailbox may reject
new mail messages, whereas an empty mailbox may give a special response (“no messages
waiting”) when asked to list all new messages.
The behavior of an object is defined by the operations (or methods, as they are called in
Java) that an object supports. Objects permit certain operations and do not support oth-
ers. For example, a mailbox can add a mail message to its collection or retrieve a stored
message, but it cannot carry out other operations such as “translate the stored messages
into Lithuanian”.
Object-oriented programs contain statements in which objects are asked to carry out cer-
tain operations. Because not all operations are suitable for all objects, there must be a
mechanism for rejecting improper requests. Object-oriented programming systems differ
in this regard. Some systems attempt to weed out unsupported operations at compile
time; others generate run-time errors.
The momentary state and the collection of admissible operations, however, do not fully
characterize an object. It is possible for two or more objects to support the same opera-
tions and to have the same state, yet to be different from each other. Each object has its
own identity. For example, two different mailboxes may, by chance, have the same con-
tents, yet the program can tell them apart.
Some researchers define objects as entities that have state, behavior, and identity. This
definition is somewhat unsatisfactory—what, after all, is an “entity”? The definition is
also quite broad. As one computer scientist has pointed out, it then follows that his cat is
an object: It has a rich internal state (hungry, purring, sleeping); it carries out certain
40 CHAPTER 2 The Object-Oriented Design Process

operations (scratch sofa, catch mouse) while not supporting others (solve system of linear
equations); and it has an identity that differentiates it from its twin brother.
Of course, when designing software, we consider only objects that have an existence in a
computer program and that are, by necessity, models of real or abstract entities. The
physical cat exists in the real world and not in a computer program. But a software prod-
uct (perhaps the software controlling a vacuum-cleaning robot) may well include Cat
objects that simulate certain relevant aspects of real cats.

A class specifies objects with


Most object-oriented programming languages support the grouping
the same behavior. of similar objects into classes. A class describes a collection of related
objects. Objects of the same class support the same collection of oper-
ations and have a common set of possible states. A class definition must therefore include
the following:
 The operations that are allowed on the objects of the class
 The possible states for objects of the class
Consider, for example, a class Mailbox that describes those aspects common to all mail-
boxes. All mailboxes support the same operations (add a mail message, retrieve a stored
message, delete a message, and so forth). All mailboxes must store the same kind of
information (collection of messages, index of current message). Each object is con-
strained by the properties of its class. It supports only those operations that the class lists
as admissible, and its legal states must stay within the range that the class permits.

An instance of a class is an
Objects that conform to a class description are called instances of that
object that belongs to the class. For example, my mailbox in the voice mail system at my place of
given class. work is an instance of the Mailbox class. The message that my boss
sent me yesterday is an instance of class Message.

 S PECIAL T OPIC 2.1


ECMAScript—An Object-Oriented Language Without Classes

Some programming languages have objects but no classes. Consider for example the ECMA-
Script language that is the foundation of the JavaScript and JScript languages used in Web
programming.


INTERNET You can download the ECMAScript language specification at http://www.ecma-


 international.org/publications/standards/Ecma-262.htm. A tutorial that shows how
to use JavaScript inside Web pages is at http://developer.netscape.com/docs/manuals/
communicator/jsguide4/index.htm. The Rhino toolkit at http://www.mozilla.org/
 rhino/ is an ECMAScript interpreter that is implemented in Java. You can download it to
experiment with the language, or to add scripting capabilities to a Java program.
2.3 Identifying Classes 41

 There is no relationship between Java and JavaScript—Netscape renamed their “LiveScript”


language to JavaScript for marketing reasons. When the language was standardized by
ECMA, the European Computer Manufacturers Association, it acquired the catchy name
 ECMAScript. ECMAScript lets you create objects without specifying a class, simply by set-
ting values of fields and methods. Here we define an object that has a name field and a
sayHello method.

 worldGreeter =
{
name: "World",
sayHello: function () { return "Hello, " + this.name + "!" },

};

This object supports the sayHello method:



message = worldGreeter.sayHello();

To create multiple related objects, you can write a function that constructs them:

function Greeter(aName)
{
return {
 name: aName,
sayHello: function () { return "Hello, " + this.name + "!" }
}
 }

marsGreeter = Greeter("Mars");
message = marsGreeter.sayHello();

However, ECMAScript has no classes. Even though worldGreeter and marsGreeter have
the same behavior and state set, the language does not recognize them as being related.
 Note that variables in ECMAScript are untyped. The worldGreeter variable can refer to dif-
ferent objects at different times. You can store a string object in the variable at any time.
worldGreeter = "Welcome to Venus!";

Of course, if you now try to invoke the sayHello method, then a run-time error occurs, since
the object to which the variable currently refers does not support that method.


2.3 Identifying Classes

To discover classes, look


A simple rule of thumb for identifying classes is to look for nouns in
for nouns in the problem the functional specification. Later in this chapter, we will analyze,
description. design, and implement a voice mail system. To follow the examples
throughout the chapter, you may want to peek ahead at Section 2.12,
or just use your general knowledge about voice mail systems.
42 CHAPTER 2 The Object-Oriented Design Process

The following nouns are typical of those that can be found in the functional description
of a voice mail system:
 Mailbox

 Message

 User

 Passcode

 Extension

 Menu

Many, but not necessarily all of them, are good choices for classes.

TIP Make sure not to fall into the trap of making your designs too specific. Suppose you are
designing software to process orders for kitchen appliances such as toasters and blenders. If
you let the object-oriented design process run amok, you end up with classes Kitchen-
Appliance, Toaster, and Blender. But wait––the kitchen appliance hierarchy is irrelevant to
our problem, namely to process orders for products. A Product class is probably a better
choice.
Don’t fall into the opposite trap of making your designs unreasonably general. Consider the
mail system example. A mailbox is a kind of component, and there are connections between
various components. Connections can carry data (such as messages). Should you therefore
design classes Component, Connection, and Data? No—those classes are too general. You
would not be able to come up with clear responsibilities for them, and you would be no closer
to a solution of your design problem.

After you have harvested the classes that are obvious from the program specification, you
need to turn your attention to other classes that are required to carry out necessary work.
For example, consider the storage of messages in a mailbox. The mailbox owner wants to
listen to the messages in the order in which they were added. In other words, messages
are inserted and retrieved in a FIFO (first in, first out) fashion. Computer scientists
defined the queue data type to describe this behavior, and they have discovered several
implementations of this data type, some of which are more efficient than others. (See the
note at the end of this section for more information about queues.) During design time,
it makes sense to describe a class MessageQueue and its FIFO behavior. However, the
exact implementation of the queue is of no interest in the design phase.
Class names should be nouns
Class names should be nouns in the singular form: Message, Mailbox.
in the singular form. Sometimes the noun needs to be prefixed by an adjective or partici-
ple: RectangularShape, BufferedReader. Don’t use Object in the class
name (MailboxObject)—it adds no value. Unless you are solving a very generic problem,
stay away from generic names such as Agent, Task, Item, Event, User. If you name your
classes after verbs (such as Deliver or Printing), you are probably on the wrong track.
2.3 Identifying Classes 43

After you go beyond the technique of finding nouns in the functional specification, it is
useful to look at other categories of classes that are often helpful. Here are some of these
categories:
 Tangible things
 Agents
 Events and transactions
 Users and roles
 Systems
 System interfaces and devices
 Foundational classes
Tangible things are the easiest classes to discover because they are visible in the problem
domain. We have seen many examples: Mailbox, Message, Document, Footnote.
Sometimes it is helpful to change an operation into an agent class. For example, the
“compute page breaks” operation on a document could be turned into a Paginator class,
which operates on documents. Then the paginator can work on a part of a document
while another part is edited on the screen. In this case, the agent class is invented to
express parallel execution.
The Scanner class is another example. As described in Chapter 1, a Scanner is used to
scan for numbers and strings in an input stream. Thus, the operation of parsing input is
encapsulated in the Scanner agent.
Agent classes often end in “er” or “or”.
Event and transaction classes are useful to model records of activities that describe what
happened in the past or what needs to be done later. An example is a MouseEvent class,
which remembers when and where the mouse was moved or clicked.
User and role classes are stand-ins for actual users of the program. An Administrator
class is a representation of the human administrator of the system. A Reviewer class in an
interactive authoring system models a user whose role is to add critical annotations and
recommendations for change. User classes are common in systems that are used by more
than one person or where one person needs to perform distinct tasks.
System classes model a subsystem or the overall system being built. Their roles are typi-
cally to perform initialization and shutdown and to start the flow of input into the sys-
tem. For example, we might have a class MailSystem to represent the voice mail system in
its entirety.
System interface classes model interfaces to the host operating system, the windowing
system, a database, and so on. A typical example is the File class.
Foundation classes are classes such as String, Date, or Rectangle. They encapsulate basic
data types with well-understood properties. At the design stage, you should simply
assume that these classes are readily available, just as the fundamental types (integers and
floating-point numbers) are.
44 CHAPTER 2 The Object-Oriented Design Process

 S PECIAL T OPIC 2.2


Queues

A queue is a very common data type in computer science. You add items to one end of the
queue (the tail) and remove them from the other end of the queue (the head). To visualize a
queue, simply think of people lining up (see Figure 1). People join the tail of the queue and
 wait until they have reached the head of the queue. Queues store items in a first in, first out or
FIFO fashion. Items are removed in the same order in which they have been added.
There are many applications for queues. For example, the Java graphical user interface system
 keeps an event queue of all events, such as mouse and keyboard events. The events are
inserted into the queue whenever the operating system notifies the application of the event.
Another thread of control removes them from the queue and passes them to the appropriate
 event listeners. Another example is a print queue. A printer may be accessed by several appli-
cations, perhaps running on different computers. If all of the applications tried to access the
printer at the same time, the printout would be garbled. Instead, each application places all
 bytes that need to be sent to the printer into a file and inserts that file into the print queue.
When the printer is done printing one file, it retrieves the next one from the queue. There-
fore, print jobs are printed using the FIFO rule, which is a fair arrangement for users of the
shared printer.

The standard Java library defines a number of queue classes for multithreaded programming,
but for simple queues, the library designers suggest that you just use the add and remove
methods of the LinkedList class. We will consider a “circular array” implementation of a
 queue in the next chapter.

Fi g u re 1
 A Queue
2.4 Identifying Responsibilities 45

2.4 Identifying Responsibilities

To discover responsibilities,
Just as classes correspond to nouns in the problem description, respon-
look for verbs in the problemsibilities correspond to verbs. If you read through the functional
description. description of the voice mail system in Section 2.12, you will find that
messages are recorded, played, and deleted; users log in; passcodes are
checked. When you discover a responsibility, you must find one class (and only one class)
that owns that responsibility.
A responsibility must belong to
For some classes, finding responsibilities is quite easy because we are
exactly one class. familiar with the territory. For example, any textbook on data struc-
tures will tell us the responsibilities of the MessageQueue class:
 Add a message to the tail of the queue.
 Remove a message from the head of the queue.

 Test whether the queue is empty.

With other classes, finding the right responsibilities is more difficult. Consider the fol-
lowing responsibility in a voice mail system.
 Add the message to a mailbox.
Is this is a responsibility of the Message class? That is not a good idea. To see the reason,
think how a message could perform the responsibility. In order to add itself to a mailbox,
the message would need to know the internal structure of the mailbox. The details would
depend on whether the mailbox uses an array list, a queue, or another data structure to
hold its messages. But we always assume that those implementation details are private to
the Mailbox class, and that the Message class has no insight into them.
In our situation, the responsibility of adding a message to a mailbox lies with the mail-
box, not with the message. The mailbox has sufficient understanding of its structure to
perform the operation.
When discovering responsibilities, programmers commonly make wrong guesses and
assign the responsibility to an inappropriate class. For that reason, it is helpful to have
more than one person involved in the design phase. If one person assigns a responsibility
to a particular class, another can ask the hard question, “How can an object of this class
possibly carry out this responsibility?” The question is hard because we are not yet
supposed to get to the nitty-gritty of implementation details. But it is appropriate to
consider a “reasonable” implementation, or better, two different possibilities, to demon-
strate that the responsibility can be carried out.

TIP When assigning responsibilities, respect the natural layering of abstraction levels. At the
lowest levels of any system, we have files, keyboard and mouse interfaces, and other system
services. At the highest levels there are classes that tie together the software system, such as
MailSystem. The responsibilities of a class should stay at one abstraction level. A class Mailbox
that represents a mid-level abstraction should not deal with processing keystrokes, a low-level
responsibility, nor should it be concerned with the initialization of the system, a high-level
responsibility.
46 CHAPTER 2 The Object-Oriented Design Process

2.5 Relationships Between Classes


Three relationships are common among classes:
 Dependency (“uses”)
 Aggregation (“has”)
 Inheritance (“is”)
We will discuss these three relationships in detail in this section.

2.5.1 Dependency

A class depends on another


A class depends on another class if it manipulates objects of the other
class if it manipulates objects class in any way. For example, the class Mailbox in a voice mail system
of the other class. uses the Message class because Mailbox objects manipulate Message
objects.
It is almost easier to understand when a class doesn’t depend on another. If a class can
carry out all of its tasks without being aware that the other class even exists, then it
doesn’t use that class. For example, the Message class does not need to use the Mailbox
class at all. Messages need not be aware that they are stored inside mailboxes. However,
the Mailbox class uses the Message class. This shows that dependency is an asymmetric
relationship.
One important design goal is to minimize the number of dependency relationships; that
is, to minimize the coupling between classes. If one class is unaware of the existence of
another, it is also unconcerned about any changes in that other class. A low degree of
coupling tends to make it much easier to implement changes in the future.
For example, consider this message class:
public class Message
{
public void print() { System.out.println(text); }
. . .
}

The print method prints the message to System.out. Therefore, the Message class is
coupled with both the System and the PrintStream classes. (The System.out object is an
instance of the PrintStream class.)
If the class is deployed in an embedded device such as a real voice message system or a
toaster oven, then there is no System.out. It would be better to have a method
public String getText()

that returns the message text as a string. Then it is up to some other part of the system to
send the string to System.out, to a dialog box, or to a speaker.
2.5 Relationships Between Classes 47

TIP Minimize the number of dependencies between classes. When classes depend on each
other, changes in one of them can force changes in the others.

2.5.2 Aggregation

A class aggregates another if


Aggregation takes place if objects of one class contain objects of
its objects contain objects of another class over a period of time. For example, MessageQueue has
the other class. Message objects, and we say that the MessageQueue class aggregates
the Message class.
Aggregation is a special case of dependency. Of course, if a class contains objects of
another class, then it is acutely aware of the existence of that class.
Aggregation is often informally described as the “has-a” relationship. A message queue
has a message. Actually, a message queue has several messages. With aggregation
relationships, it is useful to keep track of these multiplicities. There may be a 1:1 or 1:n
relationship. For example, each mailbox has exactly one greeting (1:1), but each message
queue may contain many messages (1:n).
Aggregation is usually implemented through instance fields. For example, if a mailbox
has a greeting, then the Java implementation might look like this:
public class Mailbox
{
. . .
private Greeting myGreeting;
}
This particular implementation can serve as a 1:1 or 1:0…1 relationship (if you allow
myGreeting == null to indicate that there is no greeting for a particular mailbox). For a
1:n relationship, you need an array or a collection object. For example,
public class MessageQueue
{
. . .
private ArrayList<Message> elements;
}
However, not all instance fields of a class correspond to aggregation. If an object contains
a field of a very simple type such as a number, string, or date, it is considered merely an
attribute, not aggregation. For example, suppose a message has a time stamp of type
Date.
public class Message
{
. . .
private Date timestamp;
}
We consider Date a foundational type, just like a number or a string. Thus, we don’t say
that the Message class aggregates the Date class, but we consider the time stamp an
attribute.
48 CHAPTER 2 The Object-Oriented Design Process

The distinction between aggregation and attributes depends on the context of your
design. You’ll need to make a judgment whether a particular class is “very simple”, giving
rise to attributes, or whether you should describe an aggregation relationship.

2.5.3 Inheritance
A class inherits from another if all objects of its class are special cases
A class inherits from another if
it incorporates the behavior of
of objects of the other class, capable of exhibiting the same behavior
the other class. but possibly with additional responsibilities and a richer state.
Here is a typical example. Many voice mail systems let you forward a
message that you received to another user. When the forwarded message is played, it first
tells who forwarded it before playing the contents of the original message. We can model
this feature by having the ForwardedMessage inherit from the Message class.
We call the more general class the superclass and the more specialized class the subclass. A
subclass object must be usable in all situations in which a superclass object is expected.
For example, a forwarded message object can be stored and played, just like any other
message.
But a greeting in a voice mail system, even though it is in many respects similar to a mes-
sage, is not usable in the same contexts as messages are. Users cannot store greetings in
mailboxes. We conclude that Greeting may not inherit from Message.
Inheritance is often called the “is-a” relationship. This intuitive notion makes it easy to
distinguish inheritance from aggregation. For example, a forwarded message is a message
(inheritance) while a mailbox has a greeting (aggregation).
As you will see in Chapters 4 and 6, exploiting inheritance relationships can lead to very
powerful and extensible designs. However, we must point out that inheritance is much
less common than the dependency and aggregation relationships. Many designs can best
be modeled by employing inheritance in a few selected places.

2.6 Use Cases


Use cases are an analysis technique to describe in a formal way how a computer system
should work. Each use case focuses on a specific scenario, and describes the steps that are
necessary to bring it to successful completion. Each step in a use case represents an inter-
action with people or entities outside the computer system (the actors) and the system
itself. For example, the use case “Leave a message” describes the steps that a caller must
take to dial an extension and leave a message. The use case “Retrieve messages” describes
the steps needed to listen to the messages in the mailbox. In the first case, the actor is the
caller leaving a message. In the second case, the actor is the mailbox owner.
A use case lists a sequence of
An essential aspect of a use case is that it must describe a scenario that
actions that yields a result that completes to a point that is of some value to one of the actors. In the
is of value to an actor. case of “Leave a message”, the value to the caller is the fact that the
message is deposited in the appropriate mailbox. In contrast, merely
2.6 Use Cases 49

dialing a telephone number and listening to a menu would not be considered a valid use
case because it does not by itself have value to anyone.
Of course, most scenarios that potentially deliver a valuable outcome can also fail for one
reason or another. Perhaps the message queue is full, or a mailbox owner enters the
wrong password. A use case should include variations that describe these situations.
Minimally, a use case should have a name that describes it concisely, a main sequence of
actions, and, if appropriate, variants to the main sequence. Some analysts prefer a more
formal writeup that numbers the use cases, calls out the actors, refers to related use cases,
and so on. However, in this book we’ll keep use cases as simple as possible.
Here is a sample use case for a voice mail system.

Leave a Message
1. The caller dials the main number of the voice mail system.
2. The voice mail system speaks a prompt.
Enter mailbox number followed by #.
3. The user types in the extension number of the message recipient.
4. The voice mail system speaks.
You have reached mailbox xxxx. Please leave a message now.
5. The caller speaks the message.
6. The caller hangs up.
7. The voice mail system places the recorded message in the recipient’s mailbox.

Variation #1
1.1. In Step 3, the user enters an invalid extension number.
1.2. The voice mail system speaks.
You have typed an invalid mailbox number.
1.3. Continue with Step 2.

Variation #2
2.1. After Step 4, the caller hangs up instead of speaking a message.
2.2. The voice mail system discards the empty message.

INTERNET The Web site http://www.usecases.org/ contains a template for a more elabo-
rate use case format. The “Use Case Zone” at http://www.pols.co.uk/use-case-zone/
has many useful links to articles that report on experiences with use cases, including some
interesting cautionary tales.
50 CHAPTER 2 The Object-Oriented Design Process

2.7 CRC Cards

A CRC card is an index card


The CRC card method is an effective design technique for discovering
that describes a class, its classes, responsibilities, and relationships. A CRC card is simply an
index card that describes one class and lists its responsibilities and
high-level responsibilities, and
its collaborators. collaborators (dependent classes). Index cards are a good choice for a
number of reasons. They are small, thereby discouraging you from piling
too much responsibility into a single class. They are low-tech, so that they can be used by
groups of designers gathered around a table. They are more rugged than sheets of paper
and can be handed around and rearranged during brainstorming sessions.

INTERNET The original article describing CRC cards is: Kent Beck and Ward Cunningham,
“A Laboratory for Teaching Object-Oriented Thinking”, OOPSLA ’89 Conference Proceed-
ings October 1–6, 1989, New Orleans, Louisiana. You can find an electronic version at
http://c2.com/doc/oopsla89/paper.html.

You make one card for each discovered class. Write the class name at the top of the card.
Below, on the left-hand side, you describe the responsibilities. On the right-hand side,
you list other classes that need to collaborate with this class so that it can fulfill its
responsibilities.
The CRC card shown in Figure 2 indicates that we have discovered three responsibilities
of the mailbox: to manage the passcode, to manage the greeting, and to manage new and
saved messages. The latter responsibility requires collaboration with the MessageQueue
class. That is, the mailbox needs to interact with MessageQueue objects in some unspeci-
fied way.
The responsibilities should be at a high level. Don’t write individual methods. If a class
has more responsibilities than you can fit on the index card, you may need to make two

Mailbox
manage passcode MessageQueue
manage greeting
manage new and saved messages

Fi g u re 2

A CRC Card
2.7 CRC Cards 51

MailSystem
manage mailboxes Mailbox

Fi g u re 3

Making the Mail System Responsible for


Managing Mailboxes

new cards, distribute the responsibilities among them, and tear up the old card. Between
one and three responsibilities per card is ideal.

TIP Programmers who start out with the CRC card technique sometimes equate responsi-
bilities with methods. Keep in mind that responsibilities are at a high level. A single
responsibility may give rise to a number of methods. If you find that your card contains lots of
related responsibilities, try to express some of them at a higher level. For example, you may
want to replace “manage passcode” and “manage greeting” with “manage user options”.

The collaborators don’t have to be on the same lines as the responsibilities. Simply list
collaborators as you discover them, without regard for the ordering.
CRC cards are quite intuitive for “walking through” use cases. Consider, for example, the
use case “Leave a message”. The caller dials the main number and is connected to the
voice mail system. That happens through the public telephone system and is outside our
concern. Next, the caller dials the extension. Now “someone” inside the voice mail
program needs to locate the mailbox that has the given extension number. Neither the
Mailbox nor the Message class can handle this responsibility. Perhaps a mailbox knows its
own extension number, but it doesn’t know about the extension numbers of the other
mailboxes in the system. And a message doesn’t know anything about mailboxes and
extension numbers. A MailSystem knows about all of its mailboxes, so it would be a
reasonable choice for a responsible agent. Let’s create a new index card, shown in
Figure 3.

TIP Beware of the omnipotent system class. You often need a class that is responsible for
coordinating the working of the system that you are building, but there is a tremendous dan-
ger of overburdening that class with too many responsibilities. Have a look at the evolution of
the MailSystem class throughout this chapter and see if we manage to keep it under control.
52 CHAPTER 2 The Object-Oriented Design Process

TIP Beware of classes with magical powers that have no connection with the real world or
computer systems. A MailSystem is actually quite real—when you buy a commercial voice
mail system, you get a box into which you plug phone cables. But you can’t just define your
own “systems”. If in doubt, check with experts that understand the problem domain.

Next, imagine how the mail system is going to locate the mailbox. Maybe each mailbox
knows its number, and the mail system asks each one of the mailboxes “are you number
x”? Or maybe the mailboxes don’t know their numbers, and the mail system keeps a table
that lists all extension numbers and their mailboxes? Either one is a reasonable mecha-
nism, and you don’t have to settle for one or the other at this stage. All that matters is
that you are convinced that the mail system can do the job.
Let’s finish the use case. The mail system has located the appropriate mailbox. It now
needs to deliver the message to that mailbox. Look again at the Mailbox CRC card. It
has a responsibility “manage new and saved messages”. Thus, it seems to be up to the job
of storing the message. Now you should add the Mailbox class as a collaborator of the
MailSystem class. The mail system needs the collaboration of the mailbox to complete
the delivery.

TIP Avoid “mission creep”. If a class acquires too many responsibilities, then consider split-
ting it in two. Ideally, a class should not have more than three high-level responsibilities.

TIP Watch out for unrelated responsibilities. A class should represent a coherent concept,
with related responsibilities. If the Mailbox class gets charged with storing messages and
parsing input, make a new class and split the responsibilities.

TIP Resist the temptation to add responsibilities just because they can be done. For example,
someone may have suggested a Mailbox responsibility “sort messages”. But the task at hand
requires no sorting, and you shouldn’t collect unused responsibilities.

TIP A class with no responsibilities surely is not useful. Try eliminating classes that don’t
seem to contribute to solving the problem at hand. Typical candidates are vague mechanisms
such as Connector and Data.

The walkthroughs with CRC cards are particularly suited for group discussion. Let’s
assume the analysts are done with their work and have left behind a stack of use cases.
Get two or three designers together. Here is a good way to “break the ice” and get
started. Let all participants use the “noun and verb” technique to come up with a pool of
candidates for classes and operations. Then consider the first use case that looks
interesting and perform a walkthrough. Have one person play the protagonist, who
proposes a responsible agent and a method for carrying out the task. Invariably the
description will be somewhat vague, and the other participants will find it easy to ask for
2.8 UML Class Diagrams 53

clarification or to suggest different preferences. Rotate the protagonist role so that each
participant gets to play “devil’s advocate”.
Arrange cards on the table so that classes are physically close to their collaborators. The
visual arrangement of the cards can give clues to simple or overly complex relationships.
You should not be afraid to tear up cards or to erase, modify, or reorganize operations.
Experienced designers will cheerfully admit that they rarely hit upon an optimal division
of responsibilities on the first try and that a fair amount of trial and error is necessary
even in seemingly simple designs.
You do not necessarily need a group of people for effective class discovery. If you work on
your own, though, it helps if you have a “Jekyll and Hyde” personality and can play your
own devil’s advocate.
CRC cards are a good tool for proposing designs, but they are not particularly suited for
documenting them. The better the design discussions, the messier the cards look after-
wards. The visual arrangement and movement of the cards are ephemeral. For this reason,
the cards should be discarded after a design has been found. They are meant as a discov-
ery tool, not as archival information. We will discuss more permanent documentation
tools in the next sections.
In summary, CRC cards are a popular mechanism for discovering classes and operations.
Making a new card for each class as the need arises and marking new operations on the
cards is easy. Scenarios can be “played out” by moving the cards around while tracing the
control flow.

2.8 UML Class Diagrams


Graphical notations are very popular for conveying design information, for a good
reason. It is easier to extract relationship information by looking at a diagram than by
reading documentation.
To express design information, some convention is required. You may
A UML diagram illustrates an
aspect of an object-oriented
have seen flowcharts that use diamond-shaped symbols for decisions.
design, using a standardizedOf course, there is no logical reason why decisions couldn’t be denoted
notation. by triangles or circles. The diamond is just the standard choice. For
quite some time, there was no similar standard for object-oriented
design diagrams. A number of diagramming conventions had been proposed over time
that differed greatly in their visual appearance. Finally, three well-known researchers,
Booch, Rumbaugh, and Jacobson, got together to unify their disparate notations and
developed UML, the unified modeling language. We will use UML for all diagrams in this
book.

INTERNET There are a number of tools available for drawing UML diagrams. The best-
known commercial programs are
 Rational Rose (http://www.ibm.com/software/rational/)

 Together (http://www.borland.com/together/)
54 CHAPTER 2 The Object-Oriented Design Process

The commercial programs can be expensive. Freely available programs are


 ArgoUML (http://argouml.tigris.org/) and its commercial cousin Poseidon
UML Community Edition ( http://www.gentleware.com/)
 Dia (http://www.gnome.org/projects/dia; a Windows version is available from
http://hans.breuer.org/dia/)
For simple UML diagrams, you can use the Violet tool that you can download from the com-
panion Web site for this book or from http://horstmann.com/violet. In Chapter 8, you
will learn more about the design of the Violet program.

A class diagram shows classes


There are a number of different types of UML diagrams. In this
and the relationships among book, we will use class diagrams, sequence diagrams, and state
them. diagrams.
The basic UML notation for class diagrams is fairly simple. Classes
are drawn as boxes, which contain the class name and, when appropriate, the names of
attributes and methods in additional compartments (see Figure 4). The UML defines an
attribute as a named property of a class that describes a range of values that instances of
the property may hold. Often, an attribute simply corresponds to an instance field. Occa-
sionally, an attribute is conceptually at a higher level than the actual implementation. You
usually do not list all attributes and methods, only the most important ones.

TIP If you have lots of attributes, check whether you can group some of them into classes.
For example, if a Student class has attributes name, street, city, state, and zip, then you
missed the opportunity of discovering a class Address.

You can also specify the type of an attribute. Unlike in Java, where the type precedes a
variable, the UML format is attribute : Type, for example,
text : String
Similarly, you can specify the parameter and return types of a method, for example
getMessage(index : int) : Message

Class name

Mailbox
Message newMessages
Attributes
savedMessages
Methods
add()
getCurrentMessage()

Fi g u re 4

UML Notation for Classes


2.8 UML Class Diagrams 55

F ig u re 5 Dependency

UML Connectors
Aggregation

Inheritance

Composition

Association

Directed
Association

Interface Type
Implementation

Often, the types of attributes, parameters, and return values are omitted to conserve
space. Thus, if you see methodName(), you cannot automatically assume that the method
has no parameters.
Classes are joined by various kinds of connections (see Figure 5). You are already familiar
with the first three relationships. We will discuss the others in this section.
You have to be careful about the shapes of the arrow tips. The inheritance arrow is
closed, whereas the dependency arrow is open. Also note that the arrow tips for inherit-
ance and dependency are at the end of the dependent class, but the diamond for
aggregation is at the end of the aggregating class.
For the “has” relationship, you can also write the multiplicity on the end points of the
connection. The most common choices for the multiplicity are:
 any number (zero or more): *
 one or more: 1..*
 zero or one: 0..1

 exactly one: 1
For example, Figure 6 denotes that a message queue can hold any number of messages,
and a message is in exactly one message queue.

Message 1 * Message
Queue

Fi g u re 6

Multiplicities of an Aggregation Relationship


56 CHAPTER 2 The Object-Oriented Design Process

TIP Make sure that you use either aggregation or an attribute for a particular feature, but not
both. For example, suppose the class Message has a field timestamp of type Date. If you
consider the time stamp an attribute, then you should not draw a box and an aggregation
connector for the Date class.

TIP Challenge counts of one. Does a mailbox really only have one greeting? Many real sys-
tems have multiple greetings: one for inside callers and one for outside callers, and yet
another one for weekends. Once you have a class, you can construct as many objects as you
need.

Some designers differentiate between aggregation and composition. Composition is a


stronger form of aggregation where the contained objects do not have an existence inde-
pendent of their container. For example, in the voice mail system, the message queues are
permanently contained in the mailboxes—a message queue never exists outside a mail-
box. The UML notation for composition is a line with a solid diamond at the end (see
Figure 7). In contrast, messages move throughout the mail system and don’t always
reside in a message queue. Thus, messages are aggregated in message queues, but a mes-
sage queue is not composed of messages. We will not make that distinction in this book,
but you may encounter it elsewhere.

TIP Use aggregation (or composition) only if a class actively manages objects of another class.
For example, does a gas station have cars? Of course it does. Should you therefore draw an
aggregation between the class GasStation and the class Car? Not necessarily. If the gas sta-
tion objects do not need to keep track of the cars, then aggregation is not appropriate.

Some designers do not like the aggregation relationship because they feel it is too
implementation-specific. UML defines a more general association between classes. An
association is drawn as a solid line without a diamond. You can write roles at the ends of
the lines (see Figure 8).

Message
Mailbox
Queue

Fi g u re 7

Composition
2.8 UML Class Diagrams 57

registers for has as participant


Course Student

Fi g u re 8

An Association with Roles

Here we model the fact that students register for courses and courses have students as
participants. Early in a design, this general relationship makes a lot of sense. As you
move closer to implementation, you will want to resolve whether a Course object man-
ages a collection of students, a Student object manages a collection of courses, or both
courses and students manage collections of each other.
The relationship between courses and students is bidirectional—Course objects will need
to know about the students in the course, and Student objects need to know about the
courses for which they are registered. Quite often, an association is directed, that is, it
can only be navigated in one way. For example, a message queue needs to be able to
locate the messages inside, but a message need not know in which message queue it is. A
directed association is drawn with an open arrow tip (see Figure 9). It is easy to confuse
that connector with inheritance—you have to pay close attention to the shapes of the
arrow tips when drawing UML diagrams.
In Chapter 4, we will introduce the notion of an interface type. An interface type
describes a set of methods, but it contains no implementation at all. A class can imple-
ment the interface by supplying implementations of its methods. In the UML notation,
you denote an interface by adding the stereotype descriptor ‹‹interface›› above the inter-
face name. (The « and » characters are called guillemets or French quotation marks. They
have Unicode values \u00AB = 171 and \u00BB = 187.) If a class implements an interface,
you draw a dotted arrow with a closed arrow tip. Figure 10 shows an example.

Message * Message
Queue

Fi g u re 9

A Directed Association

«interface»
Message
Comparable

Fi g u re 1 0

Implementing an Interface Type


58 CHAPTER 2 The Object-Oriented Design Process

Because the javadoc documentation and the class browsers in integrated development
environments only display the inheritance relationship, they give the false impression
that inheritance is the most important of the relationships between classes. Actually, that
is not the case—inheritance is simply easy to determine from the program code. The
most important relationship to control is the dependency or “uses” relationship. Too
many dependencies make it difficult to evolve a design over time.

TIP You should not aim for a comprehensive diagram that shows all classes and relationships
in the system. A diagram with too much information becomes just a blur. The reason for
drawing diagrams is to communicate design decisions. To achieve this purpose, each UML
diagram should focus on a particular aspect of the design, and it should be accompanied by
text that explains its relevance. When drawing a diagram, you should only include those ele-
ments that are needed to make a particular point, and omit all distractions.

2.9 Sequence Diagrams

A sequence diagram shows the


Class diagrams are static—they display the relationships among the
classes that exist throughout the lifetime of the system. In contrast, a
time ordering of a sequence of
method calls. sequence diagram shows the dynamics of a particular scenario. You
use sequence diagrams to describe communication patterns among
objects. Figure 11 shows the key elements of a sequence diagram—a method call from
one object to another.
Sequence diagrams describe interactions between objects. In UML, you use underline to
distinguish object rectangles from class rectangles. The text inside an object rectangle has
one of the following three formats:
 objectName : ClassName (full description)
 objectName (class not specified)
 : ClassName (object not specified)
The dashed vertical line that emanates from the object is called the lifeline. In some
object-oriented programming languages, objects can be explicitly destroyed, which
causes their lifeline to end at the point of destruction. However, we will always draw the
lifeline so that it goes on indefinitely.

newMessages
aMailbox
: MessageQueue

add

F ig u r e 1 1

A Sequence Diagram
2.9 Sequence Diagrams 59

F ig u re 1 2
: MailSystem
Self-Call

locateMailbox

The rectangles along the lifeline are called activation bars. They show when the object
has control, executing a method. When you call a method, start an activation bar at the
end of the call arrow. The activation bar ends when the method returns. (Note that the
activation bar of a called method should always be smaller than that of the calling
method.)
In the most common form, a sequence diagram illustrates the behavior of a single
method. Then the leftmost object has one long activation bar, from which one or more
call arrows emanate. For example, the diagram in Figure 11 illustrates the add method of
the MessageQueue class. A message is added to the message queue that holds the new
messages. The diagram corresponds to the Java statement
newMessages.add(. . .)

You cannot tell from the diagram what parameter was passed to the method.
A method can call another method on the same object. Then draw the activation bar of
the called method over the one of the calling method, as in Figure 12.
If a method constructs a new object, you can use the stereotype ‹‹create›› to indicate the
timing of the creation. Arrange the object rectangle of the created object as in Figure 13.
When drawing a sequence diagram, you omit a large amount of detail. Generally, you do
not indicate branches or loops. (The UML defines a notation for that purpose, but it is a
bit cumbersome and rarely used.) The principal purpose of a sequence diagram is to show
the objects that are involved in carrying out a particular scenario and the order of the
method calls that are executed.

: MailSystem

«create» : Mailbox

F ig u r e 1 3

Creating an Object
60 CHAPTER 2 The Object-Oriented Design Process

Sequence diagrams are valuable for documenting complex interactions between objects.
These interactions are common in object-oriented programs where any one object tends
to have limited responsibilities and requires the collaboration of several other objects.
You will see examples in the case study at the end of this chapter.

TIP If you played through a use case when using CRC cards, then it is probably a good idea
to use a sequence diagram to document that scenario. On the other hand, there is no require-
ment to use sequence diagrams to document every method call.

2.10 State Diagrams


Some objects have a discrete set of states that affect their behavior. For example, a voice
mail system is in a “connected” state when a caller first connects to it. After the caller
enters an extension number, the system enters the “recording” state where it records
whatever the caller speaks. When the caller enters a passcode, the system is in the “mail-
box menu” state. The state diagram in Figure 14 shows these states and the transitions
between them.
A state diagram shows the
The state has a noticeable impact on the behavior. If the caller speaks
states of an object and the while the system is in the “mailbox menu” state, the spoken words are
transitions between states. simply ignored. Voice input is recorded only when the system is in the
“recording” state.
States are particularly common with objects that interact with the program user. For
example, suppose a user wants to retrieve recent voice mail messages. The user must
 Enter the mailbox number.
 Enter the passcode.
 Enter a menu command to start playing messages.

connected

extension dialed

recording

passcode entered

F ig u r e 1 4 mailbox
menu
A State Diagram
2.11 Using javadoc for Design Documentation 61

The telephone touchpad has no concept of these steps—it keeps no state. Whenever the
user presses a key, that key might be a part of the mailbox number, passcode, or menu
command. Some part of the voice mail system must keep track of the current state so
that it can process the key correctly. We will discuss this issue further in the case study at
the end of this chapter.

2.11 Using javadoc for Design Documentation

You can use javadoc to


You already saw in Chapter 1 how to use the javadoc tool to document
generate design information by classes and methods: Add documentation comments to your source
applying comments to classes file and run the javadoc tool to generate a set of hyperlinked docu-
and methods that are not yet ments. You can also use javadoc to document your designs. Simply
implemented. write a skeleton class with no fields and leave all method implementa-
tions blank. Of course, supply the class and method comments.
Here is an example:
/**
A mailbox contains messages that the mailbox owner can manage.
*/
public class Mailbox
{
/**
Adds a message to the end of the new messages.
@param aMessage a message
*/
public void add(Message aMessage)
{
}

/**
Returns the current message.
@return the current message
*/
public Message getCurrentMessage()
{
}
}
Do not compile this file—the compiler will complain about unknown types and methods
with no return statements. Instead, simply run the javadoc program to extract the
HTML documentation. This approach has two benefits. You can post the HTML doc-
umentation on the Web and easily share it with your team members. And you can carry
the Java files into the implementation phase, with the comments for the key methods
already in place.
Professional object-oriented design tools can also produce HTML reports of classes and
methods as well as skeleton source code. If you use one of those tools for your design
work, then you do not need to use javadoc.
62 CHAPTER 2 The Object-Oriented Design Process

2.12 Case Study: A Voice Mail System


To walk through the basic steps of the object-oriented design process, we will consider
the task of writing a program that simulates a telephone voice mail system, similar to the
message system that many companies use.
In a voice mail system, a person dials an extension number and, provided the other party
does not pick up the telephone, leaves a message. The other party can later retrieve the
messages, keep them, or delete them. Real-world systems have a multitude of fancy fea-
tures: Messages can be forwarded to one or more mailboxes; distribution lists can be
defined, retained, and edited; and authorized persons can send broadcast messages to all
users.
We will design and implement a program that simulates a voice mail system, without
creating a completely realistic working phone system. We will simply represent voice
mail by text that is entered through the keyboard. We need to simulate the three distinct
input events that occur in a real telephone system: speaking, pushing a button on the
telephone touchpad, and hanging up the telephone. We use the following convention for
input: An input line consisting of a single character 1 ... 9 or # denotes a pressed button
on the telephone touchpad. For example, to dial extension 13, you enter
1
3
#

An input line consisting of the single letter H denotes hanging up the telephone. Any
other text denotes voice input.
The first formal step in the process that leads us toward the final product (the voice mail
system) is the analysis phase. Its role is to crisply define the behavior of the system. In
this example, we will define the behavior through a set of use cases. Note that the use
cases by themselves are not a full specification of a system. The functional specification
also needs to define system limitations, performance, and so on.

2.12.1 Use Cases for the Voice Mail System

Reach an Extension
1. The user dials the main number of the voice mail system.
2. The voice mail system speaks a prompt.
Enter mailbox number followed by #.
3. The user types in the extension number of the message recipient.
4. The voice mail system speaks.
You have reached mailbox xxxx. Please leave a message now.
2.12 Case Study: A Voice Mail System 63

Leave a Message
1. The caller carries out Reach an Extension.
2. The caller speaks the message.
3. The caller hangs up.
4. The voice mail system places the recorded message in the recipient’s mailbox.

Log in
1. The mailbox owner carries out Reach an Extension.
2. The mailbox owner types the passcode, followed by the # key. (The default pass-
code is the same as the mailbox number. The mailbox owner can change it—see
Change the Passcode.)
3. The voice mail system plays the mailbox menu:
Enter 1 to retrieve your messages.
Enter 2 to change your passcode.
Enter 3 to change your greeting.

Retrieve Messages
1. The mailbox owner carries out Log in.
2. The mailbox owner selects the “retrieve your messages” menu option.
3. The voice mail system plays the message menu:
Enter 1 to listen to the current message.
Enter 2 to save the current message.
Enter 3 to delete the current message.
Enter 4 to return to the mailbox menu.

4. The mailbox owner selects the “listen to the current message” menu option.
5. The voice mail system plays the current new message, or, if there are no new mes-
sages, the current old message. Note that the message is played, not removed from
the queue.
6. The voice mail system plays the message menu.
7. The user selects “delete the current message”. The message is permanently
removed.
8. Continue with Step 3.

Variation #1. Saving a message


1.1. Start at Step 6.
1.2. The user selects “save the current message”. The message is removed from its
queue and appended to the queue of old messages.
1.3. Continue with Step 3.
64 CHAPTER 2 The Object-Oriented Design Process

Change the Greeting


1. The mailbox owner carries out Log in.
2. The mailbox owner selects the “change your greeting” menu option.
3. The mailbox owner speaks the greeting.
4. The mailbox owner presses the # key.
5. The mail system sets the new greeting.
Variation #1. Hang up before confirmation
1.1. Start at Step 3.
1.2. The mailbox owner hangs up the telephone.
1.3. The mail system keeps the old greeting.

Change the Passcode


1. The mailbox owner carries out Log in.
2. The mailbox owner selects the “change your passcode” menu option.
3. The mailbox owner dials the new passcode.
4. The mailbox owner presses the # key.
5. The mail system sets the new passcode.

Variation #1. Hang up before confirmation


1.1. Start at Step 3.
1.2. The mailbox owner hangs up the telephone.
1.3. The mail system keeps the old passcode.

2.12.2 CRC Cards for the Voice Mail System


Let us walk through the process of discovering classes for the voice mail system. Some
obvious classes, whose nouns appear in the functional specification, are
 Mailbox

 Message

 MailSystem

Let’s start with Mailbox since it is both important and easy to understand. The principal
job of the mailbox is to keep messages. The mailbox should keep track of which messages
are new and which are saved. New messages may be deposited into the mailbox, and
users should be able to retrieve, save, and delete their messages.
2.12 Case Study: A Voice Mail System 65

The messages need to be kept somewhere. Since we retrieve messages in a first-in, first-
out fashion, a queue is an appropriate data structure. Since we need to differentiate
between new and saved messages, we’ll use two queues, one for the new messages and
one for the saved messages. So far, the CRC cards looks like this:

Mailbox
keep new and saved messages MessageQueue

MessageQueue
add and remove messages in
FIFO order

Where are the mailboxes kept? There needs to be a class that contains them all. We’ll call
it MailSystem. The responsibility of the mail system is to manage the mailboxes.

MailSystem
manage mailboxes Mailbox
66 CHAPTER 2 The Object-Oriented Design Process

We can’t go much further until we resolve how input and output is processed. Since we
have been simulating telephone equipment, let’s start with a class Telephone. A tele-
phone has two responsibilities: to take user input (button presses, voice input, and
hangup actions), and to play voice output on the speaker.

Telephone
take user input from touchpad,
microphone, hangup
speak output

When the telephone gets user input, it must communicate it to some object. Could it tell
the mail system? Superficially, that sounds like a good idea. But it turns out that there is
a problem. In a real voice mail system, it is possible for multiple telephones to be con-
nected to the voice mail system. Each connection needs to keep track of the current state
(recording, retrieving messages, and so on). It is possible that one connection is currently
recording a message while another is retrieving messages. It seems a tall order for the
mail system to keep multiple states, one for each connection. Instead, let’s have a sepa-
rate Connection class. A connection communicates with a telephone, carries out the user
commands, and keeps track of the state of the session.

Connection
get input from telephone Telephone
carry out user commands MailSystem
keep track of state

TIP Consider reasonable generalizations when designing a system. What features might the
next update contain? What features do competing products implement already? Check that
these features can be accommodated without radical changes in your design.
2.12 Case Study: A Voice Mail System 67

For example, to arrive at the design of the voice mail system in this chapter, I considered two
reasonable generalizations:
 Can the system be extended to support two telephones?

 Can the system use a graphical user interface instead of a command-line interface?

Now that we have some idea of the components of the system, it is time for a simple sce-
nario walkthrough. Let’s start with the Leave a Message use case.

1. The user dials an extension. The Telephone sends the dialed extension number to
the Connection. (Add Connection as a collaborator of Telephone. Place the two
cards next to each other.)
2. The Connection asks the MailSystem to find the Mailbox object with the given
extension number. (This is at least vaguely included in the “manage mailboxes”
responsibility. Arrange the MailSystem and Mailbox cards close to the Connection
card.)
3. The Connection asks the Mailbox for its greeting. (Add “manage greeting” to the
Mailbox responsibilities, and add Mailbox as a collaborator of Connection.)

4. The Connection asks the Telephone to play the greeting on the speaker.
5. The user speaks the message. The Telephone asks the Connection to record it.
(Add “record voice input” to the responsibilities of Connection.)
6. The user hangs up. The Telephone notifies the Connection.
7. The Connection constructs a Message object that contains the recorded message.
(Add Message as a collaborator of Connection. Make a Message card with a
responsibility “manage message contents”.)
8. The Connection adds the Message object to the Mailbox.

As a result of this walkthrough, the Telephone, Connection, and Mailbox cards have been
updated, and a Message card has been added.

Telephone
take user input from touchpad, Connection
microphone, hangup
speak output
68 CHAPTER 2 The Object-Oriented Design Process

Connection
get input from telephone Telephone
carry out user commands MailSystem
keep track of state Mailbox
record voice input Message

Mailbox
keep new and saved messages MessageQueue
manage greeting

Message
manage message contents

Now let’s consider the use case Retrieve Messages. The first steps of the scenario are the
same as that of the preceding scenario. Let’s start at the point where the user types in the
passcode.

1. The user types in the passcode. The Telephone notifies the Connection.
2. The Connection asks the Mailbox to check the passcode. (Add “manage passcode”
to the responsibilities of the Mailbox class.)
2.12 Case Study: A Voice Mail System 69

3. Assuming the passcode was correct, the Connection sets the Mailbox as the cur-
rent mailbox and asks the Telephone to speak the mailbox menu.
4. The user types in the “retrieve messages” menu option. The Telephone passes it on
to the Connection.
5. The Connection asks the Telephone to speak the message menu.
6. The user types in the “listen to current message” option. The Telephone passes it
on to the Connection.
7. The Connection gets the first Message from the current Mailbox and sends its
contents to the Telephone. (Add “retrieve messages” to the responsibilities of
Mailbox.)

8. The Connection asks the Telephone to speak the message menu.


9. The user types in the “save current message” menu option. The Telephone passes
it on to the Connection.
10. The Connection tells the Mailbox to save the current message. (Modify the
responsibilities of Mailbox to “retrieve, save, delete messages”.)
11. The Connection asks the Telephone to speak the message menu.

That finishes the scenario. As a result, the Mailbox CRC card has been updated.

Mailbox
keep new and saved messages MessageQueue
manage greeting
manage passcode
retrieve, save, delete messages

The remaining use cases do not add any new information, so we omit the scenarios here.
There are a few points to keep in mind when using CRC cards. It is not easy to reason
about objects and scenarios at a high level. It can be extremely difficult to distinguish
between operations that are easy to implement and those that sound easy but actually
pose significant implementation challenges. The only solution to this problem is lots of
practice. Try your best with the CRC cards, and when you run into trouble with the
implementation, try again. There is no shame in redesigning the classes until a system
actually works. In fact, I redesigned the mail system classes at least twice before arriving
at the current design.
70 CHAPTER 2 The Object-Oriented Design Process

Also, don’t be deceived by the seemingly logical progression of thoughts in this section.
Generally, when using CRC cards, there are quite a few false starts and detours. Describ-
ing them in a book would be pretty boring, so the process descriptions that you get in
books tend to give you a false impression. One purpose of CRC cards is to fail early, to
fail often, and to fail inexpensively. It is a lot cheaper to tear up a bunch of cards than to
reorganize a large amount of source code.

2.12.3 UML Class Diagrams for the Voice Mail System


The “collaboration” parts of the CRC cards show the following dependency
relationships:
 Mailbox depends on MessageQueue
 MailSystem depends on Mailbox
 Connection depends on Telephone, MailSystem, Message, and Mailbox
 Telephone depends on Connection
Figure 15 shows these dependencies.

MailSystem

Message
Mailbox
Queue

Connection

Message

Telephone

Figu r e 15

The Voice Mail System Dependencies from the CRC Cards


2.12 Case Study: A Voice Mail System 71

MailSystem

2 Message
Mailbox
Queue

Connection

Message

Telephone

F ig u r e 1 6

The UML Class Diagram for the Voice Mail System

Next, consider the aggregation relationships. From the previous discussion, we know the
following:
 A mail system has mailboxes.
 A mailbox has two message queues.
 A message queue has some number of messages.
 A Connection has a current mailbox. It also has references to the MailSystem and
Telephone objects that it connects.

There is no inheritance relationship between the classes. Figure 16 shows the completed
UML diagram. Note that an aggregation relationship “wins” over a dependency
relationship. If a class aggregates another, it clearly uses it, and you don’t need to record
the latter.

2.12.4 UML Sequence and State Diagrams


The purpose of a sequence diagram is to understand a complex control flow that involves
multiple objects, and to assure oneself at design time that there will be no surprises dur-
ing the implementation.
In our case, the interactions between the Telephone, Connection, MailSystem, and
Mailbox classes are not easy to understand. Let us draw a sequence diagram for the use
case Leave a Message (see Figure 17).
72 CHAPTER 2 The Object-Oriented Design Process

: Telephone : Connection : MailSystem : Mailbox

User enters
extension dial
findMailbox

getGreeting

speak

User speaks
message record

User hangs
up hangup
«create» : Message

addMessage

Figure 1 7

Sequence Diagram for Leaving a Message

The Telephone class reads user input one line at a time and passes it on to the
Connection class. Let’s postulate three methods for the Connection class:
 dial passes on a button press.
 record passes on speech.
 hangup tells the connection that the telephone has hung up.
First, the caller keys in the extension number, resulting in several calls to dial. We show
only one of them—there is no advantage in modeling the repetition.
Once the Connection has the complete mailbox number, it needs to play the greeting.
How does it know what greeting to play? It needs to get the mailbox and ask it for the
greeting. How does it get the mailbox? It asks the mail system, calling a method that we
call findMailbox.
The findMailbox method returns a Mailbox object. You don’t see parameters and return
values in the sequence diagram. You have to keep track of the objects yourself and realize
that the Mailbox object to the right of the figure is meant to be the object returned by the
findMailbox call.

Now that the connection has access to the mailbox, it needs the greeting. Thus, it
invokes the getGreeting method on the mailbox and gets the greeting, which it then
2.12 Case Study: A Voice Mail System 73

plays on the telephone speaker. Note that the greeting does not show up at all in the
sequence diagram since it is entirely passive—no methods are invoked on it.
Next, the telephone reads the message text from the user and passes it on to the connec-
tion. Then the telephone reads the hangup signal and calls the hangup method. That is
the signal for the connection to construct a message object and to add it to the mailbox.
Which mailbox? The same one that was previously obtained by calling findMailbox.
How does the connection remember that mailbox? After all, it had called findMailbox in
another method call. This is an indication that the Connection class holds on to the cur-
rent mailbox.
Figure 18 shows the sequence diagram for the use case Retrieve Messages. It is a good
exercise for you to analyze the sequence calls one by one. Ask yourself exactly where the
objects of the diagram come from and how the calling methods have access to them.

: Telephone : Connection : Mailbox : Message

User enters
passcode dial
checkPasscode

speak

User enters 1
(retrieve messages) dial
speak

User enters 1
(listen to current dial
message) getCurrentMessage

getText

speak

User enters 2
(save current dial
message) saveCurrentMessage

F ig u re 1 8

Sequence Diagram for Retrieving a Message


74 CHAPTER 2 The Object-Oriented Design Process

connected

extension dialed

hang up

hang up recording

change
passcode passcode entered
passcode entered

2# mailbox
greeting entered menu

change 3# 4# 1#
greeting

message 1#,2#,3#
menu

F ig u r e 1 9

State Diagram for the Connection States

One complexity of the voice mail system is that it is not in control of the input. The user
may provide touchpad or spoken input in any order, or simply hang up the phone. The
telephone notifies the connection when such an event occurs. For example, notice that
the connection is called at least three times in the “Leave a Message” scenario. (As
already mentioned, the dial method is called for each separate key. The connection
needs to aggregate keys until the user hits the # key. We didn’t show that detail in the
sequence diagrams.) The connection needs to keep track of the various states so that it
can pick up at the right place when it receives the next user input. Figure 19 shows the
state diagram.

2.12.5 Java Implementation


Now we are ready to implement the system in Java. The files below give the implementa-
tion, which at this point is quite straightforward. You should compile and run the pro-
gram to see the mail system in action. When you run the program, type Q to terminate it.
After running the program, have a look at each of the classes. Read the documentation
comments and compare them with the CRC cards and the UML class diagrams. Look
2.12 Case Study: A Voice Mail System 75

again at the UML sequence diagrams and trace the method calls in the actual code. Find
the state transitions of the Connection class.
This simulation has a somewhat unsightly keyboard interface. In Chapter 5, you will see
how to attach a graphical user interface (with buttons for the telephone keys and a text
area to enter simulated voice). That change will require modification of just two classes:
Telephone and MailSystemTester. Because the other classes have been decoupled from
input and output, they require no changes whatsoever. Furthermore, in that program,
you will be able to use two simulated telephones that can interact with the voice mail
system at the same time, just like in a real voice mail system. This is possible because
each connection between a telephone and the voice mail system is managed by a separate
Connection object.

Ch2/mail/Message.java
1 /**
2 A message left by the caller.
3 */
4 public class Message
5 {
6 /**
7 Construct a message object.
8 @param messageText the message text
9 */
10 public Message(String messageText)
11 {
12 text = messageText;
13 }
14
15 /**
16 Get the message text.
17 @return message text
18 */
19 public String getText()
20 {
21 return text;
22 }
23
24 private String text;
25 }

Ch2/mail/MessageQueue.java
1 import java.util.ArrayList;
2
3 /**
4 A first-in, first-out collection of messages. This
5 implementation is not very efficient. We will consider
6 a more efficient implementation in Chapter 3.
7 */
8 public class MessageQueue
9 {
76 CHAPTER 2 The Object-Oriented Design Process

10 /**
11 Constructs an empty message queue.
12 */
13 public MessageQueue()
14 {
15 queue = new ArrayList<Message>();
16 }
17
18 /**
19 Remove message at head.
20 @returnmessage that has been removed from the queue
21 */
22 public Message remove()
23 {
24 return queue.remove(0);
25 }
26
27 /**
28 Append message at tail.
29 @param newMessage the message to be appended
30 */
31 public void add(Message newMessage)
32 {
33 queue.add(newMessage);
34 }
35
36 /**
37 Get the total number of messages in the queue.
38 @return the total number of messages in the queue
39 */
40 public int size()
41 {
42 return queue.size();
43 }
44
45 /**
46 Get message at head.
47 @return message that is at the head of the queue, or null
48 if the queue is empty
49 */
50 public Message peek()
51 {
52 if (queue.size() == 0) return null;
53 else return queue.get(0);
54 }
55
56 private ArrayList<Message> queue;
57 }

Ch2/mail/Mailbox.java
1 /**
2 A mailbox contains messages that can be listed, kept or discarded.
3 */
4 public class Mailbox
5 {
2.12 Case Study: A Voice Mail System 77

6 /**
7 Creates Mailbox object.
8 @param aPasscode passcode number
9 @param aGreeting greeting string
10 */
11 public Mailbox(String aPasscode, String aGreeting)
12 {
13 passcode = aPasscode;
14 greeting = aGreeting;
15 newMessages = new MessageQueue();
16 keptMessages = new MessageQueue();
17 }
18
19 /**
20 Check if the passcode is correct.
21 @param aPasscode a passcode to check
22 @return true if the supplied passcode matches the mailbox passcode
23 */
24 public boolean checkPasscode(String aPasscode)
25 {
26 return aPasscode.equals(passcode);
27 }
28
29 /**
30 Add a message to the mailbox.
31 @param aMessage the message to be added
32 */
33 public void addMessage(Message aMessage)
34 {
35 newMessages.add(aMessage);
36 }
37
38 /**
39 Get the current message.
40 @return the current message
41 */
42 public Message getCurrentMessage()
43 {
44 if (newMessages.size() > 0)
45 return newMessages.peek();
46 else if (keptMessages.size() > 0)
47 return keptMessages.peek();
48 else
49 return null;
50 }
51
52 /**
53 Remove the current message from the mailbox.
54 @return the message that has just been removed
55 */
56 public Message removeCurrentMessage()
57 {
58 if (newMessages.size() > 0)
59 return newMessages.remove();
60 else if (keptMessages.size() > 0)
61 return keptMessages.remove();
78 CHAPTER 2 The Object-Oriented Design Process

62 else
63 return null;
64 }
65
66 /**
67 Save the current message.
68 */
69 public void saveCurrentMessage()
70 {
71 Message m = removeCurrentMessage();
72 if (m != null)
73 keptMessages.add(m);
74 }
75
76 /**
77 Change mailbox’s greeting.
78 @param newGreeting the new greeting string
79 */
80 public void setGreeting(String newGreeting)
81 {
82 greeting = newGreeting;
83 }
84
85 /**
86 Change mailbox’s passcode.
87 @param newPasscode the new passcode
88 */
89 public void setPasscode(String newPasscode)
90 {
91 passcode = newPasscode;
92 }
93
94 /**
95 Get the mailbox’s greeting.
96 @return the greeting
97 */
98 public String getGreeting()
99 {
100 return greeting;
101 }
102
103 private MessageQueue newMessages;
104 private MessageQueue keptMessages;
105 private String greeting;
106 private String passcode;
107 }

Ch2/mail/Connection.java
1 /**
2 Connects a phone to the mail system. The purpose of this
3 class is to keep track of the state of a connection, because
4 the phone itself is just a source of individual key presses.
5 */
6 public class Connection
7 {
2.12 Case Study: A Voice Mail System 79

8 /**
9 Construct a Connection object.
10 @param s a MailSystem object
11 @param p a Telephone object
12 */
13 public Connection(MailSystem s, Telephone p)
14 {
15 system = s;
16 phone = p;
17 resetConnection();
18 }
19
20 /**
21 Respond to the user’s pressing a key on the phone touchpad.
22 @param key the phone key pressed by the user
23 */
24 public void dial(String key)
25 {
26 if (state == CONNECTED)
27 connect(key);
28 else if (state == RECORDING)
29 login(key);
30 else if (state == CHANGE_PASSCODE)
31 changePasscode(key);
32 else if (state == CHANGE_GREETING)
33 changeGreeting(key);
34 else if (state == MAILBOX_MENU)
35 mailboxMenu(key);
36 else if (state == MESSAGE_MENU)
37 messageMenu(key);
38 }
39
40 /**
41 Record voice.
42 @param voice voice spoken by the user
43 */
44 public void record(String voice)
45 {
46 if (state == RECORDING || state == CHANGE_GREETING)
47 currentRecording += voice;
48 }
49
50 /**
51 The user hangs up the phone.
52 */
53 public void hangup()
54 {
55 if (state == RECORDING)
56 currentMailbox.addMessage(new Message(currentRecording));
57 resetConnection();
58 }
59
60 /**
61 Reset the connection to the initial state and prompt
62 for mailbox number.
63 */
80 CHAPTER 2 The Object-Oriented Design Process

64 private void resetConnection()


65 {
66 currentRecording = "";
67 accumulatedKeys = "";
68 state = CONNECTED;
69 phone.speak(INITIAL_PROMPT);
70 }
71
72 /**
73 Try to connect the user with the specified mailbox.
74 @param key the phone key pressed by the user
75 */
76 private void connect(String key)
77 {
78 if (key.equals("#"))
79 {
80 currentMailbox = system.findMailbox(accumulatedKeys);
81 if (currentMailbox != null)
82 {
83 state = RECORDING;
84 phone.speak(currentMailbox.getGreeting());
85 }
86 else
87 phone.speak("Incorrect mailbox number. Try again!");
88 accumulatedKeys = "";
89 }
90 else
91 accumulatedKeys += key;
92 }
93
94 /**
95 Try to log in the user.
96 @param key the phone key pressed by the user
97 */
98 private void login(String key)
99 {
100 if (key.equals("#"))
101 {
102 if (currentMailbox.checkPasscode(accumulatedKeys))
103 {
104 state = MAILBOX_MENU;
105 phone.speak(MAILBOX_MENU_TEXT);
106 }
107 else
108 phone.speak("Incorrect passcode. Try again!");
109 accumulatedKeys = "";
110 }
111 else
112 accumulatedKeys += key;
113 }
114
115 /**
116 Change passcode.
117 @param key the phone key pressed by the user
118 */
119 private void changePasscode(String key)
2.12 Case Study: A Voice Mail System 81

120 {
121 if (key.equals("#"))
122 {
123 currentMailbox.setPasscode(accumulatedKeys);
124 state = MAILBOX_MENU;
125 phone.speak(MAILBOX_MENU_TEXT);
126 accumulatedKeys = "";
127 }
128 else
129 accumulatedKeys += key;
130 }
131
132 /**
133 Change greeting.
134 @param key the phone key pressed by the user
135 */
136 private void changeGreeting(String key)
137 {
138 if (key.equals("#"))
139 {
140 currentMailbox.setGreeting(currentRecording);
141 currentRecording = "";
142 state = MAILBOX_MENU;
143 phone.speak(MAILBOX_MENU_TEXT);
144 }
145 }
146
147 /**
148 Respond to the user’s selection from mailbox menu.
149 @param key the phone key pressed by the user
150 */
151 private void mailboxMenu(String key)
152 {
153 if (key.equals("1"))
154 {
155 state = MESSAGE_MENU;
156 phone.speak(MESSAGE_MENU_TEXT);
157 }
158 else if (key.equals("2"))
159 {
160 state = CHANGE_PASSCODE;
161 phone.speak("Enter new passcode followed by the # key");
162 }
163 else if (key.equals("3"))
164 {
165 state = CHANGE_GREETING;
166 phone.speak("Record your greeting, then press the # key");
167 }
168 }
169
170 /**
171 Respond to the user’s selection from message menu.
172 @param key the phone key pressed by the user
173 */
174 private void messageMenu(String key)
175 {
82 CHAPTER 2 The Object-Oriented Design Process

176 if (key.equals("1"))
177 {
178 String output = "";
179 Message m = currentMailbox.getCurrentMessage();
180 if (m == null) output += "No messages." + "\n";
181 else output += m.getText() + "\n";
182 output += MESSAGE_MENU_TEXT;
183 phone.speak(output);
184 }
185 else if (key.equals("2"))
186 {
187 currentMailbox.saveCurrentMessage();
188 phone.speak(MESSAGE_MENU_TEXT);
189 }
190 else if (key.equals("3"))
191 {
192 currentMailbox.removeCurrentMessage();
193 phone.speak(MESSAGE_MENU_TEXT);
194 }
195 else if (key.equals("4"))
196 {
197 state = MAILBOX_MENU;
198 phone.speak(MAILBOX_MENU_TEXT);
199 }
200 }
201
202 private MailSystem system;
203 private Mailbox currentMailbox;
204 private String currentRecording;
205 private String accumulatedKeys;
206 private Telephone phone;
207 private int state;
208
209 private static final int DISCONNECTED = 0;
210 private static final int CONNECTED = 1;
211 private static final int RECORDING = 2;
212 private static final int MAILBOX_MENU = 3;
213 private static final int MESSAGE_MENU = 4;
214 private static final int CHANGE_PASSCODE = 5;
215 private static final int CHANGE_GREETING = 6;
216
217 private static final String INITIAL_PROMPT
218 = "Enter mailbox number followed by #";
219 private static final String MAILBOX_MENU_TEXT
220 = "Enter 1 to listen to your messages\n"
221 + "Enter 2 to change your passcode\n"
222 + "Enter 3 to change your greeting";
223 private static final String MESSAGE_MENU_TEXT
224 = "Enter 1 to listen to the current message\n"
225 + "Enter 2 to save the current message\n"
226 + "Enter 3 to delete the current message\n"
227 + "Enter 4 to return to the main menu";
228 }
2.12 Case Study: A Voice Mail System 83

Ch2/mail/MailSystem.java
1 import java.util.ArrayList;
2
3 /**
4 A system of voice mailboxes.
5 */
6 public class MailSystem
7 {
8 /**
9 Constructs a mail system with a given number of mailboxes.
10 @param mailboxCount the number of mailboxes
11 */
12 public MailSystem(int mailboxCount)
13 {
14 mailboxes = new ArrayList();
15
16 // Initialize mailboxes.
17
18 for (int i = 0; i < mailboxCount; i++)
19 {
20 String passcode = "" + (i + 1);
21 String greeting = "You have reached mailbox " + (i + 1)
22 + ". \nPlease leave a message now.";
23 mailboxes.add(new Mailbox(passcode, greeting));
24 }
25 }
26
27 /**
28 Locate a mailbox.
29 @param ext the extension number
30 @return the mailbox or null if not found
31 */
32 public Mailbox findMailbox(String ext)
33 {
34 int i = Integer.parseInt(ext);
35 if (1 <= i && i <= mailboxes.size())
36 return mailboxes.get(i - 1);
37 else return null;
38 }
39
40 private ArrayList<Mailbox> mailboxes;
41 }

Ch2/mail/Telephone.java
1 import java.util.Scanner;
2
3 /**
4 A telephone that takes simulated keystrokes and voice input
5 from the user and simulates spoken text.
6 */
7 public class Telephone
8 {
84 CHAPTER 2 The Object-Oriented Design Process

9 /**
10 Construct phone object.
11 @param aScanner that reads text from a character-input stream
12 */
13 public Telephone(Scanner aScanner)
14 {
15 scanner = aScanner;
16 }
17
18 /**
19 Speak a message to System.out.
20 @param output the text that will be “spoken”
21 */
22 public void speak(String output)
23 {
24 System.out.println(output);
25 }
26
27 /**
28 Loops reading user input and passes the input to the
29 Connection object’s methods dial, record, or hangup.
30 @param c the connection that connects this phone to the
31 voice mail system
32 */
33 public void run(Connection c)
34 {
35 boolean more = true;
36 while (more)
37 {
38 String input = scanner.nextLine();
39 if (input == null) return;
40 if (input.equalsIgnoreCase("H"))
41 c.hangup();
42 else if (input.equalsIgnoreCase("Q"))
43 more = false;
44 else if (input.length() == 1
45 && "1234567890#".indexOf(input) >= 0)
46 c.dial(input);
47 else
48 c.record(input);
49 }
50 }
51
52 private Scanner scanner;
53 }

Ch2/mail/MailSystemTester.java
1 import java.util.Scanner;
2
3 /**
4 This program tests the mail system. A single phone
5 communicates with the program through System.in/System.out.
6 */
7 public class MailSystemTester
8 {
Exercises 85

9 public static void main(String[] args)


10 {
11 MailSystem system = new MailSystem(MAILBOX_COUNT);
12 Scanner console = new Scanner(System.in);
13 Telephone p = new Telephone(console);
14 Connection c = new Connection(system, p);
15 p.run(c);
16 }
17
18 private static final int MAILBOX_COUNT = 20;
19 }

Exercises
Exercise 2.1. Consider the development of an online course registration system that
allows students to add and drop classes at a university. Describe the activities that will
take place during the analysis, design, and implementation phases. Give specific exam-
ples of activities that relate to the registration system.
Exercise 2.2. What is the difference between an object and a class? What is the differ-
ence between a class and a type?
Exercise 2.3. Consider cars in a car-racing video game. Explain the notions of state,
behavior, and identity as they relate to car objects.
Exercise 2.4. Download the Mozilla Rhino implementation of ECMAScript. Imple-
ment the Greeter class and write a program that tests two instances of Greeter.
Exercise 2.5. Implement a class Car in ECMAScript. A car has a fuel efficiency (in miles
per gallon or the metric equivalent) and a certain fuel level. Supply methods to add fuel,
find out the fuel remaining in the tank, and drive a given distance.
Exercise 2.6. List at least eight classes that can be used in an online course registration
system that allows students to add and drop classes at a university.
Exercise 2.7. Consider the development of a computer system for car rentals. Name one
class that might be useful in this context from each of the following categories:
(a) Tangible things
(b) Agents
(c) Events and transactions
(d) Users and roles
(e) Systems
(f ) System interfaces and devices
(g) Foundational classes
86 CHAPTER 2 The Object-Oriented Design Process

Exercise 2.8. What relationship is appropriate between the following classes: aggrega-
tion, inheritance, or neither?
(a) University–Student
(b) Student–TeachingAssistant
(c) Student–Freshman
(d) Student–Professor
(e) Car–Door
(f ) Truck–Vehicle
(g) Traffic–TrafficSign
(h) TrafficSign–Color

Exercise 2.9. Consider an online course registration system that allows students to add
and drop classes at a university. Give the multiplicities of the associations between these
class pairs.
(a) Student–Course
(b) Course–Section
(c) Section–Instructor
(d) Section–Room

Exercise 2.10. Consider an airline reservation system with classes Passenger, Itinerary,
Flight, and Seat. Consider a scenario in which a passenger adds a flight to an itinerary
and selects a seat. What responsibilities and collaborators will you record on the CRC
cards as a result?
Exercise 2.11. How does the design of the preceding exercise change if you have a group
of passengers that fly together?
Exercise 2.12. Consider an online store that enables customers to order items from a cat-
alog and pay for them with a credit card. Draw a UML diagram that shows the relation-
ships between these classes:
Customer
Order
RushOrder
Product
Address
CreditCard

Exercise 2.13. Consider this test program:


public class Tester
{
public static void main(String[] args)
{
String s = "Hello World";
Scanner in = new Scanner(s);
while (in.hasNext())
System.out.println(tokenizer.next());
}
}
Exercises 87

Draw a sequence diagram that shows the method calls of the main method.
Exercise 2.14. Consider a program that plays TicTacToe with a human user. A class
TicTacToeBoard stores the game board. A random number generator is used to choose
who begins and to generate random legal moves when it’s the computer’s turn. When it’s
the human’s turn, the move is read from a Scanner, and the program checks that it is
legal. After every move, the program checks whether the game is over. Draw a sequence
diagram that shows a scenario in which the game starts, the computer gets the first turn,
and the human gets the second turn. Stop the diagram after the second turn.
Exercise 2.15. Look up the API documentation of the URLConnection class and draw a
state diagram of the states of an object of this class.
Exercise 2.16. Consider the scenario “A user changes the mailbox passcode” in the voice
mail system. Carry out a walkthrough with the mail system’s CRC cards. What steps do
you list in your walkthrough? What collaborations and responsibilities do you record as a
result of the walkthrough?
Exercise 2.17. In our voice mail simulation, the Connection objects hold a reference to
the “current mailbox”. Explain how you can change the design so that the Connection
class does not depend on the Mailbox class. Hint: Add responsibilities to the MailSystem
class.
Exercise 2.18. Design and implement a program that simulates a vending machine.
Products can be purchased by inserting the correct number of coins into the machine.
A user selects a product from a list of available products, adds coins, and either gets the
product or gets the coins returned if insufficient money was supplied or if the product is
sold out. Products can be restocked and money removed by an operator. Follow the
design process that was described in this chapter.
Exercise 2.19. Design and implement a program that manages an appointment calendar.
An appointment includes the description, date, starting time, and ending time; for
example,
Dentist 2006/10/1 17:30 18:30
CS1 class 2006/10/2 08:30 10:00
Supply a user interface to add appointments, remove canceled appointments, and print
out a list of appointments for a particular day. Follow the design process that was
described in this chapter.
Exercise 2.20. Airline seating. Design and implement a program that assigns seats on an
airplane. Assume the airplane has 20 seats in first class (5 rows of 4 seats each, separated
by an aisle) and 180 seats in economy class (30 rows of 6 seats each, separated by an
aisle). Your program should take three commands: add passengers, show seating, and
quit. When passengers are added, ask for the class (first or economy), the number of pas-
sengers traveling together (1 or 2 in first class; 1 to 3 in economy), and the seating pref-
erence (aisle or window in first class; aisle, center, or window in economy). Then try to
find a match and assign the seats. If no match exists, print a message. Follow the design
process that was described in this chapter.
This page intentionally left blank
C h a p t e r 3
Guidelines for
Class Design
C H A P T E R T O P I C S

 An Overview of the Date Classes in the Java Library


 Designing a Day Class
 Three Implementations of the Day Class
 The Importance of Encapsulation
 Analyzing the Quality of an Interface
 Programming by Contract
 Unit Testing

In the preceding chapter, we discussed how to find classes for solving a


practical programming problem. We looked at all classes in a program and
the relationships among them. In this chapter, we take a very different,
“bottom up” point of view, and explore how to write a single class well.
There are a number of useful rules and concepts that can dramatically
improve the quality of the classes and interfaces that you design. It is well
worth spending time on “good craftsmanship” of class design. The result is
classes that are useful and reusable, and increased pride and satisfaction for
you, the designer.
90 CHAPTER 3 Guidelines for Class Design

3.1 An Overview of the Date Classes


in the Java Library
Many programs need to process dates such as “Saturday, February 4, 2006”. The Java
library has a Date class in the java.util package that can help. For example, the follow-
ing statements print out the current date and time:
Date now = new Date();
// constructs current date/time
System.out.println(now.toString());
// prints date such as Sat Feb 04 16:34:10 PST 2006

As you can see, a Date object keeps track of both the date and the time. Look at the prin-
cipal methods in the Date class:

Method Description

boolean after(Date when) Tests if this date is after the specified date
boolean before(Date when) Tests if this date is before the specified date
int compareTo(Date anotherDate) Compares two Date objects for ordering
long getTime() Returns the number of milliseconds since
1970-01-01 00:00:00 GMT
represented by this Date object
void setTime(long time) Sets this Date object to represent a point in
time that is time milliseconds after
1970-01-01 00:00:00 GMT

NOTE This table omits a number of deprecated methods—methods that the class designers
had originally provided but then decided not to support any longer. You should not use dep-
recated methods because they may be withdrawn from a future version of the library without
further notice. And, of course, there is a reason they were deprecated—someone realized that
they were poorly thought out and should not have been included in the first place.

The Date class implements a very straightforward abstraction—a point in time, mea-
sured in milliseconds. (Time might have been a better name for this class.)
If you have two Date objects, it makes sense to ask which one comes before the other—
see Figure 1. In mathematical terms, points in time have a total ordering. The before and
after methods compute the ordering relationship.
3.1 An Overview of the Date Classes in the Java Library 91

Big
Time
Bang
Epoch = d e
1970-01-01
00:00:00 GMT Points in time
represented by
two Date objects

F ig u re 1

Two Points in Time

 S PECIAL T OPIC 3.1


Total Orderings

A total ordering is a relation between the elements in a set that fulfills certain properties. In
particular, a total ordering defines how elements can be sorted. Since sorting is an important
operation, we are often interested in total orderings for objects of a class.

Let us review the definition of a total ordering. In mathematical notation, it is customary to
use ⭐ or a similar symbol (such as Ɐ) to denote an ordering relation. With the ⭐ symbol, the
characteristic properties of a total ordering are:

1. Transitivity: If x ⭐ y and y ⭐ z, then x ⭐ z
2. Reflexivity: x ⭐ x
 3. Antisymmetry: If x ⭐ y and y ⭐ x, then x = y
4. Totality: For any x and y, x ⭐ y or y ⭐ x
(A relation that fulfills only the first three properties is called a partial ordering.)
 The totality condition means that all elements can be compared with each other. An example
of a total ordering is the standard ⭐ relationship on the real numbers. Here is another exam-
ple: For two Date objects x and y, you can define x ⭐ y as
 x.before(y) || x.equals(y)
This ordering lets you sort objects of the Date class.
 It is not always so easy to find total orderings. Consider for example objects of the Rectangle
class. Does the set of rectangles in the plane have a total ordering? That is, is there some way
of comparing rectangles such that any two rectangles are comparable to each other? The first
ordering relationship that comes to mind is containment (or 債 in mathematical notation). A
 rectangle is considered “smaller” than another if it is contained in the other.


92 CHAPTER 3 Guidelines for Class Design

 This relationship is indeed a partial ordering, but it is not total. It is easy to find two rectan-
gles that are not comparable to each other:

It is possible to define a total ordering on the set of rectangles, but it requires more effort. We
 will take up this issue again in Chapter 4 when we discuss the Comparable interface type.

The Date class provides a second service beyond supplying a total ordering. The getTime
and setTime methods convert between Date objects and another common measurement
of time—the number of milliseconds from the “epoch”, 1970-01-01 00:00:00 GMT.
Date d = new Date();
long n = d.getTime();
// sets n to the number of milliseconds since the epoch
In other words, the call
d.after(e)
is equivalent with the condition
d.getTime() > e.getTime()
But if you have a Date object and would like to know in what month or year it occurs,
then you are out of luck. The Date class has no methods for computing that information.
(We do not consider the deprecated methods or the toString method—that method is
only intended for debugging.)
Instead, the responsibility of determining months, years, weekdays, and so on, is handled
by a class GregorianCalendar that knows about the intricacies of our calendar such as the
fact that January has 31 days and February has 28 or sometimes 29. The Gregorian cal-
endar is named after Pope Gregory XIII. In 1582, he ordered the implementation of the
calendar that is in common use throughout the world today. Its predecessor was the
Julian calendar, instituted by Julius Caesar in the first century BCE. The Julian calendar
introduced the rule that every fourth year is a leap year. The Gregorian calendar refines
that rule by specifying that years divisible by 100 are not leap years, unless they are divis-
ible by 400. Thus, the year 1900 was not a leap year but the year 2000 was.

NOTE The Microsoft Excel program treats 1900 as a leap year. The explanation at http://
support.microsoft.com/default.aspx?scid=kb;en-us;214326 claims that this choice
was intentional to provide greater compatibility with another spreadsheet program that had
the same error. Apparently, one group of programmers was not diligent enough to research
3.1 An Overview of the Date Classes in the Java Library 93

leap years, and another group of programmers couldn’t figure out how to rectify that problem.
Details do matter.

Defining the GregorianCalendar class separate from the Date class is good class design.
There are many possible descriptions of a point in time. For example, February 3, 2001 is
 Année 209 de la République Mois de Pluviôse Décade 2 Jour du Quintidi in the
French Revolutionary Calendar
 12.19.7.17.1 in the Mayan Long Count
While you aren’t likely to have customers using the French Revolutionary or Mayan cal-
endar, there are other calendars in active use around the world, such as the Chinese,
Jewish, and Islamic calendars.

INTERNET You can find a detailed discussion of the French Revolutionary, Mayan, Chinese,
Jewish, and Islamic calendars at http://www.tondering.dk/claus/calendar.html.

Thus, the responsibility of the GregorianCalendar class is to assign descriptions to points


in time, and conversely, to compute the point in time that corresponds to such a descrip-
tion. It would be possible in principle to design a class FrenchRevolutionaryCalendar or
IslamicCalendar that converts between Date values and descriptions in those calendar
systems.
For that reason, the Java library designers provide a superclass Calendar that is supposed
to help implementors of other calendars. Figure 2 shows the relationship between these
classes in UML notation.

Date Calendar

Gregorian
Calendar

Fi g u re 2

The Date Handling Classes in the Java Library


94 CHAPTER 3 Guidelines for Class Design

The following table shows some of the most important methods of the Calendar class:

Method Description

int get(int field) Gets a field value; field is a Calendar


class constant such as YEAR, MONTH, DATE,
HOUR, MINUTE, SECOND

void set(int field, int value) Sets a field value


void add(int field, int increment) Adds to a field value
Date getTime() Converts to a Date value
void setTime(Date d) Converts from a Date value

3.2 Designing a Day Class


This section explores a variety of possible designs for a Day class, a class that represents a
calendar day in the Julian/Gregorian calendar, such as February 4, 2006. You are encour-
aged to always use the standard Java class library in your own programs, but the behavior
of calendar days is just subtle enough to make other class examples interesting.
For simplicity, we do not deal with time, and we fix a place on the globe, ignoring the
fact that elsewhere it may be a day earlier or later. We assume that the switchover from
the Julian to the Gregorian calendar is on October 15, 1582, even though different coun-
tries adopted the Gregorian calendar at different times.
A Day object encapsulates a particular day. Unlike the designers of the Date class, who
felt that the most useful operation for the Date class is the total ordering (before, after),
we will implement a stronger set of methods. In particular, we want to be able to answer
questions such as
 How many days are there between now and the end of the year?
 What day is 100 days from now?

Day
relate calendar days to day counts
3.2 Designing a Day Class 95

The daysFrom method computes the number of days between two days. For example, if
bday is your birthday, and today is today’s day, then
int n = today.daysFrom(bday);
computes how many days you have lived. The value of d1.daysFrom(d2) is negative if d1
comes before d2, it is 0 if they are the same, and positive if d1 comes after d2. Thus, Day
objects also have a total ordering.
Conversely, if n is a number of days (either positive or negative), then the addDays
method computes the day that is n days away from the current day. For example, here is
how you compute 999 days from today:
Day later = today.addDays(999);
However, unlike the Date class, the Day class does not reveal an “epoch”, a fixed day 0
such as January 1, 1970. If it uses an epoch for its internal computations, it is a hidden
implementation detail.
In other words, we define the “difference” between two days as an integer, and we define
an “addition” operation that takes a day and an integer and yields another day. These
operations are inverses of each other, in the sense that
d.addDays(n).daysFrom(d) is the same as n
and
d1.addDays(d2.daysFrom(d1)) is the same as d2
This becomes clearer if you write addDays as + and daysFrom as -.
(d + n) - d is the same as n
and
d1 + (d2 - d1) is the same as d2
Clearly, there is a mathematical structure here. We don’t want to overemphasize this fact,
but neither do we want to hide it. Often times, the existence of a mathematical structure
can be used to define the behavior of a class in a precise and unambiguous manner.

NOTE If you are familiar with pointers into arrays in C or C++, you will recognize that
pointers have the same mathematical structure as our Day objects. The difference between
two pointers is an integer (or, to be precise, a ptrdiff_t value). The sum of a pointer and an
integer is another pointer.

Finally, we want a constructor that constructs a Day object from a given year, month, and
day, and we want methods to obtain the year, month, and day of the month. For
example,
Day today = new Day(2006, 2, 4); // February 4, 2006
Day later = today.addDays(999);
System.out.println(later.getYear()
+ "-" + later.getMonth()
+ "-" + later.getDate()); // prints 2008-10-30
System.out.println(later.daysFrom(today)); // prints 999
96 CHAPTER 3 Guidelines for Class Design

Note that the constructor expects the year, followed by the month, and finally the day, as
defined in the ISO 8601 standard. That international standard recommends always pre-
senting days in a standard order: four-digit year, month, and day. This convention avoids
confusion with dates such as 02/04/06, which are interpreted differently in different
countries.

INTERNET The official ISO 8601 standard document is available for purchase from http://
www.iso.ch. See http://www.cl.cam.ac.uk/~mgk25/iso-time.html for a nice explanation
of the main points of the standard.

Thus, our Day class has the following public interface:


public class Day
{
/**
Constructs a day with a given year, month, and day
of the Julian/Gregorian calendar. The Julian calendar
is used for all days before October 15, 1582.
@param aYear a year != 0
@param aMonth a month between 1 and 12
@param aDate a date between 1 and 31
*/
public Day(int aYear, int aMonth, int aDate) { . . . }

/**
Returns the year of this day.
@return the year
*/
public int getYear() { . . . }

/**
Returns the month of this day.
@return the month
*/
public int getMonth() { . . . }

/**
Returns the day of the month of this day.
@return the day of the month
*/
public int getDate() { . . . }

/**
Returns a day that is a certain number of days away from
this day.
@param n the number of days, can be negative
@return a day that is n days away from this one
*/
public Day addDays(int n) { . . . }
3.2 Designing a Day Class 97

/**
Returns the number of days between this day and another
day.
@param other the other day
@return the number of days that this day is away from
the other (> 0 if this day comes later)
*/
public int daysFrom(Day other) { . . . }
}

 Special Topic 3.2


Operator Overloading

The Day class has a method to compute the “difference” between two Day objects, that is, the
number of days between two Day objects. In some programming languages, you can actually
use the familiar subtraction operator (-) to denote this conceptual difference. That is, you can
 use the statement
int n = today - bday;

instead of
int n = today.daysFrom(bday);

This mechanism is called operator overloading. In C++, you achieve operator overloading by
defining methods with special names. For example, you define a method called operator- to
overload the subtraction operator. Whenever you use the subtraction operator, the compiler
 checks whether you want to subtract numbers or values of another type. When you subtract
two Day objects, the compiler locates the operator- method of the Day class and invokes it.
That method should of course have the same functionality as the daysFrom method.
 Operator overloading can make programs easier to read, particularly when dealing with
mathematical objects such as big numbers, vectors, and matrices. For example, the expression

 x + y * z

is much clearer than the equivalent

 x.add(y.multiply(z))

The Java programming language does not support operator overloading. The language
desigers felt that operator overloading was a complex feature that would make Java harder to
 learn. Furthermore, operator overloading seems to have limited applicability outside scientific
computing.
Not everyone agrees with this decision. Mathematicians have extensive experience with
 designing notation that makes complex expressions easier to read. It would be desirable to
make use of some of that expertise and make computer programs easier to read as well.
98 CHAPTER 3 Guidelines for Class Design

3.3 Three Implementations of the Day Class


Let us consider a straightforward implementation of the Day class, where the state of a
Day object is represented as

private int year;


private int month;
private int date;

Then the constructor and the three get methods are trivial to implement.
public Day(int aYear, int aMonth, int aDate)
{
year = aYear;
month = aMonth;
date = aDate;
}

public int getYear()


{
return year;
}
. . .

Of course, the addDays and daysFrom methods are tedious. Consider the following facts:
1. April, June, September, and November have 30 days.
2. February has 28 days, except in leap years, when it has 29 days.
3. All other months have 31 days.
4. Leap years are years that are divisible by 4, except after 1582, when years that are
divisible by 100 but not 400 are not leap years.
5. There is no year 0; year 1 is preceded by year –1.
6. In the switchover to the Gregorian calendar, 10 days were dropped so that
October 15, 1582, followed immediately after October 4.
You will find a solution in Section 3.3.1. Have a look at it and note how it depends on
helper methods nextDay and previousDay.
These helper methods have been declared as private and not public. It may not be
immediately obvious why this is a good arrangement. After all, since you went through
the trouble of implementing the methods, shouldn’t you make them available for others
to use?
There are three reasons why you should be cautious about making helper methods
public:
 They can clutter up the public interface, making it harder for class users to under-
stand your class.
 Sometimes, helper methods require a special protocol or calling order. You may
not trust your class users to understand the subtleties, or you may not want to doc-
ument them as carefully as you document the public interface.
3.3 Three Implementations of the Day Class 99

 Sometimes, helper methods depend on a particular implementation. Their need


goes away when you switch to another implementation. But if you make them
public, then there is the possibility that one of the users of your class has actually
called the method. Now you need to keep it working under the new implementa-
tion, or you risk the wrath of the user who will not want you to take it away. “Once
public, always public”.

TIP Choose private visibility for those methods that are of no concern to the class user and
for those methods that could not easily be supported if the class implementation changed.

Our first implementation of the Day class is quite inefficient because all computations
increment or decrement one day at a time. Now let us turn to a completely different
implementation. Rather than storing the year, month, and date, the second implementa-
tion will store the Julian day number. The Julian day number is the number of days from
January 1, 4713 BCE. For example, the Gregorian calendar day May 23, 1968, corre-
sponds to the Julian day number 2,440,000. Standard functions can compute the Julian
day number from a calendar date and a calendar date from the Julian day number—see
the source code in Section 3.3.2 for the formulas.

NOTE The Julian day number is unrelated to the Julian calendar enacted by Julius Caesar.
The sixteenth-century historian Joseph Scaliger used the recurrence intervals for certain
astronomical events and the 15-year Roman tax cycle to find a synchronization point, January
1, 4713 BCE. He used that point as a zero for mapping every event in written history reliably
to a positive day number. Scaliger named this day number after his father Julius. Julian day
numbers are used today by astronomers throughout the world.

With the Julian day number, the addDays and daysFrom methods become trivial and very
efficient.
public class Day
{
public Day addDays(int n)
{
return new Day(julian + n); // Calls private constructor
}

public int daysFrom(Day other)


{
return julian - other.julian;
}

. . .

private int julian;


}
100 CHAPTER 3 Guidelines for Class Design

Of course, now the public Day(int aYear, int aMonth, int aDate) constructor and
the getYear, getMonth, and getDate methods are not very efficient. In particular, con-
sider the call
System.out.println(later.getYear()
+ "-" + later.getMonth()
+ "-" + later.getDate());
The computation for converting a Julian day number back to the calendar day now runs
three times, once for each accessor.
This problem can be overcome with a third implementation that combines the benefits
of the two. Keep both the year-month-date representation and the julian representa-
tion, converting between them as needed. The conversion should be lazy—the julian
value should be computed only when it is required. That way, we pay no conversion cost
if a Day object never executes any date arithmetic. Conversely, if an object is constructed
with the private Day(int julian) constructor, the year-month-date representation
should only be generated when one of the get methods is called. After all, maybe the
object is used for intermediate calculations only.
To implement the lazy conversion between the two representations, use two boolean
variables ymdValid and julianValid. See the source code for the third implementation in
Section 3.3.3 for details.
Which of these three implementations is best? There is no one answer—it depends on
the application. If little date arithmetic is required, then the first implementation is
entirely acceptable. The last implementation is the most efficient, but it is undeniably
complex and requires more storage.

3.3.1 Implementation #1

Ch3/day1/Day.java
1 public class Day
2 {
3 /**
4 Constructs a day with a given year, month, and day
5 of the Julian/Gregorian calendar. The Julian calendar
6 is used for all days before October 15, 1582.
7 @param aYear a year != 0
8 @param aMonth a month between 1 and 12
9 @param aDate a date between 1 and 31
10 */
11 public Day(int aYear, int aMonth, int aDate)
12 {
13 year = aYear;
14 month = aMonth;
15 date = aDate;
16 }
17
18 /**
3.3 Three Implementations of the Day Class 101

19 Returns the year of this day.


20 @return the year
21 */
22 public int getYear()
23 {
24 return year;
25 }
26
27 /**
28 Returns the month of this day.
29 @return the month
30 */
31 public int getMonth()
32 {
33 return month;
34 }
35
36 /**
37 Returns the day of the month of this day.
38 @return the day of the month
39 */
40 public int getDate()
41 {
42 return date;
43 }
44
45 /**
46 Returns a day that is a certain number of days away from
47 this day.
48 @param n the number of days, can be negative
49 @return a day that is n days away from this one
50 */
51 public Day addDays(int n)
52 {
53 Day result = this;
54 while (n > 0)
55 {
56 result = result.nextDay();
57 n--;
58 }
59 while (n < 0)
60 {
61 result = result.previousDay();
62 n++;
63 }
64 return result;
65 }
66
67 /**
68 Returns the number of days between this day and another
69 day.
70 @param other the other day
71 @return the number of days that this day is away from
72 the other (> 0 if this day comes later)
73 */
74 public int daysFrom(Day other)
102 CHAPTER 3 Guidelines for Class Design

75 {
76 int n = 0;
77 Day d = this;
78 while (d.compareTo(other) > 0)
79 {
80 d = d.previousDay();
81 n++;
82 }
83 while (d.compareTo(other) < 0)
84 {
85 d = d.nextDay();
86 n--;
87 }
88 return n;
89 }
90
91 /**
92 Compares this day with another day.
93 @param other the other day
94 @return a positive number if this day comes after the
95 other day, a negative number if this day comes before
96 the other day, and zero if the days are the same
97 */
98 private int compareTo(Day other)
99 {
100 if (year > other.year) return 1;
101 if (year < other.year) return -1;
102 if (month > other.month) return 1;
103 if (month < other.month) return -1;
104 return date - other.date;
105 }
106
107 /**
108 Computes the next day.
109 @return the day following this day
110 */
111 private Day nextDay()
112 {
113 int y = year;
114 int m = month;
115 int d = date;
116 if (y == GREGORIAN_START_YEAR
117 && m == GREGORIAN_START_MONTH
118 && d == JULIAN_END_DAY)
119 d = GREGORIAN_START_DAY;
120 else if (d < daysPerMonth(y, m))
121 d++;
122 else
123 {
124 d = 1;
125 m++;
126 if (m > DECEMBER)
127 {
128 m = JANUARY;
129 y++;
130 if (y == 0) y++;
3.3 Three Implementations of the Day Class 103

131 }
132 }
133 return new Day(y, m, d);
134 }
135
136 /**
137 Computes the previous day.
138 @return the day preceding this day
139 */
140 private Day previousDay()
141 {
142 int y = year;
143 int m = month;
144 int d = date;
145
146 if (y == GREGORIAN_START_YEAR
147 && m == GREGORIAN_START_MONTH
148 && d == GREGORIAN_START_DAY)
149 d = JULIAN_END_DAY;
150 else if (d > 1)
151 d--;
152 else
153 {
154 m--;
155 if (m < JANUARY)
156 {
157 m = DECEMBER;
158 y--;
159 if (y == 0) y--;
160 }
161 d = daysPerMonth(y, m);
162 }
163 return new Day(y, m, d);
164 }
165
166 /**
167 Gets the days in a given month.
168 @param y the year
169 @param m the month
170 @return the last day in the given month
171 */
172 private static int daysPerMonth(int y, int m)
173 {
174 int days = DAYS_PER_MONTH[m - 1];
175 if (m == FEBRUARY && isLeapYear(y))
176 days++;
177 return days;
178 }
179
180 /**
181 Tests if a year is a leap year.
182 @param y the year
183 @return true if y is a leap year
184 */
185 private static boolean isLeapYear(int y)
186 {
104 CHAPTER 3 Guidelines for Class Design

187 if (y % 4 != 0) return false;


188 if (y < GREGORIAN_START_YEAR) return true;
189 return (y % 100 != 0) || (y % 400 == 0);
190 }
191
192 private int year;
193 private int month;
194 private int date;
195
196 private static final int[] DAYS_PER_MONTH
197 = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 };
198
199 private static final int GREGORIAN_START_YEAR = 1582;
200 private static final int GREGORIAN_START_MONTH = 10;
201 private static final int GREGORIAN_START_DAY = 15;
202 private static final int JULIAN_END_DAY = 4;
203 private static final int JANUARY = 1;
204 private static final int FEBRUARY = 2;
205 private static final int DECEMBER = 12;
206 }

3.3.2 Implementation #2

Ch3/day2/Day.java
1 public class Day
2 {
3 /**
4 Constructs a day with a given year, month, and day
5 of the Julian/Gregorian calendar. The Julian calendar
6 is used for all days before October 15, 1582.
7 @param aYear a year != 0
8 @param aMonth a month between 1 and 12
9 @param aDate a date between 1 and 31
10 */
11 public Day(int aYear, int aMonth, int aDate)
12 {
13 julian = toJulian(aYear, aMonth, aDate);
14 }
15
16 /**
17 Returns the year of this day.
18 @return the year
19 */
20 public int getYear()
21 {
22 return fromJulian(julian)[0];
23 }
24
25 /**
26 Returns the month of this day.
27 @return the month
28 */
3.3 Three Implementations of the Day Class 105

29 public int getMonth()


30 {
31 return fromJulian(julian)[1];
32 }
33
34 /**
35 Returns the day of the month of this day.
36 @return the day of the month
37 */
38 public int getDate()
39 {
40 return fromJulian(julian)[2];
41 }
42
43 /**
44 Returns a day that is a certain number of days away from
45 this day.
46 @param n the number of days, can be negative
47 @return a day that is n days away from this one
48 */
49 public Day addDays(int n)
50 {
51 return new Day(julian + n);
52 }
53
54 /**
55 Returns the number of days between this day and another day.
56 @param other the other day
57 @return the number of days that this day is away from
58 the other (> 0 if this day comes later)
59 */
60 public int daysFrom(Day other)
61 {
62 return julian - other.julian;
63 }
64
65 private Day(int aJulian)
66 {
67 julian = aJulian;
68 }
69
70 /**
71 Computes the Julian day number of the given day.
72 @param year a year
73 @param month a month
74 @param date a day of the month
75 @return The Julian day number that begins at noon of
76 the given day
77 Positive year signifies CE, negative year BCE.
78 Remember that the year after 1 BCE is 1 CE.
79
80 A convenient reference point is that May 23, 1968, noon
81 is Julian day number 2,440,000.
82
83 Julian day number 0 is a Monday.
84
106 CHAPTER 3 Guidelines for Class Design

85 This algorithm is from Press et al., Numerical Recipes


86 in C, 2nd ed., Cambridge University Press, 1992.
87 */
88 private static int toJulian(int year, int month, int date)
89 {
90 int jy = year;
91 if (year < 0) jy++;
92 int jm = month;
93 if (month > 2) jm++;
94 else
95 {
96 jy--;
97 jm += 13;
98 }
99 int jul = (int) (java.lang.Math.floor(365.25 * jy)
100 + java.lang.Math.floor(30.6001 * jm) + date + 1720995.0);
101
102 int IGREG = 15 + 31 * (10 + 12 * 1582);
103 // Gregorian calendar adopted October 15, 1582
104
105 if (date + 31 * (month + 12 * year) >= IGREG)
106 // Change over to Gregorian calendar
107 {
108 int ja = (int) (0.01 * jy);
109 jul += 2 - ja + (int) (0.25 * ja);
110 }
111 return jul;
112 }
113
114 /**
115 Converts a Julian day number to a calendar date.
116
117 This algorithm is from Press et al., Numerical Recipes
118 in C, 2nd ed., Cambridge University Press, 1992.
119
120 @param j the Julian day number
121 @return an array whose 0 entry is the year, 1 the month,
122 and 2 the date
123 */
124 private static int[] fromJulian(int j)
125 {
126 int ja = j;
127
128 int JGREG = 2299161;
129 // The Julian day number of the adoption of the Gregorian calendar
130
131 if (j >= JGREG)
132 // Crossover to Gregorian calendar produces this correction
133 {
134 int jalpha = (int) (((float) (j - 1867216) - 0.25)
135 / 36524.25);
136 ja += 1 + jalpha - (int) (0.25 * jalpha);
137 }
138 int jb = ja + 1524;
139 int jc = (int) (6680.0 + ((float) (jb - 2439870) - 122.1)
140 / 365.25);
3.3 Three Implementations of the Day Class 107

141 int jd = (int) (365 * jc + (0.25 * jc));


142 int je = (int) ((jb - jd) / 30.6001);
143 int date = jb - jd - (int) (30.6001 * je);
144 int month = je - 1;
145 if (month > 12) month -= 12;
146 int year = jc - 4715;
147 if (month > 2) --year;
148 if (year <= 0) --year;
149 return new int[] { year, month, date };
150 }
151
152 private int julian;
153 }

3.3.3 Implementation #3

Ch3/day3/Day.java
1 public class Day
2 {
3 /**
4 Constructs a day with a given year, month, and day
5 of the Julian/Gregorian calendar. The Julian calendar
6 is used for all days before October 15, 1582.
7 @param aYear a year != 0
8 @param aMonth a month between 1 and 12
9 @param aDate a date between 1 and 31
10 */
11 public Day(int aYear, int aMonth, int aDate)
12 {
13 year = aYear;
14 month = aMonth;
15 date = aDate;
16 ymdValid = true;
17 julianValid = false;
18 }
19
20 /**
21 Returns the year of this day.
22 @return the year
23 */
24 public int getYear()
25 {
26 ensureYmd();
27 return year;
28 }
29
30 /**
31 Returns the month of this day.
32 @return the month
33 */
34 public int getMonth()
35 {
108 CHAPTER 3 Guidelines for Class Design

36 ensureYmd();
37 return month;
38 }
39
40 /**
41 Returns the date of this day.
42 @return the date
43 */
44 public int getDate()
45 {
46 ensureYmd();
47 return date;
48 }
49
50 /**
51 Returns a day that is a certain number of days away from
52 this day.
53 @param n the number of days, can be negative
54 @return a day that is n days away from this one
55 */
56 public Day addDays(int n)
57 {
58 ensureJulian();
59 return new Day(julian + n);
60 }
61
62 /**
63 Returns the number of days between this day and another
64 day.
65 @param other the other day
66 @return the number of days that this day is away from
67 the other (> 0 if this day comes later)
68 */
69 public int daysFrom(Day other)
70 {
71 ensureJulian();
72 other.ensureJulian();
73 return julian - other.julian;
74 }
75
76 private Day(int aJulian)
77 {
78 julian = aJulian;
79 ymdValid = false;
80 julianValid = true;
81 }
82
83 /**
84 Computes the Julian day number of this day if
85 necessary.
86 */
87 private void ensureJulian()
88 {
89 if (julianValid) return;
90 julian = toJulian(year, month, date);
91 julianValid = true;
3.4 The Importance of Encapsulation 109

92 }
93
94 /**
95 Converts this Julian day number to a calendar date if necessary.
96 */
97 private void ensureYmd()
98 {
99 if (ymdValid) return;
100 int[] ymd = fromJulian(julian);
101 year = ymd[0];
102 month = ymd[1];
103 date = ymd[2];
104 ymdValid = true;
105 }
106
. . .
A number of repetitive methods are omitted here
. . .
190 private int year;
191 private int month;
192 private int date;
193 private int julian;
194 private boolean ymdValid;
195 private boolean julianValid;
196 }

3.4 The Importance of Encapsulation


The three implementations in the previous section illustrate an important point: Even a
seemingly simple class such as the Day class can be implemented in different ways, each
with its own benefits and drawbacks. By using encapsulation, the users of the Day class
can be blissfully unaware of the implementation details, and the implementor of the class
can switch implementations without inconveniencing the class users.
Suppose we had started out with a Day class that used public instance variables
public class Day
{
. . .
public int year;
public int month;
public int date;
}

But then we decide to speed up date calculations by using a Julian day number instead.
We remove the year, month, and date fields and supply an int julian field. What is the
impact of this change on the class user? Of course, none of the class user’s code that
accessed the public fields will compile after the change has been made. Code such as
m = d.month;
110 CHAPTER 3 Guidelines for Class Design

must be replaced by
m = d.getMonth();

How about
d.year++;

That gets trickier, and also less efficient.


d = new Day(d.getDay(), d.getMonth(), d.getYear() + 1);

What should be a simple change of representation turns into a major effort. In practical
programming situations, many worthwhile improvements are not undertaken simply
because they would force other programmers to go through an effort just like this.

Private data fields are essen-


In this scenario, it is still possible to identify all places that require
tial for improving the imple-change, simply by recompiling and following the compiler’s error
mentation of a class without messages. But suppose we want to switch from the first to the third
disruption to its users. implementation, adding the julian field and the flags to indicate
which of the two representations is currently valid. Now the compiler
will accept code containing d.year. The programmers using the Day class must inspect
each line of the program to see whether it is affected by the change. They have to be
trusted to set the flags correctly. If any one of them makes a mistake, data may be cor-
rupted and time-consuming debugging sessions may result.
Thus, even though encapsulation forces programmers to spend more time on planning
and design, it is an essential feature for larger programs. Successful software products
evolve over time. New user requirements must be implemented, and obsolete features are
sometimes retired. The existing code must be maintainable. Rewriting all code for every
product release would be too slow and expensive. (Novice programmers initially find it
hard to envision this—if the lifetime of your homework assignment is three weeks, then
you are much more interested in coding quickly than in keeping the code maintainable.)
Data encapsulation provides a mechanism for restricting the range of the program that is
affected by a change to a small subset, namely the methods of a class. Once that subset
has been updated to track a change, the programmer can state with confidence that no
other portion of the program needs attention in this regard.

3.4.1 Accessors and Mutators

A mutator method modifies the


We make a conceptual distinction between mutator methods, which
state of an object; an accessor change the state of an object, and accessor methods, which merely read
method leaves the state its instance fields.
unchanged. For example, the Day class of the preceding section has no mutators. It
is an immutable class, just like the String class. In contrast, the java.
util.Date class has a mutator, setTime. The GregorianCalendar class
Objects of an immutable class
cannot be changed after they has several mutators as well—look at the set and add methods in the
have been constructed. API documentation.
3.4 The Importance of Encapsulation 111

Should we add methods void setYear(int aYear), void setMonth(int aMonth), and
void setDate(int aDate)? These methods are actually not a good idea. Consider this
sequence of events.
Day deadline = new Day(2006, 1, 31);

Now we want to move the deadline by a month:


deadline.setMonth(2);

Clearly, this won’t work—there is no February 31. Or should the day have rolled over to
March 3? The set method in the GregorianCalendar class actually does that! The results
aren’t pretty. Consider the following sequence, where the desired outcome is to move the
deadline by a day:
deadline.setMonth(2);
deadline.setDate(1);

Oops—now the deadline has been set to March 1! Silly me, you’ll say. I should have first
set the date. But that won’t always work either:
Day deadline = new Day(2006, 2, 1);
deadline.setDate(30);
deadline.setMonth(4);

If setDate rolls over to the next valid day, then the deadline is first set to March 2, then
to April 2. Clearly, these set methods are a disaster waiting to happen.
There is no need to supply set methods for every instance field or as a counterpart of
every get method. However, some tools that generate code from UML diagrams auto-
matically supply get and set methods for all attributes. If you use such a tool, you should
use this feature with caution.

TIP Don’t automatically supply set methods for every instance field.

There is one great advantage to classes without mutator methods: Their object references
can be freely shared. In contrast, you need to be careful about sharing of mutable objects.
In particular, it is dangerous for an accessor method to give out a reference to a mutable
instance field. Consider the following example:
class Employee
{
. . .
public String getName()
{
return name;
}

public double getSalary()


{
return salary;
112 CHAPTER 3 Guidelines for Class Design

public Date getHireDate()


{
return hireDate;
}

private String name;


private double salary;
private Date hireDate;
}

The get methods look quite harmless—Java programmers write many methods like this.
But actually, there is a hidden danger. The getHireDate method breaks encapsulation.
Since the Date class is a mutable class, anyone can apply a mutator method to the
returned reference and thereby modify the Employee object.
Employee harry = . . .;
Date d = harry.getHireDate();
d.setTime(t); // Changes Harry’s state! (See Figure 3)
Clearly, this is not what the designer of the Employee class intended. The getHireDate
method was designed to give information about the Employee object, not to permit mod-
ification of it. The remedy is to clone the object before giving it out.
public Date getHireDate()
{
return (Date) hireDate.clone();
}

The clone method of the Object class makes a copy of the object with the same fields as
the original. The recipient of the cloned object is of course still able to modify it, but
those modifications don’t affect the Date object held by the employee.

harry =

Employee

name = "harry"
hireDate =

Date
d =

F ig u r e 3

Changing Object State Through a Reference to a Subobject


3.4 The Importance of Encapsulation 113

Cloning is more subtle than it appears at first sight—you will see all the details in
Chapter 7.
However, the getName method is safe. The String class is immutable. Nobody can mod-
ify the name object, so it is not a problem to return a reference to it.

TIP An accessor method should never return a reference to a mutable instance field. Instead,
clone the field. However, it is safe to return primitive types and references to immutable
objects.

There is a second potential problem with Date references in the Employee class. When
you construct an Employee object, you supply a Date reference. Suppose the constructor
looks like this:
public Employee(String aName, Date aHireDate)
{
name = aName;
hireDate = aHireDate;
}

Then an evil or clueless programmer could construct an Employee object and later mutate
the construction parameter:
Date d = new Date();
Employee e = new Employee("Harry Hacker", d);
d.setTime(. . .);

Once again, the encapsulation is broken. The remedy is to clone the value in the con-
structor. As you can see, properly dealing with mutable classes is quite tedious.

TIP Immutability is a valuable feature. If you can make your class immutable, you should.

3.4.2 Final Instance Fields


You can mark an instance field as final to indicate that it doesn’t change once it has been
constructed. For example,
public class Date
{
. . .
private final int day;
private final int month;
private final int year;
}
This is a good way of expressing that this class is immutable. However, the final keyword
only refers to the contents of the variable, not to the state of the object to which it refers.
114 CHAPTER 3 Guidelines for Class Design

For example, you can declare a variable containing an ArrayList reference as final.
public class MessageQueue
{
. . .
private final ArrayList elements;
}
But that merely guarantees that no other ArrayList object is ever attached to the
elements field. The final keyword does not prevent changes to the contents of the array
list.

3.4.3 Separation of Accessors and Mutators


We’ve been pretty negative on mutators in this section. Let’s put mutators in perspective.
Of course, many classes require mutators. In fact, a benefit of using objects is to represent
states that mutate over time.
When you have a class that has both accessors and mutators, then it is a good idea to
keep their roles separate. A method that returns information about an object should ide-
ally not change the object state. A method that changes the object state should ideally
have return type void.
For example, in a BankAccount class, you don’t expect the getBalance method to affect
the balance by deducting a “balance inquiry” charge. You expect that you can call acces-
sors as often as you like and always get the same result, as long as no mutator changed
the object state.
Let’s look at a couple of examples that violate this rule. The next method of the Scanner
class returns a value: the next token from the input. Therefore, it appears to be an acces-
sor method. But it also changes the state of the Scanner object. The next time you call
next, you get a different token. Thus, it is a mutator as well.

Could the two be separated? Of course—by using two methods:


 String getCurrent() // Gets the current token
 void next() // Advances to next token
This approach has one advantage: Suppose that you wanted to look at the current token
twice. With the original interface, you have to store the return value of next because it’s
gone for good once you call the method. With the redesigned interface, the tokenizer
remembers the current token and you can retrieve it as often as you like.
Why didn’t the designers of the standard library think of this approach? Maybe they
wanted to avoid a method call? Maybe they never explored the various alternatives and
simply implemented the first solution that came to mind? Maybe they didn’t know that it
is a good idea to keep accessors and mutators separate? We don’t know, but the standard
library is not perfect, and you should not follow its designs blindly.
Let’s look at the MessageQueue class of Chapter 2. There is a remove method that
removes and returns the first message in the queue. Of course, removing the message
changes the state of the queue. Isn’t that a violation of the “mutators should return void”
rule?
3.4 The Importance of Encapsulation 115

We need to refine that rule a bit. Indeed, it would not be good if the only way of getting
the object at the front of the queue was to remove it. What if you just wanted to look at
the head without removing it? Once you remove it, you can’t put it back to the front. A
queue only lets you insert to the back. Therefore, a queue interface should offer a method
peek that returns the front object without removing it. Then you could declare the
remove method to return void. That way, a user of the queue class can always call peek
and then remove.
Then again, it seems cruel to force the class user to make an added method call. It is a
convenience for the user if the remove method returns the removed object. A user who
just wants to remove without looking at the object can just ignore the return value. Thus,
a mutator can return a value for the user’s convenience. But there also should be an acces-
sor that gets the same value, so that the class user isn’t forced to mutate the object. In the
example of the Scanner class, there is nothing wrong with the next method—the real
problem is that there isn’t a getCurrent method.

TIP Whenever possible, keep accessors and mutators separate. Ideally, mutators return void.
It is OK to return a value for the user’s convenience, provided that there is an accessor that
returns the same value without mutating the object.

3.4.4 Side Effects


A side effect of a method is any data modification that is observable when the method is
called. If a method has no side effects, you can call it as often as you like, and you always
get the same answer (provided, of course, that no other methods with a side effect have
been called in the meantime). This is clearly a desirable property.
Some programming languages (called functional programming languages) can improve
the efficiency of code that avoids side effects altogether. In an object-oriented program-
ming language, however, it is accepted that mutator methods have a side effect, namely
the mutation of the implicit parameter.
A method can modify other objects besides the implicit parameter, namely
 Explicit parameters
 Accessible static fields
Generally, users of your class expect that its methods do not modify the explicit parame-
ters that they supply. For example, consider this example from the standard library. You
can add all elements from one array list to another with the call
a.addAll(b);
After this call, all elements from the array list b have been added to a. Thus, the implicit
parameter of the call has been modified. That is to be expected—the addAll method is a
mutator. However, if the call changed the contents of b, for example by removing ele-
ments, then an undesirable side effect would occur. Fortunately, the addAll method does
not modify the object b, which is the behavior that most programmers expect.
116 CHAPTER 3 Guidelines for Class Design

The standard library does not have many methods that mutate an explicit parameter.
Here is one of the few examples. The SimpleDateFormat class has a method parse to
parse a string describing a date into a Date object:
SimpleDateFormat formatter = new SimpleDateFormat("yyyy-MM-dd");
String dateString = "2001-02-03";
Date d = formatter.parse(dateString);

There is a second version of parse that analyzes a string containing a date description
together with other characters. That method has an additional parameter of type Field-
Position that describes a position in the field. The call

Date d = formatter.parse(dateString, position);

parses the date that starts at the given position, and then moves the position object to the
index immediately following the date substring. There is a side effect: The explicit
parameter is modified.
Is this side effect necessary? Not really. The formatter object could remember the field
position. That design would eliminate the side effect. Of course, then a particular
SimpleDateFormat object would only be able to parse one string at a time.

Another kind of side effect is changing the state of an accessible static field, such as
System.out. This too is a side effect that you should avoid if possible. In particular,
printing error messages to System.out is reprehensible:
public void addMessage()
{
if (newMessages.isFull())
System.out.println("Sorry--no space"); // DON’T DO THAT!
. . .
}

Instead, throw an exception to report an error condition. Exceptions give a great deal of
flexibility to the programmers that use your classes.

TIP Minimize side effects that go beyond mutating the implicit parameter.

3.4.5 The Law of Demeter


In the voice mail system example of Chapter 2, we had one method that purposefully
returned an object so that other methods could mutate it. The findMailbox method of
the MailSystem class returned a Mailbox object, and the Connection object changed its
contents by adding and removing messages. That too breaks the encapsulation of the
MailSystem class. Perhaps a future version of the program no longer uses Mailbox classes
to hold the messages, but instead holds the messages in one large queue or a database.
Now the MailSystem class might have to manufacture Mailbox objects for backwards
compatibility!
3.4 The Importance of Encapsulation 117

Some researchers believe that this object promiscuity is a sign of poor organization that is
likely to lead to maintenance headaches. Karl Lieberherr has formulated the Law of
Demeter that states that a method should only use
 Instance fields of its class
 Parameters
 Objects that it constructs with new

A method that follows the Law


In particular, a method should not ask another object to give it a part
of Demeter does not operate of its internal state to work on.
on global objects or objects
The law was named after the Greek goddess Demeter, the goddess of
that are a part of another
object.
agriculture and the sister of Zeus. The researchers first chose the
name Demeter because they were working on another project called
Zeus and they needed a related name. Also, they were promoting the concept of growing
software—hence the agricultural theme.
Like so many laws, the Law of Demeter tells you what not to do, but it doesn’t tell you
what to do instead. For example, how can the Connection class avoid working on the
Mailbox object that the MailSystem finds for it? We can give the mail system more
responsibilities, such as “add this message to the mailbox with that number”, “return the
current message of the mailbox with that number”, and so on. Then the MailSystem class
needs to delegate those method calls to the mailbox that it manages.
All that delegation can get tedious to implement. The Demeter researchers claim that
this tedium is not so much a problem with the law but a limitation of the programming
language. You can find tools on the Demeter Web site that translate an expression of the
programmer’s intent at a higher level into the Java methods that carry out the intent.
You should not take the Law of Demeter as a natural or mathematical law. Simply con-
sider it, together with other and possibly conflicting design guidelines, when you design
your programs.

INTERNET The site http://www.ccs.neu.edu/research/demeter/ covers the Law of


Demeter and the tools that support it. You can find an electronic version of the overview
article by Karl J. Lieberherr and Ian Holland, “Assuring Good Style for Object-Oriented
Programs,” IEEE Software, September 1989, pages 38–48, at ftp://ftp.ccs.neu.edu/pub/
research/demeter/documents/papers/LH89-law-of-demeter.ps.

TIP The Law of Demeter implies that a class should not return a reference to an object that
is a part of its internal implementation. Rather than letting some other code interact with the
subobject, the class should take on the responsibility for that work. If you follow the Law of
Demeter, you can reorganize the internal structure of your classes extensively without having
to modify the public interface.
118 CHAPTER 3 Guidelines for Class Design

3.5 Analyzing the Quality of an Interface


The design and implementation of classes must be approached from two points of view
simultaneously. Programmers design and implement classes to be used in code by other
programmers who are often referred to as class users. Class users are different from the
end users of the final software application who, of course, wish to know nothing about
the application code. The customer of the class designer is another programmer, the class
user. As in any relationship between service providers and customers, the service provider
must consider the needs of the customer.
The class designer has certain objectives, such as efficient algorithms and convenient
coding. Programmers who use the classes in their code have different priorities. They
want to be able to understand and use the operations without having to comprehend the
internal data representations. They want a set of operations that is large enough to solve
their programming tasks yet small enough to be comprehensible.
Beginning programmers in an object-oriented language often find it difficult to separate
these two aspects because, in their first programming projects, they are both the class
designer and the class user. Getting together with a colleague for a project is very helpful.
Each programmer designs a set of classes, then you switch roles and complete the assign-
ment with the other programmer’s classes. Of course, no substantial changes to the
classes should be made after the switch. This will give you a feel for the difficulty of
anticipating the needs of another programmer and of working with classes that were pro-
duced with less-than-perfect anticipation of these needs. In a project where group work
is not possible, you must play Dr. Jekyll and Mr. Hyde and envision both roles yourself.
In this section, we discuss several criteria used to analyze the quality of the interface of a
class.

3.5.1 Cohesion

A class is cohesive if all of its


A class is an abstraction of a single concept. All class operations must
methods are related to a single logically fit together to support a single, coherent purpose.
abstraction. Consider this mailbox class:
public class Mailbox
{
public void addMessage(Message aMessage) { . . . }
public Message getCurrentMessage() { . . . }
public Message removeCurrentMessage() { . . . }
public void processCommand(String command) { . . . }
. . .
}
The processCommand operation sticks out as being different from all other operations.
The other operations deal with a single abstraction: a mailbox that holds messages. The
processCommand operation adds another wrinkle to it, the ability to process commands.
How? In what format? It would be better to have a different class deal with commands
and leave the mailbox to do what it does best: store messages.
3.5 Analyzing the Quality of an Interface 119

TIP The public interface of a class should be cohesive: The class features should be related to
a single abstraction. If a class has unrelated responsibilities, split it up into two classes.

3.5.2 Completeness
A class interface should be complete. It should support all operations that are a part of
the abstraction that the class represents.
Consider the Date class in the Java library. Suppose you have two Date objects and would
like to know how many milliseconds have elapsed between them.
Date start = new Date();
// Do some work
Date stop = new Date();
// How many milliseconds between start and stop?
The before and after methods indicate that start came before stop. But they won’t tell
you how big the difference between them was. The designer of the Date class may argue
that this responsibility falls outside the scope of the Date class. But that is not a credible
argument. The Date class is willing to map any Date object to an absolute number of mil-
liseconds. Why is measuring the distance between two points so unrelated to the mission
of the Date class, when checking their ordering is something it is willing to undertake?
Of course, this is not a fatal flaw. You can use the getTime method and compute
long difference = stop.getTime() - start.getTime();
Generally, the classes that you find in the standard library are complete enough that you
can achieve what you need to, even if it sometimes requires heroic effort. (Consider, for
example, the task of computing the number of days between two GregorianCalendar
objects.)
But when you are working on a project in which new classes are designed, it is common
that you come across a class that is simply missing an essential method. Then you must
negotiate with the class designer to have that method added.

3.5.3 Convenience
An interface may be complete in the sense that it supplies sufficient tools to achieve any
necessary task. However, programmers should not have to jump through hoops to solve
conceptually simple tasks. A good interface shouldn’t merely make all tasks possible, it
should also make common tasks easy.
Consider the common task of reading input from System.in. Unfortunately, System.in
has no methods for reading lines of text or numbers. Before Java 5.0, you had to wrap
System.in into an InputStreamReader and then into a BufferedReader, which was very
inconvenient indeed. This problem was finally fixed with the Scanner class.
Why did it take the library designers such a long time to remove the inconvenience? I
suspect they had a wrong view of their customers. The layered stream and reader classes
are very convenient for other library programmers who need to program other kinds of
streams. But nobody paid attention to the convenience of the application programmers.
120 CHAPTER 3 Guidelines for Class Design

When a class designer has the wrong customer in mind, the result is all too often a set of
classes that makes all tasks possible and common tasks difficult.

TIP Your interfaces should provide convenient ways to accomplish common tasks.

3.5.4 Clarity
The interface of a class should be clear to programmers, without generating confusion.
Confused programmers write buggy code.
Lack of clarity can come from unnecessarily complex call protocols. Consider list itera-
tors in the standard Java library. Here we construct a linked list and add some elements.
LinkedList<String> list = new LinkedList<String>();
list.add("A");
list.add("B");
list.add("C");

To iterate through the elements in the linked list, you use a list iterator:
ListIterator<String> iterator = list.listIterator();
while (iterator.hasNext())
System.out.println(iterator.next());

As you can see, the iterator is similar to the string tokenizer.


An iterator position indicates a position between two list elements, just like the “I-beam”
cursor in your word processor that sits between two characters. The add method of the
ListIterator class adds an element before the cursor, just like your word processor does.
For example, here is how to insert an element before the second element of a list:
ListIterator<String> iterator = list.listIterator(); // |ABC
iterator.next(); // A|BC
iterator.add("X"); // AX|BC

But the remove method is not intuitive. The word processor analogy would suggest that
remove removes the element to the left of the cursor. For example, you’d expect that two
calls to remove delete the first two elements of the list.
// This isn’t how it works
iterator.remove(); // A|BC
iterator.remove(); // |BC

Instead, both calls are illegal. The API documentation describes the remove method this
way:

“Removes from the list the last element that was returned by next or previous. This call
can only be made once per call to next or previous. It can be made only if add has not
been called after the last call to next or previous.”
3.5 Analyzing the Quality of an Interface 121

In other words, to remove these two elements, you have to first jump over them and then
remove them immediately afterwards. If your word processor worked like that, you’d be
pretty unhappy.
Whenever the explanation of a method is complex, you should pause and think whether
the complexity is necessary; in this case, it plainly isn’t. It would be straightforward to
implement a remove operation that removes the element to the left of the iterator (like
the BACKSPACE key).

3.5.5 Consistency
The operations in a class should be consistent with each other with respect to names,
parameters and return values, and behavior.
The Java library has its share of minor inconsistencies. To specify a day in the Gregorian-
Calendar class, you call

new GregorianCalendar(year, month - 1, day)

because the constructor expects a month between 0 and 11. But the day is between 1 and
31. That’s not consistent. (The reason is presumably compatibility with a C library that
has the same convention.)
To check if two strings are equal, you call
s.equals(t);
or
s.equalsIgnoreCase(t);

That’s simple enough, and there is a pair of methods compareTo/compareToIgnoreCase


that follows the same scheme. But then there is an inconsistent pair
boolean regionMatches(int toffset, String other, int ooffset, int len)
boolean regionMatches(boolean ignoreCase, int toffset, String other,
int ooffset, int len)

Why not regionMatchesIgnoreCase? Or, if it is such a good idea to have a parameter for
ignoring case, why not use that scheme for equals and compareTo? This seems like a
minor matter, but it can be extremely irritating to class users. If nothing else, it is a sign
of shoddy craftsmanship. Your class users are like any other customers—they will enjoy
using your classes if they perceive quality and attention to detail, and they will use them
reluctantly otherwise.

TIP In this section, we recommend that you strive for cohesion, completeness, convenience,
clarity, and consistency. You will often find that these requirements conflict with each other.
As with any engineering task, you need to use your judgment to balance these conflicts.
122 CHAPTER 3 Guidelines for Class Design

3.6 Programming by Contract


As you have seen, encapsulation makes it possible to produce dramatically more reliable
code than the traditional programming style in which every function was able to modify
data fields. Once we ensure that all constructors of a class create only objects with valid
state and that all mutator operations preserve the valid state, then we can never have
invalid objects. No operation should waste a lot of time checking for invalid objects. Ber-
trand Meyer, the pioneering designer of the Eiffel language, uses the metaphor of a con-
tract to describe these guarantees. This chapter explores the ideas surrounding the
concepts of programming by contract.

3.6.1 Preconditions
Consider the MessageQueue class of Chapter 2.
public class MessageQueue
{
public void add(Message aMessage) { . . . }
public Message remove() { . . . }
public Message peek() { . . . }
public int size() { . . . }
. . .
}
What should happen if a programmer using this class attempts to remove a message
from an empty queue?
There are two ways to answer this question. The designer of the queue class may declare
this behavior as an error. Users of the queue are plainly forbidden to invoke remove on an
empty queue. Or, the designer of the queue class may decide to tolerate potential abuses
and build in a robust failure mechanism, such as returning a null reference.
In the terminology of “Programming by Contract” that is advocated by Bertrand Meyer
and other computer scientists, methods are viewed as agents fulfilling a contract. The
remove method promises to deliver the correct result when applied to a nonempty queue.
For an empty queue, you must read the fine print. Maybe remove is free to take any
action, however disastrous, when applied to an empty queue. Maybe it promises to han-
dle the error gracefully.
Consider the contract you have with your bank. When you write a check that is not cov-
ered by the funds in your checking account, what happens? Your bank may, as a courtesy,
pay the check if you have been a reliable customer in the past. But if the bank refuses to
pay the check, then you have no reason to complain. Some banks offer—for an extra fee,
of course—an overdraft protection plan where they cover checks for you. Should you pay
that extra fee for an overdraft protection plan? Or would you rather save the money and
take the risk? It’s a tradeoff.
The same tradeoff holds for programs. Would you rather use classes that check for all
possible abuses (even though you never intend to abuse them) if the cost is a significant
reduction in performance?
3.6 Programming by Contract 123

The important point is that the class that provides a service and its
A precondition of a method is a
caller should have a formal agreement on these issues. The terminol-
condition that must be fulfilled
before the method may be ogy of pre- and postconditions serves to formalize the contract
called. between a method and its caller. A precondition is a condition that
must be true before the service provider promises to do its part of the
bargain. If the precondition is not true and the service is still requested, the provider can
choose any action that is convenient for it, no matter how disastrous the outcome may be
for the service requester. A postcondition is a condition that the service provider guaran-
tees upon completion. We will discuss postconditions in the next section.
Thus, we can define a precondition for the remove method:
/**
Remove message at head.
@return the message that has been removed from the queue
@precondition size() > 0
*/
public Message remove()
{
return elements.remove(0);
}

NOTE Here we use @precondition as if it were a valid javadoc tag. Actually, the standard
javadoc program skips all tags that it doesn’t know, so the @precondition information won’t
make it into the documentation. To include preconditions, run javadoc with the option -tag
precondition:cm:"Precondition:". (The letters cm instruct javadoc to look for this tag
only in constructors and methods.)

This remove method makes no promises to do anything sensible when you call it on an
empty queue. In fact, this particular implementation causes an IndexOutOfBounds-
Exception in that situation that might terminate the program. However, a different
implementation is free to act differently. Consider a change in implementation.
The remove method of the MessageQueue class of Chapter 2 is quite inefficient. If you
remove a message, all other references are moved down in the array (see Figure 4).
You can avoid this problem with a “circular array” implementation of a queue. In this
implementation, we use two index variables head and tail that contain the index of the

F ig u re 4

Inefficient Removal of an Element


124 CHAPTER 3 Guidelines for Class Design

F ig u r e 5

Adding and Removing Queue Elements head 1


in a Circular Array 2
3
4
tail

F ig u r e 6 4
A Queue Element Set That Wraps tail
around the End of the Array

head 1
2
3

next element to be removed and the next element to be added. After an element is
removed or added, the index is incremented (see Figure 5).
After a while, the tail element will reach the top of the array. Then it “wraps around”
and starts again at 0—see Figure 6. For that reason, the array is called “circular”.
Here is an implementation of a queue as a circular array. This implementation supplies a
bounded queue—it can eventually fill up. It is not difficult to enhance the implementation
to remove that limitation, by allocating a larger array when the original array fills up (see
Exercise 3.25).

Ch3/queue/MessageQueue.java
1 /**
2 A first-in, first-out bounded collection of messages.
3 */
4 public class MessageQueue
5 {
6 /**
7 Constructs an empty message queue.
8 @param capacity the maximum capacity of the queue
9 */
10 public MessageQueue(int capacity)
11 {
12 elements = new Message[capacity];
13 count = 0;
14 head = 0;
15 tail = 0;
3.6 Programming by Contract 125

16 }
17
18 /**
19 Removes message at head.
20 @return the message that has been removed from the queue
21 @precondition size() > 0
22 */
23 public Message remove()
24 {
25 Message r = elements[head];
26 head = (head + 1) % elements.length;
27 count--;
28 return r;
29 }
30
31 /**
32 Appends a message at tail.
33 @param aMessage the message to be appended
34 */
35 public void add(Message aMessage)
36 {
37 elements[tail] = aMessage;
38 tail = (tail + 1) % elements.length;
39 count++;
40 }
41
42 /**
43 Gets the total number of messages in the queue.
44 @return the total number of messages in the queue
45 */
46 public int size()
47 {
48 return count;
49 }
50
51 /**
52 Gets message at head.
53 @return the message that is at the head of the queue
54 @precondition size() > 0
55 */
56 public Message peek()
57 {
58 return elements[head];
59 }
60
61 private Message[] elements;
62 private int head;
63 private int tail;
64 private int count;
65 }

Now, if you call remove on an empty queue, you may get some element that still happens
to be in the elements array from a prior assignment; also, you might mess up the state of
the head index and set count to –1. All these effects may cause strange and seemingly
126 CHAPTER 3 Guidelines for Class Design

random behavior during debugging. Thus, here the cost of violating the precondition is
high.
One important aspect of preconditions is that they need to be checkable by the caller.
Consider again the circular array implementation of the MessageQueue class. A precondi-
tion of the add method is that the array is not full:
/**
Appends a message at the tail.
@param aMessage the message to be appended
@precondition size() < elements.length;
*/
public void add(Message aMessage) { . . . }
But the caller cannot check this precondition because the elements field is private. There
is no way for the caller to find out the capacity of the queue. To remedy that situation,
add a method isFull that tests whether the queue is already full. Then the precondition
can be reworded as
@precondition !isFull()

TIP The class user must be able to check the precondition of a method. Preconditions of
public methods must only involve public methods of the class.

3.6.2 Assertions
When you implement a method with a precondition, what action should you take if the
method is called with one of its preconditions violated? The easiest choice is to do noth-
ing at all. That is certainly a permissible strategy, but it can result in difficult debugging
sessions.
Alternatively, you may want to alert the user of your class whenever you detect a precon-
dition violation. The Java language has a special feature for alerts of this kind: the
assertion mechanism.
The statement
assert condition;
checks that the condition is true. If so, then execution simply continues. However, if the
condition fails, then an AssertionError is thrown. Normally, the program terminates as
a result.
There is a second form of the assert statement, in which an explanation is supplied to
the AssertionError object:
assert condition : explanation;

An assertion is a condition
The explanation is usually a string. If it is an expression of another
that a programmer expects type, it is converted to a string.
to be true. Here is a typical example of an assertion.
3.6 Programming by Contract 127

/**
Removes message at head.
@return the message that has been removed from the queue
@precondition size() > 0
*/
public Message remove()
{
assert count > 0 : "violated precondition size() > 0";
Message r = elements[head];
head = (head + 1) % elements.length;
count--;
return r;
}

If a user invokes this method on an empty queue, then the program terminates with an
assertion error. In most execution environments, an error message is displayed that con-
tains the file and line number of the failed assertion statement, as well as the explanation
string.
It appears as if assertions negate an advantage of preconditions—to free the implementa-
tion from the computational cost of checking for violations. However, assertions can be
turned off completely after testing is completed.
The mechanism for enabling or disabling assertions depends on your execution environ-
ment. With the virtual machine launcher in the JDK, you use the -enableassertions (or
-ea) switch to turn assertions on. For example:

java -enableassertions MailSystemTest

By default, assertions are disabled.


Some computer scientists think that assertions shouldn’t be turned off after debugging is
completed. After all, would you wear a life vest only while sailing close to the shore and
throw it overboard when you reach the middle of the ocean? Unfortunately, it’s not that
simple. If assertion checking slows down the program too much, then you need to turn
off some or all of the checks. Assertions let you make that choice, which is better than
not having the choice at all.
Would it be “nicer” to drop preconditions and instead return “harmless” values? For
example,
/**
Removes message at head.
@return the message that has been removed from the queue
*/
public Message remove()
{
if (count == 0) return null;
. . .
}

Actually, this is not a benefit for the caller. The null return value may also cause prob-
lems later when the cause of the error is less clear. The “tough love” approach of termi-
nating the program with an assertion error makes it possible to locate the error precisely.
128 CHAPTER 3 Guidelines for Class Design

TIP In some programming languages (in particular C and C++), assertions are implemented
in the compiler. To activate or deactivate assertions, you need to recompile the source files that
contain the assertion statements. However, in Java, assertions are handled by the Java class
loader. When a class is loaded and assertions are disabled, the class loader simply strips out
the virtual machine instructions for assertion checking.
As a consequence, you can selectively enable and disable assertions in different classes and
packages. See http://java.sun.com/j2se/1.4/docs/guide/lang/assert.html for more
information.

3.6.3 Exceptions in the Contract


A common strategy for dealing with problem cases is throwing an exception. Here is an
example:
public Message remove()
{
if (count <= 0)
throw new NoSuchElementException(
"violated precondition size() > 0");
. . .
}
Unlike an assertion test, this check cannot be turned off and therefore always incurs a
small performance penalty.
That does not mean that you should stay away from exceptions. In fact, exceptions are
often a part of the contract. Consider this constructor.
/**
Creates a new FileReader, given the name of the file to read from.
@param fileName the name of the file to read from
@throws FileNotFoundException if the named file does not exist, is
a directory rather than a regular file, or for some other reason
cannot be opened for reading
*/
public FileReader(String fileName)
As you can see, the constructor promises to throw a FileNotFoundException if there is
no file with the given name.
There is an important distinction between a precondition and a contractually specified
exception. This constructor has no precondition. In particular, “fileName must be the
name of a valid file” is not a precondition. Recall that a method may do anything at all if
the precondition is violated. But this particular constructor makes a very definite prom-
ise, namely to throw a FileNotFoundException, when there is no file with the given
name. Programmers calling this constructor are entitled to rely on this behavior.
You may wonder why the implementors of this constructor didn’t simply set a precondi-
tion. Couldn’t a caller of this constructor have checked that the file exists? Not really,
because another program could have removed the file immediately after that check and
before the constructor call. Thus, existence of the file is not a verifiable precondition. In
such a situation, throwing an exception is entirely appropriate.
3.6 Programming by Contract 129

3.6.4 Postconditions

A postcondition of a method is
Of course, every operation promises to do “the right thing”, provided
a condition that holds after thethat the precondition was fulfilled when it was called. For example,
method has completed. the remove operation of the MessageQueue class promises to return the
element that has been in the queue for the longest time. Such a promise
is called a postcondition.
In general, a postcondition is any condition that a method promises to fulfill after it is
called. For example, the add method of the MessageQueue class has a useful postcondition
that after adding an element, size() > 0. This condition is useful because it implies the
precondition of the remove method. After you add an element, it is always safe to call
remove.
q.add(m);
// Postcondition of add: q.size() > 0
// Precondition of remove: q.size() > 0
m = q.remove();

TIP It is useful to document postconditions that go beyond the description of the method
purpose and @return tag, such as
@postcondition size() > 0
But don’t repeat the @return comment in a @postcondition comment—that adds no value.

If a postcondition is not fulfilled, you should not throw an exception. After all, that is a
failure in your own code. But you can use assertions to check for postconditions.

3.6.5 Class Invariants

A class invariant is a condition


A class invariant is a logical condition that holds for all objects of a
that is fulfilled by all objects of class, except possibly those that are undergoing mutation. In other
the class after the completion words, the condition must be true before and after every method call,
of any constructor or method. but it can be temporarily violated inside a method call.
Here is a class invariant of the circular array implementation of the
MessageQueue class.
0 ≤ head and head < elements.length
To prove an invariant you need to check that
1. It is true after every constructor has completed execution.
2. It is preserved by every mutator.
That means, if it is true at the start of the mutator, then it is again true when the mutator
returns. We don’t worry about accessor operations because they don’t change the object
state.
The first point above guarantees that no invalid objects can be created. Thus, the first
time a mutator is applied, we know the invariant is true at the outset. The second point
130 CHAPTER 3 Guidelines for Class Design

guarantees that it is again true when the first mutator operation completes. By the same
logic, the second mutator operation must preserve the invariant condition, as must all
subsequent operations. As a consequence we know that the invariant must be true upon
entry and exit of all operations.
After the MessageQueue constructor has been executed, the invariant is true because head
has been set to zero. But wait—how do we know that elements.length is positive? Let’s
give the constructor a precondition:
/**
Constructs an empty queue.
@param capacity the maximum size of the queue
@precondition capacity > 0
*/
public MessageQueue(int capacity) { . . . }

Now we know that elements.length must be positive. Therefore, the invariant is true at
the end of the constructor.
There is only one method that changes the value of head, namely remove. We need to
show that it preserves the invariant. The method carries out the assignment
headnew = (headold + 1) % elements.length.

Here headold denotes the value of the head instance field before the method was called,
and headnew denotes the value after the method returns. Now since we assume that
headold fulfilled the invariant at the beginning of the method, we know that

headold + 1 > 0.
Hence
headnew = (headold + 1) % elements.length ≥ 0

And, by the definition of the % operator, it is less than elements.length. That proves the
invariant. But what good is it?
We can now reason that every array access of the form elements[head] is legal. You can
similarly prove that
0 ≤ tail and tail < elements.length

is an invariant. That invariant guarantees that array accesses of the form elements[tail]
are always legal. In other words, we have just proven that there will never be an array
exception raised in the MessageQueue class.

NOTE The % operator computes the remainder that is left when dividing an integer by
another. For example, 17 % 5 is 2 since 17 = 5 ⋅ 3 + 2. Unfortunately, many programming
languages (including Java) have a quirk in the behavior of the % operator. Instead of comput-
ing a proper remainder, which would always be 0 or a positive number, the result of % can be
negative when one or both of the arguments are negative. For example, -17 % 5 is −2 , even
though the mathematical remainder is 3 since −17 = 5 ⋅ ( −4 ) + 3. For that reason, we had to
be careful to verify that the argument head + 1 of the % operator was not negative. In gen-
eral, negative remainders are a common cause for programming errors. It is unfortunate that
3.7 Unit Testing 131

programming language designers ignored the experience of mathematicians who had hun-
dreds of years to figure out the best definition for remainders.

Of course, the invariant that we have just proven is quite simple, but it is very typical. As
long as the instance fields of a class are private, you have complete control over all opera-
tions that modify the instance fields. You can usually guarantee that certain values are
within a legal range or that certain references are never null. Invariants are the appropri-
ate tool for documenting such guarantees.
We distinguish between interface invariants and implementation invariants. Interface
invariants are conditions that involve only the public interface of a class. Implementation
invariants involve the details of a particular implementation. Interface invariants are of
interest to the class user because they give a behavior guarantee for any object of the
class. Implementation invariants can be used by the class implementor to ensure the cor-
rectness of the implementation algorithms.
The invariants that we discussed in the queue examples were implementation invariants.
The values of head and elements are meaningless for the class user.
Interface invariants must be stated in terms of the public interface of a class. For exam-
ple, an interface invariant of the Day class is that
1 <= getMonth() && getMonth() <= 12

INTERNET Invariants are useful for bringing out those properties of your classes that ensure
freedom from bad casts, null pointers, or array bounds errors. Using theorem-proving tech-
nology, it is even possible to automate some of these checks. Check out Compaq Extended
Static Checker for Java (ESC/Java) from http://research.compaq.com/SRC/esc/ to see
this technology in action.

3.7 Unit Testing

A unit test of a class tests the


In this chapter, you have seen design rules that apply to a single class.
class in isolation. We will conclude the chapter with a look at unit testing: testing a sin-
gle class by itself, outside a complete program.
When implementing a class, it is a good idea to think about test cases that demonstrate
that the class works correctly. For example, when writing the specification of a class, or
when formulating postconditions or invariants, you can also think about test cases that
demonstrate the correct working of the class.
Having a collection of test cases is particularly valuable when changing the implementa-
tion. Running the test cases again after the change gives you confidence that you have
not broken the functionality of the class.
Experience has shown that programmers are much less reluctant to improve the imple-
mentation when they have a collection of test cases that they can use to validate their
changes.
132 CHAPTER 3 Guidelines for Class Design

Fi g u re 7

Unit Testing with JUnit

One popular tool for unit testing is JUnit. JUnit makes it very simple to collect and run
test cases. Figure 7 shows the graphical user interface of JUnit.
To test a class with JUnit, you need to design a companion class that contains the test
cases. Each test case needs to be placed in a method whose name starts with test. Follow
this template:
import junit.framework.*;
public class DayTest extends TestCase
{
public void testAdd() { . . . }
public void testDaysBetween() { . . . }
. . .
}
Each test case executes some code and then checks a condition. Here is a typical test case
for testing the addDays method of the Day class:
public void testAdd()
{
Day d1 = new Day(1970, 1, 1);
int n = 1000;
Day d2 = d1.addDays(n);
assertTrue(d2.daysFrom(d1) == n);
}
If the test fails, then the testing framework catches the assertion error and records the
failure.
When compiling the test class, you need to add the junit.jar file to the class path:
javac -classpath .:junit.jar DayTest.java
Exercises 133

To run all tests in the graphical test runner, execute


java -classpath .:junit.jar junit.swingui.TestRunner DayTest
If all tests pass, the user interface shows a green bar, and you can relax. Otherwise, there
is a red bar and a detailed set of error messages. That’s great too. It is much easier for you
to fix the class in isolation than it would be to track down the error when the class is part
of a complex program.

INTERNET You can download the JUnit tool from http://junit.org. The documentation
describes a number of advanced options for fine-tuning the testing process.

Exercises
Exercise 3.1. Find two total orderings for String objects. Find a partial ordering that is
not a total ordering.
Exercise 3.2. Find a total ordering for Rectangle objects. Hint: Use lexicographic order-
ing on (x, y, width, height).
Exercise 3.3. Search the Internet for a description of the French Revolutionary calendar.
How do you convert your birthday to that calendar?
Exercise 3.4. Implement a class FrenchRevolutionaryCalendar that extends the
Calendar class.
Exercise 3.5. Have a look at the Calendar and GregorianCalendar classes in the standard
library. The Calendar class is supposed to be a general class that works for arbitrary cal-
endars, not just the Gregorian calendar. Why does the public interface fall short of that
ideal?
Exercise 3.6. Write a program that computes the number of days that have elapsed since
you were born. Use the GregorianCalendar class, not the Day class of this chapter.
Exercise 3.7. Write a program that computes the number of days that have elapsed since
you were born. Use the Day class of this chapter, not the GregorianCalendar class.
Exercise 3.8. Write a program that prints the calendar of a given month. For example,
June 2006
S M T W T F S
1 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30 31
Use the getFirstDayOfWeek method of the Calendar class to find the first day of the
week—it’s Monday in most of the world (so that Saturday and Sunday fall on the week’s
end). The DateFormatSymbols class yields the names of the months and the weekdays.
134 CHAPTER 3 Guidelines for Class Design

Exercise 3.9. Add before and after methods that define a total ordering on Day objects
to the first implementation of the Day class.
Exercise 3.10. Implement a class TimeOfDay that stores a time between 00:00:00 and
23:59:59. Supply a constructor TimeOfDay(int hours, int minutes, int seconds) and
accessor methods to get the current hours, minutes, and seconds. Supply methods
TimeOfDay addSeconds(int seconds)
int secondsFrom(TimeOfDay other)
The first method returns a TimeOfDay object that is the given number of seconds away
from the current object. The second method computes the number of seconds between
two TimeOfDay objects. Use three integers for the hours, minutes, and seconds as the
internal representation.
Exercise 3.11. Reimplement the TimeOfDay class of Exercise 3.10 by using a different
internal representation: the number of seconds since midnight.
Exercise 3.12. Implement a class Matrix that represents a matrix of the form

⎡ a00 a01  a0, c − 1 ⎤


⎢ ⎥
⎢ a10 a11  a1, c − 1 ⎥
⎢     ⎥
⎢ ⎥
⎢⎣ ar − 1, 0 ar − 1, 1  ar − 1, c − 1 ⎥⎦

Here r and c are the number of rows and columns of the matrix. Your class should sup-
port the following operations:
 Constructs a matrix with a given number of rows and columns.
 Gets and sets the element at a particular row and column position.
 Adds and multiplies two compatible matrices. (You may need to look up the defi-
nition for matrix addition and multiplication in a linear algebra book or on the
Web.)
As the internal representation, store the elements in a two-dimensional array
private double[][] elements;
In the constructor, initialize the array as
elements = new double[r][c];
Then you can access the element at row i and column j as elements[i][j].
Exercise 3.13. In many applications, matrices are sparse. They have mostly values of zero
off the diagonal, values of one on the diagonal, and a few other values:

⎡1 0 a 0⎤
⎢ ⎥
⎢0 1 0 0⎥
⎢0 0 b 1⎥
⎢ ⎥
⎢⎣ c 0 0 1 ⎥⎦
Exercises 135

Such a matrix can be stored more efficiently by simply keeping track of the special values
and their row and column positions. Reimplement the Matrix class of Exercise 3.12
using a representation that is optimized for sparse matrices.
Exercise 3.14. Reimplement the Matrix class of Exercises 3.12 and 3.13 so that you
switch between a full and a sparse representation, depending on the number of elements
in the matrix that are not zero off the diagonal or one on the diagonal.
Exercise 3.15. List all accessors and mutators of the Date class (but skip the deprecated
methods).
Exercise 3.16. This chapter discusses the drawbacks of mutator methods for setting the
year, month, and date of a Day object. However, the Calendar class of the standard library
has a set method for just that purpose. Does that method solve the issues that were
raised in our discussion?
Exercise 3.17. List three immutable classes from the standard Java library.
Exercise 3.18. The implementation of the SimpleDateFormat class in JDK 5.0 (and pos-
sibly other versions of the JDK) contains a subtle flaw that makes it possible to break the
behavior of the class by applying a mutator to an object that one of the accessor methods
returns. Find the flaw. Hint: Look at the mutable instance fields.
Exercise 3.19. Implement a variant of the standard StringTokenizer class with two
methods
String nextToken() // Gets the current token and advances to the next token
String getToken() // Gets the current token and doesn’t advance

Exercise 3.20. Reimplement the voice mail system of Chapter 2 so that the Law of
Demeter holds. In particular, the MailSystem class should not give out Mailbox objects.
Instead, you need to add additional methods to the MailSystem class.
Exercise 3.21. Critique the java.io.File class. Where is it inconsistent? Where does it
lack clarity? Where is it not cohesive?
Exercise 3.22. The job of the NumberFormat class is to format numbers so that they can
be presented to a human reader in a format such as an invoice or table. For example, to
format a floating-point value with two digits of precision and trailing zeroes, you use the
following code:
NumberFormat formatter = NumberFormat.getNumberInstance();
formatter.setMinimumFractionDigits(2);
formatter.setMaximumFractionDigits(2);
String formattedNumber = formatter.format(x);
Critique this class. Is it convenient? Is it clear? Is it complete? (Hint: How would you
format a table of values so that the columns line up?)
Exercise 3.23. In many text-processing applications, it is useful to “peek” at the next
character in a file without actually reading it. For example, if the next character is a digit,
then one may want to call a method readNumber, without first consuming the initial digit.
The standard library offers a PushbackReader for this purpose. Is that class a convenient
solution to the “one character lookahead” problem?
136 CHAPTER 3 Guidelines for Class Design

Exercise 3.24. According to the API documentation, what are the preconditions of the
following methods?
int java.util.BitSet.nextSetBit(int fromIndex)
String java.util.Properties.get(String key)
int java.util.Arrays.binarySearch(int[] a, int key)
How accurate is the API documentation when stating the prerequisites of the methods
in this exercise? Can you find conditions under which the methods fail to work properly?
Hint: Try null parameters.
Exercise 3.25. Improve the circular array implementation of the bounded queue by grow-
ing the elements array when the queue is full.
Exercise 3.26. Add assertions to check all preconditions of the methods of the bounded
queue implementation.
Exercise 3.27. Show that (tail - head - count) % elements.length == 0 is an invari-
ant of the bounded queue implementation.
Exercise 3.28. Design a test class to test the MessageQueue class with JUnit.
C h a p t e r 4
Interface Types
and Polymorphism
C H A P T E R T O P I C S

 The Icon Interface Type


 Polymorphism
 The Comparable Interface Type
 The Comparator Interface Type
 Anonymous Classes
 Frames and User Interface Components
 User Interface Actions
 Timers
 Drawing Shapes
 Designing an Interface Type

A class defines a set of operations (the interface) and statements that


specify how to carry out the operations and how to represent object state
(the implementation). However, it is often useful to separate the interface
concept from that of a class. This can help in the development of reusable
code.
Multiple classes can implement the same interface type. That is, these
classes all have the methods that the interface type requires, which makes
it possible to write programs that can operate on a mixture of objects from
138 CHAPTER 4 Interface Types and Polymorphism

any of these classes. This behavior is called polymorphism. By focusing on


interface types first, you will study polymorphism in its purest and simplest
form. Chapter 6 will cover inheritance, which gives rise to polymorphism
in a more complex setting.
In this chapter, you will study several useful interface types in the Java
library. At the end of the chapter, you will learn how to design a new
interface type.

4.1 The Icon Interface Type


You can display a dialog box that contains a simple message with the following call:
JOptionPane.showMessageDialog(null, "Hello, World!");

Figure 1 shows the result. (The first parameter of the method is the parent window of
the dialog box; a null parameter indicates that the dialog box should be placed at the
center of the screen.)
Note the icon at the left side of the message dialog box. You can show a different icon by
using a more complex version of the showMessageDialog method. In that method, you
need to supply the window title, message type, and icon, in addition to the parent and
the message. Here is an example:
JOptionPane.showMessageDialog(
null, // parent window
"Hello World!", // message
"Message", // window title
JOptionPane.INFORMATION_MESSAGE, // message type
new ImageIcon("globe.gif"));

Figure 2 shows the result. Note that the image from the GIF file is displayed instead of
the standard information icon.
However, suppose you want to draw shapes without first producing an image file, such as
the outline of the planet Mars in Figure 3.

Fi g u re 1

Displaying a Message
4.1 The Icon Interface Type 139

Fi g u re 2

Displaying an Image Icon

Fortunately, you can use the same showMessageDialog call as in the preceding example.
The showMessageDialog method is declared as
public static void showMessageDialog(
Component parent,
Object message,
String title,
int messageType,
Icon anIcon)

If a method has a parameter of


Note that the last parameter is of type Icon. That means that you do
an interface type, then you can not have to supply an ImageIcon object. You can supply an object of
supply an object of any class any class that implements the Icon interface type. The ImageIcon class
that implements the interface is one such class, but we can write our own classes that also imple-
type. ment the Icon interface type.

An interface type specifies a


Here is the definition of the Icon interface type:
set of methods, but it does not public interface Icon
implement them. {
int getIconWidth();
int getIconHeight();
void paintIcon(Component c, Graphics g, int x, int y);
}

Fi g u re 3

Drawing a Shape
140 CHAPTER 4 Interface Types and Polymorphism

When a class implements an


An interface type has no implementation. It merely specifies a set of
interface type, it defines methods. Note that the methods in the interface type are not declared
implementations for the as public—all methods of an interface type are automatically public.
methods that the interface A class implements the interface type by providing an implements
type specifies. clause and supplying implementations for the methods that are
declared in the interface type.
public class MyIcon implements Icon
{
public int getIconWidth()
{
implementation
}

public int getIconHeight()


{
implementation
}

public void paintIcon(Component c, Graphics g, int x, int y)


{
implementation
}
. . .
}
An interface type cannot specify instance variables. Instance variables are implementa-
tion details that need to be supplied by implementing classes. The interface type only
specifies what needs to be done, not how to do it.

NOTE The interface keyword of the Java language is used to define an interface type: a type
with a set of methods but no implementation. However, the term “interface” is often used
more loosely to describe the set of methods of a class. When reading about interfaces, you
need to infer from the context whether the term refers to a data type or a set of methods.

Any class that implements the Icon interface type has two responsibilities:
 Give the size of the icon.
 Paint the icon.
You may wonder why the paintIcon method receives a parameter of type Component.
That parameter is the user interface component containing the icon. You can query
properties of the component such as the background color or font, which allows the
painting code to produce a drawing that matches the component. The x and y parame-
ters tell the location of the icon inside the component. Generally, it is safe to ignore these
parameters.
Section 4.9 discusses the Graphics class in detail. However, it should be clear that by
varying the painting instructions, you can paint different kinds of images. Because the
paint instructions are executed as the program runs, you have a great deal of flexibility
and can achieve effects that would not be possible by just displaying image files.
4.1 The Icon Interface Type 141

Let’s design a class MarsIcon that implements the Icon interface type. The MarsIcon
class must
 Declare that it implements the Icon interface type.
 Supply implementations for the methods of the Icon interface type.
Here is the complete code for the MarsIcon class. Its paintIcon method simply draws a
red circle.

Ch4/icon2/MarsIcon.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import javax.swing.*;
4
5 /**
6 An icon that has the shape of the planet Mars.
7 */
8 public class MarsIcon implements Icon
9 {
10 /**
11 Constructs a Mars icon of a given size.
12 @param aSize the size of the icon
13 */
14 public MarsIcon(int aSize)
15 {
16 size = aSize;
17 }
18
19 public int getIconWidth()
20 {
21 return size;
22 }
23
24 public int getIconHeight()
25 {
26 return size;
27 }
28
29 public void paintIcon(Component c, Graphics g, int x, int y)
30 {
31 Graphics2D g2 = (Graphics2D) g;
32 Ellipse2D.Double planet = new Ellipse2D.Double(x, y,
33 size, size);
34 g2.setColor(Color.RED);
35 g2.fill(planet);
36 }
37
38 private int size;
39 }

Figure 4 shows the Icon interface type and the classes that implement it.
142 CHAPTER 4 Interface Types and Polymorphism

JOption «interface»
Pane Icon

MarsIcon ImageIcon

Fi g u re 4

The Icon Interface Type and Implementing Classes

TIP When you implement a method that has been defined in an interface type, you need not
supply a javadoc comment if the comment in the interface type is sufficient. The javadoc
utility automatically inserts links to the documentation of the interface type. If the interface
type belongs to the standard library, you should run the javadoc utility with the -link option
and supply a URL for the standard library documentation. For example:
javadoc -link http://java.sun.com/j2se/1.5.0/docs/api *.java

This section ends with a couple of technical remarks about interface types.
An interface type cannot specify any implementation details. In particular, an interface
type never specifies instance variables. It is, however, legal to supply variables in an inter-
face type definition. These variables are automatically declared as public static final
variables. For example, the interface type ImageObserver defines a number of constants:
public interface ImageObserver
{
. . .
int ABORT = 128; // a public static final constant
}
A class can implement as many interface types as it likes. For example, the MarsIcon class
can choose to implement two interface types:
public class MarsIcon implements Icon, Shape { . . . }
Of course, then the class must supply definitions for the methods of all of its interface
types.
An interface type can extend another by adding additional requirements. For example,
you can define an interface type MoveableIcon that extends the Icon interface and also
requires that the icon shape can be moved around:
public interface MoveableIcon extends Icon
{
void translate(int x, int y);
}
4.2 Polymorphism 143

A class that chooses to implement this interface type must supply the translate method
and all methods of the Icon interface type.

4.2 Polymorphism
Recall that the showMessageDialog method is declared as
public static void showMessageDialog(. . ., Icon anIcon)
Now put yourself into the shoes of the programmer who implemented this method. That
programmer must show a dialog box that contains
 The icon
 The message
 The “OK” button
The programmer needs to compute the size of the dialog box. The width of the dialog
box is computed by adding the icon width, the message width, and some blank space to
separate the components. How can the programmer compute the icon width? Fortu-
nately, the Icon interface type provides a method for that purpose:
int iconWidth = anIcon.getIconWidth();

If a class implements an
Note that the implementor of the showMessageDialog class has no idea
what kind of icon is passed as a parameter. Maybe it is an ImageIcon.
interface type, its objects can
be assigned to variables of Maybe it is a MarsIcon. (Since the MarsIcon was invented by the
the interface type. author of this textbook, the library implementor did not even know
about this class!) Of course, it doesn’t matter what object was used to
initialize the parameter variable, as long as it belongs to a class that implements the Icon
interface type.
The type of an object is never
Let’s have a closer look at the anIcon parameter variable. It contains a
an interface type. However, the reference to an object. What do we know about the class of that
type of a variable can be an object? We know that the class is not Icon. The Icon type is an inter-
interface type. Such a variable face type, not a class type. There are no objects whose class is Icon.
contains a reference to an
In fact, we do not know the exact class, but we know one fact about it:
object whose class implements
the interface type. It must implement the Icon interface type (see Figure 5). Thus, we
are certain that the class has a getIconWidth method.

Implements Icon
interface type
anIcon =
?

F i g u re 5

A Variable of Interface Type


144 CHAPTER 4 Interface Types and Polymorphism

When the call anIcon.getIconWidth() is executed, the Java interpreter first looks up the
actual type of the object, then it locates the getIconWidth method of that type, and
finally invokes that method. For example, suppose you pass a MarsIcon to the show-
MessageDialog method:

JOptionPane.showMessageDialog(. . ., new MarsIcon(50));

Then the getIconWidth method of the MarsIcon class is invoked. But if you supply an
ImageIcon, then the getIconWidth method of the ImageIcon class is called. These two
methods have nothing in common beyond their name and return type. The MarsIcon
version simply returns the size instance field, whereas the ImageIcon version returns the
width of the bitmap image.

Polymorphism refers to the


The ability to select the appropriate method for a particular object is
ability to select different called polymorphism. (The term “polymorphic” literally means “having
methods according to the multiple shapes”.)
actual type of an object. An important use of polymorphism is to promote loose coupling. Have
another look at Figure 4. As you can see, the JOptionPane class uses the
Icon interface, but it is decoupled from the ImageIcon class. Thus, the JOptionPane class
need not know anything about image processing. It is only concerned with those aspects
of images that are captured in the Icon interface type.
Another important use of polymorphism is extensibility. By using the Icon interface type,
the designers of the JOptionPane class don’t lock you into the use of bitmap icons. You
can supply icons of your own design.

4.3 The Comparable Interface Type

The Collections.sort
For another useful example of code reuse, we turn to the Collections
method can sort objects of any class in the Java library. This class has a static sort method that can
class that implements the sort an array list:
Comparable interface type.
Collections.sort(list);

The objects in the array list can belong to any class that implements the Comparable
interface type. That type has a single method:
public interface Comparable<T>
{
int compareTo(T other);
}

This interface is a generic type, similar to the ArrayList class. We will discuss generic
types in greater detail in Chapter 7, but you can use the Comparable type without know-
ing how to implement generic types. Simply remember to supply a type parameter, such
as Comparable<String>. The type parameter specifies the parameter type of the compareTo
method. For example, the Comparable<Country> interface defines a compareTo(Country
other) method.
4.3 The Comparable Interface Type 145

The call
object1.compareTo(object2)

is expected to return a negative number if object1 should come before object2, zero if
the objects are equal, and a positive number otherwise.
Why does the sort method require that the objects that it sorts implement the Compara-
ble interface type? The reason is simple. Every sorting algorithm compares objects in
various positions in the collection and rearranges them if they are out of order. The code
for the sort method contains statements such as the following:
if (object1.compareTo(object2) > 0)
rearrange object1 and object2;
For example, the String class implements the Comparable<String> interface type.
Therefore, you can use the Collections.sort method to sort a list of strings:
ArrayList<String> countries = new ArrayList<String>();
countries.add("Uruguay");
countries.add("Thailand");
countries.add("Belgium");
Collections.sort(countries); // Now the array list is sorted

If you design a class whose


If you have an array list of objects of your own class, then you need to
objects need to be compared to make sure your class implements the Comparable interface type. Oth-
each other, your class should erwise, the sort method will throw an exception.
implement the Comparable For example, here is a class Country that implements the Compara-
interface type.
ble<Country> interface type. The compareTo method compares two
countries by area. The test program demonstrates sorting by area.

Ch4/sort1/Country.java
1 /**
2 A country with a name and area.
3 */
4 public class Country implements Comparable<Country>
5 {
6 /**
7 Constructs a country.
8 @param aName the name of the country
9 @param anArea the area of the country
10 */
11 public Country(String aName, double anArea)
12 {
13 name = aName;
14 area = anArea;
15 }
16
17 /**
18 Gets the name of the country.
19 @return the name
20 */
21 public String getName()
22 {
146 CHAPTER 4 Interface Types and Polymorphism

23 return name;
24 }
25
26 /**
27 Gets the area of the country.
28 @return the area
29 */
30 public double getArea()
31 {
32 return area;
33 }
34
35 /**
36 Compares two countries by area.
37 @param otherObject the other country
38 @return a negative number if this country has a smaller
39 area than otherCountry, 0 if the areas are the same,
40 a positive number otherwise
41 */
42 public int compareTo(Country other)
43 {
44 if (area < other.area) return -1;
45 if (area > other.area) return 1;
46 return 0;
47 }
48
49 private String name;
50 private double area;
51 }

Ch4/sort1/CountrySortTester.java
1 import java.util.*;
2
3 public class CountrySortTester
4 {
5 public static void main(String[] args)
6 {
7 ArrayList<Country> countries = new ArrayList<Country>();
8 countries.add(new Country(“Uruguay”, 176220));
9 countries.add(new Country(“Thailand”, 514000));
10 countries.add(new Country(“Belgium”, 30510));
11
12 Collections.sort(countries);
13 // Now the array list is sorted by area
14 for (Country c : countries)
15 System.out.println(c.getName() + " " + c.getArea());
16 }
17 }
4.4 The Comparator Interface Type 147

4.4 The Comparator Interface Type


Now suppose you want to sort an array of countries by the country name instead of the
area. It’s not practical to redefine the compareTo method every time you want to change
the sort order. Instead, there is a second sort method that is more flexible. You can use
any sort order by supplying an object that implements the Comparator interface type.
The Comparator<T> interface type requires one method
int compare(T first, T second)
that returns a negative number, zero, or a positive number depending on whether first
is less than, equal to, or greater than second in the particular sort order.
Similar to the Comparable interface type, the Comparator interface type is also generic.
The type parameter specifies the type of the compare method parameters. For example,
to compare Country objects, you would use an object of a class that implements the Com-
parator<Country> interface type.

You can sort a collection in


Note the method is called compare, not compareTo—it compares two
any sort order by supplying explicit parameters rather than comparing the implicit parameter to
an object of a class that the explicit parameter.
implements the Comparator If comp is an object of a class that implements the Comparator inter-
interface type.
face type, then
Collections.sort(list, comp)
sorts the objects in list according to the sort order that comp defines. Now list can con-
tain any objects—they don’t have to belong to classes that implement any particular inter-
face type. For example, to sort the countries by name, define a class CountryComparator-
ByName whose compare method compares two Country objects.
public class CountryComparatorByName implements Comparator<Country>
{
public int compare(Country country1, Country country2)
{
return country1.getName().compareTo(country2.getName());
}
}
Now make an object of this class and pass it to the sort method:
Comparator<Country> comp = new CountryComparatorByName();
Collections.sort(countries, comp);
An object such as comp is often called a function object because its sole purpose is to exe-
cute the comparison function.
The CountryComparatorByName class has no state—all objects of this class behave in exactly
the same way. However, it is easy to see that some state might be useful. Here is a compar-
ator class that can sort in either ascending or descending order.
public class CountryComparator implements Comparator<Country>
{
public CountryComparator(boolean ascending)
{
148 CHAPTER 4 Interface Types and Polymorphism

if (ascending) direction = 1; else direction = -1;


}

public int compare(Country country1, Country country2)


{
return direction * country1.getName().compareTo(country2.getName());
}

private int direction;


}
Then an object
Comparator<Country> reverseComp = new CountryComparator(false);
can be used to sort an array of Country objects from Z to A.

4.5 Anonymous Classes


Consider again the call to the sort method of the preceding section:
Comparator<Country> comp = new CountryComparatorByName();
Collections.sort(countries, comp);
There is actually no need to explicitly name the comp object. You can pass an anonymous
object to the sort method since you only need it once.
Collections.sort(countries, new CountryComparatorByName());

An anonymous object is an
After the call to sort, the comparator object is no longer needed.
object that is not stored in Thus, there is no reason to store it in the comp variable.
a variable. Is it good style to use anonymous objects? It depends. Sometimes, the
variable name gives useful information to the reader. But in our situa-
tion, the variable comp did not make the code clearer. If you look at your own programs,
you will find that you often use anonymous values of type int or String. For example,
which of these two styles do you prefer?
countryNames.add("Uruguay");
or
String countryName1 = "Uruguay";
countryNames.add(countryName1);
Most programmers prefer the shorter style, particularly if they have to type the code
themselves.
An anonymous class is a class
An anonymous object is handy if you only need an object once. The
without a name. When defining same situation can arise with classes. Chances are good that you only
an anonymous class, you must need the CountryComparatorByName class once as well—it is a “throw-
also construct an object of that away” class that fulfills a very specialized purpose.
class.
If you only need a class once, you can make the class anonymous by
defining it inside a method and using it to make a single object.
4.5 Anonymous Classes 149

Comparator<Country> comp = new


Comparator<Country>() // Make object of anonymous class
{
public int compare(Country country1, Country country2)
{
return country1.getName().compareTo(country2.getName());
}
};
The new expression:
 Defines a class with no name that implements the Comparator<Country> interface
type.
 Has only one method, compare.
 Constructs one object of the class.

NOTE An anonymous class is a special case of an inner class. An inner class is a class that is
defined inside another class.

TIP Most programmers find it easier to learn about anonymous classes by rewriting the code
and explicitly introducing a class name. For example:
class MyComparator implements Comparator<Country> // Give a name to the class
{
public int compare(Country country1, Country country2)
{
return country1.getName().compareTo(country2.getName());
}
}
Comparator<Country> comp = new MyComparator();
After you have gained experience with anonymous classes, they will become quite natural,
and you will find that you no longer need to rewrite the code.

Anonymous classes are very useful because they relieve you from the drudgery of having
to name and document classes that are merely of a technical nature. Unfortunately, the
syntax is rather cryptic. You have to look closely at the call new to find out that it con-
structs an object of an anonymous class.
The opening brace after the constructor parameter
new Comparator<Country>() { . . . }
shows that a new class is being defined.
Of course, in this situation, you know that new Comparator<Country>() couldn’t have
been a regular constructor call—Comparator<Country> is an interface type and you can’t
construct instances of an interface type.
Note the semicolon after the closing brace of the anonymous class definition. It is part of
the statement
Comparator<Country> comp = an object;
150 CHAPTER 4 Interface Types and Polymorphism

TIP To make anonymous classes easier to read, you should start the anonymous class defini-
tion on a new line, like this:
Comparator<Country> comp = new // Break line here
Comparator<Country>() // Indent one tab stop
{
. . .
};
The line break after the new keyword tips you off that something special is going to happen.
Furthermore, the interface type name lines up nicely with the braces surrounding the defini-
tions of the features of the anonymous class.

NOTE Anonymous classes look tricky when first encountered. However, they are a program-
ming idiom that has become extremely popular with professional Java programmers. You will
encounter anonymous classes frequently when looking at professional Java code, and it is
important that you spend time mastering the idiom. Fortunately, with a little practice, it
quickly becomes second nature to most programmers.

In our first example, we made a single short-lived object of the anonymous class, making
it truly into a “throwaway” class. But it is easy to create multiple objects of the anonymous
class, simply by putting the construction inside a method. For example, the Country class
can have a static method that returns a comparator object that compares countries by
name:
public class Country
{
. . .
public static Comparator<Country> comparatorByName()
{
return new
Comparator<Country>() // Make object of anonymous class
{
public int compare(Country country1, Country country2)
{
return country1.getName().compareTo(country2.getName());
}
};
}
. . .
}
You can now sort an array list of countries like this:
Collections.sort(countries, Country.comparatorByName());
Actually, for a class that doesn’t have one natural ordering, this is a very nice setup, much
better than implementing the Comparable interface type. Rather than defining a
compareTo method that sorts rather arbitrarily by area or name, the Country class can
define two methods that return Comparator objects.
4.6 Frames and User Interface Components 151

comparatorByName
comparatorByArea
This design gives both comparisons equal preference. Using anonymous classes in these
methods makes it easier to define them.

4.6 Frames and User Interface Components


We will now turn to an important example of Java interface types from the domain of
graphical user interface programming. A graphical user interface contains buttons,
menus, and other components that a user can activate. In Java, you specify the actions
that occur upon activation by defining classes that implement the ActionListener inter-
face type.
However, before we are ready to attach action listeners to buttons, we need to cover some
basic material about graphical user interfaces. In this section, you will learn how to dis-
play a window and how to add user interface components to it.
A frame window is a top-level
Let’s start with a very simple application that contains two buttons
window, usually decorated and a text field (see Figure 6).
with borders and a title bar. The window containing the components is called a frame window.
A frame window is displayed as follows:
JFrame frame = new JFrame();
frame.pack();
frame.setVisible(true);
The pack command sets the size of the frame to the smallest size needed to display its
components. Alternatively, you can set the size of the frame to a given width and height
(in pixels):
frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
If you don’t pack the frame or set the size, then the window is displayed at a rather use-
less size of 0 by 0 pixels.
For a simple demo program, add the following line:
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Then the program exits when the user closes the frame window. If you don’t include this
setting and if you don’t provide for some other way of exiting the program, then the pro-
gram will stay alive after the user closes the frame window.

F i g u re 6

A Frame with Several User Interface Components


152 CHAPTER 4 Interface Types and Polymorphism

Now it is time to construct the buttons.


JButton helloButton = new JButton("Say Hello");
JButton goodbyeButton = new JButton("Say Goodbye");

A layout manager sets the


You must decide on a layout manager for the frame to have multiple
positions and dimensions of user interface components lined up. We will discuss layout manage-
components. The ment in Chapter 5. For now, we’ll just use the FlowLayout. This lay-
FlowLayout lines up out manager simply lays out the components by placing them next to
components side by side. each other.
frame.setLayout(new FlowLayout());
Finally, you can add the components to the frame.
frame.add(helloButton);
frame.add(goodbyeButton);
To finish the user interface, place a text field next to the buttons. The text field is con-
structed as follows:
final int FIELD_WIDTH = 20;
JTextField textField = new JTextField(FIELD_WIDTH);
Use the setText method to place text inside the field:
textField.setText("Click a button!");
Of course, the text field must also be added to the frame. Here is the complete program.

Ch4/frame/FrameTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 public class FrameTester
5 {
6 public static void main(String[] args)
7 {
8 JFrame frame = new JFrame();
9
10 JButton helloButton = new JButton("Say Hello");
11 JButton goodbyeButton = new JButton("Say Goodbye");
12
13 final int FIELD_WIDTH = 20;
14 JTextField textField = new JTextField(FIELD_WIDTH);
15 textField.setText("Click a button!");
16
17 frame.setLayout(new FlowLayout());
18
19 frame.add(helloButton);
20 frame.add(goodbyeButton);
21 frame.add(textField);
22
23 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
24 frame.pack();
25 frame.setVisible(true);
26 }
27 }
4.7 User Interface Actions 153

When you run this program, you will notice that the user interface is displayed correctly.
However, clicking on the buttons has no effect. In the next section, you will learn how to
attach actions to the buttons.

NOTE If you look closely at the program that displays a frame, you may wonder why the pro-
gram doesn’t quit immediately after showing the frame and exiting the main method. Indeed,
the main thread of the program quits, but the setVisible method spawns another thread.
This thread keeps running until the user closes the frame window. You will learn more about
threads in Chapter 9.

4.7 User Interface Actions

To define the action of a button,


Now that the user interface displays correctly, it’s time to specify the
add an object of a class actions of the “Say Hello” and “Say Goodbye” buttons. When a user
that implements the clicks on the “Say Hello” button, you want to display the message
ActionListener interface “Hello, World!” in the text field. And, of course, when the user clicks
type. When the button is the “Say Goodbye” button, you want to display “Goodbye, World!”
clicked, the code of the instead.
actionPerformed method
is executed. In the Java user interface toolkit, the code that executes when a but-
ton is clicked is defined in a listener class. You make an object of that
listener class and attach it to the button as an action listener. A button can have any num-
ber of action listener objects. When the button is clicked, each of them is notified.
Of course, just as with the sort method, there is a catch—there needs to be a standard
method call for the notification. In the case of a button, the listener objects must belong
to classes that implement the ActionListener interface type.
public interface ActionListener
{
void actionPerformed(ActionEvent event);
}
The ActionEvent parameter contains information about the event, such as the event
source. However, we do not need that information in most listener methods.
To define the action of the helloButton, add an action listener and use an anonymous
class to implement the ActionListener interface type.
helloButton.addActionListener(new
ActionListener()
{
public void actionPerformed(ActionEvent event)
{
// Button action goes here
textField.setText("Hello, World!");
}
});
154 CHAPTER 4 Interface Types and Polymorphism

TIP Action listeners are a bit tedious to read. The best way to deal with them is to glaze over
the routine code and focus on the code inside the actionPerformed method, like this:
helloButton.addActionListener(new
ActionListener()
{
public void actionPerformed(ActionEvent event)
{
textField.setText("Hello, World!");
}
});
This looks pretty intuitive: When the button is clicked, set the text field to a new greeting.

Let’s review how buttons do their jobs.


1. When setting up the user interface, you construct a listener object and add it to
the button.
helloButton.addActionListener(new ActionListener() {. . .};);
The button simply stores the listener object. Note that the actionPerformed
method is not yet called.
2. Whenever the button detects that it has been clicked, it calls the actionPerformed
method of its listeners:
ActionEvent event = . . .;
for (listener : listeners)
listener.actionPerformed(event);
In our example, each button has only one listener.
3. The actionPerformed methods execute.

Methods of inner classes can


If you look closely at the statement inside the actionPerformed
method of our example, you will notice something very remarkable:
access variables that are visi-
ble in the enclosing scope. The methods of an inner class can access variables from the enclosing
scope. In our example, the actionPerformed method of the anonymous
listener class accesses the textField variable of the enclosing main method. This is
clearly a very useful feature.
If you access a local variable
There is just one technicality that you need to keep in mind. If an
from an inner class, you must inner class accesses a local variable from an enclosing scope, that vari-
declare it as final. able must be declared as final. If you look at the complete source
code for the example at the end of this section, you will note that the
text field is declared as
final JTextField textField = new TextField(FIELD_WIDTH);
The keyword final denotes the fact that the textField variable refers to the same object
during its lifetime.
Here is the complete program:
4.7 User Interface Actions 155

Ch4/action1/ActionTester.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import javax.swing.*;
4
5 public class ActionTester
6 {
7 public static void main(String[] args)
8 {
9 JFrame frame = new JFrame();
10
11 final int FIELD_WIDTH = 20;
12 final JTextField textField = new JTextField(FIELD_WIDTH);
13 textField.setText("Click a button!");
14
15 JButton helloButton = new JButton("Say Hello");
16
17 helloButton.addActionListener(new
18 ActionListener()
19 {
20 public void actionPerformed(ActionEvent event)
21 {
22 textField.setText("Hello, World!");
23 }
24 });
25
26 JButton goodbyeButton = new JButton("Say Goodbye");
27
28 goodbyeButton.addActionListener(new
29 ActionListener()
30 {
31 public void actionPerformed(ActionEvent event)
32 {
33 textField.setText("Goodbye, World!");
34 }
35 });
36
37 frame.setLayout(new FlowLayout());
38
39 frame.add(helloButton);
40 frame.add(goodbyeButton);
41 frame.add(textField);
42
43 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
44 frame.pack();
45 frame.setVisible(true);
46 }
47 }

NOTE It is very convenient that an inner class method can access variables that are visible in
the scope of the class definition. If you think about it, it is actually quite remarkable that an
inner class can have this capability. After all, the main method has exited by the time the
156 CHAPTER 4 Interface Types and Polymorphism

actionPerformed method is called, and its local variables no longer exist. In order to over-
come this problem, the inner class actually makes a copy of all variables that its methods use.
Thus, the action listener object has its own textField reference that is initialized with the
value from the textField in the main method. You don’t really have to worry about this—it is
all automatic. However, this mechanism explains why you can only refer to final local vari-
ables of the enclosing scope. That way, the meaning of textField cannot change during the
execution of main, and there is no ambiguity about the object reference that the inner class
should copy.

You should know about a very useful trick that comes in handy when you have several
action listeners with similar actions. Consider the two button actions in our example.
They only differ in the message string. It is very appropriate in this case to construct two
objects of the same listener class with an instance field that stores the message text.
However, anonymous classes don’t have constructors. To construct multiple objects of
the same anonymous class, you must instantiate the anonymous class in a helper method,
and then call that method twice. In the following code example, the createGreeting-
ButtonListener helper method is called twice to construct two instances of the same lis-
tener class. The helper method is static because it is called from the static main
method.
public class ActionTester
{
public static void main(String[] args)
{
. . .
textField = new JTextField(FIELD_WIDTH);
helloButton.addActionListener(
createGreetingButtonListener("Hello, World!"));
goodbyeButton.addActionListener(
createGreetingButtonListener("Goodbye, World!"));
. . .
}

public static ActionListener createGreetingButtonListener(


final String message)
{
return new
ActionListener()
{
public void actionPerformed(ActionEvent event)
{
textField.setText(message);
}
};
}

private static JTextField textField;


}
Note that message is a parameter variable of the createGreetingButtonListener
method. It too needs to be tagged as final so that you can reference it in the method of
an anonymous class. However, the textfield variable need not be declared as final
4.8 Timers 157

because inner class methods always have access to fields of enclosing classes. The field is
static because the inner class is defined inside a static method.

This program constructs two objects of the same anonymous class. Each object stores the
message value that was supplied when the createGreetingButtonListener method was
called.

4.8 Timers
The Timer class in the javax.swing package generates a sequence of action events,
spaced apart at equal time intervals, and notifies a designated action listener. To set up
the timer, you supply the delay between the events (in milliseconds) and a listener:
ActionListener listener = . . .;
final int DELAY = 1000; // 1000 milliseconds delay between action events
Timer t = new Timer(DELAY, listener);
Then start the timer.
t.start();
The start method returns immediately. A new thread of execution is started that issues
action events in the specified frequency.
Timers are useful for animation. In the next section, you will see how to use a timer to
move a car across a window.
The program at the end of this section displays a simple digital clock (see Figure 7).
The program displays a text field inside a frame. A timer is set up to notify a listener once
per second:
ActionListener listener = new
ActionListener()
{
public void actionPerformed(ActionEvent event)
{
Date now = new Date();
textField.setText(now.toString());
}
};
Timer t = new Timer(DELAY, listener);
Every second, the actionPerformed method of the listener class will be called. The text
field is then updated to the current time.

Fi g u re 7

The TimerTester Program


158 CHAPTER 4 Interface Types and Polymorphism

NOTE There are two classes named Timer in the Java library: one in the javax.swing pack-
age, and another one in the java.util package. If you write a program that imports all
classes from both packages, and then refer to Timer, the compiler reports an ambiguity. To
resolve that ambiguity, you can use the fully qualified name:
javax.swing.Timer t = new javax.swing.Timer(DELAY, listener);
Alternatively, you can add a directive to import a single class:
import javax.swing.Timer;

Ch4/timer/TimerTester.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import java.util.*;
4 import javax.swing.*;
5 import javax.swing.Timer;
6
7 /**
8 This program shows a clock that is updated once per second.
9 */
10
11 public class TimerTester
12 {
13 public static void main(String[] args)
14 {
15 JFrame frame = new JFrame();
16
17 final int FIELD_WIDTH = 20;
18 final JTextField textField = new JTextField(FIELD_WIDTH);
19
20 frame.setLayout(new FlowLayout());
21 frame.add(textField);
22
23 ActionListener listener = new
24 ActionListener()
25 {
26 public void actionPerformed(ActionEvent event)
27 {
28 Date now = new Date();
29 textField.setText(now.toString());
30 }
31 };
32
33 final int DELAY = 1000;
34 // Milliseconds between timer ticks
35 Timer t = new Timer(DELAY, listener);
36 t.start();
37
38 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
39 frame.pack();
40 frame.setVisible(true);
41 }
42 }
4.9 Drawing Shapes 159

4.9 Drawing Shapes

The Graphics parameter of a


In Section 4.1, you saw how an icon can paint a circle. This section
paint method carries out gives a brief overview of the classes that the Java library provides for
drawing operations. To use the drawing geometric shapes. Let’s have a closer look at the paintIcon
powerful 2D drawing opera- method of the Icon interface type. That method has the signature
tions, you need to cast it to the
public void paintIcon(
Graphics2D type.
Component c, Graphics g, int x, int y)

The Graphics object is a graphics context. You invoke methods on that object whenever
you want to draw a shape or change the current color or font. In general, a “context”
object is usually an object that has some specialized knowledge of how to carry out com-
plex tasks. You don’t have to worry how the context object works; you just create it and
pass it along as required.
Recent versions of Java have been enhanced to use a more powerful Graphics2D class.
However, for historical reasons, most methods still use the older Graphics parameter
type, even though a Graphics2D object is always passed into the methods. To take advan-
tage of the more powerful type, you need to apply a cast:
public void paintIcon(Component c, Graphics g, int x, int y)
{
Graphics2D g2 = (Graphics2D) g;
. . .
}

You can draw objects of any


Then you are ready to draw an object of any class that implements the
class that implements the Shape interface type.
Shape interface type, such as Shape s = . . .;
rectangles, ellipses, and line g2.draw(s);
segments.
The Java library supplies a number of classes that implement the Shape
interface type. In this book, we will only draw shapes that are composed of line seg-
ments, rectangles, and ellipses. More complex shapes can be drawn by using arbitrary
quadratic and cubic curve segments; those shape classes will not be covered here.
To draw a rectangle, construct and draw a Rectangle2D.Double object:
Shape rectangle = new Rectangle2D.Double(x, y, width, height);
g2.draw(rectangle);

You need to specify the top left corner, the width, and the height of the rectangle. (The
strange class name Rectangle2D.Double is explained in Chapter 6.)
Constructing an ellipse is very similar. You must supply the bounding rectangle of the
ellipse (see Figure 8). In particular, note that x and y do not form the center of the
ellipse—in fact, they don’t even lie on the ellipse.
Shape ellipse = new Ellipse2D.Double(x, y, width, height);
g2.draw(ellipse);
160 CHAPTER 4 Interface Types and Polymorphism

Figure 8 (x,y)
Width
An Ellipse and Its
Bounding Rectangle

Height

To draw a line segment, construct an object of type Line2D.Double as follows:


Point2D.Double start = new Point2D.Double(x1, y1);
Point2D.Double end = new Point2D.Double(x2, y2);
Shape segment = new Line2D.Double(start, end);
g2.draw(segment);
Figure 9 shows the relationships among these classes.

Graphics

«interface»
Graphics2D
Shape

Figure 9
Rectangle2D Ellipse2D Line2D
Commonly Used .Double .Double .Double
Classes for Drawing Shapes
4.9 Drawing Shapes 161

Fi g u re 1 0

A Car Icon

You can also fill a shape instead of drawing the outline. For example, the call
g2.fill(ellipse);
fills the inside of the ellipse with the current color. To change the color, make a call such as
g2.setColor(Color.RED);
To draw text, call the drawString method:
g2.drawString(text, x, y);
This call draws the given text so that its basepoint falls on the given coordinates (see
Figure 11 and the Special Topic note at the end of this section for more information on
text placement).
The following program puts these shapes to work to draw a sketch of a car (see
Figure 10).

Ch4/icon3/CarIcon.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import javax.swing.*;
4
5 /**
6 An icon that has the shape of a car.
7 */
8 public class CarIcon implements Icon
9 {
10 /**
11 Constructs a car of a given width.
12 @param width the width of the car
13 */
14 public CarIcon(int aWidth)
15 {
16 width = aWidth;
17 }
18
19 public int getIconWidth()
20 {
162 CHAPTER 4 Interface Types and Polymorphism

21 return width;
22 }
23
24 public int getIconHeight()
25 {
26 return width / 2;
27 }
28
29 public void paintIcon(Component c, Graphics g, int x, int y)
30 {
31 Graphics2D g2 = (Graphics2D) g;
32 Rectangle2D.Double body
33 = new Rectangle2D.Double(x, y + width / 6,
34 width - 1, width / 6);
35 Ellipse2D.Double frontTire
36 = new Ellipse2D.Double(x + width / 6, y + width / 3,
37 width / 6, width / 6);
38 Ellipse2D.Double rearTire
39 = new Ellipse2D.Double(x + width * 2 / 3, y + width / 3,
40 width / 6, width / 6);
41
42 // The bottom of the front windshield
43 Point2D.Double r1
44 = new Point2D.Double(x + width / 6, y + width / 6);
45 // The front of the roof
46 Point2D.Double r2
47 = new Point2D.Double(x + width / 3, y);
48 // The rear of the roof
49 Point2D.Double r3
50 = new Point2D.Double(x + width * 2 / 3, y);
51 // The bottom of the rear windshield
52 Point2D.Double r4
53 = new Point2D.Double(x + width * 5 / 6, y + width / 6);
54
55 Line2D.Double frontWindshield
56 = new Line2D.Double(r1, r2);
57 Line2D.Double roofTop
58 = new Line2D.Double(r2, r3);
59 Line2D.Double rearWindshield
60 = new Line2D.Double(r3, r4);
61
62 g2.fill(frontTire);
63 g2.fill(rearTire);
64 g2.setColor(Color.RED);
65 g2.fill(body);
66 g2.draw(frontWindshield);
67 g2.draw(roofTop);
68 g2.draw(rearWindshield);
69 }
70
71 private int width;
72 }
4.9 Drawing Shapes 163

 Special Topic 4.1


Accurate Positioning of Text

When drawing text on the screen, you usually need to position it accurately. For example, if
you want to draw two lines of text, one below the other, then you need to know the distance
between the two basepoints. Of course, the size of a string depends on the shapes of the
 letters, which in turn depends on the font face and point size. You will need to know a few
typographical measurements (see Figure 11):
 The ascent of a font is the height of the largest letter above the baseline.

 The descent of a font is the depth below the baseline of the letter with the lowest
descender.
These values describe the vertical extent of strings. The horizontal extent depends on the indi-

vidual letters in a string. In a monospaced font, all letters have the same width. Monospaced
fonts are still used for computer programs, but for plain text they are as outdated as the type-
writer. In a proportionally spaced font, different letters have different widths. For example, the
 letter l is much narrower than the letter m.
To measure the size of a string, you need to construct a FontRenderContext object, which
you obtain from the Graphics2D object by calling getFontRenderContext. A font render
 context is an object that knows how to transform letter shapes (which are described as curves)
into pixels. The Graphics2D object is another example of a context object—many people call
it a “graphics context”.
 To get the size of a string, you call the getStringBounds method of the Font class. For example,
String text = "Message";
Font font = g2.getFont();
 FontRenderContext context = g2.getFontRenderContext();
Rectangle2D bounds = font.getStringBounds(text, context);
The returned rectangle is positioned so that the origin (0, 0) falls on the basepoint (see
 Figure 11). Therefore, you can get the ascent, descent, and extent as
double ascent = -bounds.getY();
double descent = bounds.getHeight() - ascent;
 double extent = bounds.getWidth();


Ascent

 Base point
Descent

 Extent

F ig u re 1 1

 Drawing Text
164 CHAPTER 4 Interface Types and Polymorphism

4.10 Designing an Interface Type


In this section, we will put a timer to work in an animation program (see Figure 12).
Ten times per second, the car shape will move and the window will be repainted so that
the new position is displayed.
In order to paint the car shape, define a class that implements the Icon interface type:
public class ShapeIcon implements Icon
{
public void paintIcon(Component c, Graphics g, int x, int y)
{
paint the shape
}
. . .
}

Exercise 4.20 asks you to enhance this class to paint multiple shapes.
We place the icon inside a JLabel:
ShapeIcon icon = new ShapeIcon(. . .);
JLabel label = new JLabel(icon);

Then we place the label inside a frame in the usual way.


The timer action moves the shape and repaints the label.
ActionListener listener = new
ActionListener()
{
public void actionPerformed(ActionEvent event)
{
move the shape
label.repaint();
}
};

The repaint method causes the label to be repainted as soon as possible. When the label
paints itself, it erases its contents and paints its icon. The paintIcon method then
redraws the shape in the new position.

Fi g u re 1 2

An Animated Car
4.10 Designing an Interface Type 165

MoveableShape
paint the shape
move the shape

Fi g u re 1 3

CRC Card for the MoveableShape Interface Type

If you review this plan, you will note that it doesn’t matter what the shape looks like, as
long as it can be painted and moved. The same plan will work for animating any shape.
Therefore, it is a good idea to design a new interface type that recognizes the basic shape
operations (see Figure 13).
The interface has two methods, to paint the shape and move it by a given amount. In
order to be consistent with the method names of the Java library, we call these methods
draw and translate.

public interface MoveableShape


{
void draw(Graphics2D g2);
void translate(int dx, int dy);
}

We then supply a CarShape class that implements the MoveableShape interface type. You
will find the code at the end of this section. The implementation is straightforward. The
draw method draws the geometric shapes that make up the car. The translate method
moves the top left corner position:
public void translate(int dx, int dy)
{
x += dx;
y += dy;
}

Design your own interface


By introducing the MoveableShape interface type, we have decoupled
types to decouple general the animation from the specifics of the car shape. As you can see in
mechanisms from specific Figure 14, the animation only depends on the MoveableShape inter-
implementation details. face type. It is an easy matter to change the program so that it ani-
mates another shape. Designing your programs so that they can be
easily extended and modified is an important part of object-oriented design. In this
example, we achieved this flexibility by defining a custom interface type.
166 CHAPTER 4 Interface Types and Polymorphism

«interface»
JLabel «interface» Timer Action
Icon Listener

«interface» anonymous
ShapeIcon Moveable timer listener
Shape

CarShape

F ig u r e 1 4

Classes in the Animation Program

TIP Whenever you design a mechanism that asks someone else to supply an object of a class,
you should consider whether it would be more appropriate to specify an interface type
instead. By using interface types, you give added flexibility to the programmers that use the
services that you provide.

Ch4/animation/MoveableShape.java
1 import java.awt.*;
2
3 /**
4 A shape that can be moved around.
5 */
6 public interface MoveableShape
7 {
8 /**
9 Draws the shape.
10 @param g2 the graphics context
11 */
12 void draw(Graphics2D g2);
13
14 /**
15 Moves the shape by a given amount.
16 @param dx the amount to translate in x-direction
17 @param dy the amount to translate in y-direction
18 */
19 void translate(int dx, int dy);
20 }
4.10 Designing an Interface Type 167

Ch4/animation/ShapeIcon.java
1 import java.awt.*;
2 import java.util.*;
3 import javax.swing.*;
4
5 /**
6 An icon that contains a moveable shape.
7 */
8 public class ShapeIcon implements Icon
9 {
10 public ShapeIcon(MoveableShape shape,
11 int width, int height)
12 {
13 this.shape = shape;
14 this.width = width;
15 this.height = height;
16 }
17
18 public int getIconWidth()
19 {
20 return width;
21 }
22
23 public int getIconHeight()
24 {
25 return height;
26 }
27
28 public void paintIcon(Component c, Graphics g, int x, int y)
29 {
30 Graphics2D g2 = (Graphics2D) g;
31 shape.draw(g2);
32 }
33
34 private int width;
35 private int height;
36 private MoveableShape shape;
37 }

Ch4/animation/AnimationTester.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import javax.swing.*;
4
5 /**
6 This program implements an animation that moves
7 a car shape.
8 */
9 public class AnimationTester
10 {
11 public static void main(String[] args)
12 {
13 JFrame frame = new JFrame();
14
168 CHAPTER 4 Interface Types and Polymorphism

15 final MoveableShape shape


16 = new CarShape(0, 0, CAR_WIDTH);
17
18 ShapeIcon icon = new ShapeIcon(shape,
19 ICON_WIDTH, ICON_HEIGHT);
20
21 final JLabel label = new JLabel(icon);
22 frame.setLayout(new FlowLayout());
23 frame.add(label);
24
25 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
26 frame.pack();
27 frame.setVisible(true);
28
29 final int DELAY = 100;
30 // milliseconds between timer ticks
31 Timer t = new Timer(DELAY, new
32 ActionListener()
33 {
34 public void actionPerformed(ActionEvent event)
35 {
36 shape.translate(1, 0);
37 label.repaint();
38 }
39 });
40 t.start();
41 }
42
43 private static final int ICON_WIDTH = 400;
44 private static final int ICON_HEIGHT = 100;
45 private static final int CAR_WIDTH = 100;
46 }

Ch4/animation/CarShape.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.util.*;
4
5 /**
6 A car that can be moved around.
7 */
8 public class CarShape implements MoveableShape
9 {
10 /**
11 Constructs a car item.
12 @param x the left of the bounding rectangle
13 @param y the top of the bounding rectangle
14 @param width the width of the bounding rectangle
15 */
16 public CarShape(int x, int y, int width)
17 {
4.10 Designing an Interface Type 169

18 this.x = x;
19 this.y = y;
20 this.width = width;
21 }
22
23 public void translate(int dx, int dy)
24 {
25 x += dx;
26 y += dy;
27 }
28
29 public void draw(Graphics2D g2)
30 {
31 Rectangle2D.Double body
32 = new Rectangle2D.Double(x, y + width / 6,
33 width - 1, width / 6);
34 Ellipse2D.Double frontTire
35 = new Ellipse2D.Double(x + width / 6, y + width / 3,
36 width / 6, width / 6);
37 Ellipse2D.Double rearTire
38 = new Ellipse2D.Double(x + width * 2 / 3, y + width / 3,
39 width / 6, width / 6);
40
41 // The bottom of the front windshield
42 Point2D.Double r1
43 = new Point2D.Double(x + width / 6, y + width / 6);
44 // The front of the roof
45 Point2D.Double r2
46 = new Point2D.Double(x + width / 3, y);
47 // The rear of the roof
48 Point2D.Double r3
49 = new Point2D.Double(x + width * 2 / 3, y);
50 // The bottom of the rear windshield
51 Point2D.Double r4
52 = new Point2D.Double(x + width * 5 / 6, y + width / 6);
53 Line2D.Double frontWindshield
54 = new Line2D.Double(r1, r2);
55 Line2D.Double roofTop
56 = new Line2D.Double(r2, r3);
57 Line2D.Double rearWindshield
58 = new Line2D.Double(r3, r4);
59
60 g2.draw(body);
61 g2.draw(frontTire);
62 g2.draw(rearTire);
63 g2.draw(frontWindshield);
64 g2.draw(roofTop);
65 g2.draw(rearWindshield);
66 }
67
68 private int x;
69 private int y;
70 private int width;
71 }
170 CHAPTER 4 Interface Types and Polymorphism

Exercises
Exercise 4.1. When sorting a collection of objects that implements the Comparable type,
the sorting method compares and rearranges the objects. Explain the role of polymor-
phism in this situation.
Exercise 4.2. In Java, a method call on an object such as x.f() is resolved when the pro-
gram executes, not when it is compiled, in order to support polymorphism. Name two
situations where the Java compiler can determine the exact method to be called before
the program executes.
Exercise 4.3. Write a class that implements the Icon interface type and draws an image
of a coffee mug by drawing and filling shapes.
Exercise 4.4. Write a class BankAccount that implements the Comparable interface type.
Order bank accounts by increasing balance. Supply a test program that sorts an array list
of bank accounts.
Exercise 4.5. Write a method
public static Object minimum(ArrayList a)
that computes the smallest element in the array list. Assume that the elements of the
array list implement the Comparable interface type, and that the array is not empty. Doc-
ument these preconditions. (Here, we use the “raw” ArrayList and Comparable types
without type parameters. As a result, the compiler will issue warnings that you may
ignore. You will see in Chapter 7 how to properly deal with generic type parameters.)
Exercise 4.6. Write a method
public static String maximum(ArrayList<String> a, Comparator<String> c)
that computes the largest string in the array list, using the ordering relationship that is
defined by the given comparator. Supply a test program that uses this method to find the
longest string in the list.
Exercise 4.7. Define an interface type Measurer as follows:
public interface Measurer
{
double measure(Object x);
}
Then supply a method
public static Object maximum(Object[] a, Measurer m)
that computes the object in the array with the largest measure. Test your method by
populating an array list with rectangles and finding the one with the largest area.
Exercise 4.8. Define an interface type Filter as follows:
public interface Filter
{
boolean accept(String x);
}
Exercises 171

Then supply a method


public static String[] filter(String[] a, Filter f)
that returns an array containing all elements of a that are accepted by the filter. Test your
class by filtering an array of strings and accepting all strings that contain at most three
characters.
Exercise 4.9. Define an interface type Drawable as follows:
public interface Drawable
{
void draw(Graphics2D g2);
}
Then provide a class Car that implements the Drawable interface type and a class Draw-
ableIcon that can paint any drawable shape. Reimplement the program in Section 4.9
that shows the car icon in an option pane. What is the benefit of this redesign?
Exercise 4.10. Write a class RectangleComparator that defines a total ordering on objects
of type Rectangle2D.Double. Then write a test program that sorts an array of rectangles.
The challenge is to define a total ordering. Hint: Use lexicographic ordering on (x, y,
width, height). First compare the x-values. If they are the same, then compare the y-val-
ues. If they are also the same, compare the widths and finally, if necessary, the heights.
Exercise 4.11. Rewrite the program that displays the Mars icon by creating an anony-
mous class that implements the Icon interface type.
Exercise 4.12. Add two methods
public static Comparator<Country> createComparatorByName(
final boolean increasing)
public static Comparator<Country> createComparatorByArea(
final boolean increasing)
to the Country class. The methods should return instances of anonymous classes that
implement the Comparator interface type. The boolean parameters indicate whether the
comparison should be in increasing or decreasing order. The parameters are declared
final so that you can access them in your compare methods.

Exercise 4.13. Write a program that shows a frame with a button labeled “Date” and a
text field. Whenever the user clicks the button, the current date and time should be dis-
played in the text field. You can obtain the current date and time as follows:
String dateAndTime = new Date().toString();

Exercise 4.14. Write a program that shows a frame with three buttons labeled “Red”,
“Green”, and “Blue”, and a label containing an icon showing a circle that is initially red.
As the user clicks the buttons, the fill color of the circle should change. When you
change the color, you need to invoke the repaint method on the label. The call to
repaint ensures that the paintIcon method is called so that the icon can be repainted
with the new color.
Exercise 4.15. Write a program that shows a frame with two buttons labeled “Zoom in”,
and “Zoom out”, and a label containing a car icon. As the user clicks the buttons, the car
172 CHAPTER 4 Interface Types and Polymorphism

should get larger or smaller. As in Exercise 4.14, you need to invoke the repaint method
on the label to trigger a redisplay of the image.
Exercise 4.16. You have seen how you can define action listeners with similar behavior by
using a helper method. In this exercise, you will explore another way to achieve the same
effect. Define a listener class with an explicit name, and then construct two objects:
helloButton.addActionListener(
new GreetingButtonListener("Hello, World"));
goodbyeButton.addActionListener(
new GreetingButtonListener("Goodbye, World"));
Your task is to define the GreetingButtonListener class and complete the program that
shows the message text selected by the buttons. Do not use inner classes.
Exercise 4.17. Construct a javax.swing.Timer object and supply an action listener such
that the message “Hello, World” is printed to System.out once per second.
Exercise 4.18. Write a class ClockIcon that implements the Icon interface type. Draw an
analog clock whose hour, minute, and second hands show the current time. To get the
current hours and minutes, construct an object of type GregorianCalendar with the
default constructor.
Exercise 4.19. Continue Exercise 4.18 by adding a javax.swing.Timer object to your
program. The timer’s action listener should invoke the repaint method once per second.
Exercise 4.20. Enhance the ShapeIcon class so that it displays multiple moveable shapes.
Then modify the animation program to show a number of moving cars. Hint: Store all
shapes in an array list.
Exercise 4.21. Modify the animation program to show a moving airplane.
Exercise 4.22. Modify the animation program to make the moving shape reappear on the
left-hand side after it disappears from the frame.
C h a p t e r 5
Patterns and
GUI Programming
C H A P T E R T O P I C S

 The Iterator as a Pattern


 The Pattern Concept
 The OBSERVER Pattern
 Layout Managers and the STRATEGY Pattern
 Components, Containers, and the COMPOSITE Pattern
 Scroll Bars and the DECORATOR Pattern
 How to Recognize Patterns
 Putting Patterns to Work

In this chapter, we introduce the concept of patterns. A pattern is a


description of a problem and its solution that you can apply to many
programming situations. In recent years, a number of useful patterns have
been formulated and standardized. They now have become a part of the
everyday vocabulary of many software developers. Some of the most com-
mon patterns are introduced in this chapter. When possible, the patterns
are explained with examples from the Swing user interface toolkit, so that
you can learn about patterns and GUI programming at the same time.
174 CHAPTER 5 Patterns and GUI Programming

5.1 The Iterator as a Pattern


Recall how you use a list iterator to iterate through the elements of a linked list in Java.
LinkedList<String> list = . . .;
ListIterator<String> iterator = list.listIterator();
while (iterator.hasNext())
{
String current = iterator.next();
. . .
}

The hasNext method tests whether the iterator is at the end of the list. The next method
returns the current element and advances the iterator to the next position.
Why does the Java library use an iterator to traverse a linked list?
If you look at a classical data structures book, you will find traversal code that looks quite
different. In the traditional approach, the programmer manipulates the links directly:
Link currentLink = countries.head;
while (currentLink != null)
{
do something with currentLink.data;
currentLink = currentLink.next;
}

Iterators do not expose


This approach has two disadvantages. From a high-level point of
the internal structure of a view, it is not satisfactory because it exposes the links to the user of
collection class. the list. But the links are just an artifact of the implementation that
should be hidden from the user. As you may know, there are several
variations for list implementations, such as circular lists or lists with a dummy header
node. List users certainly should not have to worry about those implementation details.
Furthermore, as anyone who has ever implemented a linked list knows, it is very easy to
mess up links and corrupt the link structure of a linked list. Thus, survival instinct dic-
tates that list users should be shielded from the raw links.
Let’s return to the high-level point of view. In Chapter 2, we used a queue class and had
no problem defining the methods that make up a queue (see Figure 1):
void add(E x)
E peek()
E remove()
int size()

Insert in back Remove from front

Fi g u re 1

The Queue Interface


5.1 The Iterator as a Pattern 175

F ig u re 2 0 1 2 3

The Array Interface

get/set access all positions

Here, E denotes the type of the queue elements. Similarly, it is an easy matter to define
the methods that make up an array structure with random access (see Figure 2):
E get(int i)
void set(int i, E x)
void add(E x)
int size()

But the interface for a linked list is not so simple. We want to be able to add and remove
elements in the middle of the linked list, but it would be very inefficient to specify a posi-
tion in a linked list with an integer index.
One implementation that you sometimes see is a list with a cursor (see Figure 3). A list
cursor marks a position similar to the cursor in a word processor. The list with cursor has
the following interface:
E getCurrent() // Get element at cursor
void set(E x) // Set element at cursor to x
E remove() // Remove element at cursor
void insert(E x) // Insert x before cursor
void reset() // Reset cursor to head
void next() // Advance cursor
boolean hasNext() // Check if cursor can be advanced
The state of such a list consists of
 The sequence of the stored elements
 A cursor that points to one of the elements
The reset method resets the cursor to the beginning. The next method advances it to
the next element. The get, set, insert, and remove methods are relative to the cursor
position. For example, here is how you traverse such a list.
for (list.reset(); list.hasNext(); list.next())
{
do something with list.getCurrent();
}
At first glance, a list with a cursor seems like a good idea. The links are not exposed to
the list user. No separate iterator class is required.

Cursor

F ig u re 3

A List with a Cursor get/set/insert/remove access cursor position


176 CHAPTER 5 Patterns and GUI Programming

Iterators are preferred over


However, that design has severe limitations. Since there is only one
cursors since you can attach cursor, you can’t implement algorithms that compare different list ele-
more than one iterator to a ments. You can’t even print the contents of the list for debugging pur-
collection. poses. Printing the list would have the side effect of moving the cursor
to the end!
The iterator concept occurs in
Thus, the iterator is a superior concept. A list can have any number of
many different programming iterators attached to it. That means that you should supply iterators,
situations. and not a cursor, whenever you implement a collection class.
Furthermore, the iterator concept is useful outside the domain of col-
lection classes. For example, the Scanner is an iterator through the tokens in a character
sequence. An InputStream is an iterator through the bytes of a stream. This makes the
iterator into a pattern. We will explain the concept of patterns in the next section.

5.2 The Pattern Concept


The architect Christopher Alexander formulated over 250 patterns for architectural
design. (See Christopher Alexander et al., A Pattern Language: Towns, Buildings, Con-
struction, Oxford University Press, 1977.) Those patterns lay down rules for building
houses and cities. Alexander uses a very distinctive format for these rules. Every pattern
has
 A short name
 A brief description of the context
 A lengthy description of the problem
 A prescription for a solution
Here is a typical example, showing the context and solution exactly as they appear in
Alexander’s book. The problem description is long; it is summarized here.

PATTERN
 SHORT PASSAGES
Context

1. “… long, sterile corridors set the scene for everything bad about modern
architecture.”

Problem

This section contains a lengthy description of the problem of long corridors, with a
 depressing picture of a long, straight, narrow corridor with closed doors, similar to the
one on the facing page.
Alexander discusses issues of light and furniture. He cites research results about patient
 anxiety in hospital corridors. According to the research, corridors that are longer than 50
feet are perceived as uncomfortable.
5.2 The Pattern Concept 177


Solution

Keep passages short. Make them as much like rooms as possible, with carpets or wood
 on the floor, furniture, bookshelves, beautiful windows. Make them generous in shape
and always give them plenty of light; the best corridors and passages of all are those that
have windows along an entire wall.


Furniture


 Like a room

 Not too long Light

A pattern presents proven


As you can see, this pattern distills a design rule into a simple format.
advice in a standard format. If you have a design problem, it is easy to check whether the pattern is
useful to you. If you decide that the pattern applies in your situation,
then you can easily follow the recipe for a solution. Because that solution has been suc-
cessful in the past, there is a good chance that you will benefit from it as well.
A design pattern gives advice
Alexander was interested in patterns that solve problems in archi-
about a problem in software tecture. Of course, our interest lies in software development. In this
design. chapter, you will see patterns that give you guidance on object-
oriented design.
178 CHAPTER 5 Patterns and GUI Programming

Let’s start by presenting the ITERATOR pattern. As you saw in the


The ITERATOR pattern teaches
preceding section, iterators are useful for traversing the elements
how to access the elements of
an aggregate object. of a linked list, but they also occur in other programming situa-
tions. String tokenizers and input streams are both examples of the
ITERATOR pattern.

PATTERN
 ITERATOR
Context

1. An object (which we’ll call the aggregate) contains other objects (which we’ll call
elements).
 2. Clients (that is, methods that use the aggregate) need access to the elements.
3. The aggregate should not expose its internal structure.
4. There may be multiple clients that need simultaneous access.

Solution

 1. Define an iterator class that fetches one element at a time.


2. Each iterator object needs to keep track of the position of the next element to fetch.
3. If there are several variations of the aggregate and iterator classes, it is best if they
 implement common interface types. Then the client only needs to know the interface
types, not the concrete classes.


«interface»
«interface» Iterator
 Aggregate
Client
next()
createIterator() isDone()
currentItem()


Concrete Concrete
Aggregate Iterator


Note that the names of the interface types, classes, and methods (such as Aggregate,
ConcreteIterator, createIterator, isDone) are examples. In an actual realization of the
pattern, the names may be quite different.
5.2 The Pattern Concept 179

For example, in the case of linked list iterators, we have:

Name in Design Pattern Actual Name

Aggregate List

ConcreteAggregate LinkedList

Iterator ListIterator

ConcreteIterator An anonymous class that implements


the ListIterator interface type
createIterator() listIterator()

next() next()

isDone() Opposite of hasNext()


currentItem() Return value of next()

The influential book, Design Patterns by Gamma, Helm, Johnson, and Vlissides, con-
tains a description of many patterns for software design, including the ITERATOR
pattern. Because the book has four authors, it is sometimes referred to as the “Gang of
Four” book.

NOTE The original Gang of Four—Jiang Qing (Mao Zedong’s wife), Zhang Chunqiao, Yao
Wenyuan, and Wang Hongwen—were radical Chinese communists who were strong advo-
cates of the Cultural Revolution. There is no apparent connection between the two “gangs”
beyond the fact that they each have four members.

INTERNET Since the publication of the “Gang of Four” book, many authors have been bitten
by the pattern bug. You can find many patterns for specialized problem domains on the Web.
A good starting point for exploration is http://hillside.net/patterns/. There is even a
column on “bug patterns”, detailing common Java bugs, at http://www.ibm.com/
developerworks/java/library/j-diag1.html.

NOTE Design patterns give you constructive advice. Antipatterns are the opposite of design
patterns—examples of design that are so bad that you should avoid them at all cost. Among
the commonly cited antipatterns are:
 The Blob: A class that has gobbled up many disparate responsibilities.

 The Poltergeist: A spurious class whose objects are short-lived and carry no significant
responsibilities.
180 CHAPTER 5 Patterns and GUI Programming

5.3 The OBSERVER Pattern


Have you ever used a program that shows you two editable views of the same data, such
as a “what you see is what you get” (WYSIWYG) and a structural view of a document?
(See Figure 4.) When you edit one of the views, the other updates automatically and
instantaneously.
You may well wonder how such a feature is programmed. When you type text into one of
the windows, how does it show up in the other window? What happens if you have a
third view of the same information?
The key to implementing this behavior is the model/view/controller architecture. One
object, the model, holds the information in some data structure—an array of numbers, or
a tree of document parts. The model has no visual appearance at all. It just holds the raw
data. Several other objects, the views, draw the visible parts of the data, in a format that
is specific to the view. For example, the table view displays numbers in a table. The graph
view displays the same numbers in a bar chart. Finally, each view has a controller, an
object that processes user interaction. The controller may process mouse and keyboard
events from the windowing system, or it may contain user interface elements such as but-
tons and menus.

F ig u re 4

A WYSIWYG and a Structural View of the Same HTML Page


5.3 The OBSERVER Pattern 181

Some people are confused by the term “model”. Don’t think of an airplane model that
approximates a real airplane. In the model/view/controller architecture (see Figure 5),
the model is the real thing, and the views approximate it. Think instead of a model that
poses for a painting. The model is real, and different artists can observe the same model
and draw different views.
Here is what happens when a user types text into one of the windows:
 The controller tells the model to insert the text that the user typed.
 The model notifies all views of a change in the model.
 All views repaint themselves.
 During painting, each view asks the model for the current text.
This architecture minimizes the coupling between the model, views, and controllers. The
model knows nothing about the views, except that they need to be notified of all
changes. The views know nothing of the controllers. It is easy to add more views to a
model. It is also easy to change the controller of a view, for example to facilitate voice
input.
Let’s have a closer look at the notification mechanism. The model knows about a number
of observers, namely, the views. An observer is an object that is interested in state changes
of the model. The model knows nothing in detail about the observers except that it
should notify them whenever the model data changes.
You have seen a similar situation in Chapter 4. An event source such
The OBSERVER pattern teaches
as a button holds a number of listeners. When something interesting
how an object can tell other
objects about events. happens to the button, such as a button click, then the button notifies
its listeners. The button knows nothing about its listeners except that
they implement a particular interface type.
The fact that this arrangement occurs as a solution in two separate problems shows that
it may be useful to distill the solution into a pattern. This notification pattern is called
the OBSERVER pattern.

Controller Model View

insertText
notify
repaint
getText

F igur e 5

Sequence Diagram for


Inserting Text into a View
182 CHAPTER 5 Patterns and GUI Programming

PATTERN
 OBSERVER
Context

1. An object (which we’ll call the subject) is the source of events (such as “my data has
changed”).
 2. One or more objects (called the observers) want to know when an event occurs.
Solution
 1. Define an observer interface type. Observer classes must implement this interface
type.
2. The subject maintains a collection of observer objects.

3. The subject class supplies methods for attaching observers.
4. Whenever an event occurs, the subject notifies all observers.


Subject «interface»
 Observer
attach()
notify()



Concrete
Observer

As you know, the names of the classes, interface types, and methods in the pattern
description are examples. In the case of a button and its event listeners, we have:

Name in Design Pattern Actual Name

Subject JButton

Observer ActionListener

ConcreteObserver The class that implements the


ActionListener interface type

attach() addActionListener

notify() actionPerformed
5.4 Layout Managers and the STRATEGY Pattern 183

The OBSERVER pattern is pervasive in user interface programming with Java. All user
interface elements—buttons, menus, check boxes, sliders, and so on—are subjects that
are willing to tell observers about events.

5.4 Layout Managers and the STRATEGY Pattern

You add user interface


You build up user interfaces from individual user interface components:
components to a container. buttons, text fields, sliders, and so on. You place components into con-
tainers. For example, the content pane of a frame is a container.
When you add a component to a container, the container must put it somewhere on the
screen. In some user interface toolkits, the programmer (or a layout tool) specifies pixel
positions for each component. However, that is not a good idea. Component sizes can
change from the original design, usually for one of two reasons:
1. The user chooses a different “look and feel”. The Swing user interface toolkit
allows users of Java programs to switch between various “look and feel”
implementations, such as the native Windows or Macintosh look and feel or a
cross-platform look and feel called “Metal”. A Windows button has a different
size than a Macintosh or Metal button.
2. The program gets translated into a different language. Button and label strings
can become much longer (in German) or shorter (in Chinese).
Suppose a programmer painstakingly defines the pixel position for all
A layout manager arranges the
components in a container. components to have them line up nicely. Then the look and feel or the
language changes and the components no longer line up nicely. The
Java layout managers are a better idea. By choosing an appropriate layout manager, you
describe how the components should be aligned. The layout manager looks at the sizes of
the components and computes their positions.

5.4.1 Using Predefined Layout Managers


There are several built-in layout managers in Java (see Figure 6).
 The FlowLayout lays out components left to right, then starts a new row when
there isn’t enough room in the current one.
 The BoxLayout lays out components horizontally or vertically without starting
additional rows and columns.
 The BorderLayout has five areas, NORTH, SOUTH, EAST, WEST, and CENTER. You specify
in which area each component should appear. Unlike the FlowLayout and
BoxLayout, the BorderLayout grows each component to fill its area. Not all of the
areas need to be occupied. It is common to leave one or more of the areas
completely empty.
 The GridLayout arranges components in a rectangular grid. All components are
resized to an identical size.
 The GridBagLayout also arranges components in a grid, but the rows and columns
can have different sizes and components can span multiple rows and columns.
184 CHAPTER 5 Patterns and GUI Programming

1 2 1
1 2 3
3 2

4 5 6 3
BoxLayout (horizontal)
4

FlowLayout BoxLayout (vertical)

NORTH
1 2 3 1

4 5 6 2 3 4
WEST CENTER EAST
7 8 9 5 6
7
10 11 12 8 9
SOUTH

BorderLayout GridLayout GridBagLayout

F ig u r e 6

Layout Managers

To set a layout manager, pick an appropriate layout manager class and add it to a con-
tainer. For example,
JPanel keyPanel = new JPanel();
keyPanel.setLayout(new GridLayout(4, 3));
Figure 7 shows the relationships between these classes.
Let’s put layout managers to work and write a GUI front end for the voice mail system of
Chapter 2. We want to arrange the components so that they resemble a real telephone,

«interface»
Container Layout
Manager

Fig ur e 7
JPanel GridLayout
Layout Management Classes
5.4 Layout Managers and the STRATEGY Pattern 185

with the speaker on top, the keypad in the middle, and the microphone on the bottom
(see Figure 8). (The speaker and microphone are simulated with text areas.) Figure 9
shows the layout of the frame window.
You will find the complete code for the telephone layout at the end of this section.
Because there are so many components to lay out, the code looks complicated. However,
the basic concepts are straightforward.
When a user interface has a large number of components, it can be difficult to use a sin-
gle layout manager to achieve the desired layout effect. However, by nesting panels, each
with its own layout manager, you can achieve complex layouts easily. A panel is simply a
container without visible decorations that can hold components.
First, note that the keypad is arranged in a grid. Clearly, the grid layout is the appropri-
ate layout manager for this arrangement. We will therefore add the buttons to a panel
that is controlled by a GridLayout.
JPanel keyPanel = new JPanel();
keyPanel.setLayout(new GridLayout(4, 3));
for (int i = 0; i < 12; i++)
{
JButton keyButton = new JButton(. . .);
keyPanel.add(keyButton);
keyButton.addActionListener(. . .);
}

F i g u re 8 Fig u r e 9

Telephone Handset A GUI Front End for the Mail System


186 CHAPTER 5 Patterns and GUI Programming

F ig u r e 1 0
NORTH
Laying out the Microphone
Components
CENTER

SOUTH

Just as we collect the keypad buttons in a panel, we will use a separate panel to hold the
label and the text area for the simulated speaker. We use a border layout to place the label
in the NORTH position and the text area in the CENTER position.
JPanel speakerPanel = new JPanel();
speakerPanel.setLayout(new BorderLayout());
speakerPanel.add(new JLabel("Speaker:"), BorderLayout.NORTH);
speakerField = new JTextArea(10, 25);
speakerPanel.add(speakerField, BorderLayout.CENTER);
We’ll apply the same layout manager to the simulated microphone. However, now we
need to add two buttons to the SOUTH area. Since each of the areas of a border layout can
only hold a single component, we place the buttons inside a panel and add that button
panel to the SOUTH area of the microphone panel (see Figure 10).
Finally, we need to stack up the panels for the speaker, keypad, and microphone. We take
advantage of the fact that the default content pane of a frame has a border layout and add
the three panels to the NORTH, CENTER, and SOUTH areas of the content pane (see
Figure 11).

NORTH

CENTER

SOUTH

F ig u r e 1 1

The Content Pane of the


Telephone Frame
5.4 Layout Managers and the STRATEGY Pattern 187

In Chapter 2, we defined a Telephone class for reading simulated voice and key presses
from System.in and sending simulated speech output to System.out. Remarkably, you
can simply replace that class with the new Telephone class. None of the other classes of
the voice mail system need to be changed.

Ch5/mailgui/Telephone.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import javax.swing.*;
4
5 /**
6 Presents a phone GUI for the voice mail system.
7 */
8 public class Telephone
9 {
10 /**
11 Constructs a telephone with a speaker, keypad,
12 and microphone.
13 */
14 public Telephone()
15 {
16 JPanel speakerPanel = new JPanel();
17 speakerPanel.setLayout(new BorderLayout());
18 speakerPanel.add(new JLabel("Speaker:"),
19 BorderLayout.NORTH);
20 speakerField = new JTextArea(10, 25);
21 speakerPanel.add(speakerField,
22 BorderLayout.CENTER);
23 String keyLabels = "123456789*0#";
24 JPanel keyPanel = new JPanel();
25 keyPanel.setLayout(new GridLayout(4, 3));
26 for (int i = 0; i < keyLabels.length(); i++)
27 {
28 final String label = keyLabels.substring(i, i + 1);
29 JButton keyButton = new JButton(label);
30 keyPanel.add(keyButton);
31 keyButton.addActionListener(new
32 ActionListener()
33 {
34 public void actionPerformed(ActionEvent event)
35 {
36 connect.dial(label);
37 }
38 });
39 }
40
41 final JTextArea microphoneField = new JTextArea(10,25);
42
43 JButton speechButton = new JButton("Send speech");
44 speechButton.addActionListener(new
45 ActionListener()
46 {
188 CHAPTER 5 Patterns and GUI Programming

47 public void actionPerformed(ActionEvent event)


48 {
49 connect.record(microphoneField.getText());
50 microphoneField.setText("");
51 }
52 });
53
54 JButton hangupButton = new JButton("Hangup");
55 hangupButton.addActionListener(new
56 ActionListener()
57 {
58 public void actionPerformed(ActionEvent event)
59 {
60 connect.hangup();
61 }
62 });
63
64 JPanel buttonPanel = new JPanel();
65 buttonPanel.add(speechButton);
66 buttonPanel.add(hangupButton);
67
68 JPanel microphonePanel = new JPanel();
69 microphonePanel.setLayout(new BorderLayout());
70 microphonePanel.add(new JLabel("Microphone:"),
71 BorderLayout.NORTH);
72 microphonePanel.add(microphoneField, BorderLayout.CENTER);
73 microphonePanel.add(buttonPanel, BorderLayout.SOUTH);
74
75 JFrame frame = new JFrame();
76 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
77 frame.add(speakerPanel, BorderLayout.NORTH);
78 frame.add(keyPanel, BorderLayout.CENTER);
79 frame.add(microphonePanel, BorderLayout.SOUTH);
80
81 frame.pack();
82 frame.setVisible(true);
83 }
84
85 /**
86 Give instructions to the mail system user.
87 */
88 public void speak(String output)
89 {
90 speakerField.setText(output);
91 }
92
93 public void run(Connection c)
94 {
95 connect = c;
96 }
97
98 private JTextArea speakerField;
99 private Connection connect;
100 }
5.4 Layout Managers and the STRATEGY Pattern 189

5.4.2 Implementing a Custom Layout Manager


It is not difficult to write your own layout manager. Figure 12 shows a custom layout
manager that aligns the odd-numbered components towards the right and the even-
numbered components towards the left. This layout is useful for simple forms.
A layout manager must support the LayoutManager interface type:
public interface LayoutManager
{
Dimension minimumLayoutSize(Container parent);
Dimension preferredLayoutSize(Container parent);
void layoutContainer(Container parent);
void addLayoutComponent(String name, Component comp);
void removeLayoutComponent(Component comp);
}
The minimumLayoutSize and preferredLayoutSize methods determine the minimum
and preferred size of the container when the components are laid out. The layout-
Container method lays out the components in the container, by setting the position and
size for each component. The last two methods exist for historical reasons and can be
implemented as do-nothing methods.
When you write a layout manager, start out with the preferredLayoutSize method.
Compute the preferred width and height of your layout by combining the widths and
heights of the individual components. For example, the form layout manager computes
the width as follows: It finds the widest component on the left and the widest compo-
nent on the right. Then it adds their widths and adds a small gap value. The computation
of the height is slightly different. The height is obtained by adding up the heights of all
rows. The height of each row is the maximum of the heights of the components in the
row. Have a look at the preferredLayoutSize computation in FormLayout.java at the
end of this section. It is not difficult to follow the process.
When the container is ready to lay out its contents, it calls the layoutContainer method
of its layout manager. Then the layout manager positions the components according to
its rules. The exact positioning is more tedious than just computing the preferred width,
but the concepts are the same. If you look at the layoutContainer method of the Form-
Layout, you can see that the method computes the positions of each component and then
calls the setBounds method to put the component into the correct location. You don’t
have to worry about the details of the computation. The point of showing you this
example is simply to demonstrate how flexible layout management can be. This flexibility
is a direct consequence of separating layout management into a separate class.

F ig u re 1 2

The FormLayout Custom


Layout Manager
190 CHAPTER 5 Patterns and GUI Programming

The FormLayoutTester program shows how to put the custom layout to work. Simply set
the layout manager of the content pane to a FormLayout object. Then add the compo-
nents to the container.

Ch5/layout/FormLayout.java
1 import java.awt.*;
2
3 /**
4 A layout manager that lays out components along a central axis.
5 */
6 public class FormLayout implements LayoutManager
7 {
8 public Dimension preferredLayoutSize(Container parent)
9 {
10 Component[] components = parent.getComponents();
11 left = 0;
12 right = 0;
13 height = 0;
14 for (int i = 0; i < components.length; i += 2)
15 {
16 Component cleft = components[i];
17 Component cright = components[i + 1];
18
19 Dimension dleft = cleft.getPreferredSize();
20 Dimension dright = cright.getPreferredSize();
21 left = Math.max(left, dleft.width);
22 right = Math.max(right, dright.width);
23 height = height + Math.max(dleft.height,
24 dright.height);
25 }
26 return new Dimension(left + GAP + right, height);
27 }
28
29 public Dimension minimumLayoutSize(Container parent)
30 {
31 return preferredLayoutSize(parent);
32 }
33
34 public void layoutContainer(Container parent)
35 {
36 preferredLayoutSize(parent); // Sets left, right
37
38 Component[] components = parent.getComponents();
39
40 Insets insets = parent.getInsets();
41 int xcenter = insets.left + left;
42 int y = insets.top;
43
44 for (int i = 0; i < components.length; i += 2)
45 {
46 Component cleft = components[i];
47 Component cright = components[i + 1];
5.4 Layout Managers and the STRATEGY Pattern 191

48
49 Dimension dleft = cleft.getPreferredSize();
50 Dimension dright = cright.getPreferredSize();
51
52 int height = Math.max(dleft.height, dright.height);
53
54 cleft.setBounds(xcenter - dleft.width, y + (height
55 - dleft.height) / 2, dleft.width, dleft.height);
56
57 cright.setBounds(xcenter + GAP, y + (height
58 - dright.height) / 2, dright.width, dright.height);
59 y += height;
60 }
61 }
62
63 public void addLayoutComponent(String name, Component comp)
64 {}
65
66 public void removeLayoutComponent(Component comp)
67 {}
68
69 private int left;
70 private int right;
71 private int height;
72 private static final int GAP = 6;
73 }

Ch5/layout/FormLayoutTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 public class FormLayoutTester
5 {
6 public static void main(String[] args)
7 {
8 JFrame frame = new JFrame();
9 frame.setLayout(new FormLayout());
10 frame.add(new JLabel("Name"));
11 frame.add(new JTextField(15));
12 frame.add(new JLabel("Address"));
13 frame.add(new JTextField(20));
14 frame.add(new JLabel("City"));
15 frame.add(new JTextField(10));
16 frame.add(new JLabel("State"));
17 frame.add(new JTextField(2));
18 frame.add(new JLabel("ZIP"));
19 frame.add(new JTextField(5));
20 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
21 frame.pack();
22 frame.setVisible(true);
23 }
24 }
192 CHAPTER 5 Patterns and GUI Programming

5.4.3 The STRATEGY Pattern

The STRATEGY pattern teaches


You have seen how the layout manager concept gives user interface
how to supply variants of an programmers a great deal of flexibility. You can use one of the stan-
algorithm. dard layout manager classes or provide a custom layout manager. To
produce a particular layout, you simply make an object of the layout
manager class and give it to the container. When the container needs to execute the lay-
out algorithm, it calls the appropriate methods of the layout manager object. This is an
example of the STRATEGY pattern. The STRATEGY pattern applies whenever you want
to allow a client to supply an algorithm. The pattern tells us to place the essential steps of
the algorithm in a strategy interface type. By supplying objects of different classes that
implement the strategy interface type, the algorithm can be varied.

PATTERN
 STRATEGY
Context

1. A class (which we’ll call the context class) can benefit from different variants of an
algorithm.
 2. Clients of the context class sometimes want to supply custom versions of the
algorithm.
Solution

1. Define an interface type that is an abstraction for the algorithm. We’ll call this inter-
face type the strategy.
 2. Concrete strategy classes implement the strategy interface type. Each strategy class
implements a version of the algorithm.
3. The client supplies a concrete strategy object to the context class.

4. Whenever the algorithm needs to be executed, the context class calls the appropriate
methods of the strategy object.


«interface»
Strategy
 Context

doWork()


Concrete
Strategy


5.5 Components, Containers, and the COMPOSITE Pattern 193

Here is the relationship between the names in the STRATEGY design pattern and the lay-
out management manifestation.

Name in Design Pattern Actual Name

Context Container

Strategy LayoutManager

ConcreteStrategy A layout manager such as BorderLayout


doWork() A method of the LayoutManager interface type
such as layoutContainer

In Chapter 4, you encountered a different manifestation of the STRATEGY pattern.


Recall how you can pass a Comparator object to the Collections.sort method to specify
how elements should be compared.
Comparator comp = new CountryComparatorByName();
Collections.sort(countries, comp);
The comparator object encapsulates the comparison algorithm. By varying the compara-
tor, you can sort by different criteria. Here is the mapping from the pattern names to the
actual names:

Name in Design Pattern Actual Name

Context Collections

Strategy Comparator

ConcreteStrategy A class that implements the Comparator interface type


doWork() compare()

5.5 Components, Containers, and the COMPOSITE Pattern


In the preceding section, you saw how one can use layout managers to organize compo-
nents in a container. As you have seen in the telephone example, you often need to group
components into a panel in order to achieve a satisfactory layout.
The COMPOSITE pattern teaches
There is just one technical issue. User interface components are con-
how to combine several tained in containers. If a JPanel can contain other components, it
objects into an object that has must be a Container. But if we want to add it to the content pane, it
the same behavior as its parts. must also be a Component. Can a container itself be a component?
The COMPOSITE pattern gives a solution to this problem. This pat-
tern addresses situations where primitive objects can be grouped into composite objects,
and the composites themselves are considered primitive objects.
194 CHAPTER 5 Patterns and GUI Programming

There are many examples of this pattern. Later in this chapter you will see a program
that deals with selling items. It is sometimes useful to sell a bundle of items as if it were a
single item. The solution is to make a Bundle class that contains a collection of items and
that also implements the Item interface type.
Similarly, the Container class contains components, and it also extends the Component
class.
One characteristic of the COMPOSITE design pattern is how a method of the composite
object does its work. It must apply the method to all of its primitive objects and then
combine the results.
For example, to compute the price of a bundle, the bundle class computes the prices of
each of its items and returns the sum of these values.
Similarly, consider the task of computing the preferred size of a container. The container
must obtain the preferred sizes of all components in the container and combine the
results. In the preceding section, you saw how a container carries out that work by dele-
gating it to a layout manager.

PATTERN
 COMPOSITE
Context

1. Primitive objects can be combined into composite objects.
2. Clients treat a composite object as a primitive object.

Solution

1. Define an interface type that is an abstraction for the primitive objects.


 2. A composite object contains a collection of primitive objects.
3. Both primitive classes and composite classes implement that interface type.
 4. When implementing a method from the interface type, the composite class applies
the method to its primitive objects and combines the results.

 «interface»
Primitive *

method()

Composite
Leaf
method()


Calls method() for


each primitive and
 combines the results
5.6 Scroll Bars and the DECORATOR Pattern 195

As with the previous patterns, we show how the names in the design pattern map to the
the Swing user interface toolkit.

Name in Design Pattern Actual Name

Primitive Component

Composite Container or a subclass such as JPanel


Leaf A component that has no children such as JButton or
JTextArea

method() A method of the Component interface such as


getPreferredSize

5.6 Scroll Bars and the DECORATOR Pattern


When a component contains more information than can be shown on the screen, it
becomes necessary to add scroll bars (see Figure 13). Scroll bars make the most sense for
text areas and lists, but other components, such as tables and trees, can also benefit from
them.
For example, here is how you add scroll bars to a text area:
JTextArea area = new JTextArea(10, 25);
JScrollPane scroller = new JScrollPane(area);

Figure 14 shows the relationships between these classes. Because the scroll bars add
functionality to the underlying text area, they are called a decoration.

1
Component

JTextArea JScrollPane

F ig u re 1 3 Fig u r e 14

Scroll Bars Adding a Scroll Bar to a Text Area


196 CHAPTER 5 Patterns and GUI Programming

The DECORATOR pattern teaches


You can decorate any component with a scroll pane, not just text
how to form a class that adds areas. The important point is that a JScrollPane decorates a compo-
functionality to another class nent and is again a component. Therefore, all of the functionality of the
while keeping its interface. Component class still applies to scroll bars. For example, you can add
the scroll pane into a container.
contentPane.add(scroller, BorderLayout.CENTER);
The JScrollPane class is an example of the DECORATOR pattern. The DECORATOR
pattern applies whenever a class enhances the functionality of another class while pre-
serving its interface. A key aspect of the DECORATOR pattern is that the decorated com-
ponent is entirely passive. The text area does nothing to acquire scroll bars.
An alternate design would be to make the JTextArea class responsible for supplying
scroll bars. An older version of that class (called TextArea without a J) does just that. If
you want scroll bars, you have to pass a flag to the constructor.
There are two advantages to using decorators. First, it would be a bother if lots of differ-
ent components (such as text areas, panels, tables, and so on) would each have to inde-
pendently supply an option for scroll bars. It is much better if these component classes
can wash their hands of that responsibility and leave it to a separate class.
Moreover, there is a potentially unbounded set of decorations, and the component classes
can’t anticipate all of them. Maybe you want a zoom bar, a slider that automatically
shrinks or magnifies a component? There is no support for zoom bars in the Swing user
interface toolkit, but nothing prevents an enterprising programmer from supplying a
zoom bar decorator.
As with the COMPOSITE pattern, we note that the decorator implements a method from
the component interface by invoking the same method on the component and then aug-
menting the result. For example, the paint method of a scroll pane paints the decorated
component and also the scroll bars.

PATTERN
 DECORATOR
Context

1. You want to enhance the behavior of a class. We’ll call it the component class.
2. A decorated component can be used in the same way as a plain component.
 3. The component class does not want to take on the responsibility of the decoration.
4. There may be an open-ended set of possible decorations.
 Solution

1. Define an interface type that is an abstraction for the component.


 2. Concrete component classes implement this interface type.
3. Decorator classes also implement this interface type.
4. A decorator object manages the component object that it decorates.
5.6 Scroll Bars and the DECORATOR Pattern 197

 5. When implementing a method from the component interface type, the decorator
class applies the method to the decorated component and combines the result with
the effect of the decoration.


«interface»
 Component 1

method()

 Concrete
Decorator
Component
method()


Calls method() for
the component and
augments the results


Superficially, the DECORATOR pattern looks very similar to the COMPOSITE pattern.
However, there is an essential difference. A decorator enhances the behavior of a single
component, whereas a composite collects multiple components. There is also a difference
in intent. A decorator aims to enhance, whereas a composite merely collects.
Here is the mapping of pattern names to actual names in the case of the JScrollPane
decorator.

Name in Design Pattern Actual Name

Component Component

ConcreteComponent JTextArea

Decorator JScrollPane

method() A method of the Component interface. For example, the paint


method paints a part of the decorated component and the
scroll bars.

5.6.1 Stream Decorators


Another example for the DECORATOR pattern is the set of stream filters in the I/O
library. The Reader class supports basic input operations: reading a single character or an
array of characters. The FileReader subclass implements these methods, reading charac-
ters from a file. However, a FileReader has no method for reading a line of input.
The BufferedReader class adds the ability of reading line-oriented input to any reader.
Its readLine method keeps calling read on the underlying reader until the end of a line is
encountered. Here is how you use it:
198 CHAPTER 5 Patterns and GUI Programming

BufferedReader in = new BufferedReader(new FileReader("input.txt"));


String firstLine = in.readLine();
The BufferedReader class adds another useful service. It asks the reader that it decorates
to read data in larger blocks. The BufferedReader’s read method then gives out the char-
acters that are stored in the buffer. This buffering increases efficiency.
The BufferedReader class is a decorator. It takes an arbitrary reader and yields a reader
with additional capabilities.

Name in Design Pattern Actual Name

Component Reader

ConcreteComponent FileReader

Decorator BufferedReader

method() The read method. Calling read on a buffered reader invokes


read on the component reader if the buffer is empty.

The Java library contains a number of decorators for readers. The PushbackReader is
designed for applications that require you to “peek ahead” at input. For example, suppose
you process input and need to skip past a sequence of space characters. You read charac-
ters until you find a character that is not a space. But now you wish that you hadn’t read
that character because another part of the program wants to process it. With a Pushback-
Reader, you can call the unread method to push the character back.
PushbackReader reader = new PushbackReader(
new FileReader("input.txt"));
. . .
char c = reader.read();
if (. . .) reader.unread(c);
A PushbackReader simply keeps a small buffer of pushed back characters. Its read
method looks inside that buffer before reading from the decorated reader.
Other common decorators for readers are decryptors and decompressors (see
Exercise 5.12).
Of course, writers can be decorated as well. A basic Writer simply sends characters to
some destination. The PrintWriter decorator takes on the responsibility of formatting
numbers and strings.

5.7 How to Recognize Patterns


Students of object-oriented design often have trouble recognizing patterns. The descrip-
tions of many patterns look superficially alike. As we discussed, the descriptions of the
COMPOSITE and DECORATOR patterns appear to be almost identical. As you encounter
5.7 How to Recognize Patterns 199

additional patterns, you will find it increasingly difficult to tell them apart if you merely
try to memorize the pattern descriptions.
One solution is to focus on the intent of the pattern. The intent of the COMPOSITE pat-
tern is to group components into a whole, whereas the intent of the DECORATOR pat-
tern is to decorate a component. The intent of the STRATEGY pattern is completely
different, namely to wrap an algorithm into a class.
Another solution is to remember a place where the pattern is put to use. Many program-
mers remember the STRATEGY pattern as the pattern for layout managers and DECO-
RATOR as the pattern for scroll bars. Of course, a pattern is more general than any of its
manifestations, but there is nothing wrong with using the examples as a memorization
aid.
Students often fall into another trap. The patterns have such intuitive names (such as
OBSERVER or STRATEGY) that it is tempting to suspect their usage in many situations
where they don’t actually apply. Just because something seems strategic does not mean
that the STRATEGY pattern is at work. Patterns are not vague concepts. They are very
specific. The STRATEGY pattern only applies when a number of conditions are fulfilled:
 A context class must want to use different variants of an algorithm.
 There must be an interface type that is an abstraction for the algorithm.
 Concrete strategy classes must implement the strategy interface type.
 A client must supply an object of a concrete strategy class to the context class.
 The context class must use the strategy object to invoke the algorithm.
In other words, you should turn every statement in the “Context” and “Solution” parts of
the pattern description into a litmus test.
Let’s put this litmus test to work in another situation.
Figure 15 shows a decoration that you can apply to a component—a border. Typically,
you place a border around a panel that holds related buttons. But you can apply a border
to any Swing component. There are a number of classes that implement the Border
interface type, such as the EtchedBorder and BevelBorder classes. Pass an object of any
of these classes to the setBorder method:
Border b = new EtchedBorder();
panel.setBorder(b);

Fi g u re 1 5

Borders Around Panels


200 CHAPTER 5 Patterns and GUI Programming

While a border is undeniably decorative, it is not a manifestation of the DECORATOR


pattern. To see why, let’s go through the context elements of the DECORATOR pattern.
 You want to enhance the behavior of a class. We’ll call it the component class.
This condition holds true. We want to enhance the behavior of a Swing component.
 A decorated component can be used in the same way as a plain component.
This condition still holds true. A component with a border is a component.
 The component class does not want to take on the responsibility of the decoration.
This condition doesn’t apply here. The component class has a setBorder method. It is
responsible for applying the border.
Thus, Swing borders are not a manifestation of the DECORATOR pattern.

5.8 Putting Patterns to Work


In this section, we will put several patterns to work in a simple application. We will
implement an invoice that is composed of line items. A line item has a description and a
price. Here is the LineItem interface type:

Ch5/invoice/LineItem.java
1 /**
2 A line item in an invoice.
3 */
4 public interface LineItem
5 {
6 /**
7 Gets the price of this line item.
8 @return the price
9 */
10 double getPrice();
11
12 /**
13 Gets the description of this line item.
14 @return the description
15 */
16 String toString();
17 }

We will encounter different kinds of line items. The simplest one is a product. Here is
the Product class:

Ch5/invoice/Product.java
1 /**
2 A product with a price and description.
3 */
4 public class Product implements LineItem
5 {
5.8 Putting Patterns to Work 201

6 /**
7 Constructs a product.
8 @param description the description
9 @param price the price
10 */
11 public Product(String description, double price)
12 {
13 this.description = description;
14 this.price = price;
15 }
16 public double getPrice() { return price; }
17 public String toString() { return description; }
18 private String description;
19 private double price;
20 }

NOTE Because roundoff errors are inevitable with floating-point numbers, it is actually not a
good idea to use a double variable to store a monetary value. For financial accuracy, it would
be better to store the price in pennies, as an int or long value, or to use the BigDecimal class.

Now let’s consider a more complex situation. Sometimes, stores will sell bundles of
related items (such as a stereo system consisting of a tuner, amplifier, CD player, and
speakers). It should be possible to add a bundle to an invoice. That is, a bundle contains
line items and is again a line item. This is precisely the situation of the COMPOSITE pat-
tern (see Figure 16).
The COMPOSITE pattern teaches us that the Bundle class should implement the LineItem
interface type. When implementing a LineItem method, the Bundle class should apply
the method to the individual items and combine the result. For example, observe how the
getPrice method of the Bundle class adds the prices of the items in the bundle.

«interface»
LineItem *

getPrice()

Bundle
Product
getPrice()

Calls getPrice()
for each line item
and adds the results

Fi g u re 1 6

A Bundle of Line Items


202 CHAPTER 5 Patterns and GUI Programming

Here is the code for the Bundle class.

Ch5/invoice/Bundle.java
1 import java.util.*;
2
3 /**
4 A bundle of line items that is again a line item.
5 */
6 public class Bundle implements LineItem
7 {
8 /**
9 Constructs a bundle with no items.
10 */
11 public Bundle() { items = new ArrayList<LineItem>(); }
12
13 /**
14 Adds an item to the bundle.
15 @param item the item to add
16 */
17 public void add(LineItem item) { items.add(item); }
18
19 public double getPrice()
20 {
21 double price = 0;
22
23 for (LineItem item : items)
24 price += item.getPrice();
25 return price;
26 }
27
28 public String toString()
29 {
30 String description = "Bundle: ";
31 for (int i = 0; i < items.size(); i++)
32 {
33 if (i > 0) description += ", ";
34 description += items.get(i).toString();
35 }
36 return description;
37 }
38
39 private ArrayList<LineItem> items;
40 }

A store may give a discount for a bundle, or, for that matter, for other line items. We can
use the DECORATOR pattern to implement discounts. That pattern teaches us to design
a decorator class that holds a LineItem object and whose methods enhance the LineItem
methods. For example, the getPrice method of the DiscountedItem class calls the
getPrice method of the discounted item and then applies the discount (see Figure 17).
5.8 Putting Patterns to Work 203

«interface»
LineItem 1

getPrice()

Discounted
Item
Product
getPrice()

Calls getPrice()
for the line item and
applies the discount

Fi g u re 1 7

The DiscountedItem Decorator

Here is the code for the DiscountedItem class.

Ch5/invoice/DiscountedItem.java
1 /**
2 A decorator for an item that applies a discount.
3 */
4 public class DiscountedItem implements LineItem
5 {
6 /**
7 Constructs a discounted item.
8 @param item the item to be discounted
9 @param discount the discount percentage
10 */
11 public DiscountedItem(LineItem item, double discount)
12 {
13 this.item = item;
14 this.discount = discount;
15 }
16
17 public double getPrice()
18 {
19 return item.getPrice() * (1 - discount / 100);
20 }
21
22 public String toString()
23 {
24 return item.toString() + " (Discount " + discount
25 + "%)";
26 }
27
28 private LineItem item;
29 private double discount;
30 }
204 CHAPTER 5 Patterns and GUI Programming

Now let’s look at the Invoice class. An invoice holds a collection of line items.
public class Invoice
{
public void addItem(LineItem item) { items.add(item); }
. . .
private ArrayList<LineItem> items;
}
Our sample program will have a graphical user interface in which we show the invoice
text in a text area. When items are added to the invoice, the invoice text should be
updated. Of course, we could make the “Add” button responsible for updating the text
area, but we prefer a solution that decouples adding items from the invoice display. If we
just knew when new items are added to the invoice, then we could simply refresh the text
area at that time. The OBSERVER pattern teaches us how to proceed.
1. Define an observer interface type. Observer classes must implement this interface
type.
2. The subject maintains a collection of observer objects.
3. The subject class supplies methods for attaching observers.
4. Whenever an event occurs, the subject notifies all observers.
These steps are easy to follow. Rather than designing an interface type from scratch, use
the ChangeListener type from the Swing library:
public interface ChangeListener
{
void stateChanged(ChangeEvent event);
}
The subject is the Invoice class. You are told to supply a collection of observers and a
method to attach observers.
public class Invoice
{
public void addChangeListener(ChangeListener listener)
{
listeners.add(listener);
}
. . .
private ArrayList<ChangeListener> listeners;
}
Furthermore, when the invoice changes, you must notify all observers. This is easily
achieved by appending the following code to the addItem method:
ChangeEvent event = new ChangeEvent(this);
for (ChangeListener listener : listeners)
listener.stateChanged(event);
This completes the modifications to the Invoice class that are needed to support the
OBSERVER pattern.
We were motivated to use that pattern because we wanted the text area to update itself
automatically whenever the invoice changes. That goal is now easily achieved (see
Figure 18).
5.8 Putting Patterns to Work 205

«interface»
Invoice Change
Listener
addChangeListener()
stateChanged()

(anonymous
class)

Fi g u re 1 8

Observing the Invoice

final Invoice invoice = new Invoice();


final JTextArea textArea = new JTextArea(20, 40);
ChangeListener listener = new
ChangeListener()
{
public void stateChanged(ChangeEvent event)
{
String formattedInvoice = . . .;
textArea.setText(formattedInvoice);
}
};
invoice.addChangeListener(listener);

Clients of the Invoice class may need to know the line items inside an invoice. However,
we do not want to reveal the structure of the Invoice class. For example, it would be
unwise to return the items array list. That simple-minded approach causes problems if
we later change the internal implementation, storing the items in another data structure
or in a relational database table. Instead, we will follow the ITERATOR pattern.
For simplicity, we make use of the Iterator interface of the Java library. This interface
has three methods:
public interface Iterator<E>
{
boolean hasNext();
E next();
void remove();
}

The remove method is described as an “optional operation”. When defining an iterator


class, this method cannot be skipped because it belongs to the interface type. But you can
implement it trivially by throwing an UnsupportedOperationException. We will discuss
the optional operations of the Java library in more detail in Chapter 8.
206 CHAPTER 5 Patterns and GUI Programming

«interface»
Iterator

next()
hasNext()

Invoice (anonymous
class)
getItems()

Fi g u re 1 9

Iterating Through the Items of an Invoice

The following method returns an iterator. The returned object belongs to an anonymous
class that implements the Iterator interface (see Figure 19). If you follow the defini-
tions of the next and hasNext methods, you can see how the iterator object traverses the
array list.
public Iterator<LineItem> getItems()
{
return new
Iterator<LineItem>()
{
public boolean hasNext()
{
return current < items.size();
}

public LineItem next()


{
LineItem r = items.get(current);
current++;
return r;
}

public void remove()


{
throw new UnsupportedOperationException();
}

private int current = 0;


};
}
5.8 Putting Patterns to Work 207

NOTE The ArrayList class has an iterator method that yields an iterator for traversing the
array list. The getItems method could have simply returned items.iterator(). We chose to
implement the iterator explicitly so that you can see the inner workings of an iterator object.

Fi g u re 2 0

The InvoiceTester Program

Finally, let’s take a closer look at the task of formatting an invoice. Our sample program
formats an invoice very simply (see Figure 20). As you can see, we have a string
“INVOICE” on top, followed by the descriptions and prices of the line items, and a total
at the bottom.
However, that simple format may not be good enough for all applications. Perhaps we
want to show the invoice on a Web page. Then the format should contain HTML tags,
and the line items should be rows of a table. Thus, it is apparent that there is a need for
multiple algorithms for formatting an invoice.
The STRATEGY pattern addresses this issue. This pattern teaches us to design an inter-
face to abstract the essential steps of the algorithm. Here is such an interface:

Ch5/invoice/InvoiceFormatter.java
1 /**
2 This interface describes the tasks that an invoice
3 formatter needs to carry out.
4 */
5 public interface InvoiceFormatter
6 {
7 /**
8 Formats the header of the invoice.
9 @return the invoice header
10 */
208 CHAPTER 5 Patterns and GUI Programming

11 String formatHeader();
12
13 /**
14 Formats a line item of the invoice.
15 @return the formatted line item
16 */
17 String formatLineItem(LineItem item);
18
19 /**
20 Formats the footer of the invoice.
21 @return the invoice footer
22 */
23 String formatFooter();
24 }

We make a strategy object available to the format method of the Invoice class:
public String format(InvoiceFormatter formatter)
{
String r = formatter.formatHeader();
Iterator<LineItem> iter = getItems();
while (iter.hasNext())
{
LineItem item = iter.next();
r += formatter.formatLineItem(item);
}
return r + formatter.formatFooter();
}
The SimpleFormatter class implements the strategy interface type. Figure 21 shows the
relationships between the classes used for formatting.
This particular version provides a very simple formatting algorithm. Exercise 5.16 asks
you to supply an invoice formatter that produces HTML output.

«interface»
Invoice
Formatter
Invoice
formatHeader()
formatLineItem()
formatFooter()

Simple
Formatter

Fi g u re 2 1

Formatting an Invoice
5.8 Putting Patterns to Work 209

Ch5/invoice/SimpleFormatter.java
1 /**
2 A simple invoice formatter.
3 */
4 public class SimpleFormatter implements InvoiceFormatter
5 {
6 public String formatHeader()
7 {
8 total = 0;
9 return " I N V O I C E\n\n\n";
10 }
11
12 public String formatLineItem(LineItem item)
13 {
14 total += item.getPrice();
15 return (String.format(
16 "%s: $%.2f\n", item.toString(), item.getPrice()));
17 }
18
19 public String formatFooter()
20 {
21 return (String.format("\n\nTOTAL DUE: $%.2f\n", total));
22 }
23
24 private double total;
25 }

This concludes the design of the invoice program. We have made use of five separate
patterns during the design. Here are the complete Invoice class and the test program.

Ch5/invoice/Invoice.java
1 import java.util.*;
2 import javax.swing.event.*;
3
4 /**
5 An invoice for a sale, consisting of line items.
6 */
7 public class Invoice
8 {
9 /**
10 Constructs a blank invoice.
11 */
12 public Invoice()
13 {
14 items = new ArrayList<LineItem>();
15 listeners = new ArrayList<ChangeListener>();
16 }
17
18 /**
19 Adds an item to the invoice.
20 @param item the item to add
21 */
22 public void addItem(LineItem item)
23 {
210 CHAPTER 5 Patterns and GUI Programming

24 items.add(item);
25 // Notify all observers of the change to the invoice
26 ChangeEvent event = new ChangeEvent(this);
27 for (ChangeListener listener : listeners)
28 listener.stateChanged(event);
29 }
30
31 /**
32 Adds a change listener to the invoice.
33 @param listener the change listener to add
34 */
35 public void addChangeListener(ChangeListener listener)
36 {
37 listeners.add(listener);
38 }
39
40 /**
41 Gets an iterator that iterates through the items.
42 @return an iterator for the items
43 */
44 public Iterator<LineItem> getItems()
45 {
46 return new
47 Iterator<LineItem>()
48 {
49 public boolean hasNext()
50 {
51 return current < items.size();
52 }
53
54 public LineItem next()
55 {
56 return items.get(current++);
57 }
58
59 public void remove()
60 {
61 throw new UnsupportedOperationException();
62 }
63
64 private int current = 0;
65 };
66 }
67
68 public String format(InvoiceFormatter formatter)
69 {
70 String r = formatter.formatHeader();
71 Iterator<LineItem>iter = getItems();
72 while (iter.hasNext())
73 r += formatter.formatLineItem(iter.next());
74 return r + formatter.formatFooter();
75 }
76
77 private ArrayList<LineItem> items;
78 private ArrayList<ChangeListener> listeners;
79 }
5.8 Putting Patterns to Work 211

Ch5/invoice/InvoiceTester.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import javax.swing.*;
4 import javax.swing.event.*;
5
6 /**
7 A program that tests the invoice classes.
8 */
9 public class InvoiceTester
10 {
11 public static void main(String[] args)
12 {
13 final Invoice invoice = new Invoice();
14 final InvoiceFormatter formatter = new SimpleFormatter();
15
16 // This text area will contain the formatted invoice
17 final JTextArea textArea = new JTextArea(20, 40);
18
19 // When the invoice changes, update the text area
20 ChangeListener listener = new
21 ChangeListener()
22 {
23 public void stateChanged(ChangeEvent event)
24 {
25 textArea.setText(invoice.format(formatter));
26 }
27 };
28 invoice.addChangeListener(listener);
29
30 // Add line items to a combo box
31 final JComboBox combo = new JComboBox();
32 Product hammer = new Product("Hammer", 19.95);
33 Product nails = new Product("Assorted nails", 9.95);
34 combo.addItem(hammer);
35 Bundle bundle = new Bundle();
36 bundle.add(hammer);
37 bundle.add(nails);
38 combo.addItem(new DiscountedItem(bundle, 10));
39
40 // Make a button for adding the currently selected
41 // item to the invoice
42 JButton addButton = new JButton("Add");
43 addButton.addActionListener(new
44 ActionListener()
45 {
46 public void actionPerformed(ActionEvent event)
47 {
48 LineItem item = (LineItem) combo.getSelectedItem();
49 invoice.addItem(item);
50 }
51 });
52
53 // Put the combo box and the add button into a panel
54 JPanel panel = new JPanel();
212 CHAPTER 5 Patterns and GUI Programming

55 panel.add(combo);
56 panel.add(addButton);
57
58 // Add the text area and panel to the content pane
59 JFrame frame = new JFrame();
60 frame.add(new JScrollPane(textArea),
61 BorderLayout.CENTER);
62 frame.add(panel, BorderLayout.SOUTH);
63 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
64 frame.pack();
65 frame.setVisible(true);
66 }
67 }

You have now seen a number of common patterns. You have seen how they are used in
GUI programming, and you have seen simple code examples that put them to work. We
will introduce additional patterns throughout this book.

Exercises
Exercise 5.1. Write a program that contains two frames, one with a column of text
fields containing numbers, and another that draws a bar graph showing the values of
the numbers. When the user edits one of the numbers, the graph should be redrawn.
Use the OBSERVER pattern. Store the data in a model. Attach the graph view as a lis-
tener. When a number is updated, the number view should update the model, and the
model should tell the graph view that a change has occured. As a result, the graph view
should repaint itself.
Exercise 5.2. Improve Exercise 5.1 by making the graph view editable. Attach a mouse
listener to the panel that paints the graph. When the user clicks on a point, move the
nearest data point to the mouse click. Then update the model and ensure that both the
number view and the graph view are notified of the change so that they can refresh their
contents. Hint: Look up the API documentation for the MouseListener interface type.
In your listener, you need to take action in the mousePressed method. Implement the
remaining methods of the interface type to do nothing.
Exercise 5.3. A slider is a user interface component that allows a user to specify a
continuum of values. To be notified of slider movement, you need to attach a class that
implements the ChangeListener interface type. Read the API documentation for
JSlider and ChangeListener. Make a table of pattern names and actual names that
shows how this is a manifestation of the OBSERVER pattern.
Exercise 5.4. Implement a program that contains a slider and a car icon. The size of the
car should increase or decrease as the slider is moved.
Exercise 5.5. Read about the GridBagLayout and reimplement the Telephone class by
adding all components directly to the content pane controlled by a single grid bag layout.
Exercises 213

Exercise 5.6. Add two telephone handsets to the GUI version of the voice mail program.
When you test your program, add a message through one of the handsets and retrieve it
through the other.
Exercise 5.7. Improve the program of Exercise 5.6 so that the program does not
terminate as soon as one of the handset frames is closed. Hint: Don’t use a default
close operation but install a WindowListener into the frames. The windowClosing method
of the listener should call System.exit(0) when the last frame is being closed.
Exercise 5.8. Add scroll bars to the text areas of the telephone frame.
Exercise 5.9. Use the COMPOSITE pattern to define a class CompositeIcon that imple-
ments the Icon interface type and contains a list of icons. Supply a method
void addIcon(Icon icon, int x, int y)

Exercise 5.10. You can give a title to a border by using the TitledBorder class. For
example,
panel.setBorder(new TitledBorder(new EtchedBorder(),
"Select one option"));
Which pattern is at work here? Explain.
Exercise 5.11. A Scanner can be used to read numbers and lines from a Reader. Is this an
example of the DECORATOR pattern?
Exercise 5.12. Supply decorator classes EncryptingWriter and DecryptingReader that
encrypt and decrypt the characters of the underlying reader or writer. Make sure that
these classes are again readers and writers so that you can apply additional decorations.
For the encryption, simply use the Caesar cipher, which shifts the alphabet by three char-
acters (i.e., A becomes D, B becomes E, and so on).
Exercise 5.13. Improve the classes of Exercise 5.12 so that it is possible to vary the
encryption algorithm. Which design pattern are you employing?
Exercise 5.14. Suppose you want to combine the benefits of the PushbackReader and
BufferedReader decorators and call both the readLine and unread methods. What prob-
lem might you encounter? What redesign could fix the problem? What design lesson can
you draw from your observation?
Exercise 5.15. Make tables for the five patterns of the invoice program that show how
the names used in the pattern descriptions map to the actual names in the
implementations.
Exercise 5.16. Provide a class that implements the InvoiceFormatter interface type,
using HTML to format the output prettily.
Exercise 5.17. Write a new pattern from your own programming experience. Think of a
problem that you ended up solving more than once, and describe the problem and solu-
tion in the pattern format.
This page intentionally left blank
C h a p t e r 6
Inheritance and
Abstract Classes
C H A P T E R T O P I C S

 The Concept of Inheritance


 Graphics Programming with Inheritance
 Abstract Classes
 The TEMPLATE METHOD Pattern
 Protected Interfaces
 The Hierarchy of Swing Components
 The Hierarchy of Standard Geometric Shapes
 The Hierarchy of Exception Classes
 When Not to Use Inheritance

In this chapter we discuss the important class relationship of inheritance.


A class inherits from another class if it describes a specialized subset of
objects. For example, a class Manager may inherit from a class Employee.
All methods that apply to employees also apply to managers. But manag-
ers are more specialized because they have methods that are not applicable
to employees in general. For example, managers may get bonuses that
regular employees do not enjoy.
216 CHAPTER 6 Inheritance and Abstract Classes

We start with a very simple example to show the mechanics of


inheritance. Then we progress to a series of interesting graphical programs
that demonstrate advanced techniques. Finally, we examine how
inheritance is used in the Java class libraries.

6.1 The Concept of Inheritance


6.1.1 Using Inheritance for Modeling Specialization

Specialized subclasses inherit


You use inheritance to model a relationship between classes in which
from superclasses that repre- one class represents a more general concept and another a more
sent more general concepts. specialized concept. For example, consider a class Manager that inher-
its from the class Employee. This is a valid use of inheritance because
managers are a special type of employee. Every manager is an employee, but not every
employee is a manager. The more general class is called the superclass and the more spe-
cialized class the subclass.
A subclass can define addi-
Generally, the subclass extends the capabilities of the superclass. The
tional methods and fields. specialized subclass objects may have additional methods and fields.
Consider this simple Employee class:
public class Employee
{
public Employee(String aName) { name = aName; }
public void setSalary(double aSalary) { salary = aSalary; }
public String getName() { return name; }
public double getSalary() { return salary; }
private String name;
private double salary;
}

Subclasses can override


Here is a Manager class that adds a new method and a new field. The
methods by giving a new subclass also overrides an existing method of the superclass, giving a
definition for a method that new definition. The Manager version of getSalary will compute the
exists in the superclass. sum of the base salary and the bonus.

public class Manager extends Employee


{
public Manager(String aName) { . . . }
public void setBonus(double aBonus) { bonus = aBonus; } // new method
public double getSalary() { . . . } // overrides Employee method
private double bonus; // new field
}

Note that Java uses the extends keyword to denote inheritance. You will see the code for
the Manager constructor and the getSalary method later in this chapter.
Figure 1 shows the class diagram.
6.1 The Concept of Inheritance 217

Employee
name
salary
getName()
getSalary()
setSalary()

Manager
bonus
setBonus()
getSalary()

Overrides
Employee
method

Fi g u re 1

The Manager Class Inherits from the Employee Class

Subclasses inherit the methods


When inheriting from a superclass, you need to declare only the
of the superclass. difference between the subclass and superclass. The subclass auto-
matically inherits all features from the superclass, unless the subclass
overrides them.
In the example, the Manager subclass has the following methods and fields:
 Methods setSalary and getName (inherited from Employee)
 A method getSalary (overridden in Manager)
 A method setBonus (defined in Manager)
 Fields name and salary (inherited from Employee)
 A field bonus (defined in Manager)

NOTE If a method is tagged as final, it cannot be overridden in a subclass, which is useful


for particularly sensitive methods (such as security checks). It is also possible to declare a class
as final. A final class cannot be extended. For example, the String class is a final class.

6.1.2 The Super/Sub Terminology


Beginners are often confused by the super/sub terminology. Isn’t a manager superior to
employees in some way? After all, each Manager object contains all the fields of an
Employee object. Why then is Manager the subclass and Employee the superclass?
218 CHAPTER 6 Inheritance and Abstract Classes

Managers

Employees

Fi g u re 2

The Set of Managers is a Subset of the Set of Employees

Subclass objects form a


The terminology becomes clear when you think of a class as a set of
subset of the set of objects. The set of managers is a subset of the set of employees, as
superclass objects. shown in Figure 2.

6.1.3 Inheritance Hierarchies


In the real world, concepts are often categorized into hierarchies. Hierarchies are fre-
quently represented as trees, with the most general concepts at the root of the hierarchy
and more specialized ones towards the branches.
Sets of classes can form com-
In object-oriented design, it is equally common to group classes into
plex inheritance hierarchies.complex inheritance hierarchies. Figure 3 shows a part of a hierarchy
of classes that represent various kinds of employees. We place the class
Object at the base of the hierarchy because all other classes in Java extend the Object
class. You will learn more about that class in Chapter 7.
When designing a hierarchy of classes, you ask yourself which features are common to all
classes that you are designing. Those common properties are collected in superclasses at
the base of the hierarchy. For example, all employees have a name and a salary. More spe-
cialized properties are only found in subclasses. In our model, only managers receive a
bonus.
Later in this chapter, we will analyze several important hierarchies of classes that occur
in the Java library.
6.1 The Concept of Inheritance 219

Object

Employee

Clerical Technical
Manager Staff Staff
Member Member

Software Test
Executive Receptionist Secretary Developer Engineer

Fi g u re 3

A Hierarchy of Employee Classes

6.1.4 The Substitution Principle

According to the Liskov substi-


Since a subclass inherits the behavior of its superclass, you can substi-
tution principle, you can use a tute subclass objects whenever a superclass object is expected. This
subclass object whenever a rule is called the Liskov substitution principle, named after Barbara
superclass object is expected. Liskov, a professor at MIT and pioneering researcher in the field of
object-oriented programming.
For example, consider the following instructions:
Employee e;
. . .
System.out.println("name=" + e.getName());
System.out.println("salary=" + e.getSalary());
The Liskov substitution principle states that the instructions work equally well if you
supply a Manager object where an Employee object is expected.
e = new Manager("Bernie Smith");
Let’s look at each of the calls in turn. The call
e.getName()
poses no particular problem. The Manager class inherits the getName method from the
Employee class.

However, the call


e.getSalary()
is more interesting. There are two versions of the getSalary method, one defined in the
Employee class, and another in the Manager class. As you already saw in Chapter 4, the
Java virtual machine automatically executes the correct version of the method, depending
220 CHAPTER 6 Inheritance and Abstract Classes

on the type of object to which e refers. If e refers to a Manager object, then the Manager
version of the getSalary method is invoked. Recall that this phenomenon is called
polymorphism.

6.1.5 Invoking Superclass Methods


Now let’s implement the getSalary method of the Manager class. This method returns
the sum of the base salary and the bonus.
public class Manager extends Employee
{
public double getSalary()
{
return salary + bonus; // ERROR—private field
}
. . .
}

A subclass cannot access pri-


However, we have a problem. The salary field is a private field of the
Employee class. The methods of the Manager class have no right to
vate features of its superclass.
access that field. A subclass has to play by the same rules as any other
class, and use the public getSalary method.
public double getSalary()
{
return getSalary() + bonus; // ERROR—recursive call
}

Use the super keyword to call


Unfortunately, now we have a different problem. If you call getSalary
a superclass method. inside a method that is also called getSalary, then the method calls
itself. However, we want to call the superclass method to retrieve the
employee salary. You use the super keyword to express that intention.
public double getSalary()
{
return super.getSalary() + bonus;
}
Note that super is not a variable; in particular, it is not like the this variable. Of course,
if you called
this.getSalary();
then the Manager version of the getSalary() method would call itself—and produce an
infinite regression of calls.
Also note that you can’t simply convert the this reference to the superclass type. Con-
sider this attempt:
Employee superThis = this;
return superThis.getSalary() + bonus;
However, the call superThis.getSalary still invokes the Manager method! This is the
effect of polymorphism. The actual type of the object to which a variable refers, and not
the declared type of the variable, determines which method is called. Since the object to
which superThis refers is of type Manager, the getSalary method of the Manager class is
invoked.
6.1 The Concept of Inheritance 221

The super keyword suppresses the polymorphic call mechanism and forces the superclass
method to be called instead.

TIP As you just saw, subclasses have no right to access the private features of a superclass.
Beginners sometimes try to “solve” this problem by redeclaring fields in the subclass:
public class Manager extends Employee
{
. . .
private double salary; // ERROR—replicated field
}
Now a Manager object has two fields named salary! One of them is manipulated by the
Employee methods and the other by the Manager methods. Be sure to avoid this common
design error.

6.1.6 Invoking Superclass Constructors


To complete the implementation of the Manager class, we need to
Use the super keyword to call
supply the Manager constructor. The constructor receives a string for
a superclass constructor at the
the name of the manager. As already discussed, you cannot simply set
start of a subclass constructor.
the name field to the parameter value, because that field is a private field
of the Employee class. Instead, you must call the Employee constructor. You also use the
super keyword for this purpose:
public Manager(String aName)
{
super(aName); // Calls superclass constructor to initialize private fields of superclass
bonus = 0;
}
The call to the superclass constructor must be the first statement of the subclass
constructor.
If a subclass constructor does
If the superclass has a constructor with no parameters, then a subclass
not call a superclass con- constructor doesn’t have to call any superclass constructor. By default,
structor, then the superclass the superclass is constructed automatically with its no-parameter
constructor with no parametersconstructor. For example, later in this chapter, we will form subclasses
is called automatically. of the JComponent and JFrame classes. Because those classes have
constructors JComponent() and JFrame() with no parameters, the sub-
class constructors needn’t call super.
If all superclass constructors require parameters, then the subclass must call super or the
compiler reports an error.

6.1.7 Preconditions and Postconditions of Inherited Methods


Recall from Chapter 3 that a precondition of a method is a condition that must be true
before the method can be called. The caller of the method is responsible for making the
call only when the precondition holds.
222 CHAPTER 6 Inheritance and Abstract Classes

A subclass method can only


When a subclass overrides a method, the precondition of that method
require a precondition that is cannot be stronger than the precondition of the superclass method
at most as strong as the pre- that it overrides.
condition of the method For example, let’s give a reasonable precondition to the setSalary
that it overrides.
method of the Employee class: The salary should be a positive value.
public class Employee
{
/**
Sets the employee salary to a given value.
@param aSalary the new salary
@precondition aSalary > 0
*/
public void setSalary(double aSalary) { . . . }
. . .
}

Now consider a subclass Manager. Can the Manager class set a precondition of the set-
Salary method that the salary is always at least $100,000? No. The precondition in the
subclass method cannot be stronger than the precondition in the superclass method.
To see the reason, consider these statements.
Employee e = . . .;
e.setSalary(50000);

This code would appear to be correct because the method parameter is > 0, fulfilling the
precondition of the Employee method. However, if e referred to a Manager object, then
the precondition that the salary be at least $100,000 would be violated. This conflicts
with the concept that preconditions must be checkable by the programmer making the
call.
To summarize: When a subclass overrides a method, its precondition may be at most as
strong as the precondition of the superclass method. In particular, if a superclass method
has no precondition, the subclass method may not have a precondition either.
A subclass method must
Conversely, when a subclass overrides a method, its postcondition
ensure a postcondition that must be at least as strong as the postcondition of the superclass
is at least as strong as the method. For example, suppose Employee.setSalary promises not to
postcondition of the method decrease the employee’s salary. Then all methods that override set-
that it overrides. Salary must make the same promise or a stronger promise.

NOTE You just saw that preconditions of subclass methods cannot be more restrictive than
the preconditions of the superclass methods that they override. The same reasoning holds for
a number of other conditions. In particular:
 When you override a method, you cannot make it less accessible.
 When you override a method, you cannot throw more checked exceptions than are
already declared in the superclass method.
6.2 Graphics Programming with Inheritance 223

6.2 Graphics Programming with Inheritance


6.2.1 Designing Subclasses of the JComponent Class
In this section, we will put inheritance to work in practical programming situations.
In Chapter 4, you saw how to draw shapes by using classes that implement the Icon
interface type.
public class MyIcon implements Icon
{
public void paintIcon(Component c, Graphics g, int x, int y)
{
drawing instructions go here
}
. . .
}

To draw shapes, subclass the


Another common technique is to form a subclass of JComponent. You
JComponent class and over- redefine its paintComponent method, like this:
ride the paintComponent public class MyComponent extends JComponent
method. {
public void paintComponent(Graphics g)
{
drawing instructions go here
}
. . .
}
There is one advantage to this approach—the JComponent class has a rich behavior that
you automatically inherit. For example, you can attach a mouse listener to the compo-
nent and receive notification when the user clicks on the component with the mouse.
This is an important difference between implementing an interface type and extending a
class. When you implement an interface type, you start with nothing—the interface type
supplies only the names and signatures of the methods you must support. When you
extend a class, you inherit all features that the superclass offers.
We will develop a program that allows a user to move a car by dragging it with the
mouse. In the following sections, that program will be enhanced to show a scene com-
posed of arbitrary shapes.
The CarComponent class stores a reference to a CarShape object. Its paintComponent
method draws the shape:
public class CarComponent extends JComponent
{
. . .
public void paintComponent(Graphics g)
{
Graphics2D g2 = (Graphics2D) g;
car.draw(g2);
}
private CarShape car;
}
224 CHAPTER 6 Inheritance and Abstract Classes

6.2.2 Listener Interface Types and Adapter Classes


To complete the car drawing program, we need to add mouse event handlers. When the
user presses the mouse button, we want to check whether the mouse position is inside
the car. If so, we will initiate the dragging process. When the user drags the mouse, we
move the car to follow the mouse position.
To track mouse actions, you
To enable mouse tracking, you attach a listener to the component.
attach mouse listeners and Actually, there are two listener types, one for listening to mouse clicks
mouse motion listeners to and another for listening to mouse movement. These two event types
components. are separated because listening for mouse movement is fairly expensive.
Program users move the mouse a lot, causing frequent calls to mouse
motion listeners. If a client is only interested in mouse clicks, then it is best not to install
a mouse motion listener.
Here are the interface types:
public interface MouseListener
{
void mouseClicked(MouseEvent event);
void mousePressed(MouseEvent event);
void mouseReleased(MouseEvent event);
void mouseEntered(MouseEvent event);
void mouseExited(MouseEvent event);
}

public interface MouseMotionListener


{
void mouseMoved(MouseEvent event);
void mouseDragged(MouseEvent event);
}

Listener interface types with


Both the MouseListener and MouseMotionListener interface types
many methods have corre- have several methods, yet an actual listener usually wants a nontrivial
sponding adapter classes with action in only one or two of them. To simplify the implementation of
do-nothing methods. Extend listeners, some friendly soul has produced two classes, MouseAdapter
the adapter rather than imple- and MouseMotionAdapter, that implement all methods to do nothing.
menting the listener.
Here is the implementation of the MouseAdapter class:
public class MouseAdapter implements MouseListener
{
public void mouseClicked(MouseEvent event) {}
public void mousePressed(MouseEvent event) {}
public void mouseReleased(MouseEvent event) {}
public void mouseEntered(MouseEvent event) {}
public void mouseExited(MouseEvent event) {}
}

To define your own listener, just extend these adapter classes and override the methods
you care about. For example, the mouse listener of the CarComponent only cares about the
mousePressed method, not the other four methods of the MouseListener interface type.
6.2 Graphics Programming with Inheritance 225

TIP If most subclasses need one version of the method, and a few need a different one, move
the most common method to the superclass. The few subclasses that need a different version
can override the default, but most classes need to do nothing.

Use an anonymous class to define the mouse listener. The anonymous listener class
extends MouseAdapter rather than implementing MouseListener. (Note that the extends
keyword is not used in the definition of an anonymous subclass.)
public class CarComponent extends JComponent
{
public CarComponent()
{
. . .
addMouseListener(new
MouseAdapter()
{
public void mousePressed(MouseEvent event)
{
// mouse action goes here
mousePoint = event.getPoint();
if (!car.contains(mousePoint)) mousePoint = null;
}
});
}
. . .
private CarShape car;
private Point mousePoint;
}
The CarComponent class inherits the addMouseListener method from its superclass.
The mousePressed method is overridden so that we gain control as soon as the mouse
button is depressed. The mouseClicked method is not appropriate here—it’s only called
after the mouse button has been depressed and released.
The mousePressed method remembers the position at which the mouse was pressed.
That position is needed later when dragging the car. Therefore, we store it in the mouse-
Point instance field. However, if the mouse position was not inside the car, we set the
mousePoint field to null. That is an indication that dragging the mouse should not move
the car.
Next, we need a mouse motion listener. We want to track when the mouse is dragged
(moved while a mouse button is depressed). Whenever the mouse position changes, the
mouseDragged method is called. We compute the difference between the previous and the
current mouse positions, update the car position, and ask the component to repaint itself
so that the car is drawn in the new position.
addMouseMotionListener(new
MouseMotionAdapter()
{
public void mouseDragged(MouseEvent event)
{
// mouse drag action goes here
226 CHAPTER 6 Inheritance and Abstract Classes

if (mousePoint == null) return;


Point lastMousePoint = mousePoint;
mousePoint = event.getPoint();

double dx = mousePoint.getX() - lastMousePoint.getX();


double dy = mousePoint.getY() - lastMousePoint.getY();
car.translate((int) dx, (int) dy);
repaint();
}
});
Here is the complete program. (The code for the CarShape class is in Section 4.10.)
Figure 4 shows the class diagram.

Ch6/car/CarComponent.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import java.awt.geom.*;
4 import javax.swing.*;
5 import java.util.*;
6
7 /**
8 A component that shows a scene composed of items.
9 */
10 public class CarComponent extends JComponent
11 {
12 public CarComponent()
13 {
14 car = new CarShape(20, 20, 50);
15 addMouseListener(new
16 MouseAdapter()
17 {
18 public void mousePressed(MouseEvent event)
19 {
20 mousePoint = event.getPoint();
21 if (!car.contains(mousePoint))
22 mousePoint = null;
23 }
24 });
25
26 addMouseMotionListener(new
27 MouseMotionAdapter()
28 {
29 public void mouseDragged(MouseEvent event)
30 {
31 if (mousePoint == null) return;
32 Point lastMousePoint = mousePoint;
33 mousePoint = event.getPoint();
34
35 double dx = mousePoint.getX() - lastMousePoint.getX();
36 double dy = mousePoint.getY() - lastMousePoint.getY();
37 car.translate((int) dx, (int) dy);
38 repaint();
39 }
40 });
6.2 Graphics Programming with Inheritance 227

41 }
42
43 public void paintComponent(Graphics g)
44 {
45 Graphics2D g2 = (Graphics2D) g;
46 car.draw(g2);
47 }
48
49 private CarShape car;
50 private Point mousePoint;
51 }

Ch6/car/CarMover.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.awt.event.*;
4 import javax.swing.*;
5
6 /**
7 A program that allows users to move a car with the mouse.
8 */
9 public class CarMover
10 {
11 public static void main(String[] args)
12 {
13 JFrame frame = new JFrame();
14 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
15
16 frame.add(new CarComponent());
17 frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
18 frame.setVisible(true);
19 }
20
21 private static final int FRAME_WIDTH = 400;
22 private static final int FRAME_HEIGHT = 400;
23 }

«interface»
Mouse
JComponent
Motion
«interface» Listener
Mouse
Listener
Mouse
Motion
Adapter
Mouse
Adapter

F ig u r e 4 Car Car (anonymous


Shape Component class)
The Classes
of the
(anonymous
Car Mover
class)
Program
228 CHAPTER 6 Inheritance and Abstract Classes

.
6.3 Abstract Classes
As a practical example of object-oriented design techniques, we will develop a scene edi-
tor program. A scene consists of shapes such as cars, houses, and so on.
The scene editor draws the shapes and allows the user to add, move, and delete shapes
(see Figure 5). As is common with programs of this kind, we allow the user to select a
shape with the mouse. Clicking on a shape selects it, clicking again unselects it. The
selection is used when dragging the mouse or clicking on the “Remove” button. Only the
selected shapes are moved or deleted. Shapes need to draw themselves in a different way
when they are selected. In this version of our scene editor, the houses and cars use a black
fill to denote selection.
There are a number of operations that the shapes must carry out (see Figure 6):
 Keep track of the selection state.
 Draw a plain or selected shape.
 Move a shape.
 Find out whether a point (namely the mouse position) is inside a shape.
Therefore, a natural next step is to design an interface type
public interface SceneShape
{
void setSelected(boolean b);
boolean isSelected();
void draw(Graphics2D g2);
void drawSelection(Graphics2D g2);
void translate(int dx, int dy);
boolean contains(Point2D aPoint);
}

SceneShape
manage selection state
draw the shape
move the shape
containment testing

Figu r e 5 Fi g u re 6

The Scene Editor A CRC Card of the SceneShape Interface Type


6.3 Abstract Classes 229

We’ll then define classes CarShape and HouseShape that implement this interface type.
However, there is some commonality between these classes. Every shape needs to keep a
selection flag. The naive approach would be to supply the selection flag separately in each
class:
public class HouseShape implements SceneShape
{
. . .
public void setSelected(boolean b) { selected = b; }
public boolean isSelected() { return selected; }
private boolean selected;
}

public class CarShape implements SceneShape


{
. . .
public void setSelected(boolean b) { selected = b; }
public boolean isSelected() { return selected; }
private boolean selected;
}

Move common fields and


Clearly, it is a better idea to design a class that expresses this com-
methods into a superclass. monality. We will call this class SelectableShape.

public class SelectableShape implements SceneShape


{
public void setSelected(boolean b) { selected = b; }
public boolean isSelected() { return selected; }
private boolean selected;
}

public class CarShape extends SelectableShape { . . . }


public class HouseShape extends SelectableShape { . . . }

Figure 7 shows the relationships between these types.


However, there is a problem with the SelectableShape class. It does not define all of the
methods of the SceneShape interface type. Four methods are left undefined in this class.
 void draw(Graphics2D g2)

 void drawSelection(Graphics2D g2)

 void translate(double dx, double dy)

 boolean contains(Point2D aPoint)

An abstract method is unde-


We say that these methods are undefined or abstract in the Selectable-
fined and must be defined in a Shape class. It is the job of further subclasses to define them. For that
subclass. A class with one or reason, the SelectableShape class must be tagged as abstract:
more abstract methods must public abstract class SelectableShape implements
be declared as abstract. SceneShape { . . . }

The HouseShape and CarShape classes are concrete subclasses that define the remaining
methods.
230 CHAPTER 6 Inheritance and Abstract Classes

Figure 7 «interface»
Scene
Relationships Between
Shape
SelectableShape Types
isSelected()
setSelected()
draw()
drawSelection()
translate()
contains()

Selectable
Shape
{abstract}
selected
isSelected()
setSelected()

Car House
Shape Shape

draw() draw()
drawSelection() drawSelection()
translate() translate()
contains() contains()

You cannot construct objects


Abstract classes are convenient placeholders for factoring out com-
of an abstract class. mon behavior. They behave exactly the same as any other classes, with
a single exception: You cannot instantiate an abstract class. That is, it
is an error to construct a SelectableShape object:
SelectableShape shape = new SelectableShape(); // ERROR
Such an object would be dangerous—an error would occur if one of its missing methods
was called.
However, it is perfectly legal to have variables whose type is an abstract class. Naturally,
they must contain a reference to an object of a concrete subclass (or null).
SelectableShape shape = new HouseShape(); // OK

TIP Students are often scared about abstract classes, equating “abstract” with “hard to under-
stand”, and then believing that any class that is hard to understand should therefore be
abstract. Don’t fall into that trap. An abstract class is simply a class that cannot be instanti-
ated, generally because it has unimplemented methods.

The SelectableShape class is abstract because it lacks the definition of several methods.
However, you can tag any class as abstract, thereby making it impossible to construct
objects of that class. That mechanism is useful for supplying a class that defines useful
6.3 Abstract Classes 231

services for subclasses but that, for conceptual reasons, should not be instantiated. You
will see an example later in this chapter.
An abstract class is somewhere between an interface type and a concrete class. It requires
that subclasses implement methods with a given signature. However, an abstract class
usually has some implementation—methods, fields, or both.

TIP It is a common misconception that abstract classes have no instance fields, or that all
methods of an abstract class should be abstract. That is not so; abstract classes can have
instance fields and methods. You always want to move as much common functionality as pos-
sible into the superclass, whether or not it is abstract. For example, the SelectableShape
class is an abstract class. But that doesn’t mean it can’t have fields or methods. An abstract
shape does know how to do something, namely manage the selection flag. But it doesn’t know
everything; hence, it is abstract.

Abstract classes have an advantage over interface types: they can define common behav-
ior. But they also have a severe disadvantage: A class can only extend one abstract class,
but it can implement several different interface types.
For that reason, we have both a SceneShape interface type and a SelectableShape class.
The SelectableShape is a service for classes that wish to implement the SceneShape
interface type. If they find its implementation appropriate, and if they don’t already
extend another class, they are free to extend the class. But they aren’t forced into any-
thing—a class can implement the interface type in any way it chooses.
In general, it is a good idea to supply both an interface type and a class that implements
some of its methods with convenient defaults.

NOTE The Java library has a number of “interface type/abstract class” pairs, such as
Collection/AbstractCollection and ListModel/AbstractListModel. The abstract class
implements some of the methods of the interface type, making it easier for programmers to
supply concrete classes that implement the interface type. It would be a good idea to follow
that naming convention and rename the SelectableShape class into AbstractShape. We did
not do so because students preferred the more descriptive name.

Here is the core code for the scene drawing program. The program is very similar to the
car mover program of the preceding section. However, a SceneComponent holds an array
list of SceneShape objects. Its paintComponent method draws the shapes. If a shape is
selected, its selection decoration is drawn as well.
The mouse press handler of the SceneComponent searches all shapes in the scene, looks
for the shape containing the mouse position, and toggles its selection state. Then the
component is asked to repaint itself, so that the change in the selection state is properly
painted.
The code for dragging shapes is exactly analogous to that of the car mover program.
However, we now move all selected shapes.
232 CHAPTER 6 Inheritance and Abstract Classes

Ch6/scene1/SceneComponent.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import java.awt.geom.*;
4 import javax.swing.*;
5 import java.util.*;
6
7 /**
8 A component that shows a scene composed of shapes.
9 */
10 public class SceneComponent extends JComponent
11 {
12 public SceneComponent()
13 {
14 shapes = new ArrayList<SceneShape>();
15
16 addMouseListener(new
17 MouseAdapter()
18 {
19 public void mousePressed(MouseEvent event)
20 {
21 mousePoint = event.getPoint();
22 for (SceneShape s : shapes)
23 {
24 if (s.contains(mousePoint))
25 s.setSelected(!s.isSelected());
26 }
27 repaint();
28 }
29 });
30
31 addMouseMotionListener(new
32 MouseMotionAdapter()
33 {
34 public void mouseDragged(MouseEvent event)
35 {
36 Point lastMousePoint = mousePoint;
37 mousePoint = event.getPoint();
38 for (SceneShape s : shapes)
39 {
40 if (s.isSelected())
41 {
42 double dx
43 = mousePoint.getX() - lastMousePoint.getX();
44 double dy
45 = mousePoint.getY() - lastMousePoint.getY();
46 s.translate((int) dx, (int) dy);
47 }
48 }
49 repaint();
50 }
51 });
52 }
53
54 /**
6.3 Abstract Classes 233

55 Adds a shape to the scene.


56 @param s the shape to add
57 */
58 public void add(SceneShape s)
59 {
60 shapes.add(s);
61 repaint();
62 }
63
64 /**
65 Removes all selected shapes from the scene.
66 */
67 public void removeSelected()
68 {
69 for (int i = shapes.size() - 1; i >= 0; i--)
70 {
71 SceneShape s = shapes.get(i);
72 if (s.isSelected()) shapes.remove(i);
73 }
74 repaint();
75 }
76
77 public void paintComponent(Graphics g)
78 {
79 super.paintComponent(g);
80 Graphics2D g2 = (Graphics2D) g;
81 for (SceneShape s : shapes)
82 {
83 s.draw(g2);
84 if (s.isSelected())
85 s.drawSelection(g2);
86 }
87 }
88
89 private ArrayList<SceneShape> shapes;
90 private Point mousePoint;
91 }

Ch6/scene1/SceneEditor.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.awt.event.*;
4 import javax.swing.*;
5
6 /**
7 A program that allows users to edit a scene composed
8 of items.
9 */
10 public class SceneEditor
11 {
12 public static void main(String[] args)
13 {
14 JFrame frame = new JFrame();
15 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
16
234 CHAPTER 6 Inheritance and Abstract Classes

17 final SceneComponent scene = new SceneComponent();


18
19 JButton houseButton = new JButton("House");
20 houseButton.addActionListener(new
21 ActionListener()
22 {
23 public void actionPerformed(ActionEvent event)
24 {
25 scene.add(new HouseShape(20, 20, 50));
26 }
27 });
28
29 JButton carButton = new JButton("Car");
30 carButton.addActionListener(new
31 ActionListener()
32 {
33 public void actionPerformed(ActionEvent event)
34 {
35 scene.add(new CarShape(20, 20, 50));
36 }
37 });
38
39 JButton removeButton = new JButton("Remove");
40 removeButton.addActionListener(new
41 ActionListener()
42 {
43 public void actionPerformed(ActionEvent event)
44 {
45 scene.removeSelected();
46 }
47 });
48
49 JPanel buttons = new JPanel();
50 buttons.add(houseButton);
51 buttons.add(carButton);
52 buttons.add(removeButton);
53
54 frame.add(scene, BorderLayout.CENTER);
55 frame.add(buttons, BorderLayout.NORTH);
56 frame.setSize(300, 300);
57 frame.setVisible(true);
58 }
59 }

 Special Topic 6.1


Refactoring

Martin Fowler has coined the term refactoring for restructuring code in a disciplined way. His
book (Refactoring, Addison-Wesley, 2000) and Web site (http://www.refactoring.com) list
a large number of refactoring rules. The rules have a simple format. Each rule starts with a
 brief explanation of the possible benefits of applying the restructuring and then contains
6.3 Abstract Classes 235

 “before” and “after” scenarios, separated by an arrow (⇒). Here is a typical example of a refac-
toring rule that we used in the preceding section:


Extract Superclass

Symptom You have two classes with similar features.



Remedy Create a superclass and move the common features to the superclass.


Selectable
Shape
selected
 setSelected()
isSelected()
Car House
 Shape Shape

selected selected
Car House
setSelected() setSelected()
isSelected() isSelected() Shape Shape


 In general, a refactoring rule teaches you how to make small transformations of your code.
Some are quite mundane, for example:

 Introduce Explaining Variable

Symptom You have an expression that is hard to understand.



Remedy Put the value of the expression in a temporary variable whose name
explains the purpose of the expression.
 car.translate(mousePoint.getX() - lastMousePoint.getX(),
mousePoint.getY() - lastMousePoint.getY());



int xdistance = mousePoint.getX() - lastMousePoint.getX();
int ydistance = mousePoint.getY() - lastMousePoint.getY();
car.translate(xdistance, ydistance);


It has been observed that programmers are often reluctant to make any changes in existing
 code, presumably because they are afraid of breaking it. The advocates of “relentless refactor-
ing” suggest that programmers should be familiar with the refactoring rules and apply them
whenever they see code that can be improved. In order to validate that the refactoring has not
introduced any bugs, it is essential to run a test suite after the refactoring.

Refactoring rules are quite different from design patterns. Refactoring tells you how to
improve code that has already been written. A design pattern tells you how to produce a bet-
ter design so that you hopefully won’t need to apply refactoring later.

236 CHAPTER 6 Inheritance and Abstract Classes

6.4 The TEMPLATE METHOD Pattern


Consider the task of drawing the selection adornment of a shape. Selected shapes need
to be drawn in a special way so that they can be visually distinguished. In the preceding
section, each shape was responsible for drawing a special decoration when it was selected.
However, that approach was not very satisfactory. Each shape class had to provide a sep-
arate mechanism for drawing the decoration. Figure 8 shows a better way that can be
applied generically, independent of the particular shape: Move the shape by a small
amount, draw it, move it again, and draw it again. That draws a thickened image of the
shape.
This method can be supplied in the SelectableShape class:
public void drawSelection(Graphics2D g2)
{
translate(1, 1);
draw(g2);
translate(1, 1);
draw(g2);
translate(-2, -2);
}

Of course, the abstract SelectableShape class doesn’t know how the actual subclass will
do the drawing and translating. It just knows that the subclass has these methods, and
that calling them in this order will achieve the desired effect of drawing a thickened
image of the shape.
The Template Method pattern
The drawSelection method is an example of the TEMPLATE
teaches how to supply an METHOD pattern. In this pattern, a superclass defines a method that
algorithm for multiple types, calls primitive operations that a subclass needs to supply. Each subclass
provided that the sequence can supply the primitive operations as is most appropriate for it. The
of steps does not depend on template method contains the knowledge of how to combine the
the type. primitive operations into a more complex operation.

F ig u r e 8

Highlighting a Shape
6.4 The TEMPLATE METHOD Pattern 237

PATTERN
 T EMPLATE M ETHOD
Context

1. An algorithm is applicable for multiple types.
2. The algorithm can be broken down into primitive operations. The primitive operations
 can be different for each type.
3. The order of the primitive operations in the algorithm doesn’t depend on the type.

 Solution

1. Define an abstract superclass that has a method for the algorithm and abstract
methods for the primitive operations.
 2. Implement the algorithm to call the primitive operations in the appropriate order.
3. Do not define the primitive operations in the superclass or define them to have

appropriate default behavior.
4. Each subclass defines the primitive operations but not the algorithm.


AbstractClass
{abstract}
Calls primitiveOp1(),
 primitiveOp2()
templateMethod()
primitiveOp1()
primitiveOp2() Abstract
 methods

ConcreteClass

primitiveOp1()
primitiveOp2()

Here is the mapping of the pattern concepts to the shape drawing algorithm:

Name in Design Pattern Actual Name

AbstractClass SelectableShape

ConcreteClass CarShape, HouseShape

templateMethod() drawSelection()

primitiveOp1(), primitiveOp2() translate(), draw()


238 CHAPTER 6 Inheritance and Abstract Classes

TIP The TEMPLATE METHOD pattern teaches you how to deal with a set of subclass meth-
ods whose implementations are almost identical. To check whether you can apply the pattern,
see whether you can express the difference between the various methods as another method.
Then move the common code to the superclass and call a method for the variant part. You
saw an example of that process in the drawSelection method of the SelectableShape class.

Ch6/scene2/SelectableShape.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 A shape that manages its selection state.
6 */
7 public abstract class SelectableShape implements SceneShape
8 {
9 public void setSelected(boolean b)
10 {
11 selected = b;
12 }
13
14 public boolean isSelected()
15 {
16 return selected;
17 }
18
19 public void drawSelection(Graphics2D g2)
20 {
21 translate(1, 1);
22 draw(g2);
23 translate(1, 1);
24 draw(g2);
25 translate(-2, -2);
26 }
27
28 private boolean selected;
29 }

Ch6/scene2/HouseShape.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 A house shape.
6 */
7 public class HouseShape extends SelectableShape
8 {
6.4 The TEMPLATE METHOD Pattern 239

9 /**
10 Constructs a house shape.
11 @param x the left of the bounding rectangle
12 @param y the top of the bounding rectangle
13 @param width the width of the bounding rectangle
14 */
15 public HouseShape(int x, int y, int width)
16 {
17 this.x = x;
18 this.y = y;
19 this.width = width;
20 }
21
22 public void draw(Graphics2D g2)
23 {
24 Rectangle2D.Double base
25 = new Rectangle2D.Double(x, y + width, width, width);
26
27 // The left bottom of the roof
28 Point2D.Double r1
29 = new Point2D.Double(x, y + width);
30 // The top of the roof
31 Point2D.Double r2
32 = new Point2D.Double(x + width / 2, y);
33 // The right bottom of the roof
34 Point2D.Double r3
35 = new Point2D.Double(x + width, y + width);
36
37 Line2D.Double roofLeft
38 = new Line2D.Double(r1, r2);
39 Line2D.Double roofRight
40 = new Line2D.Double(r2, r3);
41
42 g2.draw(base);
43 g2.draw(roofLeft);
44 g2.draw(roofRight);
45 }
46
47 public boolean contains(Point2D p)
48 {
49 return x <= p.getX() && p.getX() <= x + width
50 && y <= p.getY() && p.getY() <= y + 2 * width;
51 }
52
53 public void translate(int dx, int dy)
54 {
55 x += dx;
56 y += dy;
57 }
58
59 private int x;
60 private int y;
61 private int width;
62 }
240 CHAPTER 6 Inheritance and Abstract Classes

6.5 Protected Interfaces


In this section, we introduce the concept of a protected interface, consisting of operations
that are intended only for subclasses. To motivate this concept, we introduce the Com-
poundShape class that stores shapes that are made up of several individual shapes. The
CompoundShape class makes use of the GeneralPath class in the standard library.

To create a compound shape, you simply append individual shapes to a GeneralPath


object:
GeneralPath path = new GeneralPath();
path.append(new Rectangle(. . .), false);
path.append(new Triangle(. . .), false);
g2.draw(path);
The value of false for the second parameter of the append method specifies that you do
not want to add line segments that connect the individual shapes. The shapes can belong
to any classes that implement the java.awt.Shape interface type.
There is a definite advantage of using GeneralPath: That class knows how to do contain-
ment testing and how to move its shapes. For example, the call
path.contains(aPoint)
tests whether the path contains the given point. Thus, there is no need to test the con-
stituent shapes individually.
The CompoundShape class delegates the methods of the SceneShape interface to a
GeneralPath object:

Ch6/scene3/CompoundShape.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 A scene shape that is composed of multiple geometric shapes.
6 */
7 public abstract class CompoundShape extends SelectableShape
8 {
9 public CompoundShape()
10 {
11 path = new GeneralPath();
12 }
13
14 protected void add(Shape s)
15 {
16 path.append(s, false);
17 }
18
19 public boolean contains(Point2D aPoint)
20 {
21 return path.contains(aPoint);
22 }
23
6.5 Protected Interfaces 241

24 public void translate(int dx, int dy)


25 {
26 path.transform(
27 AffineTransform.getTranslateInstance(dx, dy));
28 }
29
30 public void draw(Graphics2D g2)
31 {
32 g2.draw(path);
33 }
34
35 private GeneralPath path;
36 }

Now HouseShape can easily be defined as a subclass of this class (see Figure 9):
public class HouseShape extends CompoundShape
{
public HouseShape(int x, int y, int width)
{
Rectangle2D.Double base = . . .;
add(base);
. . .
}
}

«interface»
Scene
Shape

Selectable
Shape
{abstract}

setSelected()
isSelected()
drawSelection()

Compound
Shape
{abstract}

draw()
translate()
contains()
add()

F ig u re 9
House
Inheritance Diagram of the Shape
HouseShape Class
242 CHAPTER 6 Inheritance and Abstract Classes

You may wonder why the CompoundShape class supplies an add method. Can’t the House-
Shape constructor simply call
path.append(base);
However, this code does not compile: HouseShape does not have the right to access the
private path instance field of the superclass.
The obvious solution is to supply a public add method. But then any client can call that
method and add potentially unsightly shapes to cars and houses.
A protected feature can be
It is occasionally useful to consider subclass methods as more privi-
accessed by the methods of leged than other code and to give them special access permissions.
all subclasses. This is achieved with protected access control. A protected feature of a
superclass is accessible by the methods of all subclasses. For example,
the add method of the CompoundShape class is declared as protected:
public abstract class CompoundShape
{
protected void add(Shape s);
. . .
}
The HouseShape constructor can call the add method, but methods of other classes that
are not subclasses of CompoundShape cannot.
Note that the CompoundShape class is declared as an abstract class, even though it has no
undefined methods. It would make no sense to construct CompoundShape objects because
nobody could call their add method. The add method can only be called by subclass
methods such as the HouseShape constructor.
As an added security measure, methods can use protected features only on objects of their
own class. This is to prevent the following attack:
public Attacker extends CompoundShape
// Tries to call protected add method
{
void uglify(HouseShape house)
{
. . .
house.add(aShape);
// Won’t work—can only call add on other Attacker objects
}
}
Could we declare the path instance field as protected?
public abstract class CompoundShape
{
. . .
protected GeneralPath path; // DON’T!
}

Protected fields should be


Technically, this is legal. However, protected data is never a good
idea. It is impossible to enumerate all classes that extend a given class.
avoided. They have the same
Thus, protected access is open-ended. After a protected field has been
disadvantages as public fields.
defined, its definition can never be modified because some subclass
somewhere might rely on it.
6.6 The Hierarchy of Swing Components 243

In Java, protected visibility has another strike against it. Classes in the same package also
have access to protected features, even if they don’t belong to subclasses.
Some people use protected fields in the belief that subclasses have a better understanding
of a superclass and thus can be trusted more than others. This is a dangerous belief that
we do not encourage.
A class can supply a public
However, protected methods can be helpful. They allow you to distin-
interface for all clients and guish between two interfaces: the interface for class users and the inter-
a protected interface for face for refining the class behavior through inheritance.
subclasses. Because a class has no control over who will extend it, protected
methods should be designed with the same care as public methods.

6.6 The Hierarchy of Swing Components


By repeated inheritance, you can organize a collection of related classes, factoring out
common behavior. The result is a hierarchy of classes. In this section, we will investigate
the hierarchy of user interface component classes that you find in the Java library.
Figure 10 shows the inheritance diagram.

Component

Container

JComponent

JText Abstract
JPanel JLabel
Component Button

JText JText JMenu


JButton
Field Area Item

Fi g u re 1 0

Inheritance Diagram of Swing Component Classes


244 CHAPTER 6 Inheritance and Abstract Classes

This analyis is useful because it shows you a complex hierarchy from a real-world library.
Furthermore, you use the Swing library whenever you program graphical user interfaces.
You often need to know about the inheritance relationships between Swing classes. For
example, if you know that the JPanel class extends the Container class, you can add
components to a panel.
The base of the component hierarchy is the Component class. It has a large number of
commonly used methods such as
int getWidth()
int getHeight()
Dimension getPreferredSize()
void setBackground(Color c)

Of course, all subclasses of the Component class inherit these methods.


The Container class is a subclass of Component. The most important property of a
container is the ability to contain components, under the control of a layout manager.
We discussed the container/component relationship as an example of the COMPOSITE
pattern in Chapter 5.
To understand the component hierarchy in more detail, you need to know some Java
history. The first release of Java used a GUI toolkit called AWT (Abstract Windowing
Toolkit). You still see traces of the AWT in package names such as java.awt. The AWT
uses components that are native to the host windowing system. For example, when a Java
program shows an AWT button in Windows, it looks exactly like all other Windows
buttons. When the same program runs on the Macintosh, it creates a Macintosh button.
The advantage of this setup is clear: Java programs look just like all other applications on
the same platform. However, as it turns out, there are subtle platform differences, partic-
ularly with the handling of mouse events, repainting, keyboard shortcuts, and so on.
Those differences meant that programmers were never quite able to write Java programs
that have the same behavior on multiple platforms. The promise of “write once, run any-
where” turned into the ugly reality of “write once, debug everywhere”.
To solve that problem once and for all, the Swing toolkit was developed. Swing paints all
components onto blank windows. The toolkit draws Swing buttons, scroll bars, and so
on, pixel by pixel. When the user clicks the button or moves the scroll bar, then the tool-
kit redraws the component. In this way, Swing has complete control over the behavior of
the components. You can configure Swing to draw the components in a style that imi-
tates the host windowing system, or you can use the cross-platform style called “Metal”
that you see in the screen captures in this book.

INTERNET You can also install alternative look and feel implementations and change the way
your Java programs look. For example, the freely available “Napkin” look and feel at http://
napkinlaf.sourceforge.org paints the user interface components as if they had been
sketched out on a paper napkin—see Figure 11. This look and feel is used for building “mock
ups” of user interfaces. Customers can try out mock user interfaces and check that they fulfill
their requirements, without being led to believe that the product is almost done.
6.6 The Hierarchy of Swing Components 245

Fi g u re 1 1

The Napkin Look and Feel

The JComponent class is the base of all Swing components. (There are other user inter-
face components that preceded the Swing toolkit, such as the Button and Panel classes.
These classes are less commonly used than the Swing classes, and we will not discuss
them further. Note that all Swing components start with the letter J.)
The JComponent class is a subclass of Container, which doesn’t actually make conceptual
sense. After all, many of the Swing components are not meant to be containers for other
components. However, the designers of the Swing classes were in a bind. They would
have preferred a JContainer class that simultaneously extends JComponent and Con-
tainer, but that is not possible in Java.

The JComponent class has several methods that are of interest to the GUI programmer,
such as
void setBorder(Border b)
void setToolTipText(String tip)

A tooltip is a message that shows up when the user moves the mouse over a component.
(In a look and feel for blind people—or temporarily “blind” people such as motorists—
the tooltip may be spoken by a speech synthesizer.) Tooltips and borders are only avail-
able for Swing components, not for AWT components.
The JComponent class has a number of subclasses, such as the familiar JLabel and JPanel.
Other familiar classes such as JButton and JTextField are not direct subclasses of
246 CHAPTER 6 Inheritance and Abstract Classes

JComponent. There are intermediate classes—AbstractButton and JTextComponent—that


capture commonalities with other classes. For example, JMenuItem is another subclass of
AbstractButton. Superficially, buttons and menu items don’t seem to have much in com-
mon, but they share quite a bit of behavior, such as the ability to notify an Action-
Listener. Similarly, JTextField and JTextArea are subclasses of JTextComponent. The
JTextComponent class defines methods such as getText and setText.

 Special Topic 6.2


Multiple Inheritance

When the Swing designers added the JComponent class, they might have liked to add a
JContainer class as well. Conceptually, a JContainer would extend both an AWT
Container and a Swing JComponent (see Figure 12).

However, in Java, it is not possible for a class to have two direct superclasses. Therefore, the
Swing designers chose to have JComponent extend Container.

Other object-oriented programming languages, such as C++ and Eiffel, allow classes to
extend multiple superclasses. This feature is called multiple inheritance. As you just saw, multi-
ple inheritance can be useful in practical programming situations.

Java does not have multiple inheritance because it can be complex to implement. Multiple
inheritance has two major challenges:
 How to deal with name clashes—features with the same name that are inherited from
multiple superclasses.

 How to share fields that are inherited through multiple paths.

The first problem can be addressed by renaming or scope resolution mechanisms. The second
 problem is more vexing. For example, the Component class defines width and height fields.
Both Container and JComponent inherit these fields. If JContainer extends both of these
classes, it inherits two copies of these fields. This is not desirable. Confusion would result if
some methods manipulated the width and height fields from one superclass and others used

the fields from the other superclass. In C++, implementors must use the virtual base class fea-
ture to achieve an object layout that avoids the duplication of inherited fields. In C++ nota-
tion, the inheritance is set up as follows:

class Container : virtual public Component { . . . };
class JComponent : virtual public Component { . . . };
class JContainer : public Container, public JComponent { . . . }

(In C++, the : symbol is the equivalent of the extends keyword in Java. C++ also distin-
guishes between public and private inheritance. Public inheritance behaves like inheritance in
Java.)
 Fields of a virtual base class are shared if a class inherits them through multiple inheritance
paths. Thus, JContainer only inherits a single set of Component fields.
However, virtual base classes are problematic. The designers of intermediate classes (such as
 Container) must have the foresight to use virtual inheritance to provide for the possibility
that someone might later want to combine the classes with multiple inheritance. But C++
6.7 The Hierarchy of Standard Geometric Shapes 247


Component


Container JComponent

JContainer


Fi g u re 1 2

Hypothetical Multiple Inheritance of a
Swing Container Class


programmers are generally reluctant to use virtual base classes since the implementation is
somewhat inefficient.
 The designers of the Java language decided that the complexity of multiple inheritance out-
weighs the benefits. However, it is permissible in Java to implement multiple interface types.
Since interface types cannot contribute instance fields, none of the implementation complex-
ities of shared fields can arise.


6.7 The Hierarchy of Standard Geometric Shapes


In the preceding section, you learned about the hierarchy of Swing components. In this
section, we will look at another inheritance hierarchy of the Java library: the hierarchy of
geometric shapes. As you study this hierarchy, you will see much factoring out of com-
mon code, encounter another example of the TEMPLATE METHOD pattern, and learn
the secret behind the strange shape class names (such as Rectangle2D.Double).
To understand the twists and turns of the geometric shape classes, we need to delve into
the history of Java once again. The first version of Java contained a small number of
geometry classes that use integer coordinates. These classes are in the java.awt package.
 Point

 Rectangle

 Polygon
248 CHAPTER 6 Inheritance and Abstract Classes

Java 2 introduced a much richer set of shapes in the java.awt.geom package.


 Point2D

 Rectangle2D

 RoundRectangle2D

 Line2D

 Ellipse2D

 Arc2D

 QuadCurve2D

 CubicCurve2D

 GeneralPath

 Area

All of these classes, except for the Point2D class, implement the Shape interface type.
The legacy Point and Rectangle classes are subclasses of Point2D and Rectangle2D
respectively.
The four classes
 Rectangle2D

 RoundRectangle2D

 Ellipse2D

 Arc2D

are subclasses of the class RectangularShape. Of course, ellipses and elliptical arcs aren’t
strictly rectangular, but they have a rectangular bounding box. The class Rectangular-
Shape has a number of useful methods that are common to these classes, such as

 getCenterX

 getCenterY

 getMinX

 getMinY

 getMaxX

 getMaxY

 getWidth

 getHeight

 setFrameFromCenter

 setFrameFromDiagonal

None of these are complex to implement, but they are all nice to have.
Figure 13 shows the inheritance hierarchy of the geometric shape classes. We omit the
QuadCurve2D, CubicCurve2D, and Area classes that we won’t use in this book.
6.7 The Hierarchy of Standard Geometric Shapes 249

Point2D

«interface»
Point Shape

Rectangular
Line2D GeneralPath Polygon
Shape

Round
Rectangle2D Rectangle2D Ellipse2D Arc2D

Rectangle

165
Fi g u re 1 3

Inheritance Hierarchy of the Geometric Shape Classes

Now we are ready to explain the curious Rectangle2D.Float and Rectangle2D.Double


classes.
First, why have two separate classes at all? Wouldn’t it be simpler to store the coordinates
in double values? Indeed, but the range of the float type is more than sufficient for the
vast majority of graphical applications. After all, as long as the roundoff error of a calcu-
lation is less than a visible pixel, then it is not a concern for the user. In a program that
manipulates a large number of graphical objects, the space savings of using float coordi-
nates is substantial. A float value uses 4 bytes of storage and a double uses 8 bytes.
Why didn’t the library designers then use float values for all graphical objects? First,
there may well have been the nagging suspicion that some applications need double pre-
cision. Perhaps more importantly, it is somewhat painful to program with float: the
constants have an F at the end, such as 0.0F, and you often have to apply a (float) cast,
such as (float) Math.sqrt(. . .). Therefore, the library designers decided to give the
programmer a choice.
Float and Double are inner classes, declared inside the Rectangle2D class. This explains
the class names: Rectangle2D.Float is the Float class defined inside the Rectangle2D
250 CHAPTER 6 Inheritance and Abstract Classes

F ig u r e 1 4
Rectangle2D
Subclasses of the Rectangle2D Class {abstract}

Rectangle2D Rectangle2D
.Double .Float

class. In this situation, the inner class was used only for naming reasons. The designers of
the library felt that Rectangle2D.Float was a nicer name than, say, FloatRectangle2D.
Furthermore, Float and Double are subclasses of the Rectangle2D class (see Figure 14).
They only define a small number of methods, in particular
 double getX()

 double getY()

 double getWidth()

 double getHeight()

Note that both the Float and Double classes return double values! Even for the Float
class, most of the intermediate computations are done in double precision.
Here is an extract of the source code for the Rectangle2D class and its inner classes.
public abstract class Rectangle2D extends RectangularShape
{
public static class Float extends Rectangle2D
{
public double getX() { return (double) x; }
public double getY() { return (double) y; }
public double getWidth() { return (double) width; }
public double getHeight() { return (double) height; }

public void setRect(float x, float y, float w, float h)


{
this.x = x;
this.y = y;
this.width = w;
this.height = h;
}

public void setRect(double x, double y, double w, double h)


{
this.x = (float) x;
this.y = (float) y;
this.width = (float) w;
this.height = (float) h;
6.7 The Hierarchy of Standard Geometric Shapes 251

}
. . .
public float x;
public float y;
public float width;
public float height;
}

public static class Double extends Rectangle2D


{
public double getX() { return x; }
public double getY() { return y; }
public double getWidth() { return width; }
public double getHeight() { return height; }

public void setRect(double x, double y, double w, double h)


{
this.x = x;
this.y = y;
this.width = w;
this.height = h;
}
. . .
public double x;
public double y;
public double width;
public double height;
}
. . .
}
The Rectangle2D class has no instance fields.

NOTE The keyword static for the inner classes denotes the fact that the inner class meth-
ods do not access the outer class instance fields and methods. An inner class that doesn’t
require access to the surrounding scope is called a nested class. Objects of nested classes do not
contain a reference to an outer class object in the inner class.

Most of the work is done by methods of the Rectangle2D class, not the inner classes.
Here is a typical method:
public boolean contains(double x, double y)
{
double x0 = getX();
double y0 = getY();
return x >= x0
&& y >= y0
&& x < x0 + getWidth()
&& y < y0 + getHeight();
}
Depending on the actual type of the object, the getX, getY, getWidth, and getHeight
methods of the Float or Double subclass are called to retrieve these values (in the double
252 CHAPTER 6 Inheritance and Abstract Classes

type). These methods are only implemented in the Float and Double subclasses; the
Rectangle2D superclass does not provide a definition.

The contains method is another example of the TEMPLATE METHOD pattern:

Name in Design Pattern Actual Name

AbstractClass Rectangle2D

ConcreteClass Rectangle2D.Double

templateMethod() contains()

primitiveOp1(), primitiveOp2(), . . . getX(), getY(), getWidth(), getHeight()

Fortunately, you only need to worry about all of these issues when you construct a rectan-
gle. Then you need to be specific whether you want a Float or Double rectangle. After-
wards, just reference the object through a Rectangle2D variable:
Rectangle2D rect = new Rectangle2D.Double(5, 10, 20, 30);
Of course, all the other “2D” classes have the same setup, for example
Point2D pt = new Point2D.Float(5.0F, 10.0F);

6.8 The Hierarchy of Exception Classes


The Java library uses inheritance to categorize a large number of exception classes. To use
exception handling effectively, it is essential that you understand the hierarchy of the
standard exception classes, and that you know how to add custom exception classes to
the hierarchy.
All exceptions must ultimately extend the class Throwable. The
Subclasses of Error describe
fatal errors. Throwable class has two subclasses, Error and Exception. Subclasses
of the Error class denote fatal errors that cannot be remedied, such as
memory exhaustion of the virtual machine or an assertion failure. Application program-
mers generally do not deal with these errors.
Subclasses of Runtime-
The Exception class is the superclass for exceptions that may occur
Exception are unchecked on the application level. The most important subclass of the Excep-
exceptions. tion class is the RuntimeException class. All subclasses of Runtime-
Exception are unchecked: the compiler does not check whether your
methods catch or declare them. Examples of unchecked exceptions are NullPointer-
Exception and IndexOutOfBoundsException.

On the other hand, subclasses of Exception that are not subclasses of RuntimeException
are checked exceptions. You need to either catch them or list them in throws clauses.
Examples are IOException and its subclasses.
Figure 15 shows an inheritance diagram of the most common exception classes.
6.8 The Hierarchy of Exception Classes 253

Throwable

Exception Error

Runtime Class
IOException NotFound
Exception
Exception

IndexOut
NullPointer FileNotFound
OfBounds
Exception Exception Exception

252
Fi g u re 1 5

Exception Classes

You catch an exception in a try block of the form


try
{
code that may throw exceptions
}
catch (ExceptionType1 exception1)
{
handler for ExceptionType1
}
catch (ExceptionType2 exception2)
{
handler for ExceptionType2
}
. . .

A catch clause catches


A catch clause gains control if a statement inside the try block (or in
exceptions of a given class or a method that was called from the try block) throws an exception
any of its subclasses. object that belongs to the class of the catch clause or one of its sub-
classes. For example, the clause
catch (IOException exception)
can catch an exception of type FileNotFoundException. The inheritance hierarchy of
exception classes makes it possible for the code that throws an exception to be specific
about the nature of the error (such as “file not found”) without burdening the error
254 CHAPTER 6 Inheritance and Abstract Classes

handling code. The error handling code can catch exceptions at a more general level
(such as “all I/O errors”).
When you encounter an error condition in your code, and you want to throw an excep-
tion, then you need to make a decision whether to use an exception class in the standard
library, or whether to design your own exception class. If you design your own class, you
first need to decide whether the exception should be checked or unchecked. Recall that a
checked exception should be used when an error condition is beyond the control of the
programmer (such as a network failure), whereas an unchecked exception is appropriate
when an error was caused by programmer inattention (such as a null pointer exception).
Unchecked exceptions must be subclasses of RuntimeException.
When you design an exception class, you should provide two constructors: a default
constructor and a constructor with a string parameter that signifies the reason for the
exception. The latter constructor should simply pass the reason string to the superclass
constructor. Here is a typical example. You want to throw an IllegalFormatException
when a user enters information in the wrong format. Since user actions are beyond
the control of the programmer, we design a checked exception. We inherit from the
Exception class but not from RuntimeException.
public class IllegalFormatException extends Exception
{
public IllegalFormatException() {}
public IllegalFormatException(String reason) { super(reason); }
}
Now we can throw an exception of this new class:
if (. . .) throw new IllegalFormatException("number expected");

6.9 When Not to Use Inheritance


6.9.1 Points and Circles

Use inheritance for is-a


Recall that inheritance is used to model an is-a relationship. Use
relationships, aggregation for aggregation (instance fields) for has-a relationships.
has-a relationships. For example, a car has a tire (in fact, it has four or five, counting the
spare). A car is a vehicle.
It is easy to get this wrong. A tutorial that accompanied a popular C++ compiler showed
how to form a subclass Circle that extends a Point class. Here is the Java equivalent:
public class Point
{
public Point(int x, int y) { . . . }
public void translate(int dx, int dy) { . . . }

private int x;
private int y;
}
6.9 When Not to Use Inheritance 255

public class Circle extends Point // DON’T


{
public Circle(Point center, int radius) { . . . }
public void draw(Graphics g) { . . . }

private int radius;


}

This does little good. By sheer accident, one of the methods of Point (namely
translate) is applicable to Circle objects. But that is not a good enough reason to use
inheritance. A circle has a center point—it isn’t a point.
public class Circle // OK
{
public Circle(Point center, int radius) { . . . }
public void draw(Graphics g) { . . . }
public void translate(int dx, int dy) { . . . }

private Point center;


private int radius;
}

The same tutorial goes on to derive Rectangle from Point. That doesn’t work any better.
In fact, treating the two corner points differently is downright weird.
public class Rectangle extends Point // DON’T
{
public Rectangle(Point a, Point b) { . . . }
public void draw(Graphics g) { . . . }
public void translate(int dx, int dy) { . . . }

private Point other;


}

One of the corner points is stored in the superclass; the other is an instance field. None
of the methods can be inherited. The implementations of the methods look very strange
because of the asymmetry between the point stored in the superclass and the point stored
as an instance field:
void translate(int dx, int dy)
{
super.translate(dx, dy);
other.translate(dx, dy);
}

The authors of the tutorial had a reason for choosing this example. They wanted to dem-
onstrate polymorphism of shapes:
ArrayList<Point> shapes = new ArrayList<Point>();
shapes.add(new Circle(. . .));
shapes.add(new Rectangle(. . .));
for (Point p : shapes)
{
// Polymorphic calls
p.translate(10, 10);
p.draw(g);
}
256 CHAPTER 6 Inheritance and Abstract Classes

Of course, that doesn’t look right. Circles and rectangles aren’t points, they are shapes. It
would have made more sense to define an abstract class or an interface type Shape. Per-
haps the authors of the tutorial felt that the concept of an abstract class or interface type
was too advanced for students just starting with object-oriented programming.
In this situation, misusing inheritance resulted in code that was difficult to understand.

TIP As you just saw, the is-a test can tell you when you should use inheritance. However, you
have to be careful when applying that test. You should only use the is-a relationship when
comparing two classes. For example, “A Chevrolet is a car” is a relationship between classes
(the class of Chevrolets and the class of cars). But now consider “My car is a Chevrolet”. That
is a relationship between an object (my car) and a class (the class of Chevrolets). An object can
never inherit from a class. Thus, the is-a test does not apply here.

6.9.2 Vectors and Stacks


The java.util package has a Stack class that extends a dynamic array class (the Vector
class, a precursor of the ArrayList class):
public class Stack<T> extends Vector<T> // DON’T
{
T pop() { . . . }
T push(T item) { . . . }
. . .
}

This is not a good idea. A stack isn’t a special case of a dynamic array. Some things you
can do to an array make no sense for a stack. When using inheritance, the stack class
inherits all methods of the Vector class, whether appropriate or not. Consider this
sequence of method calls:
Stack<String> s = new Stack<String>();
s.push("A");
s.push("B");
s.push("C");
s.remove(1); // Removes "B"

Don’t use inheritance if


The code is legal but obviously makes no sense for a stack. You can’t
it violates the Liskov remove elements from the middle of a stack. Thus, the stack class vio-
substitution principle. lates the Liskov substitution principle.
In this situation, misusing inheritance leads to a possibly dangerous
situation. Programmers can cause objects to have an invalid state by applying the wrong
methods.
The appropriate solution is to use aggregation, not inheritance.
public class Stack<T>
{
6.9 When Not to Use Inheritance 257

T pop() { . . . }
T push(T item) { . . . }
. . .
private ArrayList<T> elements;
}

In this chapter, you have learned how to use inheritance to design class hierarchies, and
how to recognize situations in which inheritance is not appropriate.

 Special Topic 6.3


Stacks

A stack lets you insert and remove elements at only one end, traditionally called the top of the
stack. To visualize a stack, think of a stack of books (see Figure 16).

New items can be added to the top of the stack. Items are removed from the top of the stack
as well. Therefore, they are removed in the order opposite from the order in which they were
added, called last in, first out or LIFO order. For example, if you add items A, B, and C and
then remove them, you obtain C, B, and A. Traditionally, the addition and removal operations
 are called push and pop, respectively.
The following sample code shows how to use a stack.
 Stack<String> s = new Stack<String>();
s.push("A");
s.push("B");
s.push("C");

// The following loop prints C, B, and A
while (s.size() > 0)
System.out.println(s.pop());


 F ig u re 1 6

A Stack of Books

258 CHAPTER 6 Inheritance and Abstract Classes

Exercises
Exercise 6.1. Start with the following class.
public class BankAccount
{
public void deposit(double amount) { balance += amount; }
public void withdraw(double amount) { balance -= amount; }
public double getBalance() { return balance; }
private double balance;
}
A checking account is just like a bank account, except that there is a service charge for
deposits and withdrawals. Each month, the first five transactions are free. All further
transactions cost $1. Define a subclass CheckingAccount with a constructor
CheckingAccount(double initialBalance)
and a method
void deductFees()
that deducts the fees and resets the transaction count. (The bank computer will call this
method once a month. There is no transaction charge for deducting the fees.) You will
also need to redefine the deposit and withdraw methods.
Exercise 6.2. Form subclasses HourlyEmployee and SalariedEmployee of the Employee
class. Provide constructors
HourlyEmployee(String aName, double anHourlySalary)
SalariedEmployee(String aName, double anAnnualSalary)
Add a method getWeeklySalary. Assume that hourly employees work 40 hours per
week, and that salaried employees are paid 1 52 of their annual salary every week.
Exercise 6.3. Explain the two different uses of the super keyword. How can you tell
when super is used to invoke a constructor?
Exercise 6.4. Implement a class
public class LabeledPoint extends java.awt.Point
{
public LabeledPoint(int x, int y, String text) { . . . }
public void draw(Graphics g) { . . . }
private String text;
}
The draw method should draw a small circle and the label. Which methods does this
class inherit?
Exercise 6.5. Implement a class
public class LabeledRectangle extends Rectangle
{
public LabeledRectangle(int x, int y, int width, int height,
String text) { . . . }
public void draw(Graphics g) { . . . }
private String text;
}
Exercises 259

The draw method should draw the rectangle and center the label string inside it.
Exercise 6.6. (hard) Make the class of Exercise 6.5 implement the java.awt.Shape
interface type.
Exercise 6.7. Explain why a method in a subclass cannot throw more checked exceptions
than the superclass method that it replaces. Hint: Show how the checking mechanism
could be defeated.
Exercise 6.8. Find examples of final methods and final classes in the Java library.
Exercise 6.9. Consider the ArrayList<E> and LinkedList<E> classes of the standard
library. What abstract class do they extend? What interface types does that abstract class
implement? Draw a class diagram.
Exercise 6.10. Consider the HashSet<E> and TreeSet<E> classes of the standard library.
What abstract class do they extend? What interface types does that abstract class imple-
ment? Draw a class diagram.
Exercise 6.11. Find examples of abstract classes and abstract methods in the Java
graphics library.
Exercise 6.12. Consider the Number class in the standard Java library.
(a) What are its subclasses?
(b) Why are the methods byteValue and shortValue not abstract? (Note that all
other methods are abstract.)
Exercise 6.13. Reorganize the code for the scene editor as follows: Define a class Scene-
Frame that extends the JFrame class. Its constructor should set up the scene component
and the buttons. The main method of the SceneEditor class should merely construct the
SceneFrame and show it.

Exercise 6.14. Add more items to the scene editor (such as trucks, stop signs, and so on).
Exercise 6.15. Start with the classes in the Ch6/scene2 directory. Reorganize the Car-
Shape, HouseShape, and SelectableShape classes so that the SelectableShape class stores
the top left corner of the item. Move the translate method to the SelectableShape
class.
Exercise 6.16. The scene editor user interface has an unnatural feel. When you click on a
selected shape, intending to drag it to a different position, it is deselected instead. Imple-
ment an improved behavior that feels more natural.
Exercise 6.17. Most drawing programs indicate selected items by placing “grabbers”
around the corners. Implement this feature in the scene editor by adding a method
Rectangle getBounds()
to the SceneShape interface type. In the drawSelection method of the SelectableShape
class, call getBounds to determine the grabber locations. Is this an example of the TEM-
PLATE METHOD pattern?

Exercise 6.18. A GeneralPath collects shapes and is itself a shape. What design pattern
does it exemplify?
260 CHAPTER 6 Inheritance and Abstract Classes

Exercise 6.19. Find examples of protected methods and protected fields in the Java
library. Are the protected fields safe from modification by hostile code?
Exercise 6.20. The JButton class does not define an addActionListener method. In
which superclass is that method defined?
Exercise 6.21. Suppose the class Square extends the Rectangle class. Does this inherit-
ance pass the conceptual is-a test? Does it pass the “Liskov substitution” test?
Exercise 6.22. In this chapter, we criticized a design in which classes Circle and
Rectangle extended a class Point. Implement a better design in which the Circle and
Rectangle classes have a common supertype Shape. Should Shape be an interface type or
an abstract class? (You need to place your classes in a separate package to avoid conflict
with the java.awt classes.)
Exercise 6.23. Reimplement the Stack<E> class using aggregation instead of inheritance.
(You need to place your class in a separate package to avoid conflict with
java.util.Stack.)
C h a p t e r 7
The Java
Object Model
C H A P T E R T O P I C S

 The Java Type System


 Type Inquiry
 The Object Class
 Shallow and Deep Copy
 Serialization
 Reflection
 Generic Types
 JavaBeans Components

This chapter discusses five important concepts of object-oriented design.


First, we study the Java type system and the important subtype relationship.
We then have a close look at the Object class, the common superclass of
all Java classes, and the services that it provides. We discuss the concept of
reflection, which allows a program to analyze its own objects and classes,
and examine generic programming, a recent feature of the Java language for
implementing classes and methods with type parameters. The chapter
concludes with an introduction to the concept of components, entities
262 CHAPTER 7 The Java Object Model

that encapsulate functionality at a conceptually higher level than objects.


We look at the JavaBeans™ component model and investigate how
components can be assembled into applications in a graphical user interface
builder.

7.1 The Java Type System


7.1.1 Types and Subtypes

A type is a set of values


An important concept in a programming language is the notion of type.
together with a set of A type specifies a set of values and the operations that can be carried out
operations that can be with those values. For example, the int type specifies all 32-bit integers
applied to the values. and the arithmetic operations on them. A class type specifies a set of
objects, together with the methods that can be applied to them.
In a strongly typed language, the compiler and run-time system carry out checks to ensure
that your programs never execute an operation on a value that would be forbidden under
the type system rules. Java is strongly typed. Most attempts to apply an illegal operation
are caught by the compiler. Others—such as invalid casts—are detected by the virtual
machine and result in an exception. Other languages, in particular C and C++, do not
have complete checks for type system rules. Those languages rely on the programmer to
produce correct code.
Most type system rules of the Java language are validated during compilation. In order to
support compile-time checking, variables have types. If you declare a variable of type
Employee, it can only hold references to objects of type Employee or one of its subclasses.
The compiler can check that all operations on the variable are legal. For example, a Java
compiler finds the error in the code
Employee e = new Employee(); // This is Java
e.clear(); // Compile-time error; undefined method

Not all programming languages make an effort to check types at compile time. For
example, a variable in JavaScript can hold values of any type. If you apply an operation
that is not applicable for the value that is currently stored in the variable, then a run-time
error occurs.
var e = new Employee(); // This is JavaScript
e.clear(); // Run-time error; undefined method

Of course, compile-time checking is safer than run-time checking. The compiler checks
the entire program, whereas run-time checks may pass during testing and later fail dur-
ing deployment when unforeseen values are stored in untyped variables.
In order to fully understand which values can be stored in which variables, we will
describe the types of the Java programming language in a systematic way.
7.1 The Java Type System 263

Every type in Java is one of the following:


1. A primitive type (int, short, long, byte, char, float, double, boolean)
2. A class type
3. An interface type
4. An array type
5. The null type
Examples for types are:
int
Rectangle
Shape
String[]

NOTE If you have an array type, the type of the array elements is called the component type of
the array. For example, the component type of the String[] array type is String.

NOTE The null type is defined in the Java language specification as the type with a single
value, null. This solves a technical problem—every value, including null, should belong to
one specific type.

Every value in Java is one of the following:


1. A value of a primitive type
2. A reference to an object of a class
3. A reference to an array
4. null
Examples for values are
13
new Rectangle(5, 10, 20, 30)
new int[] { 2, 3, 5, 7, 11, 13 }
null

Note that you cannot have a value of an interface type. Interface types are only used to
declare variables, method parameters, or return types.

NOTE According to the Java language specification, void is not a type. The void keyword is
merely used to tag a method that returns no value.

You can substitute a value of a


An important relationship between types is the subtype relationship. A
subtype whenever a supertype subtype contains a subset of the values of a given type. You can use a
value is expected. subtype whenever a supertype is specified. For example, JButton is a
subtype of Component, so you can store JButton objects in Component
264 CHAPTER 7 The Java Object Model

variables. In general, if S is a subtype of T, the values of S can be assigned to variables of


type T without a cast.
Here is the complete rule set for the subtype relationship between non-generic types. The
rules for generic types are more complex—see Section 7.7. A type S is a subtype of the type T
if
1. S and T are the same type.
2. S and T are both class types and S is a direct or indirect subclass of T.
3. S and T are both interface types and S is a direct or indirect subinterface of T.
4. S is a class type, T is an interface type, and S or one of its superclasses implements
the interface type T or one of its subinterfaces.
5. S and T are both array types and the component type of S is a subtype of the com-
ponent type of T.
6. S is not a primitive type and T is the type Object.
7. S is an array type and T is the type Cloneable or Serializable. (These types are
explained later in this chapter.)
8. S is the null type and T is not a primitive type.

«interface»
Object Layout
Manager

Flow «interface»
Component Layout
Layout
Manager2

Container

JComponent

Abstract
Button

F ig u r e 1
JButton
Examples of Subtype Relationships
7.1 The Java Type System 265

For example (see Figure 1):


 Container is a subtype of Component because the class Container directly extends
the class Component. (Rule 2)
 JButton is a subtype of Component because JButton extends AbstractButton,
which extends JComponent, which extends Container, which extends Component.
(Rule 2)
 LayoutManager2 is a subtype of LayoutManager because the LayoutManager2 inter-
face type extends the LayoutManager interface type. (Rule 3)
 FlowLayout is a subtype of LayoutManager because FlowLayout implements the
LayoutManager interface type. (Rule 4)

 JButton[] is a subtype of Component[] because JButton is a subtype of Component.


(Rule 5)
 int[] is a subtype of Object. (Rule 6)
However, note that int is not a subtype of long, nor is long a subtype of int. Similarly,
int[] is not a subtype of Object[].

7.1.2 Array Types


Array types are somewhat subtle in Java. Consider the rule that S[] is a subtype of T[]
when S is a subtype of T. Let’s look at a concrete example: an array of rectangles.
Rectangle[] r = new Rectangle[10];
Because Shape[] is a supertype, you can store the reference r in a variable of type Shape[]:
Shape[] s = r;
Note that r and s point to the same array of ten rectangle references (see Figure 2).

r =
: Rectangle[] : Rectangle
s =
[0] =
[1] =
[2] =
[3] = : Rectangle
[4] =
[5] =
[6] =
[7] =
[8] =
[9] =

Fi g u re 2

Two Array Variables of Different Types


Referring to the Same Array of Rectangles
266 CHAPTER 7 The Java Object Model

At first, this seems to make sense. Of course, all s[i] are rectangles and hence shapes.
But now what stops you from storing a non-rectangle shape in the array?
s[0] = new Polygon(. . .);
The compiler accepts this statement because Polygon is a subtype of Shape, the type of
s[0]. However, this code will throw an ArrayStoreException at runtime. Every array
object remembers its component type. The virtual machine keeps track of all array stores
and throws an exception if you try to store an object in an array whose class isn’t a sub-
type of the array component type.

7.1.3 Wrappers for Primitive Types

Use wrapper classes when-


For efficiency’s sake, primitive types aren’t objects in Java. However, it
ever you need to supply is occasionally necessary to wrap primitive types into objects. There
primitive type values to are eight wrapper classes:
services that require objects. Integer
Short
Long
Byte
Character
Float
Double
Boolean

NOTE The wrapper classes are immutable. In particular, you cannot simulate “call by refer-
ence” by using wrappers.

For example, here is how you convert a value of type int into an Integer wrapper.
int n = 13;
Integer i = new Integer(n);

To unwrap a wrapped integer value, use the intValue method of the Integer wrapper class:
n = i.intValue();
There are corresponding methods such as doubleValue, booleanValue, and so on, in the
other wrapper classes.
Starting with Java 5.0, the conversion between primitive types and the corresponding
wrapper classes is automatic. For example,
int n = 13;
Integer i = n; // Automatically calls the Integer constructor

Auto-boxing is the automatic


This process is called auto-boxing (even though auto-wrapping might
conversion of a primitive type have been a better term). Conversion in the other direction is also
value into an object of a automatic:
wrapper class. n = i; // Automatically calls the intValue method
7.1 The Java Type System 267

Auto-boxing is particularly convenient if you need to store primitive type values in col-
lections. For example, the type parameter of the ArrayList<E> class cannot be a primitive
type. However, you can use an ArrayList<Integer>, and auto-boxing gives you the illu-
sion that it contains int values:
ArrayList<Integer> luckyNumbers = new ArrayList<Integer>();
luckyNumbers.add(13); // Automatically calls the Integer constructor

NOTE Be careful when comparing wrapper objects. The == operator only checks whether the
wrapper objects are identical, not whether they have equal contents.

7.1.4 Enumerated Types


An enumerated type is a type with a finite set of values. A typical example is a type Size
with three values
SMALL
MEDIUM
LARGE

It is common to “fake” enumerated types by sequences of integers:


public static final int SMALL = 1;
public static final int MEDIUM = 2;
public static final int LARGE = 3;

However, this approach is not very satisfactory, because the compiler cannot check type
errors. For example, consider the following code:
int size = LARGE;
size++;

Use an enum instead of a


Now the value for size is no longer one of the three permitted values.
sequence of integers to define Starting with Java 5.0, you can instead define an enumerated type:
enumerated types. public enum Size { SMALL, MEDIUM, LARGE };

The enum keyword defines a class with a private constructor and a finite
number of instances. It is equivalent to the following:
public class Size
{
private Size() {}

public static final Size SMALL = new Size();


public static final Size MEDIUM = new Size();
public static final Size LARGE = new Size();
}

Note that the constructor for the Size class is private. Only the methods of the Size class
can construct new instances. However, there are no such methods. Thus, the only three
instances of the Size class that can ever exist are the three static members.
268 CHAPTER 7 The Java Object Model

A user of the enumerated type can declare variables of type Size and initialize them with
one of the three constant values:
Size imageSize = Size.MEDIUM;
You can use the == operator to compare enumeration values against each other. For example,
if (imageSize == Size.SMALL) . . .

NOTE An enum variable can be null! For example, the imageSize variable in the preceding
example has four possible values: SMALL, MEDIUM, LARGE, and null.

Because enumerated types are classes, you can add methods and instance fields. You can
also supply constructors, but they can only be used to construct the enumeration values.
For example,
public enum Size
{
SMALL(0.5), MEDIUM(1), LARGE(2);
private Size(double value) { this.value = value; }
public double getValue() { return value; }
private double value;
}
All enumeration classes automatically extend the Enum class, from which they inherit a
number of useful methods. In particular, the toString method yields the name of an
enumerated constant. For example, Size.SMALL.toString() returns the string "SMALL".
The Enum class implements the Comparable interface. The compareTo method compares
enumeration instances in the order in which they are defined.

7.2 Type Inquiry

The instanceof operator


To test whether an expression e is a reference to an object of a given
tests whether the type of antype or one of its subtypes, use the instanceof operator. The follow-
ing condition tests whether e refers to an object of a subtype of the
object is a subtype of a given
type. Shape interface type:
if (e instanceof Shape)
You might use this test before you apply a cast, to make sure that the cast does not fail.
For example,
Object x = . . .;
if (x instanceof Shape)
{
Shape s = (Shape) x; // Cast is guaranteed to succeed
g2.draw(s);
}
The instanceof operator can test whether the type of a value is a subtype of a given type,
but it won’t give you the exact type. For example, if e instanceof Shape is true, then you
don’t know whether e is a Rectangle object or another shape. Testing e instanceof
7.2 Type Inquiry 269

Rectangle still doesn’t give you a definite answer—e might belong to a subclass of
Rectangle.

NOTE If e is null, the test e instanceof T does not throw an exception but simply returns
false.

An object of the Class class is


If you have any object reference, you can find the actual type of the
a descriptor for a type. object to which it refers with the getClass method. That method
returns an object of type Class that describes the object’s class.
Class c = e.getClass();
After you have a Class object, you can obtain a large amount of information about the
class.

TIP It can be hard to imagine Class objects. A Class object is a type descriptor. It contains
information about a given type, such as the type name and the superclass. Figure 3 shows you the
contrast between an Employee object and the Class object that describes the Employee class.

: Employee

name = "Jane Doe"


salary = 50000

: Class : Class

name = "Employee" name = "java.lang.Object"


superclass = superclass = null

F i g u re 3

Contrasting an Employee Object with the Employee Class Object

To get the exact class name of a Java object, get its Class object and invoke the getName
operation on it. The result is a string spelling out the class name. You can print it out for
debugging purposes.
System.out.println(e.getClass().getName());
For example, if e is a Rectangle, then the class name is the string "java.awt.Rectangle".
270 CHAPTER 7 The Java Object Model

The static forName method of the Class class is the converse of the getName method.
Given a string that includes the package name, you get a Class object. For example,
Class c = Class.forName("java.awt.Rectangle");

Adding the suffix .class to a


Instead of calling Class.forName, you can use literal class objects, by
type name yields the Class applying a suffix .class to a type name:
object that describes the type. Class c = Rectangle.class;

NOTE You may wonder why you have to specify the full package name in Class.
forName("java.awt.Rectangle"), but you can refer to Rectangle.class without the pack-
age name. Keep in mind that package lookup is a service of the compiler. If you import the
java.awt package, then the compiler translates Rectangle into java.awt.Rectangle. In a
running program, all classes (including those in the java.lang package) must be qualified
with the package name.

NOTE The name Class is a misnomer—Class objects can describe any type, including prim-
itive types, class types, and interface types. For example, int.class is the Class object that
describes the int type.

NOTE The Class class has a type parameter. For example, Rectangle.class is an instance
of Class<Rectangle>—in fact, it is the sole instance of that type. For simplicity, we omit the
type parameter for now.

There is only one Class object for every type that has been loaded into the virtual
machine. Therefore, you can use the == operator to test whether two class objects
describe the same type. For example, here is how you can test whether the object e is an
instance of the Rectangle class:
if (e.getClass() == Rectangle.class) . . .
This test is true if the class of e is exactly the Rectangle class.

TIP You should not use type inquiry as a substitute for polymorphism. When you find code
of the form
if (e.getClass() == Employee.class) some action;
else if (e.getClass() == Manager.class) another action;
ask yourself how the variation of the action can be described by a method. Then supply two
versions of the method, one in the Employee class and one in the Manager class, and call
e.action();
The mechanism of polymorphism automatically invokes the correct method, even if you later
add other subclasses of Employee. Code with polymorphism is much easier to maintain and
extend than code that uses type inquiry.
7.3 The Object Class 271

When getClass is applied to an array, the result is a Class object that describes the array
type. The isArray method tests whether a type is an array type. The getComponentType
method returns a Class object describing the component type.
double[] a = new double[10];
Class c = a.getClass();
if (c.isArray())
System.out.println("Component type=" + c.getComponentType());
// Prints Component type=double

NOTE For historical reasons, the getName method produces strange-looking names for array
types. For example, double[].class.getName() is
"[D"
and String[][].class.getName() is
"[[Ljava.lang.String;"
In general, an array type name is made up according to the following rules:
[type array type
B byte
C char
D double
F float
I int
J long
Lname; class or interface
S short
Z boolean

7.3 The Object Class

The Object class is the


All Java classes are subclasses of the Object class. A class that is defined
common superclass of all without an extends clause is a direct subclass of Object. Therefore, the
other Java classes. methods of the Object class apply to all Java objects (including arrays).
The most important methods of the Object class are:

Method Description

String toString() Returns a string representation of the object


boolean equals(Object other) Compares the object with another object
int hashCode() Returns a hash code
Object clone() Returns a copy of the object
272 CHAPTER 7 The Java Object Model

7.3.1 The toString Method

The toString method yields


The toString method is important because it is automatically applied
a string that describes the  When you concatenate an object with a string
state of an object.
 When you print an object with the print or println method of
the PrintStream and PrintWriter classes
 When you pass an object reference e to an assert statement of
the form assert condition : e;
For example,
Rectangle r = new Rectangle(5, 10, 20, 30);
String s = "r=" + r;

really executes code that is equivalent to


String s = "r=" + r.toString();

That sets s to the string


"r=java.awt.Rectangle[x=5,y=10,width=20,height=30]"

The Rectangle class has implemented the toString method to print out the class name,
followed by the names and values of the instance fields.
Not all class implementors were that thoughtful. For example, if you print a GeneralPath
object, you will get a printout somewhat like this:
java.awt.geom.GeneralPath@4abc9

The implementor of the GeneralPath class did not override toString, so the default
implementation of the toString method in the Object class is used. That method
returns the name of the class and the hash code of the object. (We will discuss hash codes
later in this chapter.)
Because the toString method is a useful debugging aid, it is a good idea to implement it
in your own classes. For example,
public class Employee
{
public String toString()
{
return getClass().getName()
+ "[name=" + name
+ ",salary=" + salary
+ "]";
}
. . .
}

A typical string is
Employee[name=Harry Hacker,salary=35000]

However, if the class has a superclass, then you should first call its toString method and
then add the fields of the subclass:
7.3 The Object Class 273

public class Manager extends Employee


{
public String toString()
{
return super.toString()
+ "[bonus=" + bonus
+ "]";
}
. . .
}

A typical string is
Manager[name=Wendy Chen,salary=100000][bonus=20000]

TIP The toString methods in your programs should always return the result of calling get-
Class().getName(), not a hard-coded class name. Then the correct class name is produced
for subclasses.

7.3.2 Equality Testing

The equals method tests


The test
whether two objects have x == y
equal contents.
tests whether x and y are two references to the same object.
In contrast, the test
x.equals(y)
tests whether x and y are references to two objects that may be distinct but that have
“equal” contents.
The default implementation of equals in the Object class simply tests for identity:
public class Object
{
public boolean equals(Object obj)
{
return this == obj;
}
. . .
}

Each class needs to define what it means for its objects to be equal to another. For exam-
ple, we may consider two Employee objects equal to each other if they have equal name
and salary fields. Alternatively, one may take the position that two Employee objects are
equal if they have the same ID number, without testing the name and salary values. The
second definition might be more appropriate in an application where employee names
and salaries are subject to change. Thus, it is up to each class how to define the notion of
equality that is most appropriate for its objects.
274 CHAPTER 7 The Java Object Model

The equals method is used by many methods in the collection classes. Here is a typical
example, the indexOf method of the ArrayList class.
/**
Searches for the first occurrence of the given argument, testing
for equality using the equals method.
@param elem an object
@return the index of the first occurrence of the argument in this
list; returns –1 if the object is not found.
*/
public int indexOf(Object elem)
{
if (elem == null) . . .
else
{
for (int i = 0; i < size; i++)
if (elem.equals(elementData[i]))
return i;
}
return -1;
}
Because so many methods in the Java library assume that objects have a well-defined
notion of equality, it is important that you define the equals method for your own
classes. In many cases, objects are equal if corresponding fields are equal:
public class Employee
{
public boolean equals(Object otherObject) // Not complete — see below
{
Employee other = (Employee) otherObject;
return name.equals(other.name)
&& salary == other.salary;
}
. . .
}
Note the use of equals to compare fields of a class type and == to compare fields of a
primitive type.
However, it is not always this simple. For example, two sets should be considered equal if
they contain the same elements in some order, not necessarily the same order. The
equals method of the AbstractSet class, the common superclass of HashSet and
TreeSet, tests that two sets have the same size and that one is contained in the other.
Here is a slightly simplified version of the actual implementation.
public class AbstractSet . . .
{
public boolean equals(Object otherObject)
{
if (!(otherObject instanceof Set)) return false;
Collection other = (Collection) otherObject;
if (size() != other.size()) return false;
return containsAll(other);
}
. . .
}
7.3 The Object Class 275

There are some technical requirements that the Java Language Specification imposes on
the equals method.
 It is reflexive: for any reference value x, x.equals(x) should return true.
 It is symmetric: for any reference values x and y, x.equals(y) should return true if
and only if y.equals(x) returns true.
 It is transitive: for any reference values x, y, and z, if x.equals(y) returns true and
y.equals(z) returns true, then x.equals(z) should return true.
 For any non-null reference value x, x.equals(null) should return false.
The equals method must
The equals method of the Employee class in the preceding example
be reflexive, symmetric, and violates two of these rules. First, it doesn’t return false if otherObject
transitive. is null. That’s easy to fix:
public boolean equals(Object otherObject)
{
if (otherObject == null) return false;
. . .
}
What should happen if otherObject is not an Employee object? It seems reasonable that
the equals method should then also return false.
public class Employee
{
public boolean equals(Object otherObject)
{
if (getClass() != otherObject.getClass()) return false;
. . .
}
. . .
}
This makes sense; if the classes aren’t identical, the objects can’t be truly equal.
Finally, it is a good idea to check whether this == otherObject at the beginning of the
equals method. Many times, equals is called on identical objects, and then there is no
point in checking for equal contents. Thus, the perfect equals method starts out like this:
public boolean equals(Object otherObject)
{
if (this == otherObject) return true;
if (otherObject == null) return false;
if (getClass() != otherObject.getClass()) return false;
. . .
}
Because a subclass has no access to the superclass state, its equals method must invoke
the superclass version:
public class Manager extends Employee
{
public boolean equals(Object otherObject)
{
if (!super.equals(otherObject)) return false;
Manager other = (Manager) otherObject;
return bonus == other.bonus;
276 CHAPTER 7 The Java Object Model

}
. . .
}

 Special Topic 7.1


Consequences of the Symmetry Condition for
 Equality Testing
In many published examples, you will find that programmers use an instanceof test in the
equals method. However, that test is often wrong, for a subtle reason. Consider this example:

public class Employee
{
public boolean equals(Object otherObject)
 {
if (!(otherObject instanceof Employee)) return false; // DON’T
. . .
 }
. . .
}
public class Manager
 {
public boolean equals(Object otherObject)
{
if (!(otherObject instanceof Manager)) return false; // DON’T
 . . .
}
}

Suppose you compare an Employee object e and a Manager object m that happen to have the
same name and the same salary. Then e.equals(m) would be true, but m.equals(e) would
be false. The symmetry condition is violated!

Using getClass instead of instanceof is much safer. You are automatically guaranteed that
the symmetry condition holds.
 However, not every use of instanceof in an equals method is an error. If a class is final,
then it doesn’t matter whether one uses instanceof or getClass, because a final class has no
subclasses. Also, if you look again at the definition of equality of the AbstractSet class that
you saw earlier in this section, you will note the test

if (!(otherObject instanceof Set)) return false;

As you can see, an AbstractSet is willing to compare itself to any objects that implement the
 Set interface type. In order to preserve symmetry, all other classes that implement the Set
interface must now support the same notion of equality. For sets, this is not a problem
because the mathematical definition of a set specifies when two sets are equal.
 However, in most programming situations, subclasses cannot simply inherit the notion of
equality from their superclasses. As a rule of thumb, you should avoid the use of instanceof
in equals methods.

7.3 The Object Class 277

7.3.3 Hashing

The hashCode method


The HashSet and HashMap classes of the Java library use hash tables to
computes the hash code of an quickly locate elements. (See the special topic at the end of this sec-
object. It must be compatible tion for more information on hash tables.) Because the Object class
with the equals method. has a hashCode method, objects of any type can be stored in hash
tables.
Of course, it is important that the hashCode be consistent with the equals method, that
is,
 If x.equals(y), then x.hashCode() == y.hashCode().

The default implementation of hashCode in the Object class hashes the memory address
of the object, which is consistent with the Object.equals method. But if you redefine
the equals method in a subclass, you must also redefine hashCode, or the hash table will
not function correctly.
A hash function computes an integer hash code from an object, so that different objects
are likely to have different hash codes. Let’s first look at how the standard library com-
putes a hash code from a string. Clearly, the character values of the string must be
combined to yield some integer. You could, for example, add up the character values:
int h = 0;
for (int i = 0; i < s.length(); i++)
h = h + s.charAt(i);
However, that would not be a good idea. It doesn’t scramble the character values enough.
Strings that are permutations of another (such as "eat" and "tea") all have the same
hash code.
Here is the method that the standard library uses to compute the hash code for a string.
int h = 0;
for (int i = 0; i < s.length(); i++)
h = 31 * h + s.charAt(i);
For example, the hash code of "eat" is
31 * (31 * 'e' + 'a') + 't' = 100184
The hash code of "tea" is quite different, namely
31 * (31 * 't' + 'e') + 'a' = 114704
(Use a Unicode table to look up the character values: 'a' is 97, 'e' is 101, and 't' is 116.)
Now consider the Employee class. Two Employee objects are considered equal to one
another if they have equal names and salaries. Therefore, we should compute the hash
codes of the individual fields and combine them. It is best to multiply individual hash codes
with relatively prime factors before adding them together, to minimize the risk of collisions.
Here is a definition of hashCode for the Employee class. Note that we wrap the double
value before computing its hash code.
public class Employee
{
public int hashCode()
{
278 CHAPTER 7 The Java Object Model

return 11 * name.hashCode()
+ 13 * new Double(salary).hashCode();
}
. . .
}
Now equal Employee objects will yield the same hash code.
To emphasize that the hashCode computation is tied to the definition of the equals
method, let’s look at the hashCode implementation of the AbstractSet class. Two sets
that are equal must yield the same hash code, even if the order of their elements differs.
For that reason, the AbstractSet class simply adds up the hash codes of its elements.
public class AbstractSet . . .
{
public int hashCode()
{
int h = 0;
Iterator i = iterator();
while (i.hasNext())
{
Object obj = i.next();
if (obj != null) h += obj.hashCode();
}
return h;
}
. . .
}
The sum stays the same, even if the order of the elements changes.

 Special Topic 7.2


Hash Tables

The technique of hashing can be used to find elements in a data structure quickly, without
making a linear search through all elements. Hashing gives rise to the hash table, which can be
used to implement sets and maps.

A hash function is a function that computes an integer value, the hash code, from an object in
such a way that different objects are likely to yield different hash codes. The Object class has
a hashCode method that other classes need to redefine. The call

int h = x.hashCode();
computes the hash code of the object x.
 It is possible that two or more distinct objects have the same hash code. That is called a colli-
sion. A good hash function minimizes collisions. For example, the String class defines a hash
function for strings that does a good job of producing different integer values for different
 strings. Table 1 shows some examples of strings and their hash codes.
A hash code is used as an array index into a hash table. In the simplest implementation of a hash
table, you could make an array and insert each object at the location of its hash code (see Figure 4).
7.3 The Object Class 279


String Hash Code

"Adam" 2035631

70068 Eve
"Eve" 70068

 "Harry" 6949448
"Jim" 74478 74478 Jim
 "Joe" 74656
"Juliet" –2065036585
 74656 Joe
"Katherine" 2079199209
"Sue" 83491


Ta b l e 1 Fig u r e 4
 Sample Strings and A Simplistic Implementation
Their Hash Codes of a Hash Table

 Then it is a very simple matter to find out whether an object is already present in the hash
table or not. Compute its hash code and check whether the array position with that hash code
is already occupied. This doesn’t require a search through the entire array.
 However, there are two problems with this simplistic approach. First, it is not possible to
allocate an array that is large enough to hold all possible integer index positions. Therefore,
choose an array of some reasonable size and then reduce the hash code to fall inside the array:
 int h = x.hashCode();
if (h < 0) h = -h;
h = h % size;
 Second, it is possible that two different objects have the same hash code. After reducing the
hash code for a smaller array size, it becomes even more likely that several objects collide and
need to share a position in the array.
 To store multiple objects in the same array position, use (short, we hope) link sequences for
the elements with the same hash code (see Figure 5). These link sequences are called buckets.
Now the algorithm for finding an object x in a hash table is quite simple.
 1. Compute the hash code and reduce it to fit the table. This gives an index h into the
hash table.
2. Iterate through the elements of the bucket at position h. For each element of the
 bucket, check whether it is equal to x.
3. If a match is found among the elements of that bucket, then x is in the set. Otherwise,
it is not.

In the best case, in which there are no collisions, all buckets either are empty or have a single
element. Then checking for containment takes constant or O(1) time.
More generally, for this algorithm to be effective, the bucket sizes must be small. If the table

has only a few entries, then collisions are unavoidable, and each bucket will get quite full.
280 CHAPTER 7 The Java Object Model


65 Harry Sue
66
 67
68
69
 70 Nina
71
72 Susannah
 73
74 Larry
75 Eve
 76 Sarah
77 Adam
78
 79 Juliet Katherine Tony

 F ig u r e 5

A Hash Table with Linked Lists to Store Elements with the Same Hash Code

Then the linear search through a bucket is time consuming. In the worst case, where all ele-
ments end up in the same bucket, a hash table degenerates into a linked list!
 Therefore, it is recommended that the table be somewhat larger than the number of elements
that you expect to insert. Then there is a good chance for avoiding collisions altogether. An
excess capacity of about 30 percent is typical. According to some researchers, the hash table
size should be chosen to be a prime number to minimize the number of collisions.

Adding an element is a simple extension of the algorithm for finding an object. First compute
the hash code to locate the bucket in which the element should be inserted. Try finding the
object in that bucket. If it is already present, do nothing. Otherwise, insert it.

Removing an element is equally simple. First compute the hash code to locate the bucket in
which the element should be inserted. Try finding the object in that bucket. If it is present,
remove it. Otherwise, do nothing.

As long as there are few collisions, an element can be added or removed in constant or O(1) time.

7.4 Shallow and Deep Copy

A deep copy or clone of an


As you know, a copy of an object reference is another reference to the
object is an object with distinct same object. The clone method of the Object class is useful when you
identity and equal contents. want to make a deep copy or clone of the object (see Figure 6).
Employee e = new Employee(. . .);
Employee cloned = e.clone();
Here we assume that the Employee class supplies an appropriate clone method.
7.4 Shallow and Deep Copy 281

F ig u r e 6
e =
Cloning an Object : Employee

name = "Smith"
salary = 35000

cloned =
: Employee

name = "Smith"
salary = 35000

In general, a clone method is expected to fulfill these three conditions:


 x.clone() != x

 x.clone().equals(x)

 x.clone().getClass() == x.getClass()

That is, the clone should be a new object, but it should be equal to its original.
For reasons that will become apparent presently, cloning is a subtle process. Therefore,
the Object class didn’t dare to make clone a public method and made it protected
instead. If a class wants to allow clients to clone its instances, it must redefine clone to a
public method.
public class Employee
{
public Employee clone()
{
return super.clone(); // Not complete
}
. . .
}

NOTE When overriding the Object.clone method, we change the return type from Object
to Employee. This is a feature of Java 5.0. In older versions of Java, it was not possible to con-
strain the return type when overriding a method.

To define a clone method,


However, it isn’t this simple. The designers of the Object class were so
a class must minimally nervous about clonability that they added a second requirement. Any
implement the Cloneable class willing to be cloned must implement the Cloneable interface type.
interface type and override public class Employee implements Cloneable
the clone method. {
public Employee clone()
{
282 CHAPTER 7 The Java Object Model

return (Employee) super.clone(); // Not complete


}
. . .
}
The Cloneable interface type is a curious interface type because it has no methods:
public interface Cloneable { }
It is a “tagging” interface type—you can only use it to test whether an object implements it:
if (x instanceof Cloneable) . . .
When the Object class finds that the object to be cloned isn’t an instance of a class that
implements Cloneable, it throws a CloneNotSupportedException. Unfortunately, this is
a checked exception, so you must declare or catch it. Normally, we advocate declaring
checked exceptions instead of catching them. But in this case, that would force the caller
to handle an exception that will in fact never happen. Therefore, in this case, it is appro-
priate to “squelch” the exception:
public class Employee implements Cloneable
{
public Employee clone()
{
try
{
return (Employee) super.clone();
}
catch (CloneNotSupportedException e)
{
return null; // Won’t happen
}
}
. . .
}
Why all the fuss? The Object.clone method makes a shallow copy. It makes a new object
of the same type as the original and copies the values of all fields. If the fields are object
references, the original and the clone can share common subobjects.

e =
: Employee

name =
salary = 35000 : String
hireDate =

cloned =
: Employee

name =
salary = 35000 : Date
Figure 7 hireDate =

A Shallow Copy
7.4 Shallow and Deep Copy 283

e =
: Employee

name =
salary = 35000 : String
hireDate =

cloned =
: Employee

name =
salary = 35000 : Date
hireDate =

: Date

F ig u re 8

A “Sufficiently Deep” Copy

Consider an Employee class that stores the employee name, salary, and hire date. Figure 7
shows the shallow copy that Object.clone creates. As you can see, both the original and
the clone share a String and a Date object.
The sharing of the String object is not a problem—strings are immutable. But sharing a
Date is only reasonable if we know that none of the Employee methods mutates it. Other-
wise, it too should be cloned.
Here is how you can define a “sufficiently deep” copy of the Employee class with a hire
date (see Figure 8).
public class Employee implements Cloneable
{
public Employee clone()
{
try
{
Employee cloned = (Employee) super.clone();
cloned.hireDate = (Date) hireDate.clone();
return cloned;
}
catch (CloneNotSupportedException e)
{
284 CHAPTER 7 The Java Object Model

return null;
}
}
. . .
}

NOTE The clone method is defined for arrays. It makes a shallow copy of the array, that is, a
new array of the same type and size whose elements are copies (but not clones) of the original
elements.

Now you know why the Object.clone method is so paranoid. Its behavior—to make a
shallow copy of all fields—is simply not appropriate for most subclasses. The designers of
the Object class were in a position to express their paranoia in three ways: the protected
attribute, the Cloneable interface type, and the checked CloneNotSupportedException.
The users of your classes aren’t so lucky. The Employee.clone method is every bit as risky
as Object.clone. A subclass must be very careful to override clone if it has mutable fields.
public class Manager extends Employee
{
public Manager clone()
{
Manager cloned = (Manager) super.clone();
clone mutable fields
return cloned;
}
. . .
}
But unlike Object.clone, Employee.clone carries no warning. It is a public method that
throws no exceptions. And, of course, since Employee implements Cloneable, all of its
subclasses do too.

NOTE As you can see, tagging interface types such as Cloneable are not really useful for
non-final classes. A tagging interface type is supposed to validate that a programmer under-
stands a subtle issue. But interface types are inherited, so the validation automatically extends
to subclasses, even though there is no guarantee that the subclass implementors have the
same understanding.

NOTE You may wonder why the clone method doesn’t make a deep copy by default. Argu-
ably, a deep copy is a more reasonable default than a shallow copy. But it is not always
appropriate. Sometimes, a cloned object should share some subobjects with the original
object. Suppose, for example, that each Employee object has a field of type Department that
signifies the department in which the employee works. A clone of an employee object should
probably not make a deep copy of the department object. After all, there is a benefit of shared
references to the same department object. If the department changes its name (say, from
Personnel to Human Resources), then all employees automatically pick up the name change
7.5 Serialization 285

of the shared object. Thus, cloning truly is a subtle business, and each class needs to decide
which fields to clone.

7.5 Serialization

Serialization denotes the


In Java, it is simple to save objects to a stream without converting them
process of storing an object to an external representation. For example, suppose you want to save an
and its dependent objects in array of Employee objects to a file.
a stream. Employee[] staff = new Employee[2];
staff[0] = new Employee();
staff[1] = new Employee();
Construct an ObjectOutputStream that is associated with a FileOutputStream.
ObjectOutputStream out = new ObjectOutputStream(
new FileOutputStream("staff.dat"));
Then write the array and close the stream.
out.writeObject(staff);
out.close();
Now the array and all objects that it references are saved to the file. To read the data back,
reverse the process.
ObjectInputStream in = new ObjectInputStream(
new FileInputStream("staff.dat"));
Employee[] staff = (Employee[]) in.readObject();
in.close();
Afterwards, the staff array is filled with Employee objects that are identical to the saved
ones.
Objects of classes that imple-
Remarkably, the Employee class does not have to implement any
ment the Serializable methods to make this possible. This is in marked contrast to the
interface type can be serialized toString and clone methods, which require programmers to supply
in object streams. an implementation. The only requirement is that the class (or one of
its superclasses) implements the Serializable interface type.
public class Employee implements Serializable
{
. . .
}
The Serializable interface type is a tagging interface type similar to Cloneable, with no
methods.
To gain some respect for the serialization mechanism, let’s understand how it works in a
complex situation. Suppose that each Employee object has a field
private Employee buddy;
The buddy of an employee is another employee, perhaps one who is called to duty if an
employee cannot show up for work. Figure 9 shows a scenario in which two employees
are buddies of each other. Suppose the array of employees is serialized.
286 CHAPTER 7 The Java Object Model

staff =
(#2) : Employee
(#1) : Employee[]
name = . . .
[0] =
salary = . . .
[1] =
buddy =

(#3) : Employee

name = . . .
salary = . . .
buddy =

Figu r e 9

Objects with References Between Them to be Serialized

The serialized file contains the following information:


 Object #1, type = Employee[]
 [0] component is Object #2, type = Employee

 name field is . . .

 salary field is . . .

 buddy field is Object #3, type = Employee

 name field is . . .

 salary field is . . .

 buddy field is Object #2 (already described)

 [1] component is Object #3 (already described)

As you can see, every object gets a serial number (#1, #2, #3). When an object is saved for
the first time, its fields are saved as well. However, when an object has been previously
saved, then only the serial number is saved.
There are a few times when it is not desirable to have a field serialized explicitly. By
marking the field as transient, it is simply not saved or restored. For example, when
serializing an item in a scene, you may not want to save whether or not the item was cur-
rently selected. Then declare the selected flag like this:
private transient boolean selected;
Another reason for using the transient keyword is to avoid errors with instance fields of
types that are not serializable. For example, the graphical shapes in the java.awt.geom
package are not serializable. There is no good reason for this limitation. The program-
mers who implemented these classes simply neglected to implement the Serializable
interface type. If your class has fields of that type, you must mark them as transient. (If
you don’t, then a NotSerializableException will be thrown when trying to write the
object.) For example, in a serializable Car class, you would declare the tires as transient.
private transient Ellipse2D.Double frontTire;
7.6 Reflection 287

NOTE If you use transient fields, then the default serialization mechanism may not store suf-
ficient information. To overcome that problem, you need to supply special methods
private void writeObject(ObjectOutputStream out)
private void readObject(ObjectInputStream in)
These methods must first call defaultWriteObject/defaultReadObject to write or read the
superclass information and any non-transient fields, and then manually write or read the
remaining information. You will find an example in the companion code to this book in Ch7/
serial2/Car.java.

NOTE Serialization is well suited for short-term storage of objects. However, if the definition
of a class changes, then the serialization format also changes. As a consequence, you cannot
read in files that contain objects of an older version of the class. A better alternative for long-
term storage of classes whose definition may change over time is the long-term persistence
storage for JavaBeans—see http://java.sun.com/products/jfc/tsc/articles/persis-
tence/index.html.

7.6 Reflection
Reflection is a mechanism by which a program can find out about the
Reflection denotes the ability of
a program to analyze its capabilities of its objects at runtime, and manipulate the objects
objects and their capabilities.whose capabilities it has discovered. Reflection is particularly useful
for building programming tools. For example, the BlueJ environment
uses reflection to enumerate the constructors and methods of arbitrary classes. Reflection
is also an essential part of the JavaBeans component model that we describe at the end of
this chapter.
In order to support reflection, a number of classes have been created to describe the vari-
ous features of Java types. They are shown in the table below.

Reflection Class Purpose

Class Describes a type


Package Describes a package
Field Describes a field and allows inspection and modification of fields
Method Describes a method and allows its invocation on objects
Constructor Describes a constructor and allows its invocation
Array Has static methods to analyze arrays
288 CHAPTER 7 The Java Object Model

TIP Just as the Class class can be demystified by thinking of it as a type descriptor, you
should think of the other reflection classes as descriptors. For example, a Method object is not
a method. It just describes a method. The object knows the method name and its parameter
and return types. It knows how to call the method. But it doesn’t know what the method does.

7.6.1 Enumerating the Features of a Class


As you have seen, you can obtain the Class object that describes the type of any object.
The Class object gives a wealth of information about the class:
 The superclass
 All interface types that the class implements
 The package of the class
 The names and types of all fields
 The names, parameter types, and return types of all methods
 The parameter types of all constructors
The getSuperclass method returns the Class object that describes the superclass of a
given type. If the type does not have a superclass (because it is Object or not a class type),
then the getSuperclass method returns null.
The getInterfaces method returns an array of Class objects describing the interface
types that a class implements or an interface type extends. If the type doesn’t implement or
extend interface types, an array of length 0 is returned. Note that this method only returns
the direct superinterface. That means you need to call this method on all superclasses and
superinterfaces to obtain the complete collection of interface types that a class implements.
For example, the statement
Class[] interfaces = Rectangle.class.getInterfaces();

yields an array consisting of the two elements Shape.class and Serializable.class.


Note that Cloneable.class is not in the array because it is not a direct superinterface.
The getPackage method returns a Package object that describes the package of a class.
For example,
Package pkg = String.class.getPackage();
System.out.println(pkg.getName()); // Prints java.lang

Using reflection, you can


The getDeclaredFields method returns an array of Field objects for
enumerate all fields, methods,all fields that this class or interface declares. That includes public, pri-
and constructors of a class. vate, protected, and package-visible fields. Both instance fields and
static fields are included. However, fields from superclasses are not. If
you want to have information on a specific field whose name you know, then you can call
the getDeclaredField method to get a Field object describing the field with the given
name. There is also a less useful getFields method that returns all public fields of the
class and its superclasses.
7.6 Reflection 289

The Field class has three methods to describe the field: getName gets the field name,
getType gets the field type (as a Class object), and getModifiers gets an integer that has
various bits set to indicate whether the field is public, private, protected, static, or final.
Use the static isPublic, isPrivate, isProtected, isStatic, isFinal methods of the
Modifier class to test the return value of getModifiers. For example, the following loop
prints out the names of all static fields of the Math class.
Field[] fields = Math.class.getDeclaredFields();
for (Field f : fields)
if (Modifier.isStatic(f.getModifiers()))
System.out.println(f.getName());

The getDeclaredConstructors method of the Class class returns an array of Constructor


objects that describes the constructors of the class. A class can have multiple constructors,
each with different parameter types. The getParameterTypes method of the Constructor
class returns an array of Class objects that describe the parameter types.
For example, calling
Constructor[] constructors = Rectangle.class.getDeclaredConstructors()

returns an array of seven Constructor objects, one for each of the constructors of the
class. The double loop
for (Constructor c : constructors)
{
Class[] params = c.getParameterTypes();
System.out.print("Rectangle(");
for (int i = 0; i < params.length; i++)
{
if (i > 0) System.out.print(", ");
System.out.print(params[i].getName());
}
System.out.println(")");
}

prints the parameter types of all of them, yielding the output


Rectangle()
Rectangle(java.awt.Rectangle)
Rectangle(int, int, int, int)
Rectangle(int, int)
Rectangle(java.awt.Point, java.awt.Dimension)
Rectangle(java.awt.Point)
Rectangle(java.awt.Dimension)

Finally, the getDeclaredMethods method of the Class class returns an array of Method
objects that describes each method. As with Constructor objects, the getParameter-
Types method returns an array of parameter types. In addition, the getName method
returns the method name, and the getReturnType method returns a Class object describ-
ing the return type.
You can also get the descriptor of a single method. Call the getDeclaredMethod method
with the method name and the parameter types. The parameter types are needed because
290 CHAPTER 7 The Java Object Model

there may be multiple methods with the same name. For example, to obtain a Method
object for the method
contains(int x, int y)
of the Rectangle class, you call
Method m = Rectangle.class.getDeclaredMethod("contains",
int.class, int.class);
Similarly, to obtain a single Constructor object, you specify the parameter types, such as
Constructor c = Rectangle.class.getDeclaredConstructor();
// Gets the default constructor because no parameters specified
You will see in the next section how to call a method that is described by a Method object.

NOTE The getDeclaredMethod and getDeclaredConstructor methods are “varargs” meth-


ods that take a variable number of parameters of type Class. They are declared as
Method getDeclaredMethod(String name, Class... parameterTypes)
Constructor getDeclaredConstructor(Class... parameterTypes)
You supply zero or more parameters of type Class.

In the examples of this section, we showed you the effect of the reflection mechanism on
known classes such as String and Rectangle. However, the real importance of the mech-
anism is to analyze classes that are not known when the program is compiled. For
example, the BlueJ program lets you load arbitrary classes, and it enumerates their con-
structors and methods for you.

7.6.2 Invoking Methods


A Method object describes a method of some class. Can you call the method? Sure you
can. The Method class has an invoke method for that purpose. Give it the implicit and
explicit parameter objects, and the method is invoked. Let’s run through an example.
Suppose you want to call the println method of the PrintStream class the hard way, by
getting the Method object and giving it System.out and "Hello, World!" as parameters.
First, get the Method object, as discussed in the preceding section: You want the println
method of the PrintStream class that takes one parameter of type String.
Method m = PrintStream.class.getDeclaredMethod("println", String.class);
Then invoke m on the implicit parameter System.out, and supply the explicit parameters.
In this case, there is just one explicit parameter, the string "Hello, World!".
m.invoke(System.out, "Hello, World");
As a result, the string "Hello, World!" is printed to System.out.
The invoke method receives a variable number of parameters of type Object. The first
parameter is the implicit parameter of the call. Supply null if you call a static method.
The remaining parameters are the explicit parameters of the call.
Here is the complete program.
7.6 Reflection 291

Ch7/reflect1/HardHello.java
1 import java.lang.reflect.*;
2 import java.io.*;
3
4 /**
5 This program prints "Hello, World!" the hard way,
6 using reflection.
7 */
8 public class HardHello
9 {
10 public static void main(String[] args)
11 throws NoSuchMethodException, IllegalAccessException,
12 InvocationTargetException
13 {
14 Method m = PrintStream.class.getDeclaredMethod(
15 "println", String.class);
16 m.invoke(System.out, "Hello, World!");
17 }
18 }

The getDeclaredMethod and invoke methods can throw a number of serious excep-
tions—if the method doesn’t exist, if you call it with the wrong parameter types, if the
method is not accessible (for example, because it is private), or if the method throws an
exception during its execution.
If any of the method parameters are primitive types, they need to be wrapped into
objects of the corresponding wrapper classes. As of Java 5.0, auto-boxing takes care of
this issue.
If the method returns a value, the invoke method returns it as an Object. If the return
type is a primitive type, then it is wrapped in a wrapper object. For example, if a method
returns a double, then invoke returns a Double object. You can have it automatically
unboxed, provided that you cast the returned value to the wrapper type.
For example, here is a call to Math.sqrt(4.0):
Method m = Math.class.getDeclaredMethod("sqrt", double.class);
double r = (Double) m.invoke(null, 4.0); // r is 2.0
Why would anyone want to go through this trouble to call a method? There is of course
no sense in calling a known method in this way. However, if a program needs to call a
method that is not known when the program is compiled, then the dynamic invocation
mechanism is required. For example, the JUnit program dynamically invokes all methods
of a test class whose names start with test.

7.6.3 Inspecting Objects


You can also use the reflection mechanism to dynamically look up the fields of objects as a
program runs. Of course, fields are generally private, so you must override the normal access
control mechanism. To allow access to a field, call its setAccessible method, like this:
Class c = obj.getClass();
Field f = c.getDeclaredField(name);
f.setAccessible(true);
292 CHAPTER 7 The Java Object Model

It appears dangerous to allow a program to read and write private fields of any object. For
that reason, the setAccessible call can be protected by installing a security manager. By
default, basic Java applications do not install a security manager. However, applets, serv-
lets, and other types of programs run with a security manager that disallows access to
private fields. (For more information on security managers, see Horstmann and Cornell,
Core Java, 7th ed., vol. 2, Sun Microsystems Press, 2005).
If you are granted access, you can read and write any field of the object:
Object value = f.get(obj);
f.set(obj, value);
Of course, f must be a Field object that describes a field of the class of obj; otherwise,
the get and set methods throw an exception.
If the field type is a primitive type, then the get method returns a wrapper object. Con-
versely, the set method expects a wrapper object and unwraps it.
To read or write a static field, supply null for the object.
Let’s run through an example. The following program spies on the internal state of a
randomizer. When you run the program, you can observe how the seed field changes.
Note the generic spyFields method that can show the fields of any object, not just a ran-
dom number generator.

Ch7/reflect2/FieldTester.java
1 import java.lang.reflect.*;
2 import java.util.*;
3
4 /**
5 This program shows how to use reflection to print
6 the names and values of all nonstatic fields of an object.
7 */
8 public class FieldTester
9 {
10 public static void main(String[] args)
11 throws IllegalAccessException
12 {
13 Random r = new Random();
14 System.out.print(spyFields(r));
15 r.nextInt();
16 System.out.println("\nAfter calling nextInt:\n");
17 System.out.print(spyFields(r));
18 }
19
20 /**
21 Spies on the field names and values of an object.
22 @param obj the object whose fields to format
23 @return a string containing the names and values of
24 all nonstatic fields of obj
25 */
26 public static String spyFields(Object obj)
27 throws IllegalAccessException
28 {
7.6 Reflection 293

29 StringBuffer buffer = new StringBuffer();


30 Field[] fields = obj.getClass().getDeclaredFields();
31 for (Field f : fields)
32 {
33 if (!Modifier.isStatic(f.getModifiers()))
34 {
35 f.setAccessible(true);
36 Object value = f.get(obj);
37 buffer.append(f.getType().getName());
38 buffer.append(" ");
39 buffer.append(f.getName());
40 buffer.append("=");
41 buffer.append("" + value);
42 buffer.append("\n");
43 }
44 }
45 return buffer.toString();
46 }
47 }

Here is a typical output of the program.


java.util.concurrent.atomic.AtomicLong seed=214557382433043
double nextNextGaussian=0.0
boolean haveNextNextGaussian=false
After calling nextInt:
java.util.concurrent.atomic.AtomicLong seed=231457616363298
double nextNextGaussian=0.0
boolean haveNextNextGaussian=false

NOTE You may wonder why Java doesn’t use a method such as spyFields to implement a
generic toString method. However, it isn’t always so simple. Suppose the Employee class has
a field Employee buddy. If it happens that Harry’s buddy is Joe, and Joe’s buddy is Harry, then
the mechanical implementation of toString would die in an infinite recursion.

7.6.4 Inspecting Array Elements


The Field class allows you to read and write the value of an arbitrary field of an object.
The Array class does a similar job for array objects. If a is any array, then you can read a
value at index i as
Object value = Array.get(a, i);
You set a value as
Array.set(a, i, value);
You can find out the length of the array as
int n = Array.getLength(a);
294 CHAPTER 7 The Java Object Model

To create a new array, call the static newInstance method with the desired component
type and length. For example, here is how you can double the size of an array:
Object anew = Array.newInstance(
a.getClass().getComponentType(),
2 * Array.getLength(a) + 1);
System.arraycopy(a, 0, anew, 0, Array.getLength(a));
a = anew;

7.7 Generic Types


7.7.1 Type Variables
A generic type is a type that is parameterized by one or more type
A generic type has one or more
type variables. variables. A generic type is instantiated when actual types are sub-
stituted for the type variable. For example, ArrayList<E> is a generic
type, and ArrayList<String> is an instantiation.
In Java, type variables can only be instantiated with class or interface types, not with
primitive types. For example, it is not possible to declare an ArrayList<int>.
When you define a generic class, you use type variables for the generic types of variables,
fields, and methods. Here is a fragment of the definition of the ArrayList<E> class:
public class ArrayList<E>
{
public E get(int i)
{
if (i < 0 || i >= size) throw new IndexOutOfBoundsException(. . .);
return elementData[i];
}

public E set(int i, E newValue)


{
if (i < 0 || i >= size) throw new IndexOutOfBoundsException(. . .);
E oldValue = elementData[i];
elementData[i] = newValue;
return oldValue;
}
. . .
private E[] elementData;
private int size;
}

When the generic class is instantiated, then the type variables are substituted with the
actual types. For example, the instantiated class ArrayList<String> has methods
String get()
String set(int i, String newValue)
7.7 Generic Types 295

NOTE There is no subclass relationship between generic classes that are instantiated with
subtypes. For example, ArrayList<Rectangle> is not a subclass of ArrayList<Shape>. The
two classes are completely unrelated. In this regard, generic collections differ from the built-
in array types.

Generic types are most commonly used for collections, with a type variable denoting the
element type. However, there are many other uses as well. We have seen the generic
Comparable interface
public interface Comparable<T>
{
int compare(T other);
}
Here, the type variable specifies the parameter type of the compare method.

7.7.2 Generic Methods


A generic method is a method with one or more type parameters. A generic method can
be declared inside an ordinary class or a generic class. Here is an example of a generic
method that is declared inside an ordinary class Utils.
public class Utils
{
public static <E> void fill(ArrayList<E> a, E value, int count)
{
for (int i = 0; i < count; i++)
a.add(value);
}
}
The type parameter list <E> after the public static modifiers indicates that this method
is generic. The type parameter is used to denote the type of the array elements and the
fill value.
When you call a generic method, you need not specify type parameters. Instead, it is
inferred from the call parameters. For example, consider the call
ArrayList<String> ids = new ArrayList<String>();
Utils.fill(ids, "default", 10);
The compiler matches the generic parameter types (ArrayList<E> and E) against the
actual parameter types (ArrayList<String> and String). It then infers that E is String in
this method call.
The type matching mechanism is rather sophisticated. Consider for example the call
ArrayList<Shape> shapes = new ArrayList<Shape>();
Utils.fill(shapes, new Rectangle(5, 10, 20, 30), 10);
Now the compiler needs to work harder when matching the generic parameter types
(ArrayList<E> and E) against the actual parameter types (ArrayList<Shape> and
Rectangle). Matching E with Shape succeeds since Rectangle is a subtype of Shape.
296 CHAPTER 7 The Java Object Model

However, matching E with Rectangle does not succeed because ArrayList<Rectangle> is


not a subtype of ArrayList<Shape>.
The compiler will figure out the appropriate method instantiation automatically. How-
ever, for greater clarity, you can specify the instantiation—place the actual type parame-
ters before the method name, like this:
Utils.<Shape>fill(shapes, new Rectangle(5, 10, 20, 30), 10);

7.7.3 Type Bounds and Wildcards

Type variables can be


It is often necessary to specify constraints between the types that can
constrained with bounds. be used in a generic class or method. Consider a generic method that
appends elements from one array list to another:
public static <E> void append(ArrayList<E> a, ArrayList<E> b, int count)
{
for (int i = 0; i < count && i < b.size(); i++)
a.add(b.get(i));
}
This method is rather limited. It cannot be used to append an ArrayList<Rectangle> to
an ArrayList<Shape>. Here, we will want to use two type bounds E and F to express the
fact that the two array lists may have different types:
public static <E, F> void append(ArrayList<E> a, ArrayList<F> b, int count)
However, we can only append elements of a subtype. We use a type bound to express this fact:
public static <E, F extends E> void append(
ArrayList<E> a, ArrayList<F> b, int count)
{
for (int i = 0; i < count && i < b.size(); i++)
a.add(b.get(i));
}
You use the the extends keyword to express that a type is a subtype of a given type as
defined in Section 7.1.1. For example, you can append an ArrayList<Shape> and an
ArrayList<Rectangle> because Rectangle is a subtype of the Shape type.

NOTE Occasionally, you want to specify multiple type bounds; in that case, separate them
with & symbols:
E extends Cloneable & Serializable

It is possible to simplify the declaration of the append method. Note that the type variable F
is never used in the body of the function. We can eliminate it and replace it with a wildcard:
public static <E> void append(
ArrayList<E> a, ArrayList<? extends E> b, int count)
{
for (int i = 0; i < count && i < b.size(); i++)
a.add(b.get(i));
}
7.7 Generic Types 297

The expression ? extends E matches any subtype of E.


Use a wildcard type for a
Wildcards can only be used as type parameters, inside < > brackets.
generic type parameter that You cannot not define a variable or an array of type ?.
can be anonymous. Wildcard type parameters restrict the methods that you can call. For
example, the set method of ArrayList<? extends E> has the form
? extends E add(? extends E newElement)
You cannot call this method! If you call b.add(x), the compiler only knows that x must
belong to some subtype of E, but it does not know which type is required. Therefore, any
such call is an error. However, the get method is still usable:
? extends E get(int i)
It returns an object of an unknown subtype of E, and you can safely use it as an object of
type E.
Wildcards can also be bounded in the opposite direction. The expression ? super F
matches any supertype of F. We could have equally well defined the append method as
public static <F> void append(
ArrayList<? super F> a, ArrayList<F> b, int count)
{
for (int i = 0; i < count && i < b.size(); i++)
a.add(b.get(i));
}
Note that the add method of ArrayList<? super F> has the form
boolean add(? super F newElement)
The method can safely receive any object of type F.

NOTE You will sometimes find unbounded wildcards such as Class<?> in the API documen-
tation. This typically means that the API was defined before generics were introduced. You
cannot call any methods that require type parameters (such as newInstance) on the resulting
Class object, but you can call methods such as getName.

INTERNET Subtype relationships between generic types are more subtle than those for non-
generic types in Section 7.1.1, particularly when wildcards are involved. For example,
ArrayList<Rectangle> is not a subtype of ArrayList<Shape>, but it is a subtype of
ArrayList<? extends Shape> or ArrayList<?>. For a full description of the rules, see
Angelika Langer’s Generics FAQ at http://www.langer.camelot.de/GenericsFAQ/
JavaGenericsFAQ.html.

Let’s look at a more complex example of using type bounds and wildcards. We want to write
a generic getMax method that finds the largest element in an array list of objects. In general,
we don’t know how to compare array elements, but we can use a type bound to ensure that
the element type is a subtype of the Comparable interface. Here is a first attempt:
public static <E extends Comparable<E>> E getMax(ArrayList<E> a)
{
298 CHAPTER 7 The Java Object Model

E max = a.get(0);
for (int i = 1; i < a.size(); i++)
if (a.get(i).compareTo(max) > 0) max = a.get(i);
return max;
}
Here, we use the type bound to express that the element type of the array should be a
subtype of the type bound Comparable<E>. For example, you can call the getMax method
with a String[] array but not with a Rectangle[] array—the String class implements
Comparable<String>, but Rectangle does not implement Comparable<Rectangle>.

The definition of the getMax method is overly restrictive. Suppose you want to sort an
ArrayList<GregorianCalendar>. The GregorianCalendar class is a subclass of the
Calendar class which implements Comparable<Calendar>. Therefore, GregorianCalendar
also implements Comparable<Calendar>, but not Comparable<GregorianCalendar>. This
is not a problem—you can still find the largest entry, by using the superclass comparison.
Therefore, we should only require that the element type E implements Comparable<S> for
some supertype S of E. Since we never need to know exactly what that supertype is, we
can use a wildcard:
public static <E extends Comparable<? super E>> E getMax(ArrayList<E> a)

7.7.4 Type Erasure

The raw type of a generic type


The virtual machine that executes Java programs does not work with
is obtained by erasing the type generic classes or methods. Instead, it uses raw types, in which the
variables. type variables are replaced with ordinary Java types. Each type vari-
able is replaced with its bound, or with Object if it is not bounded.
The compiler erases the type variables when it compiles generic classes and methods. For
example, the generic class ArrayList<E> turns into the following raw class:
public class ArrayList
{
public Object get(int i)
{
if (i < 0 || i >= size) throw new IndexOutOfBoundsException(. . .);
return elementData[i];
}

public Object set(int i, Object newValue)


{
if (i < 0 || i >= size) throw new IndexOutOfBoundsException(. . .);
Object oldValue = elementData[i];
elementData[i] = newValue;
return oldValue;
}
. . .
private Object[] elementData;
private int size;
}
As you can see, the type variable E has been replaced by Object. The result is an ordinary
class.
7.7 Generic Types 299

The same process is applied to generic methods. After erasing the type parameter, the
getMax method of the preceding section turns into an ordinary method:
public static Comparable getMax(ArrayList a)
{
Comparable max = (Comparable) a.get(0);
for (int i = 1; i < a.size(); i++)
if (a.get(i).compareTo(max) > 0) max = a.get(i);
return max;
}
Note that due to the type bound (E extends Comparable<? super E>) the type E has
been erased to Comparable.
In order to interface with
Raw types are necessary when you interface with legacy code that was
written before generics were added to the Java language. For example,
legacy code, you can convert
between generic and raw if a legacy method has a parameter ArrayList (without a type vari-
types. able), you can pass an ArrayList<String> or ArrayList<Employee>.
This is not completely safe—after all, the legacy method might insert
an object of the wrong type. The compiler will issue a warning, but your program will
compile and run.

NOTE When generic code compiles without warnings, the code is typesafe: no ClassCast-
Exception will be thrown at runtime. However, when you mix generic and raw collections,
the compiler can no longer guarantee type safety. For example,
ArrayList<String> names = new ArrayList<String>();
ArrayList a = names; // Compiles with warning
a.add(new Country( . . . )); // Not an error
String n = names.get(0); // ClassCastException thrown

7.7.5 Limitations of Generics


Knowing about raw types helps you understand limitations of Java generics. For example,
you cannot replace type variables with primitive types. Erasure turns type variables into
the bounds type, such as Object or Comparable. The resulting types can never hold values
of primitive types.
Another limitation is that you cannot construct new objects of a generic type. That is,
the following method, which tries to fill an array list with copies of default objects, would
be wrong:
public static <E> void fillWithDefaults(ArrayList<E> a, int count)
{
for (int i = 0; i < count; i++)
a.add(new E()); // ERROR
}
To see why this is a problem, carry out the type erasure process, as if you were the compiler:
public static void fillWithDefaults(ArrayList a, int count)
{
300 CHAPTER 7 The Java Object Model

for (int i = 0; i < count; i++)


a.add(new Object()); // ERROR
}

Of course, if you start out with an ArrayList<Rectangle>, you don’t want it to be filled
with Object instances. But that’s what the code would do after erasing types.
In situations such as this one, the compiler will report an error. You then need to come
up with another mechanism for solving your problem.
You can pass a Class object to make new instances, using reflection. For example,
public static <E> void fillWithDefaults(ArrayList<E>,
Class<? extends E> cl, int count)
throws InstantiationException, IllegalAccessException
{
for (int i = 0; i < count; i++)
a.add(cl.newInstance());
}

Here, we use the fact that the Class class has a type parameter. That parameter deter-
mines the return type of methods such as newInstance:
class Class<T>
{
public T newInstance()
throws InstantiationException, IllegalAccessException { . . . }
. . .
}

We require that the Class type parameter is a subtype of E. For example, the following
call will compile:
ArrayList<Shape> shapes = new ArrayList<Shape>();
fillWithDefault(shapes, Rectangle.class)

The Rectangle.class object is an instance of Class<Rectangle>, and Rectangle is a sub-


type of Shape. But the call
fillWithDefault(shapes, String.class)

will not compile.


There are other technical limitations of generic classes that are consequences of the type
erasure mechanism. Here are the most important ones:
 You cannot form arrays of parameterized types. For example, an array
Comparable<E>[] is illegal. A remedy is to use an array list
ArrayList<Comparable<E>>.

 You cannot reference type parameters of a generic type in a static context, that is, in
static fields, methods, or inner classes. For example, the following is illegal:
public class MyClass<E>
{
private static E defaultValue; // Error
. . .
}
7.7 Generic Types 301

This code gives the impression as if there was a separate defaultValue for each
instantiation type. However, after erasure, the class can only have one static field.
Therefore, use of type variables in static contexts is outlawed.
 You can neither throw nor catch generic types. In fact, a generic type cannot
extend Throwable.
 You cannot have type clashes after erasure. For example, GregorianCalendar can-
not implement Comparable<GregorianCalendar> since it already inherits the
Comparable<Calendar> interface, and the two interfaces are erased to the same raw
type.
The following program contains the various sample methods that were discussed in the
preceding sections.

Ch7/generic/Utils.java
1 import java.util.*;
2
3 public class Utils
4 {
5 public static <E> void fill(ArrayList<E> a, E value, int count)
6 {
7 for (int i = 0; i < count; i++)
8 a.add(value);
9 }
10
11 public static <E, F extends E> void append(ArrayList<E> a,
12 ArrayList<F> b, int count)
13 {
14 for (int i = 0; i < count && i < b.size(); i++)
15 a.add(b.get(i));
16 }
17
18 public static <E extends Comparable<? super E>>
19 E getMax(ArrayList<E> a)
20 {
21 E max = a.get(0);
22 for (int i = 1; i < a.size(); i++)
23 if (a.get(i).compareTo(max) > 0) max = a.get(i);
24 return max;
25 }
26
27 public static <E> void fillWithDefaults(ArrayList<E> a,
28 Class<? extends E> cl, int count)
29 throws InstantiationException, IllegalAccessException
30 {
31 for (int i = 0; i < count; i++)
32 a.add(cl.newInstance());
33 }
34 }
302 CHAPTER 7 The Java Object Model

Ch7/generic/UtilsTester.java
1 import java.util.*;
2 import java.awt.*;
3
4 public class UtilsTester
5 {
6 public static void main(String[] args)
7 throws InstantiationException, IllegalAccessException
8 {
9 ArrayList<String> ids = new ArrayList<String>();
10 Utils.fill(ids, "default", 10);
11 System.out.println(ids);
12
13 ArrayList<Shape> shapes = new ArrayList<Shape>();
14 Utils.fill(shapes, new Rectangle(5, 10, 20, 30), 2);
15 System.out.println(shapes);
16
17 ArrayList<Polygon> polys = new ArrayList<Polygon>();
18 Utils.fillWithDefaults(polys, Polygon.class, 10);
19 Utils.append(shapes, polys, 2);
20 System.out.println(shapes);
21
22 ArrayList<GregorianCalendar> dates
23 = new ArrayList<GregorianCalendar>();
24 Utils.fillWithDefaults(dates, GregorianCalendar.class, 5);
25 System.out.println(Utils.getMax(dates));
26 }
27 }

7.8 JavaBeans Components


7.8.1 Components

A software component is a
Objects form the building blocks of object-oriented programming.
building block that can be However, objects are too fine-grained to provide significant reusabil-
combined with other ity of complex behavior. A software component is a construct that
components into programs, encapsulates more functionality than a single class, in such a way that
usually by employing a you can compose an application from multiple components with only
program builder tool. minimal additional programming.
In the early days of object-oriented programming, it was envisioned that
classes would be sold as standardized “software ICs (integrated circuits)”. Rather than
programming another linked list from scratch, programmers would purchase a standard
linked list class from a vendor. However, few customers wanted to buy a linked list since
it isn’t that hard to write your own or just use the library version. In order to be commer-
cially viable, reusable software needed to supply more functionality.
The first successful example of reusable software was the market for Visual Basic controls
(also called “ActiveX” controls). Typical Visual Basic controls are:
 A calendar control that lets users select a date from a pop-up calendar
 A graph control that draws multiple types of graphs
7.8 JavaBeans Components 303

 A control that connects to a database and displays the results of a query as a scroll-
able table
 A control that communicates with a Lego Mindstorms robot
These components have complex behavior, and it would not be economical to reimple-
ment them in-house. There is an active market for developing and selling these kinds of
components.
When you buy such a component, you need to customize it. For example, a graph compo-
nent may have dozens of graph types, with many choices for fonts and colors. In your
particular application, you will want to select just one or two choices.
Next, you need to compose the component with other components, such as a data source
for the values that are being displayed in the graph.
This process of customization and composition typically takes place in a builder environ-
ment, a program that displays the components and that allows an operator (who need not
be a programmer) to combine the components into a program (see Figure 10).

F ig u re 1 0

A Builder Environment
304 CHAPTER 7 The Java Object Model

7.8.2 JavaBeans

A Java bean is composed of


JavaBeans is the term for a component model used to create applica-
one or more classes that are tions with a graphical user interface. A Java bean is an entity with
packaged together, allowing a three capabilities:
builder or execution  The ability to execute methods (which are like object methods)
enviroment to discover the
methods, properties, and  The ability to expose properties (which are like object attributes)
events that the bean exposes.  The ability to emit events (see Figure 11)
Just as with classes, the implementation details of a bean are private and not accessible to
programmers using it. However, a Java bean is typically composed of multiple classes
because its functionality is generally more complex than that of a single class.

Bean
Methods

Properties
External
interactions
Events

Objects

F igur e 1 1

A Java Bean

INTERNET Figure 12 shows a calendar bean that you can integrate into any application that
requires users to input dates. You can download that bean from http://www.toedter.com/
en/jcalendar.

F ig u r e 1 2

A Calendar Bean
7.8 JavaBeans Components 305

Fi g u re 1 3

A Property Sheet

A Java bean is intended to be manipulated by a builder environment that allows for the
modification and composition of components without programming. For example, a
component’s properties can be set with a property sheet, a dialog box that lists all proper-
ties of the component and allows them to be edited interactively (see Figure 13).
Because the Java language has no special support for components, each bean designates a
single class to be the facade for the bean. That class contains methods that describe the
bean methods, properties, and events. Clients of the bean call methods of the facade
class, and those methods call on other classes in the bean.

PATTERN
 F ACADE
Context

1. A subsystem consists of multiple classes, making it complicated for clients to use.
2. The implementation of the subsystem is subject to change, but the functionality that
 it provides is stable.
3. In order to support reuse of components, you want to give a coherent entry point to
the capabilities of the subsystem.

Solution

1. Define a facade class that exposes all capabilities of the subsystem as methods.

2. The facade methods delegate requests to the subsystem classes.
3. The subsystem classes do not know about the facade class.
306 CHAPTER 7 The Java Object Model


Client Facade

 Subsystem
Class
Subsystem Subsystem
Class Class


 Subsystem
Class

The following table shows the meaning of the names in the pattern when it is applied to
a Java bean.

Name in Design Pattern Actual Name

Client Builder tool


Facade Main bean class with which the builder tool interacts
SubsystemClass Class used to implement bean functionality

7.8.3 Bean Properties

A component property is a
A property of a bean has a name and methods for getting and setting
named value that denotes a the property value. (Most properties are get-and-set, but there are
characteristic of the compo- also get-only and set-only properties.) What happens when you get or
nent, and that can be accessed set the property is entirely up to the implementor. The implementor
by component clients. specifies methods that carry out the getting and setting. Note that a
7.8 JavaBeans Components 307

property is generally not the same as an instance field. For example, a property may be
stored in a database. Even when a property is stored as an instance field, the getter and
setter methods may do more work than just getting or setting the field value. For exam-
ple, in a visual component, the setter for a color property may update a field and then
call a repaint method, so that the changed property becomes visible.
Component-oriented program-
Programming languages that support components have a convenient
ming languages have special syntax for getting and setting properties. For example, in C# and
syntax for accessing proper- Visual Basic, properties look like public instance fields of an object,
ties. In Java, properties areeven though they are actually manipulated through special methods.
implemented through methods The statement
that follow a strict naming
b.propertyName = value
convention.
automatically calls the property setter, whereas
value = b.propertyName
calls the property getter.
However, the Java programming language has no such syntax. When you implement
properties of a Java bean, you need to provide a pair of methods that follows a naming
convention. The get method starts with get and is followed by the name of the property,
with the first letter capitalized. It must have no parameters, and its return type is the type
of the property. The set method starts with set, followed by the name of the property,
with the first letter capitalized, a single parameter whose type is the type of the property,
and a return type of void.
public X getPropertyName()
public void setPropertyName(X x)
For example, the following two methods implement a background property:
public Color getBackground()
public void setBackground(Color c)
There is an exception for Boolean-valued properties. For them, the naming convention is
public boolean isPropertyName()
public void setPropertyName(boolean b)
That is, you use is as the prefix of the method for getting the Boolean property value,
not get.
Finally, when a property is array-valued, you supply four methods, two for getting and
setting the entire array, and two for getting and setting individual elements:
public X[] getPropertyName()
public void setPropertyName(X[] array)
public X getPropertyName(int i)
public void setPropertyName(int i, X x)
Remember to replace PropertyName with the capitalized name of the actual property.
If a property has a get method and no set method, it is considered get-only. Conversely,
a property without a get method is set-only.
When a builder environment loads a bean, then the facade class is analyzed and searched
for methods that start with get and set. (This search uses the reflection mechanism.) As
308 CHAPTER 7 The Java Object Model

long as the methods follow the naming convention exactly, then a property is deduced by
taking the name of the method, removing the get or set prefix, and “decapitalizing” the
remainder. That is, the first character is converted to lowercase unless both the first and
second character are uppercase, in which case the first letter is not changed. Thus, get-
Background yields a property background but getURL yields a property URL. (This kind of
hokus-pokus is what you have to deal with when a programming language isn’t able to
express a useful concept and you have to fake it through coding conventions.)

 Special Topic 7.3


Accessing Java Properties from JavaScript

Let’s run a JavaScript experiment to appreciate the benefits of an easier syntax for properties.
Rhino is a JavaScript interpreter that is tightly integrated with Java. That integration allows
you to access JavaBeans properties with a simplified syntax.

Download the Rhino program from http://www.mozilla.org/rhino. Install it into a direc-
tory of your choice.

Open a shell window, change to the Rhino install directory, and launch the Rhino interpreter:
java -jar js.jar

You get a prompt



js>

Now you can type any JavaScript commands. Start by constructing a frame and a button.

importPackage(Packages.javax.swing);
var frame = new JFrame();
var button = new JButton();

(Note that JavaScript variables are untyped. Any variable can hold an object of any type.)
Now set the text property of the button:

button.text = "Hello, World!";

Behind the scenes, Rhino has discovered that the JButton class has getText and setText
 methods that correspond to a text property, and it calls the method button.
setText("Hello, World!"). That’s exactly the kind of functionality that the designers of
JavaBeans had in mind. The programmer can use a convenient syntax, and the run-time envi-
ronment automatically generates the equivalent method call.

Next, add the button to the content pane:
frame.add(button);

Finally, let’s pack and show the frame:
frame.pack();
 frame.visible = true;

The frame and the button are displayed immediately (see Figure 14).
7.8 JavaBeans Components 309


F ig u re 1 4

Running the Rhino Interpreter




7.8.4 Editing Bean Properties in a Builder Tool


In this section, we describe the process of editing bean properties in the NetBeans 4.0
development environment. Other development environments, such as Eclipse or
JBuilder, have similar options.

INTERNET The NetBeans development environment is available at no charge from http://


www.netbeans.org.

Select File → New Project from the menu, then make a project of type Java Application
in the General category. Then select File → New File from the menu and make a JFrame
from in the Java GUI forms category (see Figure 15). You now see an empty JFrame.
Locate the component palette and the JButton icon inside the palette. Click on the icon,
and then click on the south end of the frame. The button is added to the frame, and you
310 CHAPTER 7 The Java Object Model

F ig u r e 1 5

The New Template Wizard in NetBeans

see a property sheet that lists the properties of the button. You’ll see properties such as
text, font, and background (see Figure 16). By clicking on the properties, you can
change them. Try it out: Change the button text to “Hello, World!” and the background
color to pink. As you make the changes in the property sheet, the button is instantly
updated.
What is going on? The builder tool has enumerated the properties of the JButton class
and constructed a property sheet that shows the names of the properties. Then the builder
tool invoked the getter methods for these properties to find the current button settings. It
painted graphical representations of the property values next to the property names in the
property sheet. Whenever you change the value of a property, the builder tool invokes the
setter method with the new value, so that the button immediately shows the new setting.
As you can see, the builder tool allows developers to inspect and set properties visually.
Many developers prefer this approach over writing code because they find it faster and
more intuitive.

7.8.5 Packaging a Bean


Since a bean is typically composed of multiple classes and other resources, such as icon
files, it needs to be packaged for inclusion into a builder tool. You use the jar ( Java
7.8 JavaBeans Components 311

Component palette

Property sheet

Fi g u re 1 6

The Property Sheet of a Buttton

archive) packaging tool to bundle the files that make up the bean. Actually, a jar file can
contain multiple beans. To specify which classes are the facade classes for the beans in
the archive, you need to supply a manifest file. Here is a typical example:

Ch7/carbean/CarBean.mf
1 Manifest-Version: 1.0
2
3 Name: CarBean.class
4 Java-Bean: True

To make a jar file, first write the manifest file. Then run the jar program as
jar cvfm CarBean.jar CarBean.mf *.class
If your bean classes are in packages, then the subdirectory path in the archive must match
the package name, such as edu/sjsu/cs/cs151/alice/CarBean.class.
312 CHAPTER 7 The Java Object Model

Once the bean is packaged, you can load the archive into a builder tool. The builder tool
will then analyze the contents and may display the discovered bean (or beans) in a toolbar.
If you have a builder tool such as NetBeans, you should run the following experiment.
First, compile the CarBean class and package it into a file CarBean.jar. The CarBean is
simply a JPanel that draws a car. It has two properties, x and y, that denote the x- and
y-positions of the top-left corner of the car.
Then start your builder tool. We will describe the steps for NetBeans, but other builder
tools have equivalent commands.
1. Choose the Tools → Palette Manager menu option and install the CarBean.jar
file in the “Beans” palette.
2. Choose the File → New File menu option and use the wizard dialog box to make
a new JFrame GUI form.
3. In the “Swing” palette, click on the JSlider button. Then click on the bottom of
the JFrame. A slider is now added to the form.
4. In the “Beans” palette, click on the CarBean button. (It has a default icon because
we didn’t supply a prettier one.)
5. Click in the center of the JFrame. The CarBean is now added to the form. (See
Figure 17.)
6. Right-click on the car and select the Properties menu option. In the property
sheet for the car, set the values for the x and y properties to 50. The car moves
toward the center of the panel.
7. If you like, build and execute the current application. Of course, the slider doesn’t
do anything yet.
8. In the builder tool, right-click on the slider and select the menu option Events →
Change → stateChanged.
9. The builder tool pops up the source window and positions your cursor next to a
comment
// Add your handling code here:
10. Add the code
carBean1.setX(jSlider1.getValue());
11. Compile and execute the program. Now the slider moves the car position.

What can you learn from this experiment? You produced a running program, using an
approach that is very different from traditional programming.
 You composed the application by arranging pre-packaged components.
 You customized one of the components by setting its properties in the property
sheet.
 You wrote only one line of code. If the Java language supported properties, that
code would have been even simpler:
carBean1.x = jSlider1.value;
 The builder tool supplied all the knowledge about frames and event handling.
7.8 JavaBeans Components 313

Fi g u re 1 7

Composing Beans in a Builder Tool

This example concludes our discussion of Java components. As you have seen, compo-
nents encapsulate complex functionality that may exceed the capabilities of a single class.
Component properties may have arbitrary types and can be edited by component assem-
bly tools. In Java, the component programmer provides getter and setter methods to
identify properties and assembles component classes inside a JAR file.

Ch7/carbean/CarBean.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import javax.swing.*;
4
314 CHAPTER 7 The Java Object Model

5 /**
6 A component that draws a car shape.
7 */
8 public class CarBean extends JComponent
9 {
10 /**
11 Constructs a default car bean.
12 */
13 public CarBean()
14 {
15 x = 0;
16 y = 0;
17 width = DEFAULT_CAR_WIDTH;
18 height = DEFAULT_CAR_HEIGHT;
19 }
20
21 /**
22 Sets the x property.
23 @param newValue the
new x position
24 */
25 public void setX(int newValue)
26 {
27 x = newValue;
28 repaint();
29 }
30
31 /**
32 Gets the x property.
33 @return the x position
34 */
35 public int getX()
36 {
37 return x;
38 }
39
40 /**
41 Sets the y property.
42 @param newValue the
new y position
43 */
44 public void setY(int newValue)
45 {
46 y = newValue;
47 repaint();
48 }
49
50 /**
51 Gets the y property.
52 @return the y position
53 */
54 public int getY()
55 {
56 return y;
57 }
58
59 public void paintComponent(Graphics g)
60 {
7.8 JavaBeans Components 315

61 Graphics2D g2 = (Graphics2D) g;
62 Rectangle2D.Double body
63 = new Rectangle2D.Double(x, y + height / 3,
64 width - 1, height / 3);
65 Ellipse2D.Double frontTire
66 = new Ellipse2D.Double(x + width / 6,
67 y + height * 2 / 3, height / 3, height / 3);
68 Ellipse2D.Double rearTire
69 = new Ellipse2D.Double(x + width * 2 / 3,
70 y + height * 2 / 3, height / 3, height / 3);
71
72 // The bottom of the front windshield
73 Point2D.Double r1
74 = new Point2D.Double(x + width / 6, y + height / 3);
75 // The front of the roof
76 Point2D.Double r2
77 = new Point2D.Double(x + width / 3, y);
78 // The rear of the roof
79 Point2D.Double r3
80 = new Point2D.Double(x + width * 2 / 3, y);
81 // The bottom of the rear windshield
82 Point2D.Double r4
83 = new Point2D.Double(x + width * 5 / 6, y + height / 3);
84
85 Line2D.Double frontWindshield
86 = new Line2D.Double(r1, r2);
87 Line2D.Double roofTop
88 = new Line2D.Double(r2, r3);
89 Line2D.Double rearWindshield
90 = new Line2D.Double(r3, r4);
91
92 g2.draw(body);
93 g2.draw(frontTire);
94 g2.draw(rearTire);
95 g2.draw(frontWindshield);
96 g2.draw(roofTop);
97 g2.draw(rearWindshield);
98 }
99
100 public Dimension getPreferredSize()
101 {
102 return new Dimension(DEFAULT_PANEL_WIDTH,
103 DEFAULT_PANEL_HEIGHT);
104 }
105
106 private int x;
107 private int y;
108 private int width;
109 private int height;
110
111 private static final int DEFAULT_CAR_WIDTH = 60;
112 private static final int DEFAULT_CAR_HEIGHT = 30;
113 private static final int DEFAULT_PANEL_WIDTH = 160;
114 private static final int DEFAULT_PANEL_HEIGHT = 130;
115 }
316 CHAPTER 7 The Java Object Model

Exercises
Exercise 7.1. Which types can you use for variables but not for values in Java?
Exercise 7.2. What is the type of null?
Exercise 7.3. Which of the following types are subtypes of another type?
(a) Object
(b) int
(c) long
(d) int[]
(e) Object[]
(f ) int[][]
(g) Rectangle
(h) Rectangle[]
(i) Rectangle2D[]
(j) Comparable[]

Exercise 7.4. Write a program that generates an ArrayStoreException. Why can’t the
validity of array stores be checked at compile time?
Exercise 7.5. When do you use wrapper classes for primitive types?
Exercise 7.6. What Java code do you use to test
(a) Whether x belongs to the Rectangle class?
(b) Whether x belongs to a subclass of the JPanel class (but not the JPanel class
itself )?
(c) Whether the class of x implements the Cloneable interface type?
Exercise 7.7. Give three distinct ways of obtaining the Class object that describes the
Rectangle class.
Exercise 7.8. Why is there a Class object to represent void even though there is no void
type? Why isn’t there a Class object to represent the null type?
Exercise 7.9. Write a program that prompts the user for the name of a class and the val-
ues of construction parameters. Construct an instance of the class. Then prompt the user
to enter the name of any method and its parameters, provided that they are primitive
type values, strings, or null. Invoke the method on the constructed object and print the
result if the method is not declared to be void. Continue applying methods until the user
wishes to quit. If there are multiple methods that match the user inputs, then print an
error message. Sample dialog:
Construct object: java.awt.Rectangle 5 10 20 30
Invoke method (blank line to quit): getWidth
20
Invoke method (blank line to quit): translate 10 10
Exercises 317

Invoke method (blank line to quit): getX


15

Exercise 7.10. Write a method dumpClass that prints out the name of a class (including
its package name), its superclass, and all of its constructors, methods, and fields, includ-
ing parameter and field types and modifiers (such as static and final). Format the
output to look as much as possible like a class definition. The input to the method should
be either the Class object that describes the class or an object of the class.
Exercise 7.11. Use the method of Exercise 7.10 to peek inside an anonymous inner class
that accesses a local variable from the enclosing scope. Explain the constructor and the
instance fields.
Exercise 7.12. Write a method dumpArray that prints the elements of any array to
System.out, using toString on the array elements if the array elements are objects.

Exercise 7.13. Explain why you can’t simply use the spyFields of the FieldTest program
as the basis for a generic toString method. That is, why can’t you simply add
String toString() { return FieldTest.spyFields(this); }
to each of your classes?
Exercise 7.14. Remedy the problem of Exercise 7.13. Implement a FieldDumper class
that can dump the fields of an object, then the fields of all referring objects, and so on, in
such a way that there is no infinite recursion. Hint: Keep track of the objects that were
already encountered in the dumping process, and only print an indication of the repeti-
tion if you encounter it again.
Exercise 7.15. Survey the source code for the standard Java library. How many classes
implement the equals method? How many implement the equals method correctly, that
is, so that it fulfills the axioms that are laid out in the Java API specification?
Exercise 7.16. Complete the definitions of the Manager and Employee classes and their
toString, equals, and hashCode methods.
Exercise 7.17. Repeat Exercise 7.16 for an Employee class with a buddy field.
Exercise 7.18. Define toString, equals, and hashCode methods for the Day class of
Chapter 3.
Exercise 7.19. Consider the following approach to cloning. Using serialization, save an
object to a stream and read it back. You get a new object that appears to be a clone of the
original, because all of its instance fields are distinct. Implement this approach to clone
employees with a buddy field. Verify that the result is a proper clone.
Exercise 7.20. Give two limitations of the approach used in Exercise 7.19.
Exercise 7.21. Study the source code for the ArrayList class. It defines writeObject/
readObject methods. What do these methods do, and why?
Exercise 7.22. Turn the MessageQueue class of Chapter 3 into a generic class Queue<E>.
Exercise 7.23. Write a generic class Pair<E> that stores two values of type E. Supply
methods to get and set the first and second value of the pair.
318 CHAPTER 7 The Java Object Model

Exercise 7.24. Make the Pair class of Exercise 7.23 cloneable and serializable. Introduce
the required type bounds, and test with a Pair<Rectangle>.
Exercise 7.25. Supply a method
public static <E> Pair<E> getFirstLast(ArrayList<E> a)
in the Utils class that returns a pair consisting of the first and last element of a.
Exercise 7.26. Supply a method
public static <E, F . . .> void putFirstLast(ArrayList<E> a, Pair<F> p)
in the Utils class that places the first and last element of a into p. Supply appropriate
type bounds.
Exercise 7.27. Supply a method getMinMax in the Utils class that returns a pair consist-
ing of the smallest and largest element of a. Supply a constraint to express that T should
be a subtype of an appropriate Comparable instantiation.
Exercise 7.28. Provide a generic class EventListenerList<L> that manages a list of event
listeners of type L, similar to the javax.swing.Event.EventListenerList class. Your
class should only manage listeners of a fixed type, and you need not be concerned with
thread safety.
Exercise 7.29. What is the difference between the types Class and Class<?>? (Hint:
Which methods can you call?)
Exercise 7.30. What are the Java bean properties of the Rectangle class?
Exercise 7.31. What are all Java bean properties of the JSlider class?
Exercise 7.32. Download the calendar bean from http://www.toedter.com and put it
into a builder environment such as NetBeans. Make a screen shot that shows how you
customize a Calendar object. What properties does the bean have? Which of them can
your builder environment display?
Exercise 7.33. Modify the CarBean to have separate width and height properties.
Exercise 7.34. Modify the CarBean to have separate color properties for the base and the
tires.
Exercise 7.35. Write JavaScript code that shows an instance of a CarBean inside a JFrame,
after you set the color, dimension, and draw mode properties. Test your code with Rhino.
Exercise 7.36. Produce a HouseBean class with width, height, and color properties.
Exercise 7.37. Modify the application that was composed from the CarBean by adding
two sliders: one to adjust the x property and another to adjust the y property. List the
steps you carried out in the builder tool.
Exercise 7.38. Compose a more complex application from the CarBean: Animate the car
by adding a timer bean to the frame. Wire the slider to the timer bean and the timer bean
to the car. The slider should change the frequency of the timer, and every timer event
should move the car by a small amount. List the steps you carried out in the builder tool.
C h a p t e r 8
Frameworks
C H A P T E R T O P I C S

 Frameworks
 Applets as a Simple Framework
 The Collections Framework
 A Graph Editor Framework
 Enhancing the Graph Editor Framework

In Chapter 6, you saw how the inheritance mechanism can be used to


derive a new class that extends and customizes a given class. In this
chapter we will go beyond simple inheritance and turn to larger clusters of
classes, called frameworks, that collectively form the basis for customiza-
tion. We will study how to use frameworks to derive new classes or even
entire applications. Then we will turn to the design of a sample framework
and show how that framework forms the basis of the Violet UML editor.
320 CHAPTER 8 Frameworks

8.1 Frameworks

A framework is a set of
A framework is a set of cooperating classes that implements the
classes and interface typesmechanisms that are essential for a particular problem domain. A pro-
grammer can create new functionality in the problem domain by
that structures the essential
mechanisms of a particular extending framework classes. For example, Swing is a framework for
domain. the problem domain of graphical user interface programming. A pro-
grammer can implement new GUI programs by forming subclasses of
JFrame, JComponent, and so on.

Unlike a design pattern, a framework is not a general design rule. It consists of classes
that provide functionality in a particular domain. Typically, a framework uses multiple
patterns.
An application framework consists of a set of classes that implements
An application framework is a
services common to a certain type of application. To build an actual
framework for creating appli-
application, the programmer subclasses some of the framework classes
cations of a particular type.
and implements additional functionality that is specific to the applica-
tion that the programmer is building. Thus, the first characteristic of an application
framework is:

 An application framework supplies a set of classes that an application programmer


augments to build an application, often by forming subclasses of framework
classes.

Inversion of control in a
The programmer has little or no influence on the order in which the
framework signifies that the methods of the programmer-supplied classes are called. The majority
framework classes, and not of activity occurs in the framework, and eventually some objects of the
the application classes, are programmer-defined classes are constructed. Then the framework
responsible for the control calls their methods in the order that it deems appropriate. This phe-
flow in the application. nomenon is often called inversion of control.

 In an application framework, the framework classes, and not the application-


specific classes, control the flow of execution.

It is the role of the framework to determine which methods to call at what time. Its
designers have expert knowledge about control flow. It is the job of the application pro-
grammer to override those methods to fulfill the application-specific tasks.

TIP Designing a single class is an order of magnitude harder than designing a single method
because you must anticipate what other programmers will do with it. Similarly, designing a
framework is much harder than designing a class library or a single application because you
must anticipate what other programmers want to achieve. A good rule of thumb for validat-
ing the design of a framework is to use it to build at least three different applications.
8.2 Applets as a Simple Framework 321

8.2 Applets as a Simple Framework

An applet is a Java program


Java applets are Java programs that run inside a Web browser (see
that runs inside a browser. Figure 1).

The applet package is a simple


The java.applet package is a simple application framework: It con-
framework that demonstrates tains superclasses to make applets, and the application programmer
subclassing from framework adds classes and overrides methods to make an actual applet. The
classes and inversion of main method is not supplied by the programmer of a specific applet.
control. The sequencing of the operations that the programmer supplies is
under the control of the framework.
To design an applet, you must write a class that extends the Applet class. You must over-
ride some or all of the following methods:

 init: Called exactly once, when the applet is first loaded. Purpose: Initialize data
structures and add user interface elements.

 start: Called when the applet is first loaded and every time the user restores the
browser window containing the applet. Purpose: Start or restart animations or
other computationally intensive tasks.

F i g u re 1

An Applet
322 CHAPTER 8 Frameworks

 stop: Called when the user leaves the browser window containing the applet, and
when the browser terminates. Purpose: Stop computationally intensive tasks when
the applet is not being viewed.

 destroy: Called when the browser terminates. Purpose: Relinquish any resources
that were acquired during init or other processing.

 paint:Called when the applet window needs repainting. Purpose: Redraw the
window contents to reflect the current state of the applet data structures.

The sample applet at the end of this section is quite typical. The applet shows a scrolling
banner (see Figure 2). A Web designer can customize the applet by specifying different
messages, fonts, and delay timings. Here is a typical HTML file:
<applet code="BannerApplet.class" width="300" height="100">
<param name="message" value="Hello, World!"/>
<param name="fontname" value="Serif"/>
<param name="fontsize" value="64"/>
<param name="delay" value="10"/>
</applet>

The init method reads these parameters with the getParameter method. It then initial-
izes a Font object and a timer. The timer moves the starting position of the string and
calls repaint whenever the timer delay interval has lapsed.
The start method starts the timer and the stop method stops it. Thus, the message does
not scroll when the applet is not visible. You can verify this by minimizing the browser
window and restoring it again. The scrolling picks up where it left off when you mini-
mized the window.
Finally, the paint method draws the string.

Fi g u re 2

The Scrolling Banner Applet


8.2 Applets as a Simple Framework 323

You can see the typical characteristics of the framework in this example.
 The applet programmer uses inheritance to extend the Applet framework class to a
specific program.
 The Applet class deals with the behavior that is common to all applets: interaction
with the browser, parsing param tags, determining when the applet is visible, and
so on. The applet programmer only fills in customized behavior for a particular
program.
 Inversion of control means that the applet programmer is not concerned with the
overall flow of control, but only fills in handlers for initialization, starting, stop-
ping, and painting. When these methods are called is beyond the control of the
applet programmer.

Ch8/applet/BannerApplet.java
1 import java.applet.*;
2 import java.awt.*;
3 import java.awt.event.*;
4 import java.awt.font.*;
5 import java.awt.geom.*;
6 import javax.swing.*;
7
8 public class BannerApplet extends Applet
9 {
10 public void init()
11 {
12 message = getParameter("message");
13 String fontname = getParameter("fontname");
14 int fontsize = Integer.parseInt(getParameter("fontsize"));
15 delay = Integer.parseInt(getParameter("delay"));
16 font = new Font(fontname, Font.PLAIN, fontsize);
17 Graphics2D g2 = (Graphics2D) getGraphics();
18 FontRenderContext context = g2.getFontRenderContext();
19 bounds = font.getStringBounds(message, context);
20
21 timer = new Timer(delay, new
22 ActionListener()
23 {
24 public void actionPerformed(ActionEvent event)
25 {
26 start--;
27 if (start + bounds.getWidth() < 0)
28 start = getWidth();
29 repaint();
30 }
31 });
32 }
33
34 public void start()
35 {
36 timer.start();
37 }
38
324 CHAPTER 8 Frameworks

39 public void stop()


40 {
41 timer.stop();
42 }
43
44 public void paint(Graphics g)
45 {
46 g.setFont(font);
47 g.drawString(message, start, (int) -bounds.getY());
48 }
49
50 private Timer timer;
51 private int start;
52 private int delay;
53 private String message;
54 private Font font;
55 private Rectangle2D bounds;
56 }

8.3 The Collections Framework


As you know, the Java library contains useful data structures such as
The collections library is both a
repository of common data linked lists and hash tables. Most programmers are simply interested
in the collection library as a provider of common data structures.
structures and a framework for
new collection classes. However, the designers of these collection classes supplied more than
just a set of useful classes. They provided a framework that makes it
easy to add more collection classes in such a way that the new classes can interact with
existing collections. We will demonstrate this capability by adding the queue class of
Chapter 3 to the framework. We will then critically examine the collections framework.

8.3.1 An Overview of the Collections Framework


A collection is a data structure that contains objects, which are called the elements of the
collection. The collections framework specifies a number of interface types for collections.
They include
 Collection: the most general collection interface type
 Set: an unordered collection that does not permit duplicate elements
 SortedSet: a set whose elements are visited in sorted order
 List: an ordered collection
The framework also supplies concrete classes that implement these interface types.
Among the most important classes are
 HashSet: a set implementation that uses hashing to locate the set elements
 TreeSet: a sorted set implementation that stores the elements in a balanced binary
tree
 LinkedList and ArrayList: two implementations of the List interface
These interface types and classes are shown in Figure 3.
8.3 The Collections Framework 325

«interface»
Collection

«interface» «interface»
HashSet
Set List

«interface»
TreeSet SortedSet ArrayList LinkedList

Fi g u re 3

Collection Interface Types and Implementing Classes

All collection classes and interfaces are generic types; the type parameter denotes the
type of the collected elements.

NOTE The collections framework also defines a Map interface type and implementations
HashMap and TreeMap. A map associates one set of objects, called the keys, with another set of
objects, called the values. An example of such an association is the map of applet parameters
that associates parameter names with parameter values. However, the Map type is not a sub-
type of the Collection type. Programmers generally prefer to use methods that locate map
values from their keys. If a map was implemented as a collection, programmers would need to
work with a sequence of key/value pairs.
For simplicity, we will not consider maps in our discussion of the collections framework.

8.3.2 The Collection and Iterator Interface Types


The two fundamental interface types of the collections framework are Collection and
Iterator. A collection is any class that can hold elements in some way. Individual collec-
tion classes may have different disciplines for storing and locating elements. For example,
a linked list keeps elements in the order in which they were inserted, whereas a sorted set
keeps them in ascending sort order. An iterator is a mechanism for visiting the elements
of the collection. We discussed iterators already in Chapters 1 and 3. Recall that the
Iterator<E> interface type has three methods:
boolean hasNext()
E next()
void remove()
The Collection<E> interface extends the Iterable<E> interface type. That interface type
has a single method
Iterator<E> iterator()
326 CHAPTER 8 Frameworks

NOTE Any class that implements the Iterable<E> interface type can be used in the “for
each” loop. Therefore, you use the “for each” loop with all collections.

The Collection<E> interface type has the following methods:


boolean add(E obj)
boolean addAll(Collection<? extends E> c)
void clear()
boolean contains(Object obj)
boolean containsAll(Collection<?> c)
boolean equals(Object obj)
int hashCode()
boolean isEmpty()
Iterator<E> iterator()
boolean remove(Object obj)
boolean removeAll(Collection<?> c)
boolean retainAll(Collection<?> c)
int size()
Object[] toArray()
E[] toArray(E[] a)

That is a hefty interface type. It would be quite burdensome to supply all of these meth-
ods for every collection class. For that reason, the framework supplies a class Abstract-
Collection that implements almost all of these methods. For example, here is the
implementation of the toArray method in the AbstractCollection<E> class.
public Object[] toArray()
{
Object[] result = new Object[size()];
Iterator e = iterator();
for (int i = 0; e.hasNext(); i++)
result[i] = e.next();
return result;
}

This is again the TEMPLATE METHOD pattern at work: The toArray method is synthe-
sized from the primitive operations size and iterator.

NOTE Because it is impossible to construct an array from a generic type parameter, this
method returns an Object[] array, not an array of type E[].

The AbstractCollection class leaves only two methods undefined. They are
int size()
Iterator<E> iterator()
Any concrete collection class must minimally supply implementations of these two
methods. However, most concrete collection classes also override the add and remove
methods.
8.3 The Collections Framework 327

NOTE The AbstractCollection class defines the add method as a dummy operation that
throws an UnsupportedOperationException. That default is reasonable for immutable
collections.

8.3.3 Adding a New Collection to the Framework


In this section, you will see how to fit the queue class of Chapter 3 into the collections
framework.
We will enhance the queue class of Chapter 3 and define a generic class BoundedQueue
that extends the AbstractCollection class (see Figure 4).
We have to make a slight change to the add method. The collections framework requires
that the add method return true if adding the element modifies the collection. The
queue class always returns true, but a set class would return false if the element to be
added was already present in the set.
Finally, we need to supply an iterator that visits the queue elements. You will find the
code at the end of this section.
A class that is added to the
What is the benefit of adding the queue class to the collections frame-
collections hierarchy can work? The Java library contains a number of mechanisms that work
benefit from the mechanisms for arbitrary collections. For example, all collections have an addAll
that the framework provides.method that does a bulk addition of all elements of one collection to
another. You can pass a BoundedQueue object to this method. Moreover,
the Collections class that you encountered in Chapter 4 has static methods for a num-
ber of common algorithms, such as finding the minimum and maximum element in any
collection. Thus, a large number of methods can be applied to BoundedQueue objects
when the class becomes a part of the framework.

«interface»
Collection

Abstract
Collection

F ig u re 4
Bounded
Adding the BoundedQueue Class Queue
to the Collections Framework
328 CHAPTER 8 Frameworks

NOTE As of Java 5.0, the standard library has a Queue interface type. That interface type has
been designed primarily for threadsafe queues. For simplicity, our BoundedQueue class doesn’t
implement it.

NOTE Because it is not possible to construct arrays with a generic type, the BoundedQueue
stores its value in an Object[] array. Casts are used when accessing elements of type E. The
compiler flags these casts as unsafe because it cannot verify their correctness. You can do
better—see Exercise 8.7.

Ch8/queue/BoundedQueue.java
1 import java.util.*;
2
3 /**
4 A first-in, first-out bounded collection of objects.
5 */
6 public class BoundedQueue<E> extends AbstractCollection<E>
7 {
8 /**
9 Constructs an empty queue.
10 @param capacity the maximum capacity of the queue
11 @precondition capacity > 0
12 */
13 public BoundedQueue(int capacity)
14 {
15 elements = new Object[capacity];
16 count = 0;
17 head = 0;
18 tail = 0;
19 }
20
21 public Iterator<E> iterator()
22 {
23 return new
24 Iterator<E>()
25 {
26 public boolean hasNext()
27 {
28 return visited < count;
29 }
30
31 public E next()
32 {
33 int index = (head + visited) % elements.length;
34 E r = (E) elements[index];
35 visited++;
36 return r;
37 }
38
39 public void remove()
40 {
8.3 The Collections Framework 329

41 throw new UnsupportedOperationException();


42 }
43
44 private int visited = 0;
45 };
46 }
47
48 /**
49 Removes object at head.
50 @return the object that has been removed from the queue
51 @precondition size() >0
52 */
53 public E remove()
54 {
55 E r = (E) elements[head];
56 head = (head + 1) % elements.length;
57 count--;
58 return r;
59 }
60
61 /**
62 Appends an object at tail.
63 @param anObject the object to be appended
64 @return true since this operation modifies the queue.
65 (This is a requirement of the collections framework.)
66 @precondition !isFull()
67 */
68 public boolean add(E anObject)
69 {
70 elements[tail] = anObject;
71 tail = (tail + 1) % elements.length;
72 count++;
73 return true;
74 }
75
76 public int size()
77 {
78 return count;
79 }
80
81 /**
82 Checks whether this queue is full.
83 @return true if the queue is full
84 */
85 public boolean isFull()
86 {
87 return count == elements.length;
88 }
89
90 /**
91 Gets object at head.
92 @return the object that is at the head of the queue
93 @precondition size() >0
94 */
95 public E peek()
96 {
330 CHAPTER 8 Frameworks

97 return (E) elements[head];


98 }
99
100 private Object[] elements;
101 private int head;
102 private int tail;
103 private int count;
104 }

Ch8/queue/QueueTester.java
1 import java.util.*;
2
3 public class QueueTester
4 {
5 public static void main(String[] args)
6 {
7 BoundedQueue<String> q = new BoundedQueue<String>(10);
8
9 q.add("Belgium");
10 q.add("Italy");
11 q.add("France");
12 q.remove();
13 q.add("Thailand");
14
15 ArrayList<String> a = new ArrayList<String>();
16 a.addAll(q);
17 System.out.println("Result of bulk add: " + a);
18 System.out.println("Minimum: " + Collections.min(q));
19 }
20 }

8.3.4 The Set Interface Type


As you have seen, the Collection interface type defines methods that are common to all
collections of objects. That interface type has two important subtypes, Set and List.
Let’s discuss the Set interface first. Its definition is
public interface Set<E> extends Collection<E> { }
Perhaps surprisingly, the Set interface type adds no methods to the Collection interface
type. Why have another interface type when there are no new methods?
Conceptually, a set is a collection that eliminates duplicates. That is, inserting an element
that is already present has no effect on the set. Furthermore, sets are unordered collec-
tions. Two sets should be considered equal if they contain the same elements, but not
necessarily in the same order.
That is, the add and equals methods of a set have conceptual restrictions when compared
to the same methods of the Collection interface type. Some algorithms may require sets,
not arbitrary collections. By supplying a separate interface type, a method can require a
Set parameter and thus refuse collections that aren’t sets.
8.3 The Collections Framework 331

8.3.5 The List Interface Type


The Java collections framework defines a “list” as an ordered collection in which each
element can be accessed by an integer index. The List<E> interface type adds the follow-
ing methods to the Collection<E> interface type:
void add(int index, E obj)
boolean addAll(int index, Collection<? extends E> c)
E get(int index)
int indexOf(E obj)
int lastIndexOf(Object obj)
ListIterator<E> listIterator()
ListIterator<E> listIterator(int index)
E remove(int index)
E set(int index, E element)
List<E> subList(int fromIndex, int toIndex)
As you can see, most of these methods are concerned with the index positions.
The ListIterator<E> interface type is a subtype of Iterator<E>. Here are the added
methods:
int nextIndex()
int previousIndex()
boolean hasPrevious()
E previous()
void add(E obj)
void set(E obj)
Recall from Chapter 1 that an iterator is conceptually located between two elements.
The nextIndex and previousIndex methods yield the index positions of the neighbor
elements. These methods are conceptually tied to the fact that the list iterator visits an
indexed collection.
The other methods are unrelated to indexing. They simply allow backwards movement
and element replacement.
Of course, the best-known class that implements the List interface type is the ArrayList
class. More surprisingly, the LinkedList class also implements the List interface type.
That flies in the face of everything that is taught in a data structures class. Accessing ele-
ments in a linked list by their index is slow: To visit the element with a given index, you
must first visit all of its predecessors.
This is indeed a weakness in the design of the collections framework. It would have been
an easy matter to supply two interface types: OrderedCollection for linked lists and
IndexedCollection for arrays.

The library programmers belatedly noticed this problem when they implemented the
binarySearch method in the Collections class. The binary search algorithm locates an
element in a sorted collection. You start with the middle element. If that element is larger
than the element you are looking for, you search the first half. Otherwise, you search the
second half. Either way, every step cuts the number of elements to consider in half. The
algorithm takes O(log2(n)) steps if the collection has n elements, provided you can access
an individual element in constant time. Otherwise, the algorithm is completely pointless
and it would be faster to use a sequential search that simply looks at all elements.
332 CHAPTER 8 Frameworks

«interface» «interface»
Collection Iterator

«interface» «interface»
List
List
Iterator

«interface»
Random ArrayList LinkedList
Access

Fi g u re 5

The List Classes

To fix this problem, version 1.4 of the library added an interface type RandomAccess that
has no methods. It is simply a tagging interface type, to be used with an instanceof test.
For example, a search method can test whether a List supports fast element access or
not:
if (list instanceof RandomAccess)
// Use binary search
else
// Use linear search

The ArrayList class implements this interface type, but the LinkedList class does not.
As so often in software design, it is better to be familiar with the foundations of com-
puter science and apply them correctly than to try to patch up one’s design errors later.
Figure 5 shows the List interface type and the classes that implement it.

8.3.6 Optional Operations


If you look at the API documentation of the collections framework, you will find many
methods that are tagged as “optional operations”. Among them is the add method of the
Collection interface type. The AbstractCollection class defines the add method so that
an UnsupportedOperationException is thrown when it is called. The optional operations
are controversial, but there is a good reason why the library designers make use of them.
The need for optional operations arises from certain views. A view is an object of a class
that implements one of the interface types in the collections framework, and that permits
restricted access to a data structure.
8.3 The Collections Framework 333

The collections framework defines a number of methods that yield views. Here is a typi-
cal example. An array is a built-in Java type with no methods. The asList method of the
Arrays class turns an array into a collection that implements the List interface type:

String[] strings = { "Kenya", "Thailand", "Portugal" };


List<String> view = Arrays.asList(strings);

You can apply the List methods to the view object and access the array elements. The
view object does not copy the elements in the array. The get and set methods of the view
object are defined to access the original array. You can think of the view as a shallow copy
of the array.
What is the use? A List has a richer interface than an array. You can now take advantage
of operations supplied by the collections framework, such as bulk add:
anotherCollection.addAll(view);

The addAll method asks the view for an iterator, and that iterator enumerates all ele-
ments of the original array.
However, there are some operations that you cannot carry out. You cannot call the add or
remove methods on the view. After all, it is not possible to change the size of the under-
lying array. For that reason, these methods are “optional”. The asList view simply
defines them to throw an UnsupportedOperationException.
Would it have been possible to define a separate interface type that omits the add and
remove methods? The problem is that you soon have an inflation of interface types. Some
views are read-only, other views (such as the one returned by the asList method) allow
modifications, as long as the size of the collection stays the same. These are called “mod-
ifiable” in the API documentation. Having three versions of every interface type (read
only, modifiable, and resizable) adds quite a bit of complexity. The drawback of the
“optional” operations is that the compiler cannot check for errors.

NOTE The Collections utility class has convenient static methods that give unmodifiable
views of collections, lists, sets, and so on. These views are useful if you want to give a client of
a class the ability to view a collection but not to modify it. For example, the Mailbox class of
Chapter 2 can give out an unmodifiable list of messages like this:
public class Mailbox
{
public List<Message> getMessages()
{
return Collections.unmodifiableList(messages);
}
. . .
private ArrayList<Message> messages;
}
The Collections.unmodifiableList method returns an object of a class that implements
the List interface type. Its accessor methods are defined to retrieve the elements of the
underlying list, and its mutator methods fail by throwing an UnsupportedOperation-
Exception.
334 CHAPTER 8 Frameworks

8.4 A Graph Editor Framework


8.4.1 The Problem Domain

The problem domain for our


In this section we will introduce a simple application framework in
graph editor framework is the which the programmer has to add a number of classes to complete an
interactive editing of graphs application. The problem domain that we address is the interactive
that consist of nodes and editing of graphs. A graph is made up of nodes and edges that have cer-
edges. tain shapes.
An application that is based on
Consider a class diagram. The nodes are rectangles, and the edges are
the graph editor framework either arrows or lines with diamonds. A different example is an elec-
defines specific behavior for tronic circuit diagram, where nodes are transistors, diodes, resistors,
the nodes and edges. and capacitors. Edges are simply wires. There are numerous other
examples, such as chemical formulas, flowcharts, organization charts,
and logic circuits.
Traditionally, a programmer who wants to implement, say, a class diagram editor, starts
from scratch and creates an application that can edit only class diagrams. If the
programmer is lucky, code for a similar program, say a flowchart editor, is available for
inspection. However, it may well be difficult to separate the code that is common to all
diagrams from the flowchart-specific tasks, and much of the code may need to be recre-
ated for the class diagram editor.
The graph editor framework
In contrast, the graph editor framework encapsulates those aspects
encapsulates those aspects that are common to all graph editors, in particular the user interface
that are common to all graph and the handling of commands and mouse events. The framework
editing applications. provides a way for specific diagram types to express their special
demands that go beyond the common services.

8.4.2 The User Interface


Many of the tasks, such as selecting, moving, and connecting elements, are similar for all
editors. Let’s be specific and describe the user interface that our very primitive editor will
have. The screen is divided into two parts, shown in Figure 6.
On the top is a toolbar, a collection of buttons. There is one button for each node type
and one for each edge type. We will see later how a specific application supplies the icons
for the buttons. The leftmost button is the grabber tool that is used for selecting nodes or
edges. Exactly one of the tool buttons is active at any time.
There are also menu options for loading and saving a diagram, and for deleting selected
nodes and edges.
In the middle is the diagram drawing area. The mouse is used for drawing. The program
user can click the mouse on a node, an edge, or in empty space. The user can also use the
mouse to connect nodes or to drag a node to a new position. The mouse actions depend
on where the user clicks or drags, and what the currently selected tool is.
8.4 A Graph Editor Framework 335

F ig u r e 6

An Instance of the Graph


Editor Framework

 When the current tool is a node, clicking on an empty space inserts a new node.
Its type is that of the currently selected node in the toolbar.
 When the current tool is the grabber, clicking inside a node or on an edge selects
that node or edge.
 When the current tool is the grabber, starting a drag operation inside an existing
node moves the node as well as the edges that are connected to it.
 When the current tool is an edge, starting a drag operation inside an existing node
and dragging the cursor inside another existing node inserts a new edge. Its type is
that of the currently selected edge in the toolbar.
Of course, programs written with this framework are rather limited in their functionality.
There is no provision to supply text labels for edges and nodes. There is no support for
common commands such as cut/copy/paste or undo/redo. These features can be handled
by an extended version of this framework. This example is kept as simple as possible to
show the main concept: the separation of framework code and application-specific code.

8.4.3 Division of Responsibility

The framework programmer


When designing a framework, one must divide responsibilities
is responsible for generic between the framework and specific instances of the framework. For
mechanisms, whereas the example, it is clear that the code to draw a transistor-shaped node is
application programmer needs not part of the general framework—only of the electronic circuit
to supply code that is specific instance.
to a particular application.
Drawing the shapes of nodes and edges is the responsibility of the
application programmer. The same holds for hit testing: finding out
whether a node or edge is hit by a mouse click. This can be tricky for odd shapes and
cannot be the responsibility of the framework.
On the other hand, drawing the toolbar and managing the mouse clicks is the job of the
framework. An application programmer need not be concerned with these aspects of a
graph editor at all.
336 CHAPTER 8 Frameworks

A concrete graph class must


This brings up a very interesting problem. The framework must have
enumerate all node and edge some idea of the node and edge types in the application so that each
types for the given graph. type of node or edge can be painted as an icon in a button. Just as
importantly, it must be possible to add new nodes and edges of the
types that are specified in the buttons. The application programmer must tell the frame-
work about the node and edge types that can occur in a particular kind of graph.
There are several ways of achieving this task. For example, a concrete graph could pro-
duce a list of class names or Class objects to describe the node and edge classes.
However, we follow a slightly different approach. In our graph editor framework, a con-
crete graph must give the framework prototype objects. For example, the application
instance in Figure 6 was created by defining a node class, CircleNode, an edge class,
LineEdge, and a SimpleGraph class that specifies two node prototypes and an edge
prototype.
public class SimpleGraph extends Graph
{
public Node[] getNodePrototypes()
{
Node[] nodeTypes =
{
new CircleNode(Color.BLACK),
new CircleNode(Color.WHITE)
};
return nodeTypes;
}

public Edge[] getEdgePrototypes()


{
Edge[] edgeTypes =
{
new LineEdge()
};
return edgeTypes;
}
}

When the toolbar is constructed, it queries the graph for the node and edge prototypes
and adds a button for each of them. The nodes and edges draw themselves in the
paintIcon method of the button icon object.

When a user inserts a new node or edge, the object corresponding to the selected tool
button is cloned and then added to the graph:
Node prototype = node of currently selected toolbar button;
Node newNode = (Node) prototype.clone();
Point2D mousePoint = current mouse position;
graph.add(newNode, mousePoint);

Why use prototype objects and not classes? Note that the two circle nodes are instances
of the same class, one with a black fill color and the other with a white fill color. Thus,
cloning prototype objects is a bit more economical than instantiating classes.
8.4 A Graph Editor Framework 337

The Prototype pattern teaches


This mechanism is an example of the PROTOTYPE pattern. The pro-
how a system can instantiate totype pattern gives a solution to the problem of dealing with an
classes that are not known open-ended collection of node and edge types whose exact nature was
when the system is built. not known when the framework code was designed.

PATTERN
 P ROTOTYPE
Context

1. A system needs to create several kinds of objects whose classes are not known when
the system is built.
 2. You do not want to require a separate class for each kind of object.
3. You want to avoid a separate hierarchy of classes whose responsibility it is to create
the objects.

Solution

1. Define a prototype interface that is common to all created objects.



2. Supply a prototype object for each kind of object that the system creates.
3. Clone the prototype object whenever a new object of the given kind is required.


Creator
«interface»
 Prototype
createInstance()

Clones the
 prototype


Concrete Concrete
Prototype1 Prototype2

For example, in the case of the node and edge types, we have

Name in Design Pattern Actual Name

Prototype Node

ConcretePrototype1 CircleNode

Creator The GraphPanel class that handles the mouse operation


for adding new nodes to the graph
338 CHAPTER 8 Frameworks

8.4.4 Framework Classes

The Node and Edge interface


The framework defines the interface types Node and Edge. The meth-
types describe the behavior ods of these interface types define the shapes of the nodes and edges.
that is common to all nodes Both Node and Edge have a draw method that is used when painting
and edges. the graph and a contains method that is used to test whether the
mouse point falls on a node or an edge.
Both interface types have a getBounds method that returns the rectangle enclosing the
node or edge shape. That method is needed to compute the total size of the graph as the
union of the bounding rectangles of its parts. The scroll pane that holds the graph panel
needs to know the graph size in order to draw the scroll bars.
The Edge interface type has methods that yield the nodes at the start and end of the
edge.
The getConnectionPoint method in the Node interface type computes an optimal attach-
ment point on the boundary of a node (see Figure 7). Since the node boundary may have
an arbitrary shape, this computation must be carried out by each concrete node class.
The getConnectionPoints method of the Edge interface type yields the two end points of
the edge. This method is needed to draw the “grabbers” that mark the currently selected
edge.
The clone method is declared in both interface types because we require all implement-
ing classes to supply a public implementation of the clone method. That method is
required to clone prototypes when inserting new nodes or edges into the graph. (Recall
that the clone method of the Object class has protected visibility.)

Exterior point

Boundary point

Center of node

Fi g u re 7

Node Connection Points


8.4 A Graph Editor Framework 339

Ch8/graphed/Node.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.io.*;
4
5 /**
6 A node in a graph.
7 */
8 public interface Node extends Serializable, Cloneable
9 {
10 /**
11 Draws the node.
12 @param g2 the graphics context
13 */
14 void draw(Graphics2D g2);
15
16 /**
17 Translates the node by a given amount.
18 @param dx the amount to translate in the x-direction
19 @param dy the amount to translate in the y-direction
20 */
21 void translate(double dx, double dy);
22
23 /**
24 Tests whether the node contains a point.
25 @param aPoint the point to test
26 @return true if this node contains aPoint
27 */
28 boolean contains(Point2D aPoint);
29
30 /**
31 Gets the best connection point to connect this node
32 with another node. This should be a point on the boundary
33 of the shape of this node.
34 @param aPoint an exterior point that is to be joined
35 with this node
36 @return the recommended connection point
37 */
38 Point2D getConnectionPoint(Point2D aPoint);
39
40 /**
41 Gets the bounding rectangle of the shape of this node.
42 @return the bounding rectangle
43 */
44 Rectangle2D getBounds();
45
46 Object clone();
47 }

Ch8/graphed/Edge.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.io.*;
4
340 CHAPTER 8 Frameworks

5 /**
6 An edge in a graph.
7 */
8 public interface Edge extends Serializable, Cloneable
9 {
10 /**
11 Draws the edge.
12 @param g2 the graphics context
13 */
14 void draw(Graphics2D g2);
15
16 /**
17 Tests whether the edge contains a point.
18 @param aPoint the point to test
19 @return true if this edge contains aPoint
20 */
21 boolean contains(Point2D aPoint);
22
23 /**
24 Connects this edge to two nodes.
25 @param aStart the starting node
26 @param anEnd the ending node
27 */
28 void connect(Node aStart, Node anEnd);
29
30 /**
31 Gets the starting node.
32 @return the starting node
33 */
34 Node getStart();
35
36 /**
37 Gets the ending node.
38 @return the ending node
39 */
40 Node getEnd();
41
42 /**
43 Gets the points at which this edge is connected to
44 its nodes.
45 @return a line joining the two connection points
46 */
47 Line2D getConnectionPoints();
48
49 /**
50 Gets the smallest rectangle that bounds this edge.
51 The bounding rectangle contains all labels.
52 @return the bounding rectangle
53 */
54 Rectangle2D getBounds(Graphics2D g2);
55
56 Object clone();
57 }
8.4 A Graph Editor Framework 341

The programmer using this framework must define specific node and edge classes that
realize these interface types:
class Transistor implements Node { . . . }
class Wire implements Edge { . . . }
For the convenience of the programmer, the framework also supplies an abstract class
AbstractEdge that provides reasonable implementations of some, but not all, of the
methods in the Edge interface type. Whenever these default implementations are appro-
priate, a programmer can extend that class rather than having to implement all methods
of the interface type. There is no corresponding AbstractNode class since all of the meth-
ods of the Node interface type require knowledge of the node shape.

Ch8/graphed/AbstractEdge.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 A class that supplies convenience implementations for
6 a number of methods in the Edge interface type.
7 */
8 public abstract class AbstractEdge implements Edge
9 {
10 public Object clone()
11 {
12 try
13 {
14 return super.clone();
15 }
16 catch (CloneNotSupportedException exception)
17 {
18 return null;
19 }
20 }
21
22 public void connect(Node s, Node e)
23 {
24 start = s;
25 end = e;
26 }
27
28 public Node getStart()
29 {
30 return start;
31 }
32
33 public Node getEnd()
34 {
35 return end;
36 }
37
342 CHAPTER 8 Frameworks

38 public Rectangle2D getBounds(Graphics2D g2)


39 {
40 Line2D conn = getConnectionPoints();
41 Rectangle2D r = new Rectangle2D.Double();
42 r.setFrameFromDiagonal(conn.getX1(), conn.getY1(),
43 conn.getX2(), conn.getY2());
44 return r;
45 }
46
47 public Line2D getConnectionPoints()
48 {
49 Rectangle2D startBounds = start.getBounds();
50 Rectangle2D endBounds = end.getBounds();
51 Point2D startCenter = new Point2D.Double(
52 startBounds.getCenterX(), startBounds.getCenterY());
53 Point2D endCenter = new Point2D.Double(
54 endBounds.getCenterX(), endBounds.getCenterY());
55 return new Line2D.Double(
56 start.getConnectionPoint(endCenter),
57 end.getConnectionPoint(startCenter));
58 }
59
60 private Node start;
61 private Node end;
62 }

The Graph class supplies


The Graph class collects the nodes and edges. It has methods for add-
methods for adding, finding, ing, removing, finding, and drawing nodes and edges. Note that this
and removing nodes and class supplies quite a bit of useful functionality. This is, of course,
edges. characteristic of frameworks. In order to supply a significant value to
application programmers, the framework classes must be able to sup-
ply a substantial amount of work.
Nevertheless, the Graph class is abstract. Subclasses of Graph must override the abstract
methods
public abstract Node[] getNodePrototypes()
public abstract Edge[] getEdgePrototypes()
These methods are called when a graph is added to a frame. They populate the toolbar
with the tools that are necessary to edit the graph. For example, the getNodePrototypes
method of the SimpleGraph class specifies two circle node prototypes.

Ch8/graphed/Graph.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import java.io.*;
4 import java.util.*;
5 import java.util.List;
6
7 /**
8 A graph consisting of selectable nodes and edges.
8.4 A Graph Editor Framework 343

9 */
10 public abstract class Graph implements Serializable
11 {
12 /**
13 Constructs a graph with no nodes or edges.
14 */
15 public Graph()
16 {
17 nodes = new ArrayList<Node>();
18 edges = new ArrayList<Edge>();
19 }
20
21 /**
22 Adds an edge to the graph that joins the nodes containing
23 the given points. If the points aren’t both inside nodes,
24 then no edge is added.
25 @param e the edge to add
26 @param p1 a point in the starting node
27 @param p2 a point in the ending node
28 */
29 public boolean connect(Edge e, Point2D p1, Point2D p2)
30 {
31 Node n1 = findNode(p1);
32 Node n2 = findNode(p2);
33 if (n1 != null && n2 != null)
34 {
35 e.connect(n1, n2);
36 edges.add(e);
37 return true;
38 }
39 return false;
40 }
41
42 /**
43 Adds a node to the graph so that the top left corner of
44 the bounding rectangle is at the given point.
45 @param n the node to add
46 @param p the desired location
47 */
48 public boolean add(Node n, Point2D p)
49 {
50 Rectangle2D bounds = n.getBounds();
51 n.translate(p.getX() - bounds.getX(),
52 p.getY() - bounds.getY());
53 nodes.add(n);
54 return true;
55 }
56
57 /**
58 Finds a node containing the given point.
59 @param p a point
60 @return a node containing p or null if no nodes contain p
61 */
62 public Node findNode(Point2D p)
63 {
344 CHAPTER 8 Frameworks

64 for (int i = nodes.size() - 1; i >= 0; i--)


65 {
66 Node n = nodes.get(i);
67 if (n.contains(p)) return n;
68 }
69 return null;
70 }
71
72 /**
73 Finds an edge containing the given point.
74 @param p a point
75 @return an edge containing p
or null if no edges contain p
76 */
77 public Edge findEdge(Point2D p)
78 {
79 for (int i = edges.size() - 1; i >= 0; i--)
80 {
81 Edge e = edges.get(i);
82 if (e.contains(p)) return e;
83 }
84 return null;
85 }
86
87 /**
88 Draws the graph.
89 @param g2 the graphics context
90 */
91 public void draw(Graphics2D g2)
92 {
93 for (Node n : nodes)
94 n.draw(g2);
95
96 for (Edge e : edges)
97 e.draw(g2);
98 }
99
100 /**
101 Removes a node and all edges that start or end with that node.
102 @param n the node to remove
103 */
104 public void removeNode(Node n)
105 {
106 for (int i = edges.size() - 1; i >= 0; i--)
107 {
108 Edge e = edges.get(i);
109 if (e.getStart() == n || e.getEnd() == n)
110 edges.remove(e);
111 }
112 nodes.remove(n);
113 }
114
115 /**
116 Removes an edge from the graph.
117 @param e the edge to remove
118 */
119 public void removeEdge(Edge e)
8.4 A Graph Editor Framework 345

120 {
121 edges.remove(e);
122 }
123
124 /**
125 Gets the smallest rectangle enclosing the graph.
126 @param g2 the graphics context
127 @return the bounding rectangle
128 */
129 public Rectangle2D getBounds(Graphics2D g2)
130 {
131 Rectangle2D r = null;
132 for (Node n : nodes)
133 {
134 Rectangle2D b = n.getBounds();
135 if (r == null) r = b;
136 else r.add(b);
137 }
138 for (Edge e : edges)
139 r.add(e.getBounds(g2));
140 return r == null ? new Rectangle2D.Double() : r;
141 }
142
143 /**
144 Gets the node types of a particular graph type.
145 @return an array of node prototypes
146 */
147 public abstract Node[] getNodePrototypes();
148
149 /**
150 Gets the edge types of a particular graph type.
151 @return an array of edge prototypes
152 */
153 public abstract Edge[] getEdgePrototypes();
154
155 /**
156 Gets the nodes of this graph.
157 @return an unmodifiable list of the nodes
158 */
159 public List<Node> getNodes()
160 {
161 return Collections.unmodifiableList(nodes);
162 }
163
164 /**
165 Gets the edges of this graph.
166 @return an unmodifiable list of the edges
167 */
168 public List<Edge> getEdges()
169 {
170 return Collections.unmodifiableList(edges);
171 }
172
173 private ArrayList<Node> nodes;
174 private ArrayList<Edge> edges;
175 }
346 CHAPTER 8 Frameworks

The GraphFrame, ToolBar,


The graph editor uses the following classes for editing the graph:
and GraphPanel framework
 GraphFrame: aframe that manages the toolbar, the menu bar,
classes are responsible for the
user interface. Application pro- and the graph panel.
grammers need not subclass
these classes.  ToolBar: a panel that holds toggle buttons for the node and
edge icons.
 GraphPanel: a panel that shows the graph and handles the
mouse clicks and drags for the editing commands.

We do not list these classes here. The implementations are straightforward but a bit long.
The graph frame attaches the toolbar and graph panel, sets up the menu, and loads and
saves graphs using object serialization, as discussed in Chapter 7. The toolbar sets up a
row of buttons with icon objects that paint the nodes and edges, and which are scaled
down to fit inside the buttons. The mouse handling of the graph panel is similar to that
of the scene editor in Chapter 6.
Interestingly enough, the Node and Edge interface types are rich enough that the frame-
work classes do not need to know anything about particular node and edge shapes. The
mechanics of mouse movement, rubber banding, and screen update are completely
solved at this level and are of no concern to the programmer using the framework.
Because all drawing and mouse operations are taken care of in the framework classes, the
programmer building a graphical editor on top of the framework can simply focus on
implementing the node and edge types.

8.4.5 Turning the Framework into an Application


The classes for the simple graph editor are summarized in Figure 8. The bottom four
classes are application-specific. All other classes belong to the framework.
Let’s summarize the responsibilities of the programmer creating a specific diagram
editor:

 For each node and edge type, define a class that implements the Node or Edge
interface type and supply all required methods, such as drawing and containment
testing. For convenience, you may want to subclass the AbstractEdge class.
 Define a subclass of the Graph class whose getNodePrototypes and getEdge-
Prototypes methods supply prototype objects for nodes and edges.

 Supply a class with a main method such as the SimpleGraphEditor class below.

To build a graph editor applica-


Note that the programmer who turns the framework into an applica-
tion, subclass the Graph class tion supplies only application-specific classes and does not implement
and provide classes that imple- the user interface or control flow. This is characteristic of using a
ment the Node and Edge framework.
interface types.
8.4 A Graph Editor Framework 347

Abstract
Edge

«interface»
ToolBar
Edge

«interface»
Node

Graph Graph
Graph
Frame Panel

Simple
Simple Circle Line
Graph
Graph Node Edge
Editor

F ig u re 8

Application and Framework Classes

Ch8/graphed/SimpleGraph.java
1 import java.awt.*;
2 import java.util.*;
3
4 /**
5 A simple graph with round nodes and straight edges.
6 */
7 public class SimpleGraph extends Graph
8 {
9 public Node[] getNodePrototypes()
10 {
11 Node[] nodeTypes =
12 {
13 new CircleNode(Color.BLACK),
14 new CircleNode(Color.WHITE)
15 };
16 return nodeTypes;
17 }
18
19 public Edge[] getEdgePrototypes()
20 {
21 Edge[] edgeTypes =
22 {
23 new LineEdge()
24 };
25 return edgeTypes;
26 }
27 }
348 CHAPTER 8 Frameworks

Ch8/graphed/SimpleGraphEditor.java
1 import javax.swing.*;
2
3 /**
4 A program for editing UML diagrams.
5 */
6 public class SimpleGraphEditor
7 {
8 public static void main(String[] args)
9 {
10 JFrame frame = new GraphFrame(new SimpleGraph());
11 frame.setVisible(true);
12 }
13 }

Ch8/graphed/CircleNode.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 A circular node that is filled with a color.
6 */
7 public class CircleNode implements Node
8 {
9 /**
10 Construct a circle node with a given size and color.
11 @param aColor the fill color
12 */
13 public CircleNode(Color aColor)
14 {
15 size = DEFAULT_SIZE;
16 x = 0;
17 y = 0;
18 color = aColor;
19 }
20
21 public Object clone()
22 {
23 try
24 {
25 return super.clone();
26 }
27 catch (CloneNotSupportedException exception)
28 {
29 return null;
30 }
31 }
32
33 public void draw(Graphics2D g2)
34 {
35 Ellipse2D circle = new Ellipse2D.Double(
36 x, y, size, size);
37 Color oldColor = g2.getColor();
38 g2.setColor(color);
8.4 A Graph Editor Framework 349

39 g2.fill(circle);
40 g2.setColor(oldColor);
41 g2.draw(circle);
42 }
43
44 public void translate(double dx, double dy)
45 {
46 x += dx;
47 y += dy;
48 }
49
50 public boolean contains(Point2D p)
51 {
52 Ellipse2D circle = new Ellipse2D.Double(
53 x, y, size, size);
54 return circle.contains(p);
55 }
56
57 public Rectangle2D getBounds()
58 {
59 return new Rectangle2D.Double(
60 x, y, size, size);
61 }
62
63 public Point2D getConnectionPoint(Point2D other)
64 {
65 double centerX = x + size / 2;
66 double centerY = y + size / 2;
67 double dx = other.getX() - centerX;
68 double dy = other.getY() - centerY;
69 double distance = Math.sqrt(dx * dx + dy * dy);
70 if (distance == 0) return other;
71 else return new Point2D.Double(
72 centerX + dx * (size / 2) / distance,
73 centerY + dy * (size / 2) / distance);
74 }
75
76 private double x;
77 private double y;
78 private double size;
79 private Color color;
80 private static final int DEFAULT_SIZE = 20;
81 }

Ch8/graphed/LineEdge.java
1 import java.awt.*;
2 import java.awt.geom.*;
3
4 /**
5 An edge that is shaped like a straight line.
6 */
7 public class LineEdge extends AbstractEdge
8 {
350 CHAPTER 8 Frameworks

9 public void draw(Graphics2D g2)


10 {
11 g2.draw(getConnectionPoints());
12 }
13
14 public boolean contains(Point2D aPoint)
15 {
16 final double MAX_DIST = 2;
17 return getConnectionPoints().ptSegDist(aPoint)
18 < MAX_DIST;
19 }
20 }

8.4.6 Generic Framework Code

The generic framework code


In the last section you saw how to customize the framework to a spe-
does not need to know about cific editor application. In this section we will investigate how the
specific node and edge types. framework code is able to function without knowing anything about
the types of nodes and edges.
The framework code is too long to analyze here in its entirety, and some technical
details, particularly of the mouse tracking, are not terribly interesting. Let’s consider two
operations: adding a new node and adding a new edge.
First let’s look at adding a new node. When the mouse is clicked outside an existing
node, then a new node of the current type is added. This is where the clone operation
comes in. The getSelectedTool method of the ToolBar class returns an object of the
desired node type. Of course, you cannot simply insert that object into the diagram. If
you did, all nodes of the same type would end up in identical positions. Instead you
invoke clone and add the cloned node to the graph. The mousePressed method of the
mouse listener in the GraphPanel class carries out these actions.
public void mousePressed(MouseEvent event)
{
Point2D mousePoint = event.getPoint();
Object tool = toolBar.getSelectedTool();
. . .
if (tool instanceof Node)
{
Node prototype = (Node) tool;
Node newNode = (Node) prototype.clone();
graph.add(newNode, mousePoint);
}
. . .
repaint();
}

Figure 9 shows the sequence diagram. Note how the code is completely independent of
the actual node type in a particular application.
8.4 A Graph Editor Framework 351

mouse : Mouse prototype


: ToolBar : Graph
listener Event : Node

getPoint

getSelectedTool

clone

add

Fi g u re 9

Inserting a New Node

Next, consider a more involved action, adding a new edge. When the mouse is clicked,
we must first determine whether the click is inside an existing node. This operation is
carried out in the findNode method of the Graph class, by calling the contains method of
the Node interface:
public Node findNode(Point2D p)
{
for (Node n : nodes)
if (n.contains(p)) return n;
return null;
}

If the mouse is clicked inside an existing node and the current tool is an edge, we
remember the mouse position in the rubberBandStart field of the GraphPanel class.
public void mousePressed(MouseEvent event)
{
. . .
Node n = graph.findNode(mousePoint);
if (tool instanceof Edge)
{
if (n != null) rubberBandStart = mousePoint;
}
. . .
}

In the mouseDragged method, there are two possibilities. If the current tool is not an
edge, then the purpose of the dragging is to move the selected node elsewhere. We don’t
352 CHAPTER 8 Frameworks

mouse
mouse : Mouse : Graph
motion : ToolBar : Graph : Node
listener Event Panel
listener

getPoint
Mouse
pressed
findNode
contains

getSelectedTool

getPoint
Mouse
dragged
repaint
draw
draw

Mouse getPoint
released

getSelectedTool

connect

Figure 1 0

Inserting a New Edge

care about that case right now. However, if we are currently inserting an edge, then we
want to draw a “rubber band”, a line that follows the mouse pointer.
public void mouseDragged(MouseEvent event)
{
Point2D mousePoint = event.getPoint();
. . .
lastMousePoint = mousePoint;
repaint();
}
The repaint method invokes the paintComponent method of the GraphPanel. It draws
the graph and, if rubberBandStart is not null, the rubber banded line.
public void paintComponent(Graphics g)
{
8.5 Enhancing the Graph Editor Framework 353

Graphics2D g2 = (Graphics2D) g;
graph.draw(g2);
if (rubberBandStart != null)
g2.draw(new Line2D.Double(rubberBandStart, lastMousePoint));
. . .
}
When the mouse button goes up, we are ready to add the edge.
public void mouseReleased(MouseEvent event)
{
Object tool = toolBar.getSelectedTool();
if (rubberBandStart != null)
{
Point2D mousePoint = event.getPoint();
Edge prototype = (Edge) tool;
Edge newEdge = (Edge) prototype.clone();
graph.connect(newEdge, rubberBandStart, mousePoint);
rubberBandStart = null;
repaint();
}
}
Figure 10 shows the sequence diagram.
These scenarios are representative of the ability of the framework code to operate with-
out an exact knowledge of the node and edge types.

8.5 Enhancing the Graph Editor Framework


8.5.1 Editing Node and Edge Properties
In this section, we will discuss an important enhancement of the graph editor frame-
work: the ability to edit properties of nodes and edges. We add a menu option Edit →
Properties that pops up a dialog box to edit the properties of the selected node or edge
(see Figure 11).

F ig u r e 1 1

Editing a Node Property


354 CHAPTER 8 Frameworks

Clearly, such a facility is necessary to enable users to select colors, line styles, text labels,
and so on. The challenge for the framework designer is to find a mechanism that allows
arbitrary node and edge classes to expose their properties, and then to provide a generic
user interface for editing them.
To enable a graph editor appli-
Fortunately, this problem has been solved elsewhere. Recall from
cation to edit the properties of Chapter 7 that GUI builders are able to edit arbitrary properties of
nodes or edges, an application JavaBeans components. We will therefore require the implementors of
programmer simply imple- nodes and edges to expose editable properties using the JavaBeans
ments them as JavaBeans convention: with get and set methods. To edit the properties, we
properties. The graph editor supply a property sheet dialog box that is similar to the property edi-
framework contains the code tor in a GUI builder.
for editing the properties.
For example, the CircleNode class can expose a Color property simply
by providing two methods
public void setColor(Color newValue)
public Color getColor()
No further work is necessary. The graph editor can now edit node colors.
Let’s consider a more complex change: to support both solid and dotted lines. We will
define an enumerated type LineStyle with two instances:
LineStyle.SOLID
LineStyle.DOTTED
(See Chapter 7 for a discussion of the implementation of enumerated types in Java.)
The LineStyle enumeration has a convenience method
Stroke getStroke()
That method yields a solid or dotted stroke object. The LineEdge method uses that
object in its draw method:
public void draw(Graphics2D g2)
{
Stroke oldStroke = g2.getStroke();
g2.setStroke(lineStyle.getStroke());
g2.draw(getConnectionPoints());
g2.setStroke(oldStroke);
}
The effect is either a solid or dotted line that joins the connection points.
Of course, we need to add getters and setters for the line style to the LineEdge class.
Altogether, the following changes are required to add colored nodes and dotted lines to
the simple graph editor:
 Add setColor and getColor methods to CircleNode.
 Supply a LineStyle enumeration.
 Enhance the LineEdge class to draw both solid and dotted lines, and add getLine-
Style and setLineStyle methods.

It is a simple matter to support additional graph properties, such as line shapes, arrow
shapes, text labels, and so on.
8.5 Enhancing the Graph Editor Framework 355

8.5.2 Another Graph Editor Instance: A Simple UML Class Editor


Figure 12 shows a simple UML class diagram editor that has been built on top of the
graph editor framework.
The editor is essentially the same as the Violet UML editor. However, it supports only
class diagrams, and it lacks some convenience features such as keyboard shortcuts, image
export, and snap-to-grid.
To build a simple UML editor,
Of course, the node and edge classes of this editor are more complex.
They format and draw text, compute edges with multiple segments,
add class node and class rela-
tionship edge classes to the and add arrow tips and diamonds. It is instructive to enumerate the
graph editor framework. classes that carry out this new functionality. None of these classes are
difficult to implement, although there is an undeniable tedium to
some of the layout computations.
 The RectangularNode class describes a node that is shaped like a rectangle. It is the
superclass of ClassNode.
 The SegmentedLineEdge class implements an edge that consists of multiple line
segments. It is the superclass of ClassRelationshipEdge.
 ArrowHead and BentStyle classes are enumerations for arrow heads and edge
shapes, similar to the LineStyle class of the preceding section.
 MultiLineString formats a string that may extend over multiple lines. A Class-
Node uses multiline strings for the class name, the attributes, and the methods.

 Finally, the ClassDiagramGraph class adds the ClassNode and various edge proto-
types to the toolbar.
The basic framework is not affected at all by these changes. The implementor of the
UML editor need not be concerned about frames, toolbars, or event handling. Even the
editing of properties is automatically provided because the framework supplies a dialog

F i g u re 1 2

A Simple UML Class Diagram Editor


356 CHAPTER 8 Frameworks

Fi g u re 1 3

The Edge Property Editor

box that manipulates the JavaBeans properties (see Figure 13). Thus, the framework
allows the implementor of any particular graph type to focus on the intricacies of the
nodes and edges of just that graph.

8.5.3 Evolving the Framework

The Violet UML editor uses an


The Violet UML editor uses an enhanced version of the graph editor
enhanced version of the graph framework that adds a number of useful features such as graphics
editor framework. The simple export, a grid for easier alignment, and simultaneous display of multi-
graph editor can take advan- ple graphs. The companion code for this book does not include the
tage of the enhancements with Violet code because some of it is rather lengthy. You can find the
no changes in application source code at http://horstmann.com/violet.
code.
Remarkably, you can still integrate the simple graph editor with its
circle nodes and line edges into the enhanced framework (see Figure 14).
This demonstrates another advantage of using a framework. By decoupling the frame-
work and the application code, the application designers can take advantage of the
framework evolution, without having to change the application-specific code.

8.5.4 A Note on Framework Design


In this chapter, you have learned how to put existing application frameworks to use. In
order to use a framework, you have to understand the requirements that the designer of
the framework set forth for application programmers. For example, to turn the graph
editor framework into an application, you have to supply subclasses of Graph, Node, and
Edge. Other frameworks have similar requirements.

Designing your own framework is a far bigger challenge than using a framework. You
need to have a thorough understanding of the problem domain that the framework
addresses. You need to design an architecture that enables application programmers to
Exercises 357

Fi g u re 1 4

The Simple Graph Editor Takes Advantage of the


Enhanced Framework

add application-specific code, without changing the framework code. The design of the
framework should shield application programmers from internal mechanisms and allow
them to focus on application-specific tasks. On the other hand, you need to provide
“hooks” that allow application programmers to modify the generic framework behavior
when applications require nonstandard mechanisms. It is notoriously difficult to antici-
pate the needs of application programmers. In fact, it is commonly said that a framework
can only claim to have withstood the test of time if it is the basis of at least three different
applications. Rules for the effective design of application frameworks are an area of active
research at this time.

Exercises
Exercise 8.1. The java.io package contains pluggable streams, such as PushbackInput-
Stream and ZipInputStream. Explain why the stream classes form a framework. Describe
how a programmer can add new stream classes to the framework, and what benefits
those classes automatically have.
Exercise 8.2. Search the Web for application frameworks until you have found frame-
works for three distinct problem domains. Summarize your findings.
358 CHAPTER 8 Frameworks

Exercise 8.3. Turn the scene editor of Chapter 6 into an applet.


Exercise 8.4. Write an applet that can display a bar chart. The applet should obtain the
chart values from a set of param tags.
Exercise 8.5. Explain the phenomenon of “inversion of control”, using the graph editor
framework as an example.
Exercise 8.6. Re-implement the BoundedQueue class as a subtype of the Queue interface
type in the standard library.
Exercise 8.7. Prove the following class invariant for the BoundedQueue<E> class:
 All values in the elements array belong to a subtype of E.
Why does this invariant show that the class implementation is safe, despite the compiler
warnings? Why can’t the compiler determine that the implementation is safe?
Exercise 8.8. Suppose the designers of the collections framework had decided to offer
separate interface types for ordered collections (such as linked lists) and indexed collec-
tions (such as array lists). Explain the changes that must be made to the framework.
Exercise 8.9. Suppose the designers of the collections framework had, instead of allow-
ing “unsupported operations”, supported three kinds of data structures: read-only, modi-
fiable, and resizable. Explain the changes that must be made to the framework. How do
the basic interface types change? Which classes need to be added? Which methods need
to be added to the Arrays and Collections classes?
Exercise 8.10. The RandomAccess interface type has no methods. The Set interface type
adds no methods to its superinterface. What are the similarities and differences between
the functionality that they are designed to provide?
Exercise 8.11. The standard C++ library defines a collections framework (known as STL)
that is quite different from the Java framework. Explain the major differences.
Exercise 8.12. Contrast the algorithms available in the Java collections framework with
those of the standard C++ library.
Exercise 8.13. Enhance the SimpleGraphEditor to support both circular and rectangular
nodes.
Exercise 8.14. Enhance the SimpleGraphEditor to support lines with arrow tips.
Exercise 8.15. Enhance the SimpleGraphEditor to support text annotations of lines.
Hint: Make a label property.
Exercise 8.16. Enhance the SimpleGraphEditor to support multiple arrow shapes:
v-shaped arrow tips, triangles, and diamonds.
Exercise 8.17. Add cut/copy/paste operations to the graph editor framework.
Exercise 8.18. Design a sorting algorithm animation framework. An algorithm anima-
tion shows an algorithm in slow motion. For example, if you animate the merge sort
algorithm, you can see how the algorithm sorts and merges intervals of increasing size.
Your framework should allow a programmer to plug in various sorting algorithms.
Exercises 359

Exercise 8.19. Design a framework for simulating the processing of customers at a bank
or supermarket. Such a simulation is based on the notion of events. Each event has a time
stamp. Events are placed in an event queue. Whenever one event has finished processing,
the event with the earliest time stamp is removed from the event queue. That time stamp
becomes the current system time. The event is processed, and the cycle repeats. There are
different kinds of events. Arrival events cause customers to arrive at the bank. A stream
of them needs to be generated to ensure the continued arrival of customers, with some-
what random times between arrivals. This is typically done by seeding the event queue
with one arrival event, and having the processing method schedule the next arrival event.
Whenever a teller is done processing a customer, the teller obtains the next waiting
customer and schedules a “done processing” event, some random time away from the
current time. In the framework, supply an abstract event class and the event processing
mechanism. Then supply two applications that use the framework: a bank with a number
of tellers and a single queue of waiting customers, and a supermarket with a number of
cashiers and one queue per cashier.
This page intentionally left blank
C h a p t e r 9
Multithreading
C H A P T E R T O P I C S

 Thread Basics
 Thread Synchronization
 Animations

In this chapter, you will learn how to manage programs that contain
multiple threads—program units that can be executed in parallel. You will
learn how to start new threads and how to coordinate the threads of a
program. Thread programming poses a number of complexities. The order
in which threads are executed is not deterministic. You need to ensure that
the behavior of a program is not affected by variations in execution order.
Furthermore, you need some way of synchronizing the threads. One
thread may need a result that is being computed by another thread.
Another common problem occurs when multiple threads simultaneously
try to modify a shared object; you will learn how to deal with these issues
in this chapter.
362 CHAPTER 9 Multithreading

9.1 Thread Basics


9.1.1 Threads and the Runnable InterfaceType
When you use a computer, you often run multiple programs at the same time. For exam-
ple, you may download your e-mail while you write a report in your word processor. The
operating system of your computer is able to run multiple programs at the same time,
switching back and forth between them. Technically speaking, a modern operating sys-
tem can concurrently execute multiple processes. The operating system frequently switches
back and forth between the processes, giving the illusion that they run in parallel. Actu-
ally, if a computer has multiple central processing units (CPUs), then some of the pro-
cesses really can run in parallel, one on each processor.
It is often useful for a single program to carry out two or more tasks at the same time. For
example, a Web browser can load multiple images into a Web page at the same time. A
program can do a lengthy computation in the background, while responding to user
commands in the foreground. Or an animation program can show moving figures, with
separate tasks computing the layout of each separate figure. Of course, you can obtain
effects such as these by implementing a loop that first does a little bit of the first task,
then a little bit of the second, and so on. But such programs get complex quickly, because
you have to mix the code for doing the work with the code to control the timing.
A thread of execution is a
In Java, you can implement each of several tasks as a thread of execution.
program unit that is executed A thread is a program unit that is executed independently of other
independently of other parts parts of the program. The Java virtual machine executes each thread for
of the program. a short amount of time and then switches to another thread. You can
visualize the threads as programs executing in parallel to each other.
There is an important difference between processes and threads. Modern operating sys-
tems isolate processes from each other. For example, processes can’t overwrite each
other’s memory. Obviously, this isolation is an important safety feature. But it also makes
the switching between processes rather slow. Threads, on the other hand, run within a
single process so switching between threads is very fast. But multiple threads share mem-
ory and are able to corrupt each other’s data if programmers are not careful.
Threads let you concentrate on the task that you want to carry out, without having to
worry how that task is alternated with other tasks. If you need to carry out two tasks in
parallel, you simply start a thread for each of them.
Running a thread is simple—just follow these steps:
1. Define a class that implements the Runnable interface type. That interface type
has a single method called run.
public interface Runnable
{
void run();
}
2. Place the code for the task into the run method of the class.
3. Create an object of the class.
9.1 Thread Basics 363

4. Construct a Thread object and supply the Runnable object in the constructor.
5. Call the start method of the Thread object to start the thread.
The start method of a
Let’s look at a concrete example. You want to run two threads in par-
Thread object starts a new allel, each of which prints ten greetings.
thread that executes the run Each thread executes this loop.
method of its Runnable.
for (int i = 1; i <= REPETITIONS; i++)
{
System.out.println(i + ": " + greeting);
Thread.sleep(DELAY);
}
After printing the greeting, let each thread sleep for a short amount of time. That gives
the other thread a chance to run. Every thread should occasionally yield control to other
threads. Otherwise the thread is selfish. On some platforms, a selfish thread can prevent
other threads from making progress.
The sleep method puts the
The static sleep method of the Thread class puts the current thread to
current thread to sleep for a sleep for a given number of milliseconds. In our case, the thread sleeps
given number of milliseconds. for 100 milliseconds or 1/10th of a second.
There is, however, one technical problem. Putting a thread to sleep is
When a thread is interrupted,
potentially risky—a thread might sleep for so long that it is no longer
the most common response is
to terminate the run method.useful and should be terminated. As you will see later in this chapter,
a thread is terminated by interrupting it. When a sleeping thread is
interrupted, an InterruptedException is generated. This is a checked exception, declared
by the sleep method. You need to catch that exception in your run method. The simplest
way to handle thread interruptions is to give your run method the following form:
public class MyRunnable implements Runnable
{
public void run()
{
try
{
do work
}
catch (InterruptedException exception)
{
}
clean up, if necessary
}
. . .
}
Here is the complete class of the Runnable that produces a sequence of greetings.

Ch9/greeting/GreetingProducer.java
1 /**
2 An action that repeatedly prints a greeting.
3 */
4 public class GreetingProducer implements Runnable
5 {
364 CHAPTER 9 Multithreading

6 /**
7 Constructs the producer object.
8 @param aGreeting the greeting to display
9 */
10 public GreetingProducer(String aGreeting)
11 {
12 greeting = aGreeting;
13 }
14
15 public void run()
16 {
17 try
18 {
19 for (int i = 1; i <= REPETITIONS; i++)
20 {
21 System.out.println(i + ": " + greeting);
22 Thread.sleep(DELAY);
23 }
24 }
25 catch (InterruptedException exception)
26 {
27 }
28 }
29
30 private String greeting;
31
32 private static final int REPETITIONS = 10;
33 private static final int DELAY = 100;
34 }

This class is not a thread. It is merely a class that defines an action in its run method. To
execute that action in a thread, you create a thread and start it.
Runnable r = new GreetingProducer("Hello, World!");
Thread t = new Thread(r);
t.start();
Figure 1 shows the relationships between these classes.

«interface»
Thread
Runnable

Greeting
Producer

Fi g u re 1

A Thread and Its Runnable


9.1 Thread Basics 365

main
thread

«create» t1 : Thread

«create» t2 : Thread

start
start

Fi g u re 2

Starting Two Threads

A thread terminates when the


The start method creates a new thread in the Java virtual machine.
run method of its Runnable That thread calls the run method of the Runnable object. The thread
terminates. terminates when the run method returns or throws an uncaught
exception.

NOTE You can also define threads by forming subclasses of the Thread class and overriding
the run method in the subclass. However, there are other mechanisms for executing
Runnable objects without having to create new threads. In particular, you can execute a
Runnable in a thread pool. A thread pool contains a number of threads that are already con-
structed, ready to execute the run method of any Runnable. By using a thread pool, you
amortize the high cost of constructing a new thread. This is particularly important for pro-
grams that launch a very large number of short-lived threads, such as Web servers. See the
API documentation of the Executors class in the java.util.concurrent package for
details.

To run two threads in parallel, simply construct and start two Thread objects. The fol-
lowing test program does just that. Figure 2 shows the sequence diagram.

Ch9/greeting/ThreadTester.java
1 /**
2 This program runs two threads in parallel.
3 */
4 public class ThreadTester
5 {
6 public static void main(String[] args)
7 {
366 CHAPTER 9 Multithreading

8 Runnable r1 = new GreetingProducer("Hello, World!");


9 Runnable r2 = new GreetingProducer("Goodbye, World!");
10
11 Thread t1 = new Thread(r1);
12 Thread t2 = new Thread(r2);
13
14 t1.start();
15 t2.start();
16 }
17 }

Note that the main method runs in its own thread, the main thread of the program. The
main thread terminates after starting t2, but both t1 and t2 still execute. The program
only ends when all of its threads terminate.

NOTE This observation also explains why graphical user interfaces keep running long after
the main method exited. When the first frame of an application is shown, a user interface
thread is started. That thread processes user interface events such as mouse clicks and key
presses. The user interface thread only terminates if the program is forced to exit, for example
by calling the System.exit method or by closing a frame with the EXIT_ON_CLOSE setting.

9.1.2 Scheduling Threads


Here is a sample output of the thread tester program. Each thread runs for a short
amount of time, called a time slice. Then the scheduler activates another thread. There-
fore, both producer threads take turns, and the two sets of greetings are interleaved.
1: Hello, World!
1: Goodbye, World!
2: Hello, World!
2: Goodbye, World!
3: Hello, World!
3: Goodbye, World!
4: Hello, World!
4: Goodbye, World!
5: Hello, World!
5: Goodbye, World!
6: Hello, World!
6: Goodbye, World!
7: Hello, World!
7: Goodbye, World!
8: Goodbye, World!
8: Hello, World!
9: Goodbye, World!
9: Hello, World!
10: Goodbye, World!
10: Hello, World!
9.1 Thread Basics 367

The thread scheduler allows


If you look closely at the output, you will find that the two threads
each thread to execute for a aren’t exactly alternating. Sometimes, the second thread seems to
jump ahead of the first thread. This shows an important characteristic
short amount of time, called a
time slice. of threads. The thread scheduler gives no guarantee about the order
in which threads are executed. Moreover, there will always be slight
variations in running times, especially when calling operating system services (such as
input and output). Thus, you should expect that the order in which each thread gains
control appears to be somewhat random.
Let’s have a closer look at the algorithm that the scheduler uses to pick the next thread to
run. Each thread has
 A thread state
 A priority
The thread state is one of the following (see Figure 3):
 new (before start is called)
 runnable
 blocked
 dead (after the run method exits)

NOTE There is no separate state to indicate whether a runnable thread is actually running.

new
blocked
start block

unblock

runnable

run exits

dead

Fi g u re 3

Thread States
368 CHAPTER 9 Multithreading

A thread can enter the blocked state for several reasons that we will discuss in the
remainder of this chapter. They include:
 Sleeping
 Waiting for input/output
 Waiting to acquire a lock (see Section 9.2.3)
 Waiting for a condition (see Section 9.2.4)
Once a thread is blocked in a particular way, it stays blocked until the event for which it
is waiting has occurred. For example, a sleeping thread can only become runnable again
after the sleep time has elapsed.
The scheduler will activate a new thread when one of three events occurs:
 A thread has completed its time slice
 A thread has blocked itself
 A thread with a higher priority has become runnable

The thread scheduler selects


When the scheduler is about to activate the next thread, it looks at all
among the runnable threads threads that are currently runnable, computes the highest priority
value, and then picks one among the threads whose priority equals
with the highest priority value.
that highest value. The Java standard does not specify which thread
among the eligible ones should be scheduled. A scheduler could pick one at random, or
use a round-robin scheme that gives each thread a chance.

NOTE Priority values are system-dependent and not portable. Application programmers
should generally not adjust thread priorities. Just stick to the normal priority that each thread
has by default. Then the scheduler will simply pick among the runnable threads.

9.1.3 Terminating Threads


A thread terminates when the run method of its Runnable returns. This is the normal
way of terminating a thread—implement the run method so that it returns when it
determines that no more work needs to be done.
However, sometimes you need to terminate a running thread. For example, you may have
several threads attempting to find a solution to a problem. As soon as the first one has
succeeded, you can terminate the other ones. In the initial release of the Java library, the
Thread class had a stop method to terminate a thread. However, that method is now
deprecated—computer scientists have found that stopping a thread can lead to danger-
ous situations if the thread holds a lock on shared resources. Instead of simply stopping a
thread, you should notify the thread that it should terminate itself. The thread needs to
cooperate, by releasing any resources that it currently holds and doing any other required
cleanup.
9.1 Thread Basics 369

To notify a thread that it should clean up and terminate, use the interrupt method.
t.interrupt();
This call doesn’t terminate the thread; it merely sets a flag in the thread data structure.
The run method should check whether its thread has been interrupted.
A thread should check whether
it has been interrupted. In that case, it should do any necessary cleanup and exit. The most
practical strategy for dealing with thread interruptions is to surround
the entire work portion of the run method with a try block that catches the
InterruptedException. Then the run method has the form
public void run()
{
try
{
while (more work to do)
{
do work
Thread.sleep(DELAY);
}
}
catch (InterruptedException exception)
{
}
clean up
}
This code works because the sleep mehod checks the “interrupted” flag. If the flag is set,
the sleep method clears it and throws an InterruptedException.
Occasionally, it is inconvenient to call sleep—then you should check the “interrupted”
flag manually:
if (Thread.currentThread().isInterrupted()) . . .

TIP You may find code that squelches the InterruptedException, like this:

try // Bad!
{
Thread.sleep(DELAY);
}
catch (InterruptedException exception)
{
}
Apparently, the try/catch clause was added to “shut up” the compiler’s complaint about the
checked exception that the sleep method may throw. Don’t do that. If such a thread is inter-
rupted, then the interruption is ignored and the thread simply keeps on running.
Sometimes, you need to call a method such as sleep inside a method that cannot throw a
checked exception (for example, an event handler). In that case, catch the Interrupted-
Exception and reactivate the “interrupted” flag of the thread.
try
{
Thread.sleep(DELAY);
370 CHAPTER 9 Multithreading

}
catch (InterruptedException exception)
{
Thread.currentThread().interrupt();
}
Of course, then you need to check for interruptions elsewhere.

NOTE Strictly speaking, nothing in the Java language specification says that a thread must
terminate when it is interrupted. It is entirely up to the thread what it does when it is
interrupted. Interrupting is a general mechanism for getting the thread’s attention, even
when it is sleeping. However, in this chapter, we will always terminate a thread that is being
interrupted.

9.2 Thread Synchronization


9.2.1 Corrupting a Shared Data Structure
When threads share access to a common object, they can conflict with each other. To
demonstrate the problems that can arise, we will investigate a sample program in which
two threads insert greetings into a queue, and another thread removes them. Each pro-
ducer thread inserts 100 greetings, and the consumer thread removes all of them.
We use the bounded queue of Chapter 8.
The run method of the Producer class contains this loop:
int i = 1;
while (i <= greetingCount)
{
if (!queue.isFull())
{
queue.add(i + ": " + greeting);
i++;
}
Thread.sleep((int) (Math.random() * DELAY));
}
The run method of the Consumer class simply removes the greetings from the queue. In a
more realistic program, the consumer would do something with these objects, but here
we just print them.
int i = 1;
while (i <= greetingCount)
{
if (!queue.isEmpty())
{
String greeting = queue.remove();
System.out.println(greeting);
i++;
9.2 Thread Synchronization 371

}
Thread.sleep((int) (Math.random() * DELAY));
}
When the program runs, it displays output similar to the following.
1: Hello, World!
1: Goodbye, World!
2: Hello, World!
3: Hello, World!
. . .
99: Goodbye, World!
100: Goodbye, World!
At least that is what should happen. However, there is a small chance that the program
will corrupt the queue and not work correctly.
Have a look at the source code to see if you can spot the problem. We will analyze the
flaw in the next section.

Ch9/queue1/ThreadTester.java
1 /**
2 This program runs two threads in parallel.
3 */
4 public class ThreadTester
5 {
6 public static void main(String[] args)
7 {
8 BoundedQueue<String> queue = new BoundedQueue<String>(10);
9 queue.setDebug(true);
10 final int GREETING_COUNT = 100;
11 Runnable run1 = new Producer("Hello, World!",
12 queue, GREETING_COUNT);
13 Runnable run2 = new Producer("Goodbye, World!",
14 queue, GREETING_COUNT);
15 Runnable run3 = new Consumer(queue, 2 * GREETING_COUNT);
16
17 Thread thread1 = new Thread(run1);
18 Thread thread2 = new Thread(run2);
19 Thread thread3 = new Thread(run3);
20
21 thread1.start();
22 thread2.start();
23 thread3.start();
24 }
25 }

Ch9/queue1/Producer.java
1 /**
2 An action that repeatedly inserts a greeting into a queue.
3 */
4 public class Producer implements Runnable
5 {
372 CHAPTER 9 Multithreading

6 /**
7 Constructs the producer object.
8 @param aGreeting the greeting to insert into a queue
9 @param aQueue the queue into which to insert greetings
10 @param count the number of greetings to produce
11 */
12 public Producer(String aGreeting, BoundedQueue<String> aQueue,
13 int count)
14 {
15 greeting = aGreeting;
16 queue = aQueue;
17 greetingCount = count;
18 }
19
20 public void run()
21 {
22 try
23 {
24 int i = 1;
25 while (i <= greetingCount)
26 {
27 if (!queue.isFull())
28 {
29 queue.add(i + ": " + greeting);
30 i++;
31 }
32 Thread.sleep((int) (Math.random() * DELAY));
33 }
34 }
35 catch (InterruptedException exception)
36 {
37 }
38 }
39
40 private String greeting;
41 private BoundedQueue<String> queue;
42 private int greetingCount;
43
44 private static final int DELAY = 10;
45 }

Ch9/queue1/Consumer.java
1 /**
2 An action that repeatedly removes a greeting from a queue.
3 */
4 public class Consumer implements Runnable
5 {
6 /**
7 Constructs the consumer object.
8 @param aQueue the queue from which to retrieve greetings
9 @param count the number of greetings to consume
10 */
11 public Consumer(BoundedQueue<String> aQueue, int count)
12 {
9.2 Thread Synchronization 373

13 queue = aQueue;
14 greetingCount = count;
15 }
16
17 public void run()
18 {
19 try
20 {
21 int i = 1;
22 while (i <= greetingCount)
23 {
24 if (!queue.isEmpty())
25 {
26 String greeting = queue.remove();
27 System.out.println(greeting);
28 i++;
29 }
30 Thread.sleep((int) (Math.random() * DELAY));
31 }
32 }
33 catch (InterruptedException exception)
34 {
35 }
36 }
37
38 private BoundedQueue<String> queue;
39 private int greetingCount;
40
41 private static final int DELAY = 10;
42 }

Ch9/queue1/BoundedQueue.java
1 /**
2 A first-in, first-out bounded collection of objects.
3 */
4 public class BoundedQueue<E>
5 {
6 /**
7 Constructs an empty queue.
8 @param capacity the maximum capacity of the queue
9 */
10 public BoundedQueue(int capacity)
11 {
12 elements = new Object[capacity];
13 head = 0;
14 tail = 0;
15 size = 0;
16 }
17
18 /**
19 Removes the object at the head.
20 @return the object that has been removed from the queue
21 @precondition !isEmpty()
22 */
374 CHAPTER 9 Multithreading

23 public E remove()
24 {
25 if (debug) System.out.print("removeFirst");
26 E r = (E) elements[head];
27 if (debug) System.out.print(".");
28 head++;
29 if (debug) System.out.print(".");
30 size--;
31 if (head == elements.length)
32 {
33 if (debug) System.out.print(".");
34 head = 0;
35 }
36 if (debug)
37 System.out.println("head=" + head + ",tail=" + tail
38 + ",size=" + size);
39 return r;
40 }
41
42 /**
43 Appends an object at the tail.
44 @param newValue the object to be appended
45 @precondition !isFull();
46 */
47 public void add(E newValue)
48 {
49 if (debug) System.out.print("add");
50 elements[tail] = newValue;
51 if (debug) System.out.print(".");
52 tail++;
53 if (debug) System.out.print(".");
54 size++;
55 if (tail == elements.length)
56 {
57 if (debug) System.out.print(".");
58 tail = 0;
59 }
60 if (debug)
61 System.out.println("head=" + head + ",tail=" + tail
62 + ",size=" + size);
63 }
64
65 public boolean isFull()
66 {
67 return size == elements.length;
68 }
69
70 public boolean isEmpty()
71 {
72 return size == 0;
73 }
74
75 public void setDebug(boolean newValue)
76 {
77 debug = newValue;
78 }
9.2 Thread Synchronization 375

79
80 private Object[] elements;
81 private int head;
82 private int tail;
83 private int size;
84 private boolean debug;
85 }

9.2.2 Race Conditions


If you run the program of the preceding section several times, you may find that the con-
sumer thread gets stuck and won’t complete. Even though 200 greetings were inserted
into the queue, it can’t retrieve them all. At other times, it may complete, but print the
same greetings repeatedly.
To see better what is happening, turn debugging on by calling
queue.setDebug(true);

The debug messages show the queue status.


You may need to run the program quite a few times to get it to misbehave. Activating the
queue debugging messages increases the chance of observing the failure.
Here is one of many scenarios that demonstrates how a problem can occur.
1. The first thread calls the add method of the BoundedQueue class and executes the
following statement:
elements[tail] = newValue;

2. The second thread calls the add method on the same BoundedQueue object and
executes the statements
elements[tail] = newValue;
tail++;

3. The first thread executes the statement


tail++;

The consequences of this scenario are unfortunate. Step 2 overwrites the object that the
first thread stored in the queue. Step 3 increments the tail counter past a storage location
without filling it. When its value is removed later, some random value will be returned
(see Figure 4).
This situation is an example of a race condition. Both threads, in their
A race condition occurs if the race to complete their respective tasks, rush to store objects in the
effect of multiple threads on queue and to increment the tail index. The end result depends on
shared data depends on the
which of them happens to win the race.
order in which the threads are
scheduled. What is the likelihood of corruption? If you turn off the debugging
mode and run the program on a fast computer, then you may not see
the problem for a long time. Testing the program only under auspicious circumstances
can give you the dangerous illusion of correctness. Of course, the problem hasn’t gone
376 CHAPTER 9 Multithreading

(old junk)
Store
tail "Hello"
new value

(old junk)
Store
tail "Goodbye"
new value

tail (old junk)


Increment
"Goodbye"
tail

tail
(old junk)
Increment
"Goodbye"
tail

Fi g u re 4

A Race Condition

away; it just has become much less frequent, and therefore more difficult to observe. To
really fix the race conditions, you need to ensure that only one thread manipulates the
queue at any given moment. That is the topic of the next section.
9.2 Thread Synchronization 377

9.2.3 Locks

A thread can acquire a lock.


To solve problems such as the one that you observed in the preceding
When another thread tries to section, a thread can temporarily acquire ownership of a lock. While
acquire the same lock, it is the thread owns the lock, no other thread can acquire the same lock.
blocked. When the first thread If another thread tries to do so, it is temporarily blocked. When the
releases the lock, the other first thread unlocks the lock, it releases ownership and the other
threads are unblocked. thread becomes unblocked.
As of Java 5.0, there are two kinds of locks:
 Objects of the ReentrantLock class or another class that implements the Lock
interface type in the java.util.concurrent.locks package.
 Locks that are built into every Java object.
We discuss the Lock interface first because it is easier to understand, and it is also a bit
more flexible than the built-in locking mechanism.
You use the following idiom to ensure that a block of code is exclusively executed by a
single thread:
aLock = new ReentrantLock();
. . .
aLock.lock();
try
{
protected code
}
finally
{
aLock.unlock();
}
The finally clause ensures that the lock is unlocked even when an exception is thrown
in the protected code.
Let’s see how locks avoid the unfortunate scenario of the preceding section. Assuming
the body of the add method is protected by a lock, the troublesome scenario that we con-
sidered in the preceding section plays out differently.
1. The first thread calls the add method and acquires the lock. The thread executes
the following statement:
elements[tail] = newValue;
2. The second thread also calls the add method on the same queue object and wants
to acquire the same lock. But it can’t—the first thread still owns the lock. There-
fore, the second thread is blocked and cannot proceed.
3. The first thread executes the statement
tail++;
4. The first thread completes the add method and returns. It releases the lock.
5. The lock release unblocks the second thread. It is again runnable.
6. The second thread proceeds, now successfully acquiring the lock.
378 CHAPTER 9 Multithreading

Of course, the remove method must be protected by the same lock. After all, if one
thread calls add, we don’t want another thread to execute the remove method on the same
object.
Note that each queue needs to have a separate lock object. It is perfectly acceptable if two
threads operate on different BoundedQueue objects.

9.2.4 Avoiding Deadlocks


Unfortunately, protecting the bodies of the add and remove methods with locks is not
enough to ensure that your program will always run correctly. Consider these actions of
the producer:
if (!queue.isFull())
{
queue.add(i + ": " + greeting);
i++;
}

Now suppose the producer thread has ascertained that the queue is not yet full, and then
its time slice has elapsed. Another thread gains control and fills up the queue. The first
thread is reactivated and proceeds where it left off, adding a message to the full queue.
The queue is again corrupted.
Clearly, the test should be moved inside the add method. That ensures that the test for
sufficient space is not separated from the code for adding the element. Thus, the add
method should look like this:
public void add(E newValue)
{
queueLock.lock();
try
{
while (queue is full )
wait for more space
. . .
}
finally
{
queueLock.unlock();
}
}

A deadlock occurs if no thread


But how can you wait for more space? You can’t simply call sleep
can proceed because each inside the try block. If a thread sleeps after locking queueLock, no
thread is waiting for another to other thread can remove elements because that block of code is
do some work first. protected by the same lock. The consumer thread will call remove, but
it will simply be blocked until the add method exits.
But the add method doesn’t exit until it has space available. This is called a deadlock or,
more poetically, a deadly embrace.
9.2 Thread Synchronization 379

NOTE Technically speaking, threads are not completely deadlocked if they sleep and periodi-
cally wake up and carry out a futile check. Some computer scientists call this situation a “live
lock”. A true deadlock can be achieved if two threads try to acquire two separate locks, with
one thread locking the first and attempting to lock the second, and the other thread acquiring
the second lock and then attempting to lock the first. How to resolve such deadlocks is
beyond the scope of this book.

Calling await on a
The methods of the Condition interface are designed to resolve this
Condition object makes the issue. Each lock can have one or more associated Condition objects—
current thread wait and allows you create them by calling the newCondition method, like this:
another thread to acquire the private Lock queueLock = new ReentrantLock();
lock. private Condition spaceAvailableCondition
= queueLock.newCondition();
private Condition valueAvailableCondition
= queueLock.newCondition();
It is useful to create a condition object for each condition that needs to be monitored. In
our example, we will monitor two conditions, whether space is available for insertion and
whether values are available for removal.
Calling await on a condition object temporarily releases a lock and blocks the current
thread. The current thread is added to a set of threads that are waiting for the condition.
For example, the add method starts with the loop
public void add(E newValue)
{
. . .
while (size == elements.length)
spaceAvailableCondition.await();
. . .
}

A waiting thread is blocked


When a thread calls await, it enters a blocked state. To unblock the
until another thread calls thread, another thread must execute the signalAll method on the
signalAll or signal on same condition object. The signalAll method unblocks all threads
the condition object for which waiting for the condition, making them all runnable again.
the thread is waiting.
You call the signalAll method whenever the state of an object has
changed in a way that might benefit waiting threads. In our queue
example, this is the case after an object has been removed. At that time, the threads that
are waiting for available space should be unblocked so that they can finish adding ele-
ments. Here is how you should modify the remove method:
public E remove()
{
. . .
E r = elements[head];
. . .
spaceAvailableCondition.signalAll(); // Unblock waiting threads
return r;
}
380 CHAPTER 9 Multithreading

The valueAvailableCondition is maintained in the same way. The remove method starts
with the loop
while (size == 0)
valueAvailableCondition.await();
After the add method has added an element to the queue, it calls
valueAvailableCondition.signalAll();
Note that the test for a condition must be contained in a while loop, not an if statement:
while (not ok to proceed )
aCondition.await();
The condition must be retested after the thread returns from the call to await.

NOTE There is also a signal method, which randomly picks just one thread that is waiting
on the object and unblocks it. The signal method can be more efficient than the signalAll
method, but it is useful only if you know that every waiting thread can actually proceed. In
general, you don’t know that, and signal can lead to deadlocks. For that reason, we recom-
mend that you always call signalAll.

With the calls to await and signalAll in the add and remove methods, we can launch
any number of producer and consumer threads without a deadlock. If you run the sample
program, you will note that all greetings are retrieved without ever corrupting the queue.
Here is the source code for the modified queue.

Ch9/queue2/BoundedQueue.java
1 import java.util.concurrent.locks.*;
2
3 /**
4 A first-in, first-out bounded collection of objects.
5 */
6 public class BoundedQueue<E>
7 {
8 /**
9 Constructs an empty queue.
10 @param capacity the maximum capacity of the queue
11 */
12 public BoundedQueue(int capacity)
13 {
14 elements = new Object[capacity];
15 head = 0;
16 tail = 0;
17 size = 0;
18 }
19
20 /**
21 Removes the object at the head.
22 @return the object that has been removed from the queue
23 */
24 public E remove() throws InterruptedException
9.2 Thread Synchronization 381

25 {
26 queueLock.lock();
27 try
28 {
29 while (size == 0)
30 valueAvailableCondition.await();
31 E r = (E) elements[head];
32 head++;
33 size--;
34 if (head == elements.length)
35 head = 0;
36 spaceAvailableCondition.signalAll();
37 return r;
38 }
39 finally
40 {
41 queueLock.unlock();
42 }
43 }
44
45 /**
46 Appends an object at the tail.
47 @param newValue the object to be appended
48 */
49 public void add(E newValue) throws InterruptedException
50 {
51 queueLock.lock();
52 try
53 {
54 while (size == elements.length)
55 spaceAvailableCondition.await();
56 elements[tail] = newValue;
57 tail++;
58 size++;
59 if (tail == elements.length)
60 tail = 0;
61 valueAvailableCondition.signalAll();
62 }
63 finally
64 {
65 queueLock.unlock();
66 }
67 }
68
69 private Object[] elements;
70 private int head;
71 private int tail;
72 private int size;
73
74 private Lock queueLock = new ReentrantLock();
75 private Condition spaceAvailableCondition
76 = queueLock.newCondition();
77 private Condition valueAvailableCondition
78 = queueLock.newCondition();
79 }
382 CHAPTER 9 Multithreading

TIP Note that the await method can throw an InterruptedException. It would be a bad
idea to catch the InterruptedException inside the add and remove methods. These meth-
ods have no way of knowing what the current thread wants to do if it is interrupted. In most
cases, it is best to let methods throw an InterruptedException if they call the await or
sleep methods.

9.2.5 Object Locks


The Lock and Condition interface types were added in Java 5.0 to address limitations of
the original synchronization primitives of the Java language. In this section, we will
examine those primitives.
Every Java object has an associated object lock. It is very easy to acquire and release the
lock belonging to the implicit parameter of a method: simply tag the method with the
synchronized keyword.

Consider for example the BoundedQueue class. We can protect a queue object simply by
declaring its methods to be synchronized.
public class BoundedQueue<E>
{
public synchronized void add(E newValue) { . . . }
public synchronized E remove() { . . . }
. . .
}
When a thread calls q.add(e), it tries to acquire the lock of q. It succeeds unless another
thread owns that lock. Upon exiting the add method, the lock is automatically released.
Each object lock comes with one condition object. To wait on that condition, call wait.
To signal that the condition has changed, call notifyAll or notify. For example, here is
the add method:
public synchronized void add(E newValue)
throws InterruptedException
{
while (size == elements.length) wait();
elements[tail] = anObject;
. . .
notifyAll();
}
Note that the wait, notifyAll, and notify methods belong to the Object class and not
the Thread class. If you call x.wait(), the current thread is added to the wait set of the
condition belonging to the lock of the object x. Most commonly, you will call wait(),
which adds the current thread to the wait set of this. Similarly, the call notifyAll()
unblocks all threads that are waiting for this.
The BoundedQueue class of the preceding section used two conditions, to monitor
whether the queue was full or empty. Here, we use the implicit object lock, and we only
have a single condition. Whenever the queue contents changes in any way, all waiting
threads will be woken up.
9.2 Thread Synchronization 383

F ig u re 5

Visualizing Object Locks

As you can see, using synchronized methods is simpler than using Lock and Condition
objects, but it is also a bit more confusing because three different concepts are combined:
the object whose state must be protected, the lock, and the condition.
One way to visualize the locking behavior is to imagine that the object is an old-
fashioned telephone booth with a door, and the threads are people wanting to make tele-
phone calls. (See Figure 5.) The telephone booth can accommodate only one person at a
time. If the booth is empty, then the first person wanting to make a call just goes inside
and closes the door. If another person wants to make a call and finds the booth occupied,
then the second person needs to wait until the first person leaves the booth. If multiple
people want to gain access to the telephone booth, they all wait outside.
To visualize the condition behavior, suppose that the coin reservoir of the telephone is
completely filled. No further calls can be made until a service technician removes the
coins. You don’t want the person in the booth to go to sleep with the door closed. The
wait method makes the person leave the booth temporarily, waiting for the situation to
improve. That gives other people (one of whom is hopefully a service technician) a
chance to enter the booth. At some point, a service technician enters the booth, empties
the coin reservoir, and shouts a notification. Now all the waiting people compete again
for the telephone booth.

NOTE In the 1970s, Per Brinch Hansen and Tony Hoare invented the monitor construct for
managing thread interactions. A monitor is analogous to a Java class in which every method
is synchronized and every instance field is private. Those restrictions are eminently sensible:
384 CHAPTER 9 Multithreading

they guarantee that the object state cannot be corrupted by interfering threads. The Java syn-
chronization primitives are unfortunately rather half-baked. They are neither as safe as moni-
tors nor as efficient as explicit locks. In a fiery critique (http://brinch-hansen.net/
papers/1999b.pdf), Per Brinch Hansen wrote: “It is astounding to me that Java’s insecure
parallelism is taken seriously by the programming community, a quarter of a century after the
invention of monitors and Concurrent Pascal. It has no merit.”

Should you use Lock and Condition objects or implicit locks and synchronized methods
in your code? It depends. The implicit object locks have a few limitations:
 There is only a single condition. If the only available condition is “something has
changed”, some threads may be woken up even though they have no realistic
chance of proceeding.
 It is not possible to interrupt a thread that is trying to acquire an implicit lock.
 You cannot specify a timeout for trying to acquire an implicit lock.
Synchronized methods were invented for a specific purpose: to ensure the integrity of a
data structure. We suggest that you use them for that purpose. If you have a data struc-
ture that is accessed by multiple threads, declare all of its methods as synchronized and
all of its instance fields as private. You will never have surprising race conditions.
However, synchronized methods can be tricky to use to implement other thread coordi-
nation problems. The java.util.concurrent package offers several pre-built classes for
managing threads. We will see one of them, the LinkedBlockingQueue, in the next section.
Here is the complete code for the BoundedQueue class with synchronized methods.

Ch9/queue3/BoundedQueue.java
1 /**
2 A first-in, first-out bounded collection of objects.
3 */
4 public class BoundedQueue<E>
5 {
6 /**
7 Constructs an empty queue.
8 @param capacity the maximum capacity of the queue
9 */
10 public BoundedQueue(int capacity)
11 {
12 elements = new Object[capacity];
13 head = 0;
14 tail = 0;
15 size = 0;
16 }
17
18 /**
19 Removes the object at the head.
20 @return the object that has been removed from the queue
21 */
22 public synchronized E remove()
23 throws InterruptedException
24 {
9.2 Thread Synchronization 385

25 while (size == 0) wait();


26 E r = (E) elements[head];
27 head++;
28 size--;
29 if (head == elements.length)
30 head = 0;
31 notifyAll();
32 return r;
33 }
34
35 /**
36 Appends an object at the tail.
37 @param newValue the object to be appended
38 */
39 public synchronized void add(E newValue)
40 throws InterruptedException
41 {
42 while (size == elements.length) wait();
43 elements[tail] = newValue;
44 tail++;
45 size++;
46 if (tail == elements.length)
47 tail = 0;
48 notifyAll();
49 }
50
51 private Object[] elements;
52 private int head;
53 private int tail;
54 private int size;
55 }

 Special Topic 9.1


Synchronized Blocks

Synchronized methods automatically manipulate the lock that is associated with the implicit
parameter of a method. You can manually manipulate the lock of any object by programming
a synchronized block. The syntax is

synchronized (anObject)
{
code
 }
This statement acquires the lock of the given object, executes the code, and then releases the
lock. Of course, if the lock is already owned by another thread, then the thread executing the
 statement blocks.
Consider this example from the standard Java library. The toString method of the Date class
uses a static formatter to format Date objects. Here is a slight simplification of the code.

public String toString()
{
386 CHAPTER 9 Multithreading

 if (formatter == null)
formatter = new SimpleDateFormat(
"EEE MMM dd HH:mm:ss zzz yyyy", Locale.US);
synchronized (formatter)
 {
formatter.setTimeZone(TimeZone.getDefault());
return formatter.format(this);
 }
}
If the format method was interrupted in the middle of formatting one date and started to
 format another, the internal state of the formatter object would become corrupted. The syn-
chronized block ensures that two threads cannot simultaneously execute the call to
formatter.format.

 Most people find code with synchronized blocks hard to read. Explicit locks or synchronized
methods are better alternatives.

 Special Topic 9.2


Volatile Fields

Acquiring a lock is a time-consuming operation. Some programmers try to avoid locks and
synchronized methods for simple methods, in the mistaken belief that nothing is going to go
wrong. However, as computers with multiple processors are becoming more common, even
 seemingly harmless-looking code can be problematic. Suppose, for example, we added a
method to the BoundedQueue class that reports the current size of the queue:
public int getSize() { return size; } // Not threadsafe

Unfortunately, this method is not threadsafe. If one thread updates the size field, the change
may not be visible in another thread. This can happen if the two threads are executed by dif-
ferent processors. For performance reasons, each processor duplicates frequently accessed
 memory locations in a high-speed memory cache. (Ordinary memory is quite a bit slower
than modern CPUs!) If each processor caches a copy of the size field, then they only see
changes made by the other processor when the cache and memory are synchronized. The Java
 virtual machine issues the (relatively slow) synchronization instructions when you use locks.
But otherwise, all bets are off. Perhaps, one thread keeps adding elements to the queue, but
the other always sees the size as 0.
 Tagging the getSize method as synchronized solves this problem. There is also another
way—you can tag the size field as volatile:
private volatile int size;
 The virtual machine ensures that changes to volatile fields are properly synchronized. How-
ever, this is an advanced technique that is only needed to enhance performance. It is best to
first program for safety, using locks for all methods of a shared data structure. Use
 optimizations such as volatile fields only after you have collected measurements that demon-
strate a significant speedup.
9.3 Animations 387

9.3 Animations
One popular use for thread programming is animation. A program that displays an ani-
mation shows different objects moving or changing in some way as time progresses. This
is often achieved by launching one or more threads that compute how parts of the ani-
mation change.
As you saw in Chapter 4, you can use the Swing Timer class for simple animations with-
out having to do any thread programming. However, more advanced animations are
better implemented with threads.
In this section, you will see a particular kind of animation, namely the visualization of
the steps of an algorithm. Algorithm animation is an excellent technique for gaining a
better understanding of how an algorithm works.

INTERNET Many algorithms can be animated—type “Java algorithm animation” into your
favorite Web search engine, and you’ll find lots of links to Web pages with animations of var-
ious algorithms.

Most algorithm animations have a similar structure. The algorithm runs in a separate
thread that periodically updates a drawing of the current state of the algorithm and then
sleeps. After a short amount of time, the algorithm thread wakes up and runs to the next
point of interest in the algorithm. It then updates the drawing and sleeps again. This
sequence is repeated until the algorithm has finished.
In our sample program, we will animate a merge sort algorithm that works just like the
Arrays.sort method of the standard Java library. The MergeSorter.sort method sorts
an array of objects.
Double[] values = . . .;
Comparator<Double> comp = . . .;
MergeSorter.sort(values, comp);

The array is initialized with a sequence of random Double values.


We supply a comparator that pauses the sorter thread before yielding the result of the
comparison. When the sorter thread is paused, the user interface thread draws the con-
tents of the array (see Figure 6).
Comparator<Double> comp = new
Comparator<Double>()
{
public int compare(Double d1, Double d2)
{
update drawing data
pause the thread
return d1.compareTo(d2);
}
};
388 CHAPTER 9 Multithreading

F ig u r e 6

Animating a Sort Algorithm

The Sorter class implements the Runnable interface type. Its run method calls Merge-
Sorter.sort. The sort algorithm repeatedly calls the comparator during the sorting
process. Each time, the animation is paused. When the pause has elapsed, the compara-
tor returns the result of the comparison, and the algorithm continues.
The main program shows the array drawing panel and then starts the sorting thread.
When you run the program, you will see the merge sort algorithm in action. You can
observe how the algorithm repeatedly sorts subarrays and merges them together.

Ch9/animation1/Sorter.java
1 import java.util.*;
2
3 /**
4 This runnable executes a sort algorithm.
5 When two elements are compared, the algorithm
6 pauses and updates a panel.
7 */
8 public class Sorter implements Runnable
9 {
10 /**
11 Constructs the sorter.
12 @param values the array to sort
13 @param panel the panel for displaying the array
14 */
15 public Sorter(Double[] values, ArrayComponent panel)
16 {
17 this.values = values;
18 this.panel = panel;
19 }
20
21 public void run()
22 {
23 Comparator<Double> comp = new
24 Comparator<Double>()
25 {
9.3 Animations 389

26 public int compare(Double d1, Double d2)


27 {
28 panel.setValues(values, d1, d2);
29 try
30 {
31 Thread.sleep(DELAY);
32 }
33 catch (InterruptedException exception)
34 {
35 Thread.currentThread().interrupt();
36 }
37 return (d1).compareTo(d2);
38 }
39 };
40 MergeSorter.sort(values, comp);
41 panel.setValues(values, null, null);
42 }
43
44 private Double[] values;
45 private ArrayComponent panel;
46 private static final int DELAY = 100;
47 }

Ch9/animation1/ArrayComponent.java
1 import java.awt.*;
2 import java.awt.geom.*;
3 import javax.swing.*;
4
5 /**
6 This panel draws an array and marks two elements in the
7 array.
8 */
9 public class ArrayComponent extends JComponent
10 {
11 public synchronized void paintComponent(Graphics g)
12 {
13 if (values == null) return;
14 Graphics2D g2 = (Graphics2D) g;
15 int width = getWidth() / values.length;
16 for (int i = 0; i < values.length; i++)
17 {
18 Double v = values[i];
19 Rectangle2D bar = new Rectangle2D.Double(
20 width * i, 0, width, v);
21 if (v == marked1 || v == marked2)
22 g2.fill(bar);
23 else
24 g2.draw(bar);
25 }
26 }
27
28 /**
29 Sets the values to be painted.
30 @param values the array of values to display
31 @param marked1 the first marked element
390 CHAPTER 9 Multithreading

32 @param marked2 the second marked element


33 */
34 public synchronized void setValues(Double[] values,
35 Double marked1, Double marked2)
36 {
37 this.values = (Double[]) values.clone();
38 this.marked1 = marked1;
39 this.marked2 = marked2;
40 repaint();
41 }
42
43 private Double[] values;
44 private Double marked1;
45 private Double marked2;
46 }

Ch9/animation1/AnimationTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 This program animates a sort algorithm.
6 */
7 public class AnimationTester
8 {
9 public static void main(String[] args)
10 {
11 JFrame frame = new JFrame();
12 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
13
14 ArrayComponent panel = new ArrayComponent();
15 frame.add(panel, BorderLayout.CENTER);
16
17 frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
18 frame.setVisible(true);
19
20 Double[] values = new Double[VALUES_LENGTH];
21 for (int i = 0; i < values.length; i++)
22 values[i] = Math.random() * panel.getHeight();
23
24 Runnable r = new Sorter(values, panel);
25 Thread t = new Thread(r);
26 t.start();
27 }
28
29 private static final int VALUES_LENGTH = 30;
30 private static final int FRAME_WIDTH = 300;
31 private static final int FRAME_HEIGHT = 300;
32 }

One drawback of our animation program is that it runs at a fairly brisk pace. To improve
the program, let’s add two buttons labeled “Run” and “Step”. The “Step” button runs the
algorithm until the next step and then pauses the algorithm. By repeatedly clicking on
the “Step” button, you can observe the algorithm one step at a time.
9.3 Animations 391

In a situation such as this one, it can be difficult to coordinate the button clicks in the
user interface thread and the pauses in the sorter thread. In single-step mode, we want
the sorter thread to wait until the user clicks the “Step” button.
We want a shared object that allows the two threads to communicate. When the sorter
thread has finished a step, it should ask the shared object for permission to proceed. The
thread blocks until the permission is issued. When the user clicks the “Step” button, the
shared object should be instructed to issue a permission, unblocking the waiting sorter
thread.
We could design a class with this behavior, but it is easier and safer to use an existing
class instead. The java.util.concurrent library has a number of professionally imple-
mented classes for thread synchronization—see Core Java, 7th Ed., Vol. 2, Chapter 2, by
Cay Horstmann and Gary Cornell for more details. The LinkedBlockingQueue class has
the behavior that we need. Whenever a button is clicked, we add a command string
"Step" or "Run" to the queue. The take method of the LinkedBlockingQueue removes a
value, blocking if none is available.
The compare method waits until a command string is available in the queue. If the com-
mand is "Run", the thread simply pauses for a short delay, just as in the first version of the
program, then adds the "Run" command back into the queue. In either case, the thread
proceeds until it calls the take method again, blocking until the next command is
available.
public int compare(Double d1, Double d2)
{
. . .
String command = queue.take();
if (command.equals("Run"))
{
Thread.sleep(DELAY);
queue.add("Run");
}
. . .
}
Here is the code for the Sorter class and the main program. This example concludes our
introduction to Java threads. As you have seen, the Java synchronization primitives are at
a fairly low level. It is a good idea to use them as building blocks for higher-level syn-
chronization mechanisms (such as the LinkedBlockingQueue) that are conceptually easier
to understand.

Ch9/animation2/Sorter.java
1 import java.util.*;
2 import java.util.concurrent.*;
3
4 /**
5 This runnable executes a sort algorithm.
6 When two elements are compared, the algorithm
7 pauses and updates a panel.
8 */
9 public class Sorter implements Runnable
10 {
392 CHAPTER 9 Multithreading

11 public Sorter(Double[] values, ArrayComponent panel,


12 BlockingQueue<String> queue)
13 {
14 this.values = values;
15 this.panel = panel;
16 this.queue = queue;
17 }
18
19 public void run()
20 {
21 Comparator<Double> comp = new
22 Comparator<Double>()
23 {
24 public int compare(Double d1, Double d2)
25 {
26 try
27 {
28 String command = queue.take();
29 if (command.equals("Run"))
30 {
31 Thread.sleep(DELAY);
32 if (!"Step".equals(queue.peek()))
33 queue.add("Run");
34 }
35 }
36 catch (InterruptedException exception)
37 {
38 Thread.currentThread().interrupt();
39 }
40 panel.setValues(values, d1, d2);
41 return d1.compareTo(d2);
42 }
43 };
44 MergeSorter.sort(values, comp);
45 panel.setValues(values, null, null);
46 }
47
48 private Double[] values;
49 private ArrayComponent panel;
50 private BlockingQueue<String> queue;
51 private static final int DELAY = 100;
52 }

Ch9/animation2/AnimationTester.java
1 import java.awt.*;
2 import java.awt.event.*;
3 import javax.swing.*;
4 import java.util.concurrent.*;
5
6 /**
7 This program animates a sort algorithm.
8 */
9 public class AnimationTester
10 {
9.3 Animations 393

11 public static void main(String[] args)


12 {
13 JFrame frame = new JFrame();
14 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
15
16 ArrayComponent panel = new ArrayComponent();
17 frame.add(panel, BorderLayout.CENTER);
18
19 JButton stepButton = new JButton("Step");
20 final JButton runButton = new JButton("Run");
21
22 JPanel buttons = new JPanel();
23 buttons.add(stepButton);
24 buttons.add(runButton);
25 frame.add(buttons, BorderLayout.NORTH);
26 frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
27 frame.setVisible(true);
28
29 Double[] values = new Double[VALUES_LENGTH];
30 for (int i = 0; i < values.length; i++)
31 values[i] = Math.random() * panel.getHeight();
32
33 final BlockingQueue<String> queue
34 = new LinkedBlockingQueue<String>();
35 queue.add("Step");
36
37 final Sorter sorter = new Sorter(values, panel, queue);
38
39 stepButton.addActionListener(new
40 ActionListener()
41 {
42 public void actionPerformed(ActionEvent event)
43 {
44 queue.add("Step");
45 runButton.setEnabled(true);
46 }
47 });
48
49 runButton.addActionListener(new
50 ActionListener()
51 {
52 public void actionPerformed(ActionEvent event)
53 {
54 runButton.setEnabled(false);
55 queue.add("Run");
56 }
57 });
58
59 Thread sorterThread = new Thread(sorter);
60 sorterThread.start();
61 }
62
63 private static final int FRAME_WIDTH = 300;
64 private static final int FRAME_HEIGHT = 300;
65 private static final int VALUES_LENGTH = 30;
66 }
394 CHAPTER 9 Multithreading

Exercises
Exercise 9.1. Modify the ThreadTester program to execute the following instructions:
Runnable r1 = new GreetingProducer("Hello, World!");
Runnable r2 = new GreetingProducer("Goodbye, World!");
r1.run();
r2.run();
Note that the outputs are not interleaved. Explain.
Exercise 9.2. In the program in Section 9.1, is it possible that both threads are sleeping at
the same time? That neither of the two threads is sleeping at a particular time? Explain.
Exercise 9.3. In Java, a graphical user interface program has more than one thread.
Explain how you can prove that.
Exercise 9.4. Give an example why you would want to terminate a thread in a Web
browser program.
Exercise 9.5. Suppose the following threads are alive.

Thread State

Thread-0 Runnable
Thread-1 Sleeping
Thread-2 Runnable
Thread-3 Waiting

The scheduler is about to give a time slice to a new thread. Among which of these
threads does it choose?
Exercise 9.6. Suppose threads in the following table are alive.

Thread State Priority

Thread-0 Runnable Normal


Thread-1 Sleeping High
Thread-2 Runnable Normal
Thread-3 Waiting High
Thread-4 Runnable Low

The scheduler is about to give a time slice to a new thread. Among which of these
threads does it choose?
Exercises 395

Exercise 9.7. What is the difference between a thread that sleeps by calling sleep and a
thread that waits by calling await?
Exercise 9.8. What happens when a thread calls await and no other thread calls signal-
All or signal?

Exercise 9.9. Write a program that has multiple threads that make deposits and with-
drawals in a shared bank account program without using locks. Demonstrate how the
bank account can become corrupted.
Exercise 9.10. Use synchronized methods to overcome the corruption problem of
Exercise 9.9.
Exercise 9.11. Use a ReentrantLock to implement a threadsafe BankAccount class.
Exercise 9.12. Suppose you call wait instead of await on a condition object in the
BoundedQueue class that uses a ReentrantLock. Will the call compile? What will it do?

Exercise 9.13. List three other scenarios in which the queue in Section 9.2.1 can get
corrupted.
Exercise 9.14. The special topic on synchronized blocks explains how the Date class
guarantees that no two threads call the static formatter in the toString method at the
same time. Discuss what would happen if two threads executed the toString method
before the static formatter was constructed. What can you do to avoid constructing two
instances of the formatter?
Exercise 9.15. It is always a good idea to look for classes in the standard library instead of
building your own, particularly when thread safety is an issue. Which Java library classes
can you use if you need a threadsafe queue?
Exercise 9.16. The MailSystem class in Chapter 2 is not threadsafe. Fix it (and any non-
threadsafe classes on which it depends) so that multiple connections can have simulta-
neous access.
Exercise 9.17. In Chapter 2, the mail system was acccessed through a console interface.
In Chapter 4, it was accessed through a GUI interface, allowing for multiple simulta-
neous connections. Explain why it is safe to use the original MailSystem class in both
implementations.
Exercise 9.18. Modify the animation program in Chapter 4 so that various cars are mov-
ing at different speeds. Use a separate thread for each car.
Exercise 9.19. Modify the algorithm animation program so that it becomes a framework
for animating different sorting algorithms. Demonstrate the framework by animating
the selection sort algorithm.
Exercise 9.20. Modify the algorithm animation program so that it becomes a framework
for animating algorithms of any kind. The algorithm needs to supply a mechanism for
drawing the current state of the data structure on which it operates. Demonstrate the
framework by animating the “Towers of Hanoi” algorithm.
396 CHAPTER 9 Multithreading

Exercise 9.21. Write a program WordCount that counts the words in one or more files.
Start a new thread for each file. For example, if you call
java WordCount report.txt address.txt Homework.java
then the program might print
address.txt: 1052
Homework.java: 445
report.txt: 2099

Exercise 9.22. Modify the program of Exercise 9.21 so that it prints the total of the
words in all files after the last counting thread has completed.
C h a p t e r 10
More Design
Patterns
C H A P T E R T O P I C S

 The ADAPTER Pattern


 Actions and the COMMAND Pattern
 The FACTORY METHOD Pattern
 The PROXY Pattern
 The SINGLETON Pattern
 The VISITOR Pattern
 Other Design Patterns

In this chapter, we discuss a number of important design patterns. As in


Chapter 5, we relate the patterns to examples in the Java class library
whenever possible, so that you can remember them easily. You can read
the sections of this chapter in any order, or just use them as a reference.
398 CHAPTER 10 More Design Patterns

10.1 The ADAPTER Pattern


If you have ever had to hook up a laptop computer in a foreign country, you are probably
familiar with the concept of an adapter. The power plug of your computer may not fit
into the wall outlet, and the foreign telephone plug may not fit into your computer
modem. To solve these problems, travelers often carry a set of adapter plugs that convert
one kind of plug into another.
In object-oriented programming, you often have similar problems. For example, in
Chapter 4, we designed a class CarIcon that implements the Icon interface type. Suppose
we want to add a car icon into a user interface container. But you add components, not
icons, into containers. What we need is an intermediary that adapts the Icon interface
type to the Component interface type.
The ADAPTER pattern teaches
It is an easy matter to provide such an adapter. The Icon interface
type has methods for painting and for sizing the icon. A component
how to use a class in a con-
has methods for the same purpose, but with minor differences. The
text that requires a different
interface. adapter simply translates one set of methods into the other. Using the
following adapter class, you can reuse the existing icon and add icon
components into a container.

Ch10/adapter/IconAdapter.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 An adapter that turns an icon into a JComponent.
6 */
7 public class IconAdapter extends JComponent
8 {
9 /**
10 Constructs a JComponent that displays a given icon.
11 @param icon the icon to display
12 */
13 public IconAdapter(Icon icon)
14 {
15 this.icon = icon;
16 }
17
18 public void paintComponent(Graphics g)
19 {
20 icon.paintIcon(this, g, 0, 0);
21 }
22
23 public Dimension getPreferredSize()
24 {
25 return new Dimension(icon.getIconWidth(),
26 icon.getIconHeight());
27 }
28
29 private Icon icon;
30 }
10.1 The ADAPTER Pattern 399

Ch10/adapter/IconAdapterTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 This program demonstrates how an icon is adapted to
6 a component. The component is added to a frame.
7 */
8 public class IconAdapterTester
9 {
10 public static void main(String[] args)
11 {
12 Icon icon = new CarIcon(300);
13 JComponent component = new IconAdapter(icon);
14
15 JFrame frame = new JFrame();
16 frame.add(component, BorderLayout.CENTER);
17 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
18 frame.pack();
19 frame.setVisible(true);
20 }
21 }

Note that the IconAdapter holds a reference to the icon object that is being adapted.
The IconAdapter only redefines two methods of the JComponent class. For the other
methods, the JComponent superclass supplies reasonable implementations.
This example can easily be generalized to a design pattern. You use the ADAPTER pat-
tern when you would like to use an existing class but its interface doesn’t match the one
you need.

PATTERN
 ADAPTER
Context

1. You want to use an existing class without modifying it. We’ll call this class the adaptee.
2. The context in which you want to use the class requires conformance to a target inter-
 face that is different from that of the adaptee.
3. The target interface and the adaptee interface are conceptually related.

Solution

1. Define an adapter class that implements the target interface.


 2. The adapter class holds a reference to the adaptee. It translates target methods to
adaptee methods.
 3. The client wraps the adaptee into an adapter class object.
400 CHAPTER 10 More Design Patterns

 «interface»
Target
Client
 targetMethod()

Adapter Adaptee

targetMethod() adapteeMethod()


Calls
adapteeMethod()

For example, in the case of the icon adapter, we have:

Name in Design Pattern Actual Name

Adaptee Icon

Target JComponent

Adapter IconAdapter

Client The class that wants to add icons into a container


targetMethod() paintComponent(), getPreferredSize()

adapteeMethod() paintIcon(), getIconWidth(), getIconHeight()

There is another use of the ADAPTER pattern in the Java stream library. Recall that an
input stream reads bytes, whereas a reader reads characters. The difference between bytes
and characters is significant in many languages. In some encoding schemes (such as
ASCII), a character is encoded as a single byte. But in many encoding schemes (for
example, the Unicode UTF-8 encoding or the JIS encoding for Japanese characters), a
variable number of bytes is required to encode characters. Therefore, you should use a
reader object whenever you read text input.
What do you do if you have an input stream and need a reader? Use the InputStream-
Reader adapter. That adapter turns an input stream into a reader whose read method
reads bytes and translates them into characters, using a particular encoding scheme.
For example, System.in is an InputStream. To turn it into a reader, you use the following
instructions:
Reader reader = new InputStreamReader(System.in);
// Uses the default character encoding
10.2 Actions and the COMMAND Pattern 401

or
Reader reader = new InputStreamReader(System.in, "UTF-8");
// Uses the specified character encoding

In the case of the input stream reader adapter, we have:

Name in Design Pattern Actual Name

Adaptee InputStream

Target Reader

Adapter InputStreamReader

Client The class that wants to read text from an input stream
targetMethod() read (reading a character)
adapteeMethod() read (reading a byte)

10.2 Actions and the COMMAND Pattern


The user interfaces of many programs give you multiple ways of issuing a particular com-
mand. For example, to cut a block of text in a word processor, you may select Edit → Cut
from the menu, click on a toolbar button with a scissors icon, or simply type the CTRL+X
key combination.
That is pretty easy to implement, of course. Simply route the event handlers for the
menu, the toolbar button, and the keypress to the code that carries out the “cut” com-
mand. But there is more to a command than just the code that carries out the operation.
For example, if there is nothing to cut, then the menu item and toolbar button should be
disabled. A disabled menu item or button usually has a different visual appearance. It is
therefore helpful if the “cut” command can remember whether it is currently enabled or
disabled. Thus, a command has both behavior and state.
The Action interface type of the Swing library lets you implement commands that can
be enabled or disabled. Moreover, actions can store various informational items, such as
icons and descriptions.
The Action interface type extends the ActionListener interface type. That is, you spec-
ify the command action in an actionPerformed method. You use the setEnabled method
to enable or disable an action.
An action stores properties, including
 The action name, displayed on menu items and buttons
 An icon, also displayed on menu items and buttons
402 CHAPTER 10 More Design Patterns

Fi g u re 1

Using Actions for Menus and Toolbars

You set these properties with the putValue method, by using predefined constants in the
Action type. For example,

helloAction.putValue(Action.NAME, "Hello");
helloAction.putValue(Action.SMALL_ICON, new ImageIcon("hello.png"));

Once you have action objects, it is very simple to add them to menus and toolbars.
menu.add(helloAction);
toolbar.add(helloAction);

The menu and toolbar retrieve the action name and icon and display them (see Figure 1).
When the menu item or toolbar button is selected, the actionPerformed method of the
action object is called.
The AbstractAction class implements the Action interface type. You will want to extend
the AbstractAction class rather than implement the Action interface type (see Figure 2).

«interface»
Action

Abstract
Action

F igur e 2 Greeting
Action
Action Classes
10.2 Actions and the COMMAND Pattern 403

In our example program, we define a class GreetingAction and construct two instances,
one to say “Hello, World”, and one to say “Goodbye, World”. Each action is added to
both the menu and the toolbar. After being selected, each command disables itself and
enables the other. As a result, the user must select the “Hello” and “Goodbye” commands
in sequence.
The COMMAND pattern teaches
Swing actions are an example of the COMMAND pattern. The com-
how to implement commands mand pattern tells you to implement commands as objects rather than
as objects whenever a methods. If a command is an object, it can have state. For example, a
command has both behavior Swing action object remembers whether it is currently enabled. There
and state. is a second advantage. You can collect command objects. Collecting
command objects has several useful applications. For example, you can
define macros, that is, commands that are composed of other commands, or you can keep
a sequence of recently issued commands so that you can “undo” them.

PATTERN
 COMMAND
Context

1. You want to implement commands that behave like objects, either because you need
to store additional information with commands, or because you want to collect

commands.
Solution


1. Define a command interface type with a method to execute the command.
2. Supply methods in the command interface type to manipulate the state of command
objects.
 3. Each concrete command class implements the command interface type.
4. To invoke the command, call the execute method.
 «interface»
Command
Client
 execute()

Concrete
 Command
state
execute()

404 CHAPTER 10 More Design Patterns

For example, in the case of Swing actions, we have:

Name in Design Pattern Actual Name

Command Action

ConcreteCommand A subclass of AbstractAction


execute() actionPerformed()

state Name and icon

Ch10/command/CommandTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 This program demonstrates action objects. Two actions
6 insert greetings into a text area. Each action can be
7 triggered by a menu item or toolbar button. When an
8 action is carried out, the opposite action becomes enabled.
9 */
10 public class CommandTester
11 {
12 public static void main(String[] args)
13 {
14 JFrame frame = new JFrame();
15 JMenuBar bar = new JMenuBar();
16 frame.setJMenuBar(bar);
17 JMenu menu = new JMenu("Say");
18 bar.add(menu);
19 JToolBar toolBar = new JToolBar();
20 frame.add(toolBar, BorderLayout.NORTH);
21 JTextArea textArea = new JTextArea(10, 40);
22 frame.add(textArea, BorderLayout.CENTER);
23
24 GreetingAction helloAction = new GreetingAction(
25 "Hello, World", textArea);
26 helloAction.putValue(Action.NAME, "Hello");
27 helloAction.putValue(Action.SMALL_ICON,
28 new ImageIcon("hello.png"));
29
30 GreetingAction goodbyeAction = new GreetingAction(
31 "Goodbye, World", textArea);
32 goodbyeAction.putValue(Action.NAME, "Goodbye");
33 goodbyeAction.putValue(Action.SMALL_ICON,
34 new ImageIcon("goodbye.png"));
35
36 helloAction.setOpposite(goodbyeAction);
37 goodbyeAction.setOpposite(helloAction);
10.2 Actions and the COMMAND Pattern 405

38 goodbyeAction.setEnabled(false);
39
40 menu.add(helloAction);
41 menu.add(goodbyeAction);
42
43 toolBar.add(helloAction);
44 toolBar.add(goodbyeAction);
45
46 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
47 frame.pack();
48 frame.setVisible(true);
49 }
50 }

Ch10/command/GreetingAction.java
1 import java.awt.event.*;
2 import javax.swing.*;
3
4 /**
5 This action places a greeting into a text field
6 and afterwards disables itself and enables its
7 opposite action.
8 */
9 public class GreetingAction extends AbstractAction
10 {
11 /**
12 Constructs a greeting action.
13 @param greeting the string to add to the text area
14 @param textArea the text area to which to add the greeting
15 */
16 public GreetingAction(String greeting, JTextArea textArea)
17 {
18 this.greeting = greeting;
19 this.textArea = textArea;
20 }
21
22 /**
23 Sets the opposite action.
24 @param action the action to be enabled after this action was
25 carried out
26 */
27 public void setOpposite(Action action)
28 {
29 oppositeAction = action;
30 }
31
32 public void actionPerformed(ActionEvent event)
33 {
34 textArea.append(greeting);
35 textArea.append("\n");
36 if (oppositeAction != null)
37 {
38 setEnabled(false);
406 CHAPTER 10 More Design Patterns

39 oppositeAction.setEnabled(true);
40 }
41 }
42
43 private String greeting;
44 private JTextArea textArea;
45 private Action oppositeAction;
46 }

10.3 The FACTORY METHOD Pattern


Recall how a Java collection produces an iterator for traversing its elements. The
Collection interface type defines a method

Iterator iterator()

Each subclass of Collection (such as LinkedList or our own Queue class in Chapter 8)
implements that method in a different way. Each iterator method returns an object of a
class that implements the Iterator interface type, but the implementations of these sub-
types are completely different. An iterator through a linked list keeps a reference to the
last visited node. Our queue iterator keeps an index of the last visited array element.
You may wonder why the designers of the collections framework decided to have a
method that produces iterator objects. It would have been just as simple if every collec-
tion had a companion iterator. Then you would simply construct the iterator, like this:
LinkedList list = . . . ;
Iterator iter = new LinkedListIterator(list);

However, this approach has a drawback. If you don’t know the exact type of the collec-
tion, you don’t know which iterator type to construct.
Collection coll = . . . ;
Iterator iter = new ???(coll);

The iterator method does not have this problem. Because of polymorphism, the call
Iterator iter = coll.iterator();

calls the iterator method of the class to which the collection object belongs. That
method constructs an object of some class that implements the Iterator interface type.
(Actually, the iterator classes are often anonymous classes.)
The FACTORY METHOD pattern
A method such as iterator is called a factory method. A factory
teaches how to supply a method is more flexible than a constructor. It can construct objects of
method that can be overridden subclasses, not just a fixed class.
to create objects of varying
types.
10.3 The FACTORY METHOD Pattern 407

PATTERN
 FACTORY METHOD
Context

1. A type (which we will call the creator) creates objects of another type (which we call
the product).
 2. Subclasses of the creator type need to create different kinds of product objects.
3. Clients do not need to know the exact type of product objects.

 Solution

1. Define a creator type that expresses the commonality of all creators.


2. Define a product type that expresses the commonality of all products.

3. Define a method, called the factory method, in the creator type. The factory method
yields a product object.
 4. Each concrete creator class implements the factory method so that it returns an object
of a concrete product class.


«interface»
Creator «interface»
Product

factoryMethod()


Concrete Concrete
Creator Product

For example, in the case of iterators in the collections framework, we have:

Name in Design Pattern Actual Name

Creator Collection

ConcreteCreator A subclass of Collection


factoryMethod() iterator()

Product Iterator

ConcreteProduct A subclass of Iterator (which is often anonymous)


408 CHAPTER 10 More Design Patterns

Not all methods that create new objects are factory methods in the sense of this design
pattern. For example, consider the DateFormat class. If you want to format a Date object,
you can obtain a formatter like this:
DateFormat formatter = DateFormat.getDateInstance();
Date now = new Date();
String formattedDate = formatter.format(now);

The getDateInstance method actually returns an object of type SimpleDateFormat, a


subclass of DateFormat. But it is a static method. It is not possible to have creator
subclasses that redefine the getDateInstance method. This example only uses half of the
FACTORY METHOD pattern. We can form subclasses of the product but not the creator.

10.4 The PROXY Pattern


A proxy is a person who is authorized to act on another person’s behalf. For example, you
may send a proxy to a meeting who telephones you whenever a vote needs to be cast and
then votes according to your instructions. Similarly, in software design, a proxy is an
object that is a stand-in for another object.
There are many reasons to use proxies. Here we will look at a common application: to
delay the instantiation of an object. For example, it is somewhat expensive to load an
image. If a user never looks at the image, then it is not necessary to load it. To minimize
the cost of image loading, it makes sense to defer the construction of image objects until
there is a demand for them.
Consider the application shown in Figure 3. All but the top image are hidden when the
frame window is first displayed. Image loading can be deferred until the user clicks on
a tab.

Fi g u re 3

A Tabbed Image Viewer


10.4 The PROXY Pattern 409

Of course, it is desirable to implement the deferred loading so that the application pro-
grammer doesn’t have to think about it. That is where the proxy comes into play.
The application generates a series of JLabel objects, each of which has an image icon.
Normally, an application programmer would construct a label like this:
JLabel label = new JLabel(new ImageIcon(imageName));

However, for delayed loading, we will instead supply a proxy object to the label.
JLabel label = new JLabel(new ImageProxy(imageName));

The ImageProxy class implements the Icon interface type. It remembers the image name
and loads the image as soon as it is needed. For example, the paintIcon method of the
proxy class ensures that the image is loaded, and then passes the request on to the actual
image object. The application generates a series of JLabel objects, each of which has an
image icon.
public void paintIcon(Component c, Graphics g, int x, int y)
{
if (image == null) image = new ImageIcon(name);
image.paintIcon(c, g, x, y);
}

You will find the complete source code at the end of this section.

The PROXY pattern teaches how


Note that the client of the image does not realize that the image
an object can be a placeholder loading is delayed. The client has the impression that the proxy is “the
for another object. real thing”.

PATTERN
 PROXY
Context

1. A class, called the real subject, provides a service that is specified by an interface type,
called the subject type.
 2. There is a need to modify the service in order to make it more versatile.
3. Neither the client nor the real subject should be affected by the modification.
 Solution

1. Define a proxy class that implements the subject interface type. The proxy holds a
reference to the real subject, or otherwise knows how to locate it.

2. The client uses a proxy object.
3. Each proxy method invokes the same method on the real subject and provides the
 necessary modifications.
410 CHAPTER 10 More Design Patterns


«interface»
Subject
 Client
request()

 Proxy RealSubject

request() request()


Invokes same
method on
 subject

For example, in the case of the image proxy, we have:

Name in Design Pattern Actual Name

Subject Icon

RealSubject ImageIcon

Proxy ImageProxy

request() The methods of the Icon interface type


Client JLabel

Computer scientists jokingly say that “every problem in computer science can be solved
by an additional level of indirection”. In our example, the image proxy provides a level of
indirection: The client calls the proxy which then calls the actual image. The additional
indirection solved the problem of on-demand instantiation. Another use for proxies
arises when a program needs to invoke a method on an object that is located on a remote
computer. To enable remote method calls, the method parameters must be encoded and
sent across a network connection. The programmer making remote calls should not be
burdened with the mechanics of the network communication. Instead, the Java Remote
Method Invocation (RMI) mechanism supplies proxy objects. An RMI proxy object
appears to the programmer as if it was a local object carrying out the desired method,
10.4 The PROXY Pattern 411

when in fact it merely transmits the method parameters to the remote object and relays
the response back to the caller.

Ch10/proxy/ImageProxy.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 A proxy for delayed loading of image icons.
6 */
7 public class ImageProxy implements Icon
8 {
9 /**
10 Constructs a proxy for delayed loading of an image file.
11 @param name the file name
12 */
13 public ImageProxy(String name)
14 {
15 this.name = name;
16 image = null;
17 }
18
19 public void paintIcon(Component c, Graphics g, int x, int y)
20 {
21 ensureImageLoaded();
22 image.paintIcon(c, g, x, y);
23 }
24
25 public int getIconWidth()
26 {
27 ensureImageLoaded();
28 return image.getIconWidth();
29 }
30
31 public int getIconHeight()
32 {
33 ensureImageLoaded();
34 return image.getIconHeight();
35 }
36
37 /**
38 Loads the image if it hasn't been loaded yet. Prints
39 a message when the image is loaded.
40 */
41 private void ensureImageLoaded()
42 {
43 if (image == null)
44 {
45 System.out.println("Loading " + name);
46 image = new ImageIcon(name);
47 }
48 }
412 CHAPTER 10 More Design Patterns

49
50 private String name;
51 private ImageIcon image;
52 }

Ch10/proxy/ProxyTester.java
1 import java.awt.*;
2 import javax.swing.*;
3
4 /**
5 This program demonstrates the use of the image proxy.
6 Images are only loaded when you press on a tab.
7 */
8 public class ProxyTester
9 {
10 public static void main(String[] args)
11 {
12 JTabbedPane tabbedPane = new JTabbedPane();
13 for (String name : imageNames)
14 {
15 JLabel label = new JLabel(new ImageProxy(name));
16 tabbedPane.add(name, label);
17 }
18
19 JFrame frame = new JFrame();
20 frame.add(tabbedPane);
21
22 frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
23 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
24 frame.setVisible(true);
25 }
26
27 private static final String[] imageNames =
28 {
29 "devonian.gif",
30 "permian.gif",
31 "jurassic1.gif",
32 "jurassic2.gif",
33 "cretaceous1.gif",
34 "cretaceous2.gif",
35 "cretaceous3.gif",
36 "eocene1.gif",
37 "eocene2.gif",
38 "oligocene.gif",
39 "miocene.gif",
40 "pleistocene.gif"
41 };
42
43 private static final int FRAME_WIDTH = 500;
44 private static final int FRAME_HEIGHT = 300;
45 }
10.5 The SINGLETON Pattern 413

10.5 The SINGLETON Pattern

A singleton class has exactly


A singleton class is a class that has a single object. That unique object
one instance. constitutes a global facility for all clients. For example, consider a pro-
gram with various classes that need to generate random numbers. It is
not a good idea to construct many independent random number generators. As you may
know, the sequence of numbers that a random number generator emits is not truly ran-
dom but the result of a deterministic calculation. For that reason, computer-generated
random numbers should really be called pseudo-random numbers. In most algorithms for
generating a sequence of pseudo-random numbers, you start with a seed value and trans-
form it to obtain the first value of the sequence. Then you apply the transformation again
for the next value, and so on.

NOTE The Java library uses a linear congruential generator. The seed is transformed according
to the equation
seed = (seed * 25214903917 + 11) % 248

Typically, the seed of a random number generator is set to the time at its construction, to
some value obtained by measuring the time between user keystrokes, or even to the input
from a hardware device that generates random noise. However, for debugging purposes,
it is often helpful to set the seed to a known quantity. Then the same program can be run
multiple times with the same seed and thus with the same sequence of pseudo-random
numbers. For this debugging strategy to be effective, it is important that there is one glo-
bal random number generator.
Let us design a class SingleRandom that provides a single random number generator. The
key to ensuring that the class has a single instance is to make the constructor private. The
class constructs the instance and returns it in the static getInstance method.
public class SingleRandom
{
private SingleRandom() { generator = new Random(); }

public void setSeed(int seed) { generator.setSeed(seed); }


public int nextInt() { return generator.nextInt(); }

public static SingleRandom getInstance() { return instance; }

private Random generator;


private static SingleRandom instance = new SingleRandom();
}

Note that the static field instance stores a reference to the unique SingleRandom object.
Don’t worry about the fact that this class has a static field of its own type. Recall that a
static field is merely a “global” variable. In Java, every field must be declared in some
class. We find it convenient to place the instance field inside the SingleRandom class
itself.
414 CHAPTER 10 More Design Patterns

Clients have only one way of obtaining a SingleRandom object, by calling the static get-
Instance method.
int randomNumber = SingleRandom.getInstance().nextInt();

The SINGLETON pattern teaches


Static fields of a class are initialized when the virtual machine loads
how to implement a class that the class. Since a class must be loaded before any of its methods can
has exactly one instance. be called, the static instance field is initialized with the singleton
object before the first call to the getInstance method occurs.
Alternatively, you can delay the construction of the instance until the getInstance
method is called for the first time.
public static synchronized SingleRandom getInstance()
{
if (instance == null) instance = new SingleRandom();
return instance;
}

Note that this method needs to be synchronized to avoid a race condition if two threads
call it at the same time.

PATTERN
 SINGLETON
Context

1. All clients need to access a single shared instance of a class.
2. You want to ensure that no additional instances can be created accidentally.

Solution

1. Define a class with a private constructor.



2. The class constructs a single instance of itself.
3. Supply a static method that returns a reference to the single instance.


The SINGLETON pattern is not as common as you may think. It only applies to classes
that are guaranteed to have a unique instance. Consider for example the Toolkit class
that you can use to determine the screen size and other aspects of the windowing system.
The static getDefaultToolkit method returns a toolkit object.
Toolkit kit = Toolkit.getDefaultToolkit();

However, this is not an example of the SINGLETON pattern. It is possible to construct


other toolkit objects besides the default toolkit object.
Utility classes such as the Math class are not singleton classes either. A utility is a class
with only static methods. You don’t construct any objects of such a class.
10.6 The VISITOR Pattern 415

10.6 The VISITOR Pattern


Compound objects often have a complex structure, composed of individual elements.
Some elements may again have child elements. The elements belong to various element
classes. An operation on an element visits its child elements, applies the operation to
them, and combines the results (see Figure 4). An example is a user interface container
that is made up of components, some of which contain additional components. The
Component and Container classes in the java.awt package contain numerous operations,
such as getPreferredSize and repaint, that are recursively applied to child elements.
However, it is not easy to add new operations to such a design. Suppose we want to sup-
port a new operation for user interface containers and components. That operation
would need to be added to the Component class and the various subclasses. But an appli-
cation programmer cannot add methods to library classes.
The VISITOR pattern teaches how a library designer can supply an extensible mechanism
that solves this problem. Each element class supports a single method
void accept(Visitor v)

Here, Visitor is an interface type. You supply a separate visitor class for each operation.
An element and its children accept the visitor. In its most basic form, the accept method
looks like this:
public void accept(Visitor v)
{
v.visit(this);
}

By defining an appropriate visit method, a programmer can carry out arbitrary opera-
tions on the elements.

«interface»
Element Adding more
methods is
disruptive
method_1()
method_2()
...
method_n()

Concrete Concrete Concrete


Element1 Element2 Element3

Fi g u re 4

It Is Difficult to Add Operations to a


Hierarchy of Element Classes
416 CHAPTER 10 More Design Patterns

However, there is a problem. A particular operation may need to carry out different
actions for each element type. We cannot rely on polymorphism as a solution. In Java,
polymorphism can only be put to work with a fixed set of operations, since a polymor-
phic operation must be a method, and a class can only have a fixed number of predefined
methods. Instead, we can use a trick, provided that there is only a fixed number of element
classes. Supply separate methods for each element type in the Visitor interface type:
public interface Visitor
{
void visit ElementType1(ElementType1 element);
void visit ElementType2(ElementType2 element);
. . .
void visit ElementTypen(ElementTypen element);
}
For example, consider a directory tree that is made up of directory nodes and file nodes.
The visitor interface for such a structure has two methods:
void visitDirectoryNode(DirectoryNode node)
void visitFileNode(FileNode node)
A particular visitor simply supplies the actions for the various element types in these
methods.
To ensure that the appropriate method is called for each element, the accept methods
must be implemented carefully. The accept method for a given element type must call
the correct visitation method:
public class ElementTypei
{
public void accept(Visitor v)
{
v.visit ElementTypei(this);
}
. . .
}
For example,
public class DirectoryNode
{
public void accept(Visitor v)
{
v.visitDirectoryNode(this);
}
. . .
}
Of course, these methods are completely mechanical.
To see the visitation mechanism in action, let us flesh out the example with the file and
directory nodes. The File class in the java.io package describes either a file or a direc-
tory. You call the isDirectory method to find out whether a File object is actually a
directory. If a File object really is a directory, then you can call the listFiles method
to get an array of its files and subdirectories. That is a confusing design. We’ll clarify it
by supplying separate types for file and directory nodes, and supporting the VISITOR
pattern.
10.6 The VISITOR Pattern 417

«interface» «interface»
FileSystem FileSystem
Node Visitor

accept() visitFileNode()
visitDirectoryNode()

FileNode Directory
Node
accept()
accept()

Calls
visitFileNode
Calls
visitDirectoryNode

Fi g u re 5

File System Classes for the VISITOR Pattern

The FileSystemNode interface type defines the accept method. The FileNode and
DirectoryNode classes are simple wrappers around the File class (see Figure 5).
We also supply an actual visitor. The PrintVisitor prints the name of the visited node.
If the node is a directory, it also visits its children, incrementing the indentation level. A
typical printout looks like this:
..
command
CommandTester.java
GreetingAction.java
hello.png
goodbye.png
visitor
FileNode.java
DirectoryNode.java
PrintVisitor.java
VisitorTester.java
FileSystemNode.java
FileSystemVisitor.java

Ch10/visitor/FileSystemNode.java
1 /**
2 The common interface for file and directory nodes.
3 */
4 public interface FileSystemNode
5 {
6 void accept(FileSystemVisitor v);
7 }
418 CHAPTER 10 More Design Patterns

Ch10/visitor/FileNode.java
1 import java.io.*;
2
3 public class FileNode implements FileSystemNode
4 {
5 public FileNode(File file)
6 {
7 this.file = file;
8 }
9
10 public File getFile() { return file; }
11
12 public void accept(FileSystemVisitor v)
13 {
14 v.visitFileNode(this);
15 }
16
17 private File file;
18 }

Ch10/visitor/DirectoryNode.java
1 import java.io.*;
2
3 public class DirectoryNode implements FileSystemNode
4 {
5 public DirectoryNode(File directory)
6 {
7 this.directory = directory;
8 }
9
10 public void accept(FileSystemVisitor v)
11 {
12 v.visitDirectoryNode(this);
13 }
14
15 public File getDirectory() { return directory; }
16
17 public FileSystemNode[] getChildren()
18 {
19 File[] files = directory.listFiles();
20 FileSystemNode[] children = new FileSystemNode[files.length];
21 for (int i = 0; i < files.length; i++)
22 {
23 File f = files[i];
24 if (f.isDirectory())
25 children[i] = new DirectoryNode(f);
26 else
27 children[i] = new FileNode(f);
28 }
29 return children;
30 }
31
32 private File directory;
33 }
10.6 The VISITOR Pattern 419

Ch10/visitor/FileSystemVisitor.java
1 /**
2 The visitor interface type for visiting file system nodes.
3 */
4 public interface FileSystemVisitor
5 {
6 /**
7 Visits a file node.
8 @param node the file node
9 */
10 void visitFileNode(FileNode node);
11
12 /**
13 Visits a directory node.
14 @param node the directory node
15 */
16 void visitDirectoryNode(DirectoryNode node);
17 }

Ch10/visitor/PrintVisitor.java
1 import java.io.*;
2
3 public class PrintVisitor implements FileSystemVisitor
4 {
5 public void visitFileNode(FileNode node)
6 {
7 for (int i = 0; i < level; i++) System.out.print(" ");
8 System.out.println(node.getFile().getName());
9 }
10
11 public void visitDirectoryNode(DirectoryNode node)
12 {
13 for (int i = 0; i < level; i++) System.out.print(" ");
14 System.out.println(node.getDirectory().getName());
15 level++;
16 for (FileSystemNode c : node.getChildren())
17 c.accept(this);
18 level--;
19 }
20
21 private int level = 0;
22 }

Ch10/visitor/VisitorTester.java
1 import java.io.*;
2
3 public class VisitorTester
4 {
420 CHAPTER 10 More Design Patterns

5 public static void main(String[] args)


6 {
7 DirectoryNode node = new DirectoryNode(new File(".."));
8 node.accept(new PrintVisitor());
9 }
10 }

It is instructive to consider what happens when the accept method is called on the par-
ent node (see Figure 6). That node is a DirectoryNode. Therefore, the accept method
calls v.visitDirectoryNode. Because v is a PrintVisitor, the visitDirectoryNode
method of the PrintVisitor class is called. This call pattern is called double dispatch
because it uses polymorphism twice, first to select the node type and then to select the
visitor type.
In some programming languages (such as Nice—see http://nice.sourceforge.net),
you can define methods that have multiple polymorphic parameters. However, in Java,
dynamic method dispatch only takes the implicit parameter into account. You can think
of the visitor pattern as a technique for overcoming this limitation.
Recall that the purpose of this mechanism is to enable an open-ended collection of oper-
ations on the directory tree. For example, to find all files that contain a given keyword,
you can supply a different visitor.

The VISITOR pattern teaches


Note that the visitor pattern only applies if there is a fixed number of
how to support an open-ended element classes. Adding a new element class would force a change in
set of operations on an object the Visitor interface type and all visitor classes.
structure with a fixed set of
element types.

client : Directory : Print


Node Visitor

accept
visitDirectoryNode

Polymorphic Polymorphic
selection of selection of
node type visitor type

Fi g u re 6

Double Dispatch
10.6 The VISITOR Pattern 421

PATTERN
 VISITOR
Context

1. An object structure contains element classes of multiple types, and you want to carry
out operations that depend on the object types.
 2. The set of operations should be extensible over time.
3. The set of element classes is fixed.
 Solution

1. Define a visitor interface type that has methods for visiting elements of each of the
 given types.
2. Each element class defines an accept method that invokes the matching element
visitation method on the visitor parameter.

3. To implement an operation, define a class that implements the visitor interface type
and supplies the operation’s action for each element type.


«interface»
 «interface» Visitor
Element
visitConcreteElement1()
accept() visitConcreteElement2()
 visitConcreteElement3()


Concrete Concrete Concrete
Element1 Element2 Element3 Concrete
Visitor
 accept() accept() accept()

 Calls
visitConcreteElement1()


Calls
visitConcreteElement2()


Calls
visitConcreteElement3()

422 CHAPTER 10 More Design Patterns

For example, in the case of the file and directory node structure, we have:

Name in Design Pattern Actual Name

Element FileSystemNode

ConcreteElement FileNode, DirectoryNode

Visitor FileSystemVisitor

ConcreteVisitor PrintVisitor

10.7 Other Design Patterns


We conclude this chapter with a table that shows the design patterns that we have not
yet discussed from the “Gang of Four” book. The table contains a short description of
each pattern so that you can tell at a glance when you need to learn more about it.
You have now come to the end of this book on object-oriented design with Java. In the
course of this book, you have studied material from three areas:
1. Object-oriented design
 The design methodology
 CRC cards and UML diagrams
 Design patterns
2. Advanced Java
 Interface types, polymorphism, and inheritance
 Inner classes
 Reflection
 Generic types
 Multithreading
 Collections
3. User interface programming
 Building Swing applications
 Event handling
 Graphics programming

You have seen how object-oriented design principles and design patterns are used in the
Java library. These knowledge areas will form a solid foundation for your study of
advanced computer science topics as well as for practical programming.
10.7 Other Design Patterns 423

Pattern Name Description Example

ABSTRACT An abstract class defines methods that An abstract class specifies methods
FACTORY construct related products. Concrete for constructing buttons, menus,
factories create these product sets. and so on. Each user interface “look
and feel” supplies a concrete subclass.
BRIDGE An abstraction and its implementa- A hierarchy of window types has
tion have separate inheritance separate implementations in various
hierarchies. operating systems.
BUILDER A builder class has methods to build A document builder has methods to
parts of a complex product, and to build paragraphs, tables, and so on.
retrieve the completed product.
CHAIN OF A request is passed to the first han- An event handling mechanism passes
RESPONSIBILITY dler in a chain. Each handler acts on a mouse or keyboard event to a com-
the request (or chooses not to act) ponent, which then passes it to the
and passes the request on to the next parent component.
handler.
FLYWEIGHT Use shared objects instead of large A word processor uses shared objects
numbers of separate objects with for styled characters rather than a
identical state. separate object for each character.
INTERPRETER A class hierarchy represents grammar A program interactively evaluates
rules. The interpreter recursively mathematical expressions by build-
evaluates a parse tree of rule objects. ing and evaluating a parse tree.
MEDIATOR An object encapsulates the interac- All components in a dialog box
tion of other objects. notify a mediator of state changes.
The mediator updates affected
components.
MEMENTO An object yields an opaque snapshot An “undo” mechanism requests a
of a part of its state, and can later memento from an object before
return to its state from that snapshot. mutating it. If the operation is
undone, the memento is used to roll
the object back to its old state.
STATE A separate object is used for each An image editor has different draw-
state. State-dependent code is dis- ing states. Each state is handled by a
tributed over the various state classes. separate “tool” object.

Ta b le 1

Other Design Patterns


424 CHAPTER 10 More Design Patterns

Exercises
Exercise 10.1. Consider the enumeration and list methods of the Collections class. To
what extent do they follow the ADAPTER pattern?

Exercise 10.2. Explain why MouseAdapter and WindowAdapter are not adapters in the
sense of the ADAPTER pattern.
Exercise 10.3. The Iterable interface type is attractive because it allows objects to be
used in a “for each” loop. Design an adapter that adapts InputStream to the
Iterable<Integer> interface type.

Exercise 10.4. Repeat Exercise 10.3, but now follow the DECORATOR pattern.

Exercise 10.5. Write an adapter that adapts a Map to an AbstractTableModel. The API
documentation for the AbstractTableModel class tells you that you need to supply three
methods:
public int getRowCount()
public int getColumnCount()
public Object getValueAt(int row, int column)
Then populate a SortedMap with key/value pairs and show the map inside a JTable.

Exercise 10.6. The STRATEGY and COMMAND patterns both suggest using objects in
place of methods. What is the difference in intent between these two patterns?

Exercise 10.7. Is an ActionListener a command object in the sense of the COMMAND


pattern?

Exercise 10.8. Use Action objects to implement the “Add House”, “Add Car”, and
“Remove” commands in the scene editor of Chapter 6.

Exercise 10.9. Is the BorderFactory class of the Java library an example of the FACTORY
METHOD pattern?

Exercise 10.10. Supply an interface type LogFormatter that can be used to write objects
to a log file. The interface type has methods logObject, logCollection, and logMap to
log single objects, collections, and maps. Supply an interface type LogFile with a factory
method getFormatter that returns a LogFormatter object. Supply concrete subclasses
TextLogFile and HTMLLogFile that log information in plain text and HTML format.

Exercise 10.11. The technique of “copy on write” minimizes copies by allowing multiple
clients to share an object. However, if a client calls a mutator method, then the object is
copied just before the mutator is applied. Implement a CopyOnWriteList proxy that
implements copy on write for List objects.

Exercise 10.12. The image proxy has the disadvantage that the entire image is loaded
when you only need the width and height. Improve the implementation of the
ImageProxy class by calling the getImage method of the Toolkit class and attaching an
Exercises 425

ImageObserver to track the loading process. Consult the API documentation for details
about these classes.

Exercise 10.13. Look at the documentation and the source code of the BorderFactory
method. It holds out the possibility that shared borders are used whenever possible. Are
any of the shared borders actually singletons?
Exercise 10.14. Implement a singleton logger that a graphical application can use to log
messages to a frame containing a JTextArea. Supply a static method getInstance that
yields the logger and a method log that adds a string to the text area.

Exercise 10.15. Why doesn’t the Component hierarchy in the Java library support the
VISITOR pattern?

Exercise 10.16. Supply a visitor for the directory and file nodes that counts all files and
directories that it encounters.

Exercise 10.17. Supply a visitor for the directory and file nodes that collects the names of
all files that contain a given keyword.
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Glossary
Abstract class A class that cannot be instantiated.
Accessor method A method that accesses an object but does not change it.
Activation bars The bars in a sequence diagram that indicate when a method is
called.
ADAPTER pattern A design pattern that teaches how to use a class in a context that
requires a different interface.
Aggregation The has a relationship between classes.
Analysis phase The phase of a software project that concerns itself solely with an
understanding of the problem domain and the problem to be solved, not with any
design or implementation strategy.
Anonymous array An array reference that is not stored in a named variable.
Anonymous class A class that does not have a name.
Anonymous object An object reference that is not stored in a named variable.
Application framework A framework for building application programs.
Array A collection of values of the same type stored in contiguous memory
locations, each of which can be accessed by an integer index.
Array list A Java class that implements a dynamically growing array of objects.
Ascent The vertical extent above the baseline of a font’s characters.
Assertion A claim that a certain condition holds in a particular program location.
Association A relationship between classes in which one can navigate from objects
of one class to objects of the other class, usually by following object references.
Attribute A named property that an object is responsible for maintaining.
AWT (Abstract Windowing Toolkit) The Java toolkit for interacting with
platform-specific user-interface components and events.
Builder environment A program that allows for the interactive construction of
application programs or components. NetBeans is a builder environment.
Call by reference Passing the location of a value as a method parameter so that the
method can modify it.
Call by value Passing a copy of a value as a method parameter.
428 GLOSSARY

Cast Explicitly converting a value from one type to a different type. For example, the
cast from a floating-point number x to an integer is expressed in Java by the cast notation
(int) x.

Checked exception An exception that the compiler checks. All checked exceptions
must be declared or caught.
Class A programmer-defined data type.
Class diagram A diagram that depicts classes and their relationships.
Class file A file containing the Java virtual machine instructions for loading a class and
executing its methods.
Class invariant A logical condition that is fulfilled by all objects of a class after the
completion of any constructor or method.
Class method See static method.
Class variable See static field.
Clone A copy of an object that has the same state as the original.
Cloning Making a copy of an object whose state can be modified independently of the
original object.
Cohesion A class is cohesive if its features support a single abstraction.
Collaborator A class on which another class depends.
Collections framework The set of Java classes for implementing collections.
COMMAND pattern A design pattern that teaches how to implement commands as
objects whenever a command has both behavior and state.
Command line The line the user types to start a program in DOS or UNIX or a
command window in Windows. It consists of the program name followed by any
necessary arguments.
Compiler A program that translates code in a high-level language (such as Java) to
machine instructions (such as bytecode for the Java virtual machine).
Component See user interface component, software component.
COMPOSITE pattern A design pattern that teaches how to combine several objects
into an object that has the same behavior as its parts.
Composition A stronger form of aggregation in which the contained objects do not
have an existence independent of their container.
Condition object An object that manages threads that currently cannot proceed.
Constructor A method that initializes a newly instantiated object.
Content pane The part of a Swing frame that holds the user interface components of
the frame.
Controller (in the model-view-controller architecture) The object that processes user
interaction.
Coupling The degree to which classes are related to each other by dependency.
Glossary 429

CRC card An index card representing a class, listing its responsibilities and its
collaborating classes.
Deadlock A state in which no thread can proceed because each thread is waiting for
another to do some work first.
Deadly embrace A set of blocked threads, each of which can only be unblocked by the
action of other threads in the set.
DECORATOR pattern A design pattern that teaches how to form a class that adds
functionality to another class while keeping its interface.
Deep copy Copying an object and all objects to which it refers.
Dependency The uses relationship between classes, in which one class needs services
provided by another class.
Deprecation Tagging a feature as obsolete and putting its users on notice that it may
be removed.
Descent The vertical extent below the baseline of a font’s characters.
Design pattern A description of a design problem and a proven solution.
Design phase The phase of a software project that concerns itself with the discovery of
the structural components of the software system to be built, not with implementation
details.
Double dispatch The invocation of a polymorphic operation that depends on the types
of two parameters by calling two separate methods.
Edge A connection between two nodes in a graph.
Epoch A fixed point in time, such as January 1, 1970, 0:00 GMT.
Event adapter A class that implements an event listener interface by defining all
methods to do nothing.
Event class A class that contains information about an event, such as its source.
Event listener An object that is notified by an event source when an event occurs.
Event source An object that can notify other classes of events.
Exception A class that signals a condition that prevents the program from continuing
normally. When such a condition occurs, an object of the exception class is thrown.
Explicit parameter A parameter of a method other than the object on which the
method is invoked.
FACADE pattern A design pattern that teaches how to simplify a subsystem consisting
of multiple classes by introducing a facade class that exposes all capabilities of the
subsystem as methods.
Factory method A method that constructs a new object.
FACTORY METHOD pattern A design pattern that teaches how to supply a method
that can be overridden to create objects of varying types.
Field See instance field, static field.
430 GLOSSARY

Framework A collection of classes that provides mechanisms for a particular problem


domain.
Functional specification A detailed specification of the externally observable behavior
of a software system.
Generic class A class with one or more type parameters.
Generic method A method with one or more type parameters.
Generic programming Providing program components that can be reused in a wide
variety of situations.
Generic type A type variable that can be replaced by an actual type.
Graph A set of nodes and edges, where each edge connects a pair of nodes.
Graphics context A class through which a programmer can cause shapes to appear on a
window or off-screen bitmap.
Guillemets The ‹‹ and ›› punctuation symbols.
Hash collision Two different objects for which a hash function computes identical
values.
Hash function A function that computes an integer value from an object in such a way
that different objects are likely to yield different values.
Hash table A data structure in which elements are mapped to array positions according
to their hash function values.
Identity That characteristic that distinguishes an object from all others.
Immutable class A class without a mutator method.
Implementation invariant A class invariant that refers to the private implementation
of the class.
Implementation phase The phase of software development that concerns itself with
realizing the design in a programming environment.
Implementing an interface type Implementing a class that declares itself as an
implementor of the interface type and that supplies methods of the interface type.
Implicit parameter The object on which a method is invoked. For example, in the call
x.f(y), the object x is the implicit parameter of the method f.
Inheritance The is a relationship between a more general superclass and a more
specialized subclass.
Inner class A class that is defined inside another class.
Instance field A variable defined in a class for which every object of the class has its
own value.
Instance method A method with an implicit parameter; that is, a method that is
invoked on an instance of a class.
Instance of a class An object whose type is that class.
Instantiation The process of creating an instance.
Glossary 431

Interface invariant A class invariant that refers to the interface of the class but not to
the private implementation.
Interface of a class The methods and fields of a class that are not private.
Interface type A type with no instance variables and only abstract methods and
constants.
Interrupting a thread Signaling an interruption to a thread, usually to terminate it.
Invariant A condition that is not changed by a transformation such as a method call or
a loop iteration.
Inversion of control Placing the responsibility for control flow outside the classes that
specify the behavior of a program.
Invoking a method Calling a method.
Iterator An object that can inspect all elements in a container such as a linked list.
ITERATOR pattern A design pattern that teaches how to access the elements of an
aggregate object.
Julian day number The number of days from January 1, 4713 BCE.
Law of Demeter A design guideline that states that a method should not operate on
global objects or objects that are a part of another object.
Layout manager A class that arranges user interface components inside a container.
Lazy evaluation Delaying a computation until its result is requested.
Lifeline The vertical line below an object in a sequence diagram that indicates the time
during which the object is alive.
Linear congruential generator A sequence of random numbers that is generated by
repeated transformation of a seed value according to the rule seed = (seed * a + b) %
n for fixed a, b, and n.

Linked list A data structure that can hold an arbitrary number of objects, each of
which is stored in a link object, which contains a pointer to the next link.
Liskov substitution principle The rule that states that you can use a subclass object
whenever a superclass object is expected.
Listener class See event listener.
Literal class object A Class object of the form C.class, where C is the name of a class.
Lock A data structure that ensures that only one thread can execute a set of statements.
Magic number A number that appears in a program without explanation.
Manifest file A file that describes the contents of an archive file.
Map A container that stores associations between key and value objects.
Method A sequence of statements that has a name, may have formal parameters, and
may return a value. A method can be invoked any number of times, with different values
for its parameters.
432 GLOSSARY

Model (in the model-view-controller architecture) The object that contains the state
of a data structure, independent of any visual presentation.
Model/view/controller architecture An architecture that decouples the state, visual
representations, and manipulation mechanisms of a data structure.
Multiple inheritance Inheriting from two or more superclasses.
Mutator method A method that changes the state of an object.
Node A component of a graph.
Numeric type A type representing numbers, with special support provided by the
programming language. In Java, the numeric types are char, short int, long, float, and
double.

OBSERVER pattern A design pattern that teaches how an object can notify other
objects about events.
Operator overloading Assigning a new function to an operator that is selected if the
operator has arguments of a specific type.
Overloading Using the same name or symbol for a set of functions. The actual
function is selected according to the types of the arguments.
Overriding Redefining a method in a subclass.
Package A collection of related classes. The import statement is used to access one or
more classes in a package.
Package visibility Accessibility from the methods of the classes in the same package.
Panel A user interface component with no visual appearance. It can be used to group
other components, or as the superclass of a component that defines a method for
painting.
Parameterized type A family of types with features that depend on generic type
variables. By binding the type variables to actual types, a specific type is instantiated.
Pattern See design pattern.
Pointer A data structure that describes the memory address of a value.
Polymorphism Selecting a method among several methods that have the same name
on the basis of the actual types of the implicit parameters.
Postcondition A condition that is true after a method has been called.
Precondition A condition that must be true when a method is called if the method is
to work correctly.
Primitive type In Java, a number type or the boolean type.
Private feature A feature that is accessible only by methods of the same class or an
inner class.
Process A sequence of instructions that executes under the control of the operating
system.
Property A named value that is managed by a component.
Property sheet A table that lists property names and values.
Glossary 433

Proportionally spaced font A font whose characters have varying widths.


Protected visibility Accessibility from the methods of all subclasses and the classes in
the same package.
PROTOTYPE pattern A design pattern that teaches how a system can instantiate
objects of classes that are not known when the system is built.
PROXY pattern A design pattern that teaches how an object can be a placeholder for
another object.
Pseudo-random numbers Numbers that appear to be random but are generated by a
mathematical formula.
Queue A collection of items with “first in, first out” retrieval.
Race condition A condition in which the effect of multiple threads on shared data
depends on the order in which the threads are scheduled.
Refactoring Restructuring code to increase its quality.
Reference A value that denotes the memory location of an object.
Reflection The ability of a program to analyze its objects and their capabilities.
Responsibility A high-level task that a class is expected to carry out.
Runnable thread A thread that can proceed provided it is given a time slice to do work.
Seed An initial value for a sequence of numbers.
Selfish thread A thread that does not yield control to other threads.
Sequence diagram A diagram that depicts a sequence of method calls.
Serialization The process of saving an object, and all objects that it references, to a
stream.
Shallow copy Copying only the reference to an object.
Side effect An effect of a method other than returning a value.
Singleton class A class that has exactly one instance.
SINGLETON pattern A design pattern that teaches how to implement a class that has
exactly one instance.
Slider A user interface component for specifying a continuous range of values.
Software component A building block that can be combined with other components
into programs, usually by employing a program builder tool.
Stack A data structure with “last in, first out” retrieval. Elements can be added and
removed only at one position, called the top of the stack.
Stack trace A printout of the call stack, listing all currently pending method calls.
State The current value of an object, which is determined by the cumulative action of
all methods that were invoked on it.
State diagram A diagram that depicts state transitions and their causes.
Static field A variable defined in a class that has only one value for the whole class; a
static field can be accessed and changed by any method of that class.
434 GLOSSARY

Static method A method with no implicit parameter.


Stereotype descriptor An adornment in a UML diagram that specifies a stereotypical
role such as “interface”.
STRATEGY pattern A design pattern that teaches how to supply variants of an
algorithm.
Strongly typed language A programming language whose compiler ensures that
operations will only be executed if they conform to the type system rules.
Subclass A class that inherits variables and methods from a superclass but adds
instance variables, adds methods, or redefines methods.
Subtype A type that can be used when its supertype is expected.
Superclass A general class from which a more specialized class (a subclass) inherits.
Synchronized block A block of code that is controlled by a lock. To start execution, a
thread must acquire the lock. Upon completion, it relinquishes the lock.
Synchronized method A method that is controlled by a lock. In order to execute the
method, the calling thread must acquire the lock.
TEMPLATE METHOD pattern A design pattern that teaches how to supply an
algorithm for multiple types, provided that the sequence of steps does not depend on the
type.
Text field A user interface component for text entry.
Thread A program unit that is executed independently of other parts of the program.
Thread pool A collection of threads that have been constructed in anticipation of their
use.
Time slicing Scheduling threads by giving each thread a small amount of time in
which to do its work, then giving control to another thread.
Toolbar A user interface component that holds a set of buttons.
Total ordering An ordering relationship in which all elements can be compared to each
other.
Type A named set of values and the operations that can be carried out with them.
Type descriptor A data structure that describes properties of a type.
Type parameter A parameter in a generic class or method that can be replaced with an
actual type.
Type system A system of types and their relationships.
Typesafe enumeration An idiom for implementing an enumerated type as a class with
a set of named objects.
UML, the unified modeling language A notation for specifying, visualizing,
constructing, and documenting the artifacts of software systems.
Unchecked exception An exception that the compiler doesn’t check.
Unicode A standard code that assigns code values consisting of two bytes to characters
used in scripts around the world. Java stores all characters as their Unicode values.
Glossary 435

Unit test A test of a method by itself, isolated from the remainder of the program.
Use case A sequence of actions that yields a result that is of value to an actor.
User interface component A building block for a graphical user interface, such as a
button or a text field. User interface components are used to present information to the
user and allow the user to enter information to the program.
Variable A symbol in a program that identifies a storage location that can hold
different values.
View (in the model-view-controller architecture) The object that provides a visual
representation of the underlying data.
Virtual base class In C++, a class whose fields are not replicated if they are repeatedly
inherited.
VISITOR pattern A design pattern that teaches how to support an open-ended set of
operations on an object structure with a fixed set of element types.
Wildcard An anonymous type parameter in a generic class or method.
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Index
% operator, 130–131 Calendar class, 94
and deadlock avoidance, 378, 380
AbstractAction class, 402–403 LinkedList class, 25
AbstractButton class, 243, 246 and locks, 377
abstract classes, 228–235 and object locks, 382
AbstractCollection class, 231, 326–327, Administrator class, 43
332 after(Date when) method, 90
AbstractEdge.java, 341–342
agent classes, 43
ABSTRACT FACTORY pattern, 423 aggregation, 47–48
AbstractListModel class, 231
composition contrasted, 56
AbstractSet class, 274, 276
multiplicities in UML class diagrams,
hashCode method, 278 55–56
abs(x) method, 11 in patterns, 178
accessor methods voice mail system, 71
Day class, 110–113 when to use, 254
separation, 114–115 algorithms, 37
Action interface type, 401–403 animation, 387–388
ActionListener interface type, 151, Allmann Java programming style, 30
153–156 analysis phase, 36–37
with car animation, 164–169 animations
with timers, 157–158 with threads, 387–393
action listeners, 153–154 timer with, 164–169
actionPerformed method, 154, 401, 402
AnimationTester.java, 390–391, 392–393
with Timer class, 157–158 moving car, 167–168
actions, 401–406 anonymous arrays, 26
ActionTester.java, 155
anonymous classes, 148–151
activation bars, 59 anonymous objects, 148
ActiveX controls, 302 antipatterns, 179
actors, 48–49 append method, 296
adapter, 398–401 application frameworks, 320, 356–357
adapter classes, 224–227 application programming interface (API), 9
ADAPTER pattern, 398–401 Arc2D class, 248, 249
addAll method, 333
Area class, 248
addDays method, 95, 98, 99
ArgoUML, 54
unit testing, 132 Array class, 287, 293–294
addItem method, 204
ArrayComponent.java, 389–390
add method
ArrayIndexOutOfBounds exception, 26
ArrayList class, 23
Array interface type, 175
438 INDEX

ArrayList class, 17, 23–24, 256, 267 BorderLayout class, 183, 184
with collections framework, 324–325, borders, 199–200, 245
331–332 bounded queue, 124–126
generic methods, 295–296 BoundedQueue.java, 373–375
indexOf method, 274 collections framework, 328–330
iterator method, 207 deadlock avoidance, 380–381
type bounds, 296–297 thread synchronization, 384–385
type variables, 294–295 BoxLayout class, 183, 184
array lists, 23–25, 26 BRIDGE pattern, 423
and class invariants, 129–131 buckets, 279–280
and Comparable interface type, 144 BufferedReader class, as decorator, 197–198
arrays, 26–27 buffered readers, 197–198
component type, 263 bug patterns, 179
element inspection, 293–294 builder environment, 303, 305
ArrayStoreException, 266 BUILDER pattern, 423
array types, 263, 265–266 Bundle class, 194, 201–202
ArrowHead class, 356 Bundle.java, 202
ASCII encoding, 400 bundles, of related items, 194, 201–202
asList method, 333 buttons, 183
assertions, programming by contract, 126–128 cloning, 336
assert statement, 272 in frame windows, 151, 152
association, 56–57 Swing, 244
Assuring Good Style for Object-Oriented user interface actions, 153–154
Programs (Lieberherr and Holland), 117 byte data type, 10
attributes, 47 bytes, 400
UML definition, 54–55 Byte wrapper, 266
auto-boxing, 266–267
auto-wrapping, 266 calendar bean, 304
await method, 379 Calendar class, 93–94
AWT (Abstract Windowing Toolkit), call, 3
244–245 call by reference, 15–16, 266
AWT button, 244 call by value, 16
CarBean class, 311
BannerApplet.java, 323–324 CarBean.java, 313–315
base directory, 17 CarBean.mf, 311–313
basicWriter class, 198 CarComponent.java, 226–227
beans, See JavaBean components CarIcon.java, 161–162
before(Date when) method, 90 CarMover.java, 227
behavior, of an object, 39 CarShape class, 165, 229
commands, 401 CarShape.java, 168–169
BentStyle class, 356 CASE (computer-assisted software
BevelBorder class, 199 engineering) tool database, 38
binarySearch method, 331 cast, 11, 159–160
binary search trees, 37 catch clause, 20, 253
The Blob antipattern, 179 CHAIN OF RESPONSIBILITY pattern, 423
BlueJ development environment, 5 ChangeListener interface type, 204–205
arbitrary classes, 290 character escape sequences, 10
reflection, 287 characters, 400
boolean data type, 10 in Java, 9–11
booleanValue method, 266 Character wrapper, 266
Boolean wrapper, 266 charAt method, 21
Index 439

char data type, 10, 11 association, 56–57


check boxes, 183 composition, 56
checked exceptions, 19–20, 252 identifying in design phase, 37–38
CheckStyle program, 31 class responsibilities, 37–38
Chinese calendar, 93 avoid unrelated, 52
Circle class, 254–256 identifying, 45
CircleNode class, 354 layering of abstraction levels, 45
CircleNode.java, 348–349 class type, 263
circular arrays, 123–124 class users, 118
clarity, 120–121 class variables, 28–29
ClassCastException, 299 client code, 3
Class class, 287, 289 Cloneable interface type, 264, 281–285
class definition, 2 clone method, 13, 112–113, 283–288, 338
ClassDiagramGraph class, 356 buttons, 336
class diagrams, 38 deep and shallow copy, 280–285
UML, 53–58, 70–71 CloneNotSupportedException, 282, 284
classes, 2. See also frameworks; inheritance; cohesion, 118–119
Object class; specific classes collaborators, 50, 51
abstract, 228–235 Collection interface type, 231, 406
anonymous, 148–151 with collections framework, 324, 325–326
basic concepts, 40 collections, 324–333
clarity, 120–121 Collections class, 144
class design example (See Date class) collections framework, 324–333
cohesion, 118–119 optional operations, 332–333
comments, 6, 7 collision, 278
completeness, 119 command-line arguments, 3
consistency, 121 COMMAND pattern, 403–406
convenience, 119–120 CommandTester.java, 404–405
coupling, 46 Comparable interface type, 144–146
design phase goals related to, 37–38 Comparator interface type, 147–148
enumerating features of, 288–290 compare method, 147–148
exception class hierarchy, 252–254 compareToIgnoreCase method, 121
identification, 37, 41–43 compareTo method, 268
implementation phase goals related to, 38 Comparable interface type, 144–145
importing, 17 Date class, 90, 121
inner, 149, 154, 155–156 completeness, 119
literal class objects, 270 Component class, 243, 244
with magical powers, 52 components, 302–303. See also COMPOSITE
naming, 17, 29, 42 pattern; containers; JavaBean
nested, 251 components
programming by contract, 122–133 decoration, 195–198
quality of interfaces, 118–121 layout managers, 183–193
unit testing, 38, 131–133 component type, of arrays, 263
class files, 4 COMPOSITE pattern, 193–195
class invariants, 129–131 applying for invoice example, 201–202
class library, 320 similarity to DECORATOR pattern, 196,
class methods, 3 197, 199
ClassNotFoundException, 20, 253 composition, 56
Class object, 269–271 CompoundShape class, 240–243
class relationships, 46–48. See also aggregation; CompoundShape.java, 240–243
dependency; inheritance Condition interface, 379
440 INDEX

Connection.java, 78–82 year-month-date and Julian day


consistency, 121 implementation, 107–109
constants, 29, 31 year-month-date implementation, 100–104
Constructor class, 287 daysFrom method, 95, 98, 99
constructors, 2 deadlocks, 378–382
comments, 6 deadly embrace, 378–379
Consumer class, 370 debugging, for race conditions, 375
Consumer.java, 372–373 decompressors, 198
Container class, 193, 194, 265 decoration, 195–198
Swing components, 243, 244, 245 DECORATOR pattern, 196–198
containers applying for invoice example, 202–204
as components, 193–195 and Scanner, 213
consisting of components, some of which similarity of COMPOSITE pattern to, 196,
contain additional components, 415 197, 199
putting components into using layout decorators, 196–198
managers, 183–193 decryptors, 198
contains method, 252 deep copy, 280–285
control flow statements, 12 dependency, 46–47
controller (model/view/controller in UML class diagrams, 55, 58
architecture), 180–181 voice mail system, 70
convenience, 119–120 deprecated methods, 90
copyNameTo method, 15 design patterns, 179
Core Java (Horstmann and Cornell), 391 refactoring contrasted, 235
Country class, 145 Design Patterns (Gamma, Helm, Johnson, and
CountryComparatorByName class, 147, Vlissides: the Gang of Four), 179
148–149 design phase, 36, 37–38. See also Object-
Country.java, 145–146 oriented design
CountrySortTester.java, 146 destroy method, 322
coupling, between classes, 46 dialog boxes
CRC cards, 50–53 with Icon interface type, 138–139
scene editor, 228 JavaBean property sheets, 305
voice mail system, 64–70 Dia (UML tool), 54
CubicCurve2D class, 248 DirectoryNode.java, 418
customers, keeping in mind when designing disabled menu items, 401
classes, 119–120 DiscountedItem class, 202–203
DiscountedItem.java, 203
data structures
discounts, using DECORATOR class to
choice deferred until implementation implement, 202–204
phase, 37
DocCheck program, 8
corrupting shared, 370–375
documentation comments, 6–9
Date class, 13, 43, 90–94. See also Day class
do statement, 12
completeness, 119
Double class, 249–251
toString method, 22
double data type, 10, 11, 249
Day class
double dispatch, 420
design, 94–97
doubleValue method, 266
encapsulation, 109–117
Double wrapper, 266
implementations, 98–109
Day.java drawing shapes, See shape drawing
Julian day number implementation, drawing text, 163
104–107 drawSelection method, 236–237
drawString method, 161
Index 441

Eclipse, 309 finally clause, 21


ECMAScript, 40–41 final methods, 217
Edge interface type, 338 findNode method, 351
Edge.java, 339–341 Float class, 249–251
edges, in graph editor framework, 333–357 float data type, 10, 11
elements problems with, 249
in arrays, 293–294 Float wrapper, 266
in patterns, 178 FlowLayout class, 152, 183, 184, 265
Ellipse2D class, 248, 249 FLYWEIGHT pattern, 423
Ellipse2D.Double class, 159, 160 FontRenderContext object, 163
ellipse drawing, 159 for each loop, 24
else branch, 12 FormLayout.java, 189, 190–191
-enableassertions switch, 127 FormLayoutTester.java, 191
encapsulation, Day class, 109–117 forName method, 270
enumerated types, 267–268 for statement, 12
equality testing, 273–276 foundation classes, 43
symmetry condition, 276 frames, 151–153
equals method, 22, 273–276 FrameTester.java, 152–153
Error class, 252, 253 frame windows, 151–152
escape sequences, 10 frameworks
EtchedBorder class, 199 applets as simple, 321–324
event classes, 43 application, 320, 356–357
events, 359 collections framework, 324–333
JavaBean components, 304 defined, 320
and OBSERVER pattern, 182 design, 356–357
evolutionary implementation approach, 38 graph editor framework, 333–357
Exception class, 252, 253 French Revolutionary calendar, 93
exception handling, 18–21 functional programming languages, 115
class hierarchy, 252–254 functional specification, 36–37
in programming by contract, 128–129 function objects, 147
explicit parameters, 14
modification through side effects, 115–116 Gang of Four book: Design Patterns (Gamma,
Helm, Johnson, and Vlissides), 179
extends keyword, 216
GeneralPath class, 240, 248, 249
extensibility, 144
generic methods, 295–296
FACADE pattern, 305–306 generic types, 294–302
FACTORY METHOD pattern, 406–408 geometrical shape hierarchy, 247–252
factory methods, 28–29, 406–408 getCenterX method, 248
Field class, 287, 289, 292 getCenterY method, 248
field names, 2 getClass method, 269
FieldTester.java, 292–293 getComponentType method, 271
FIFO (first in, first out), 42, 44 getConnectionPoint method (Node
File class, 43 interface), 338
FileNode.java, 418 getConnectionPoints method (Edge
FileNotFoundException, 18, 19, 128, interface), 338
253–254 getDate method, 100
FileOutputStream, 285 getDeclaredConstructors method, 289
FileSystemNode.java, 417 getDeclaredFields method, 288
FileSystemVisitor.java, 419 getDeclaredMethods method, 289–290, 291
final classes, 217 getDefaultToolkit method, 414
final instance fields, 113–114 getFields method, 288
442 INDEX

getFontRenderContext method, 163 Greeter.java, 6–7


getHeight method, 244, 248, 250–251 GreeterTester class, 3, 4
getIconWidth method, 143–144 GreeterTester.java, 3
getInterfaces method, 288 GreetingAction.java, 405–406
getItems method, 206–207 GreetingProducer.java, 363–365
getMaxX method, 248 GregorianCalendar class, 92–93, 111, 121,
getMaxY method, 248 298, 301
get method GridBagLayout class, 183, 184
ArrayList class, 23, 24, 294 GridLayout class, 183, 184, 185–186
Calendar class, 94 guillemets, 57
with iterators, 175
HardHello.java, 291
getMinX method, 248
has-a relationship, 47. See also aggregation
getMinY method, 248
hash code, 278–280
getModifiers method, 289
hashCode method, 277, 278
getMonth method, 100
hash function, 278
getName method, 113, 271, 289
hashing, 277–280
getPackage method, 288
HashMap class, 277, 325
getParameterTypes method, 289
hash multiplier, 31
getPreferredSize method, 244, 415
HashSet class, 277, 324, 325
getPrice method, 201, 202
hash tables, 278–280
getRandomInstance method, 29
choice deferred until implementation
getSelectedTool method, 350
phase, 37
getStringBounds method, 163
hasNextDouble method, 23
getSuperclass method, 288
hasNextInt method, 23
getTime method
hasNext method, 174
Calendar class, 94
Invoice class, 206
Date class, 90, 92
LinkedList class, 25
getType method, 288
Hello World!, 2–6
getWidth method, 244, 248, 250–251
hit testing, graph editor framework, 335
getX method, 250–251
HouseShape class, 229, 241–242
getYear method, 100
HouseShape.java, 238–239
getY method, 250–251
grabber tool, 334–335 IconAdapter.java, 398
graph editor framework, 333–334 IconAdapterTester.java, 399
classes, 338–346 Icon interface type, 138–143
division of responsibility, 335–337 animated car application, 164–169
enhancing, 353–357 drawing shapes, 159–162
generic code, 350–353 identity, of objects, 39–40
turning into application, 346–350 if statement, 12
user interface, 334–335 IllegalArgumentException, 19
GraphFrame class, 346 IllegalFormatException, 254
graphical user interface, frames with, 151–153 ImageIcon class, 139, 143, 144
Graphics class, 140, 159–162 ImageObserver interface type, 142
graphics context, 159, 163 ImageProxy class, 409–410
Graphics2D class, 159 ImageProxy.java, 411–412
graphics programming, immutability, of Java strings, 21
using inheritance, 223–227 immutable classes, 110
Graph.java, 342–346 desirability of, 113
GraphPanel class, 346 implementation invariants, 131
Greeter class, 2, 6, 13, 15–16, 30 implementation phase, 36, 38
random number generator with, 28–29
Index 443

implicit parameters, 14 timers, 157–158


import statement, 17 user interface actions, 153–156
indexOf method, 274 variables can be, 143
IndexOutOfBounds exception, 24, 252, 253, INTERPRETER pattern, 423
294 InterruptedException, 369–370, 382
inheritance, 48. See also TEMPLATE METHOD interrupt method, 369
pattern intValue method, 266
abstract classes, 228–235 inversion of control, 320
exception class hierarchy, 252–254 Java applet, 323
geometrical shape hierarchy, 247–252 invocation, 3
graphics programming with, 223–227 invoice, implementing with patterns, 200–212
hierarchies, 218–219 Invoice class, 204–205
with Java applet, 323 InvoiceFormatter.java, 207–208
Liskov substitution principle, 219–220 Invoice.java, 209–210
multiple, 246–247 InvoiceTester.java, 211–212
preconditions and postconditions, 221–222 invoke method, 291
protected interfaces, 240–243 IOException, 19, 20, 252, 253
for specialization modeling, 216–217 is-a relationship, 48. See also inheritance
superclass constructors invocation, 221 isArray method, 271
superclass method invocation, 220–221 isFinal method, 289
super/sub terminology, 48, 216, 217–218 isInterrupted method, 369
swing component hierarchy, 243–247 Islamic calendar, 93
in UML class diagrams, 55, 58 ISO 8601 standard, 96
when not to use, 254–257 isPrivate method, 289
init method, with Java applet, 321, 322 isProtected method, 289
inner class, 149, 154, 155–156 isPublic method, 289
InputMismatchException, 23 isStatic method, 289
input reading, 23 Iterator interface type
InputStream object, 176 with collections framework, 325–326
InputStreamReader adapter, 400–401 for invoice example, 205, 206
insert method, with iterators, 175 ITERATOR pattern, 178–179
instance fields, 54 applying for invoice example, 205–207
final, 113–114 iterators, 174–176
instanceof operator, 268–269, 276 and FACTORY METHOD pattern, 406
instance variables, 140 linked lists with, 25
instantiation jar packaging tool, 310–311
classes, 2
generic types, 294 Java. See also classes; object-oriented design
int data type, 10, 11 applets as simple frameworks, 321–324
Integer wrapper, 266 array lists, 23–25, 26
integration phase, 38 arrays, 26–27
interactive graph editing, 333 control flow statements, 12
interface invariants, 131 documentation comments, 6–9
interface keyword, 140 exception handling, 18–21
interface types, 263. See also polymorphism; Hello World! example, 2–6
specific interface types linked lists, 24–25
can’t specify implementation details, 142 no multiple inheritance, 246–247
denoting in UML class diagrams, 57 no relation to JavaScript, 41
designing, 164–169 object references, 12–14
frames, 151–153 packages, 16–18
multiple classes implementing, 137–138 package visibility, 30–31
444 INDEX

Java, continued Jewish calendar, 93


parameter passing, 14–16 JFrame class, 309
primitive types, 9–11 subclass design, 221
programming style, 29–31 JIS encoding, 400
reading input, 23 JLabel class, 243, 245
static fields and methods, 28–29 JMenuItem class, 243, 246
thread of execution, 362 JOptionPane class, 17, 144
voice mail system implementation, 74–85 JPanel class, 184–186, 193, 243, 244, 245
Java 5.0. See also ArrayList class; Scanner JScript, and ECMAScript, 40–41
class JScrollPane class, 196, 197
and ArrayList class, 23 JSlider class, 312
for each loop, 24 JTextArea class, 196, 243, 246
enumerated types, 267 JTextComponent class, 243, 246
locks, 377 JTextField class, 243, 245–246
methods with variable number of Julian calendar, 92
parameters, 27 Julian day number, 99–100
object locks, 382 JUnit, 132–133, 291
and Queue interface type, 328
and Scanner class, 23, 119 Kernighan-Ritchie Java programming
wrappers for primitive types, 266 style, 30
JavaBean components, 304–306 keys, 325
component palette, 309 A Laboratory for Teaching Object-Oriented
editing properties, 309–310 Thinking (Beck and Cunningham), 50
manifest file, 311 Law of Demeter, 116–117
naming convention, 307 layoutContainer method, 189
packaging, 310–315 LayoutManager2 class, 265
properties, 306–308 LayoutManager interface type, 189
property sheet, 305 layout managers
reflection, 287 for button, 152
Java bug patterns, 179 custom, 189–191
Java Development Kit ( JDK), 3–4 and STRATEGY pattern, 192–193
javadoc utility, 6–9 using predefined, 183–188
for design documentation, 61 legacy code, using raw types for interfacing
Java Remote Method Invocation, proxy with, 299
objects, 410–411 length method, 21
JavaScript lifeline, 58
accessing Java properties from, 308–309 LIFO (last in, first out), 257
and ECMAScript, 40–41 linear congruential generator, 413
variables in, 262 Line2D class, 248, 249
Java strings, 21–22 Line2D.Double class, 160
Java type system LineEdge class, 354–355
array types, 265–266 LineEdge.java, 349–350
enumerated types, 267–268 LineItem.java, 200
primitive types, 266–267 LineItem method, 201, 202
type inquiry, 268–271 line items, 200–201
types and subtypes, 262–265 line segment drawing, 160
JBuilder, 309 LineStyle class, 354, 355
JButton class, 243, 245–246, 263, 265 LinkedBlockingQueue class, 391
JComponent class, 243, 245–246 LinkedList class, 24–25
subclass design, 221, 223 with collections framework, 324–325,
JContainer, 246 331–332
Index 445

linked lists, 24–25, 120 Method class, 287, 290


ITERATOR pattern, 179 methods, 2
iterators for traversing, 174 comments, 6, 7
for queues, 44 generic, 295–296
Liskov substitution principle, 219–220 implementation phase goals related to, 38
list cursor, 175–176 interface type, 140
listener class, 153–154 invoking, 290–291
listeners, 181–182 JavaBean components, 304
and user interface actions, 153–154 naming, 29
List interface type, 324, 331–332 sequence diagrams, 58–60
ListIterator interface type, with collections side effects, 115–116
framework, 331 minimumLayoutSize method, 189
list iterators, 120–121 mission creep, 52
ListModel interface type, 231 model/view/controller architecture, 180–181
literal class objects, 270 monitor construct, 383–384
live lock, 379 monospaced font, 163
LiveScript, renamed to JavaScript, 41 MouseAdapter class, 224–225
Lock interface, 377 mouseClicked method, 225
locks, 377–378 mouseDragged method, 225–226
long corridors, using short passages to solve with graph editor framework, 351–352
problem of, 176–177 MouseEvent class, 43
long data type, 10 mouse event handlers, 224–227
Long wrapper, 266 MouseListener interface type, 224
loose coupling, 144 MouseMotionAdapter class, 224
MouseMotionListener interface type, 224
macros, 403
mouse motion listeners, 224
magic numbers, 31
mousePressed method, 224–227
mailbox, in voice mail system, See voice mail
system with graph editor framework, 350–352
MoveableIcon interface type, 142–143
Mailbox.java, 76–78
MoveableShape interface type, 165–166
MailSystem.java, 83
MoveableShape.java, 166
MailSystemTester.java, 84–85
MultiLineString class, 356
main method, 4
main thread, 366 multiple inheritance, 246–247
manifest file, JavaBeans, 311 multiplicities, 47
Map interface type, 325
in UML class diagrams, 55–56
maps, 325 multithreading, See threads
MarsIcon class, 141, 142, 143, 144
mutator methods
Day class, 110–113
MarsIcon.java, 141–142
separation, 114–115
Math class, 11, 28, 289, 414
mathematical methods, 11
Napkin look and feel, 244–245
Mayan calendar, 93
nested class, 251
MEDIATOR pattern, 423
NetBeans development environment, 309,
MEMENTO pattern, 423 312
menus, 151, 183 newCondition method, 379
disabled items, 401 new operator, 2
Swing, 244 nextBoolean method, 28
merge sort algorithm animation, 387–393 nextDay method, 98
Message.java, 75
nextDouble method, 23, 28
MessageQueue.java, 75–76, 124–126
nextInt method, 23, 28
Metal look and feel, 183, 244 nextLine method, 23
446 INDEX

next method, 23 OBSERVER pattern, 180–183


Invoice class, 206 applying for invoice example, 204–205
with iterators, 175 observers, 181, 182
LinkedList class, 25 operations, 39
Scanner class, 114 changing into agent class, 43
Nice programming language, 420 deferring implementation of some, 38
Node interface type, 338 operator overloading, 97
Node.java, 339 optional operation, 205
nodes, in graph editor framework, 333–357
Package class, 287
notifyAll method, 382
notify method, 382
packages, 16–18
NotSerializableException, 286
naming, 29
nouns, as clues for identifying classes, 41 package visibility, 30–31
paintComponent method, 231
NullPointerException, 13, 18, 19, 252, 253
null reference, 13
overriding, 223
paintIcon method, 140, 159–162, 409
null type, 263
NumberFormatException, 22
animated car application, 165
numbers, 9–11 paint method, 322
panels, 185
Object class, 218–219 parameter passing, 14–16
deep copy, 280–285 parameters
equality testing, 273–276 comments, 6, 7
hashing, 277–280 in UML class diagrams, 54–55
hash tables, 278–280 parse method, 116
serialization, 285–287 partial ordering, 91, 92
shallow copy, 282–285 A Pattern Language: Towns, Buildings,
toString method, 272–273 Construction (Alexander et al.), 176
object locks, 382–386 patterns. See also specific patterns
object-oriented design. See also classes; CRC applying to make an invoice, 200–212
cards; frameworks; interface types; Java; bug patterns, 179
objects; patterns; threads; use cases; voice defined, 173, 176–179
mail system design versus antipatterns, 179
analysis phase, 36–37 in frameworks, 320
design phase, 36, 37–38 Gang of Four book: Design Patterns, 179
don’t make design too specific, 42 miscellaneous patterns, 423
evolutionary implementation approach, 38 recognizing, 198–200
implementation phase, 36, 38 for specialized problem domains, 179
from problem to code, 36–38 Point class, 24, 249, 254–256
using javadoc for design Point2D class, 248, 249
documentation, 61 Point2D.Double class, 160
ObjectOutputStream, 285 pointers
object references, 12–14 similarity to Day objects, 95
objects. See also sequence diagrams; state similarity to object references, 14
diagrams The Poltergeist antipattern, 179
anonymous, 148 Polygon class, 26–27, 247, 249
basic concepts, 39–40 polymorphism, 138, 143–144
equality testing, 273–276 don't use type inquiry as substitute for, 270
function objects, 147 must have fixed set of operations, 416
inspecting, 291–294 Poseidon UML Community Edition, 54
literal class, 270
Index 447

postconditions race conditions, threads, 375–376


inherited methods, 221–222 RandomAccess interface type, 332
in programming by contract, 123, 129 Random class, 28
pow(x,y) method, 11 random number generation, 28, 413
preconditions rapid prototyping, 38
inherited methods, 221–222 Rational Rose (UML tool), 53
in programming by contract, 122–126 raw types, 298
preferredLayoutSize method, 189 readLine method, 197–198
previousDay method, 98 Rectangle class, 43, 248, 249
primitive operations, 236 Rectangle2D class, 248, 249–251, 252
primitive types, 9–11, 263, 266–267 Rectangle2D.Double class, 159, 160,
println method, toString method 249, 252
applied, 272 Rectangle2D.Float class, 249, 250, 252
print method, toString method rectangle drawing, 159
applied, 272 RectangularNode class, 356
print queue, 44 RectangularShape class, 248, 249
printStackTrace method, 21 refactoring, 234–235
PrintVisitor.java, 419 reflection, 287–294
printWriter class, 198 regionMatchesIgnoreCase method, 121
private instance variables, 30–31 relationships, See class relationships
processCommand operation, 118 remove method, 121
Producer class, 370 ArrayList class, 24
Producer.java, 371–372 and class invariants, 130
Product.java, 200–201 and deadlock avoidance, 378, 379
programming by contract, 122–126 with iterators, 175
proportionally spaced font, 163 LinkedList class, 25
protected fields, 242–243 and locks, 378
protected interfaces, 240–243 MessageQueue class, 114
protected methods, 243 and programming by contract, 123–124
PROTOTYPE pattern, 337 repaint method, 415
prototyping animated car application, 164
graph editor framework, 336–337 with graph editor framework, 352–353
rapid, 38 reset method, with iterators, 175
proxies, 408–409 responsibilities, See class responsibilities
PROXY pattern, 409–412 return values
ProxyTester.java, 412 comments, 6, 7
pseudo-random numbers, 413 in UML class diagrams, 54–55
public interface, 119 reusable code, 137
public static fields, 29, 30, 142 Reviewer class, 43
modification through side effects, 115–116 Rhino, 308–309
PushbackReader class, 135, 198 Rhino toolkit, 40
putValue method, 402 role classes, 43
roundoff errors, 201
QuadCurve2D class, 248
RoundRectangle2D class, 248, 249
Queue class, 327–330
round(x) method, 11
queue data type, 42, 44. See also threads
run method, threads, 363, 365
bounded, 124–126
Runnable interface type, 362–366, 368, 388
Queue interface type, 328
RunTimeException class, 252, 253, 254
QueueTester.java, 330
448 INDEX

Scanner class, 23, 43, 119 short passages, to solve problem of long
and DECORATOR pattern, 213 corridors, 176–177
Scanner object, 176 Short wrapper, 266
SceneComponent class, 231 showMessageDialog method
SceneComponent.java, 232–233 with Icon interface type, 138–139
SceneEditor.java, 233–234 and polymorphism, 143, 144
scene editor program, 228–235 side effects, 115–116
SceneShape interface type, 229–231 signalAll method, 379, 380
scheduling, of threads, 366–368 signal method, 380
scroll bars, 195–196 SimpleDateFormat class, 135
Swing, 244 SimpleFormatter.java, 209
scrolling banner applet, 322–324 SimpleGraphEditor.java, 348
SegmentedLineEdge class, 356 SimpleGraph.java, 347
SelectableShape class, 229–231, 236–239 SingleRandom class, 413–414
SelectableShape.java, 238 singleton class, 413
self-call, 59 SINGLETON pattern, 414
selfish thread, 363 Size class, 267
sequence diagrams, 54, 58–60 size method, 23
voice mail system, 71–74 sleep method, threads, 363, 369
Serializable interface type, 264, 285–287 sliders, 183, 212
serialization, 285–287 software development process, 36–38. See also
serial number, 286 object-oriented design
setAccessible method, 291–292 sort algorithm animation, 387–393
setBorder method, 199, 200, 245 SortedSet interface type, 324
setBounds method, 189 Sorter class, 388
setDate method, 111 Sorter.java, 388–389, 391–392
setEnabled method, 401–402 sort method, 144–145, 147, 387
setFrameFromCenter method, 248 sparse matrices, 134
setFrameFromDiagonal method, 248 specialization, 216–217. See also inheritance
Set interface type, 324, 330 spyFields method, 292
set method sqrt(x) method, 11
ArrayList class, 24, 294 squelching
Calendar class, 94 CloneNotSupportedException, 282
with iterators, 175 of InterruptedException, 369–370
setMonth method, 111 Stack class, 256–257
setName method, 14 stacks, 257
setText method, 152 stack trace, 18, 20, 21
setTime method start method
Calendar class, 94 with Java applet, 321, 322
Date class, 90, 92 threads, 363, 365
setToolTipText method, 245 Timer class, 157
setYear method, 111 state, of objects, 15, 39–40
shallow copy, 282–285 commands, 401
shape drawing, 159–162 state diagrams, 38, 54, 60–61
geometrical shape hierarchy, 247–252 voice mail system, 71–74
scene editor, 228–235 STATE pattern, 423
with subclasses of JComponent, 223–227 static fields, 28–29
ShapeIcon.java, 167 public, 115–116, 142
Shape interface type, 159–162, 248, 249 static methods, 3, 28–29
short data type, 10, 11 stereotype descriptor, 57
Index 449

STL, 358 adding scroll bars, 195–196


stop method, 322 with buttons in frame windows, 152
STRATEGY pattern, 192–193, 199 drawing, 163
applying for invoice example, 207–212 Swing, 244
stream decorators, 197–198 thread pools, 365
String class, 43, 263 threads
and Comparable interface type, 145 animations, 387–393
as final class, 217 basic concepts, 362–370
strongly typed language, 262 deadlock avoidance, 378–382
subclasses, 48, 216, 217–218 execution order, 361
constructors, 221 locks, 377–378
and Liskov substitution principle, 219–220 main thread, 366
preconditions and postconditions, 221–222 object locks, 382–386
substitution principle, 219–220 race conditions, 375–376
substring method, 22 and Runnable interface type, 362–366
subtype relationship, 263–264 scheduling, 366–368
summary table, 7 synchronization, 370–386
superclasses, 48, 216, 217–218 synchronized blocks, 385–386
constructors invocation, 221 terminating, 363, 368–370
and Liskov substitution principle, 219–220 with timers, 157–158
method invocation, 220–221 user interface thread, 366
preconditions and postconditions, 221–222 ThreadTester.java, 365–366, 371
super keyword, 221 Throwable class, 252, 253
Swing actions, 403 throws declarations, 20, 252
SwingTimer class, 387 Timer class, 157–158
Swing user interface toolkit, 183 timers, 157–158
hierarchy of components, 243–247 with car animation, 164–169
symmetry condition, in equality testing, 276 TimerTester.java, 158
synchronization, of threads, 370–386 time slice, 366
synchronized blocks, 385–386 toDegrees(x) method, 11
system classes, 43 Together (UML tool), 53
system device classes, 43 ToolBar class, 346
System.exit method, 366 toolbars, 334
System.in object, 23 tooltips, 245
string input, 119 toRadians(x) method, 11
system interface classes, 43 toString method, 22, 268, 385
System.out object, 24 Object class, 272–273
total ordering, 90, 91–92
tangible things classes, 43 transaction classes, 43
telephone, using layout managers to model, transient keyowrd, 286
184–188
TreeMap class, 325
Telephone class, using layout manager, 187
TreeSet class, 324, 325
Telephone.java, 83–84
try block, 21
layout manager application, 187–188
type bounds, 296–298
TEMPLATE METHOD pattern, 236–239
type descriptor, 269
with collections framework, 326
type erasure, 296–299
contains method, 252
type inquiry, 268–271
termination, of threads, 363, 368–370
type parameters, 295
TextArea class, 196
typesafe code, 299
text fields, 183 type variables, 294–295
accurate positioning, 163
450 INDEX

UML (Unified Modeling Language), 53 Violet UML editor, 54


UML class diagrams, 53–58 and graph editor framework, 355, 356
voice mail system, 70–71 virtual base class, 246
UML class editor, 355–356 visit method, 415–416
unbounded wildcards, 297 Visitor interface type, 415
unchecked exceptions, 19–20, 252 VISITOR pattern, 415–422
underscores, 29 VisitorTester.java, 419–420
Unicode encoding, 10–11, 400 Visual Basic
unit testing, 38, 131–133 controls, 302–303
UnsupportedOperationException, 205, 327, prototyping in, 38
333 voice mail system
use cases, 37, 48–49 class identification, 42–43
voice mail system, 62–64 class responsibility identification, 45
Use Case Zone Web site, 49 CRC cards, 50–53, 64–70
user classes, 43 design with Law of Demeter in mind,
user interface actions, 153–156 116–117
user interfaces, 37 GUI front end for, 184–185
and frames, 151–153 javadoc design documentation, 61
graph editor framework, 334–335 Java implementation, 74–85
user interface thread, 366 layout manager application, 184–188
user manual, 37 object and class concepts related to, 39–40
uses relationship, 46. See also dependency programming by contract, 122–133
Utils class, 295 sequence diagrams, 58–60, 71–74
Utils.java, 301 state diagrams, 60–61, 71–74
UtilsTester.java, 302 UML class diagrams, 53–58, 70–71
use cases, 49, 62–64
valueAvailableCondition method, 380
void keyword, 263
values, 263, 325 volatile fields, 386
variables, 3
defining in for loop, 12 wait method, 382
variations, in use cases, 49 walk-through, 52–53
Vector class, 256–257 while statement, 12
verbs, as clues for identifying class wildcards, 296–297
responsibilities, 45 word-processing program, 37
views wrapper classes, 266–267
from collections framework, 332 WYSIWYG layout, 180
model/view/controller architecture,
180–181 zoom bars, 196
Photo Credits
Chapter 2
Page 44: Photodisc/Punchstock.

Chapter 5
Page 177: Rob Meinychuk/Digital Vision.
Page 185: EyeWire, Inc./Getty Images.

Chapter 9
Page 383: Creatas/Punchstock.
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Fitting Object-Oriented Design into Your Curriculum
Whether you teach design early or late, before or after data structures, Object-Oriented
Design & Patterns will help your students apply design principles in their programs.

CS1 CS1 CS1

Data Data
Structures Structures

Data
Structures

Software
Engineering +

Related Titles from Wiley:


Big Java, 2nd Edition Cay Horstmann, San Jose State University 0-471-69703-6, ©2006
Objects, Abstraction, Data Structures and Design Using Java 5.0 Elliot Koffman and Paul Wolfgang, Temple University 0-471-69264-6, ©2005
Software Engineering: An Object-Oriented Perspective Eric J. Braude, Boston University 0-471-32208-3, ©2001

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