Objectorienteddesignnpatterns Cayhorstmann 2nd
Objectorienteddesignnpatterns Cayhorstmann 2nd
Design
&
Patterns
Second Edition
Cay Horstmann
San Jose State University
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Inc. The cover was printed by Phoenix Color Corporation.
Copyright © 2006 John Wiley & Sons, Inc. All rights reserved.
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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
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.)
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.
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
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
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:
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
Glossary 427
Index 437
Photo Credits 451
xvi SPECIAL FEATURES
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.
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 }
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
Class
Object workbench
F i g u re 2
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.
Fi g u re 3
F ig u re 4
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 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 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.
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
Ta b l e 1
\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
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:
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
Ta b l e 3
Mathematical Methods
12 CHAPTER 1 A Crash Course in Java
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.
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) . . .
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.
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:
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
/**
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);
}
. . .
}
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
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.
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.
However, you never need to import the classes in the java.lang package, such as String
or Math.
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
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");
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
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
}
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();
}
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
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();
. . .
}
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
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);
New
value
Figu r e 12
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
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];
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
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
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();
}
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
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)
Good Bad
x > y x>y
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
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!
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
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
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.
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.
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.
worldGreeter =
{
name: "World",
sayHello: function () { return "Hello, " + this.name + "!" },
};
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.
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
Fi g u re 1
A Queue
2.4 Identifying Responsibilities 45
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.
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
2.5.1 Dependency
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
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.
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
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
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.
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
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
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
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.
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
Fi g u re 8
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
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.
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.
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.
/**
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
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.
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.
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.)
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.
MailSystem
Message
Mailbox
Queue
Connection
Message
Telephone
Figu r e 15
MailSystem
2 Message
Mailbox
Queue
Connection
Message
Telephone
F ig u r e 1 6
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.
User enters
extension dial
findMailbox
getGreeting
speak
User speaks
message record
User hangs
up hangup
«create» : Message
addMessage
Figure 1 7
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.
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
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
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.
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
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
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
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.
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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
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
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.
Date Calendar
Gregorian
Calendar
Fi g u re 2
The following table shows some of the most important methods of the Calendar class:
Method Description
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.
/**
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) { . . . }
}
x + y * z
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
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;
}
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
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
}
. . .
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
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
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
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 }
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++;
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.
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);
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;
}
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
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.
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.
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.
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
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.
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
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
3.5.1 Cohesion
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());
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
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);
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
3.6.1 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
F ig u r e 5
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:
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.
3.6.4 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.
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.
Fi g u re 7
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
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
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
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
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)
Fi g u re 3
Drawing a Shape
140 CHAPTER 4 Interface Types and Polymorphism
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
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
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:
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.
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
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
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
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.
F i g u re 6
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.
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.
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!"));
. . .
}
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
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
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 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
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
Ascent
Base point
Descent
Extent
F ig u re 1 1
Drawing Text
164 CHAPTER 4 Interface Types and Polymorphism
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);
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
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.
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;
}
«interface»
JLabel «interface» Timer Action
Icon Listener
«interface» anonymous
ShapeIcon Moveable timer listener
Shape
CarShape
F ig u r e 1 4
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
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
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 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;
}
Fi g u re 1
F ig u re 2 0 1 2 3
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
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
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
«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
Aggregate List
ConcreteAggregate LinkedList
Iterator ListIterator
next() 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
F ig u re 4
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.
insertText
notify
repaint
getText
F igur e 5
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:
Subject JButton
Observer ActionListener
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.
1 2 1
1 2 3
3 2
4 5 6 3
BoxLayout (horizontal)
4
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
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
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
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
F ig u re 1 2
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
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.
Context Container
Strategy LayoutManager
Context Collections
Strategy Comparator
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
«interface»
Primitive *
method()
Composite
Leaf
method()
As with the previous patterns, we show how the names in the design pattern map to the
the Swing user interface toolkit.
Primitive Component
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
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
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.
Component Component
ConcreteComponent JTextArea
Decorator JScrollPane
Component Reader
ConcreteComponent FileReader
Decorator BufferedReader
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.
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
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
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
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
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();
}
«interface»
Iterator
next()
hasNext()
Invoice (anonymous
class)
getItems()
Fi g u re 1 9
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();
}
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
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.
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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
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
Managers
Employees
Fi g u re 2
Object
Employee
Clerical Technical
Manager Staff Staff
Member Member
Software Test
Executive Receptionist Secretary Developer Engineer
Fi g u re 3
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.
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.
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
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
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
.
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
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;
}
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()
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
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
“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
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:
⇓
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
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:
AbstractClass SelectableShape
templateMethod() drawSelection()
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
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
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!
}
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.
Component
Container
JComponent
JText Abstract
JPanel JLabel
Component Button
Fi g u re 1 0
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)
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 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
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.
Rectangle
Polygon
248 CHAPTER 6 Inheritance and Abstract Classes
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
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 float x;
public float y;
public float width;
public float height;
}
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.
AbstractClass Rectangle2D
ConcreteClass Rectangle2D.Double
templateMethod() contains()
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);
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
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");
private int x;
private int y;
}
6.9 When Not to Use Inheritance 255
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) { . . . }
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) { . . . }
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.
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"
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.
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
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
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.
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.
«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
r =
: Rectangle[] : Rectangle
s =
[0] =
[1] =
[2] =
[3] = : Rectangle
[4] =
[5] =
[6] =
[7] =
[8] =
[9] =
Fi g u re 2
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.
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 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.
However, this approach is not very satisfactory, because the compiler cannot check type
errors. For example, consider the following code:
int size = LARGE;
size++;
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() {}
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.
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.
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
: Class : Class
F i g u re 3
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");
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
Method Description
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
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.
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
}
. . .
}
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 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.
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.
F ig u r e 6
e =
Cloning an Object : Employee
name = "Smith"
salary = 35000
cloned =
: Employee
name = "Smith"
salary = 35000
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.
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
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
staff =
(#2) : Employee
(#1) : Employee[]
name = . . .
[0] =
salary = . . .
[1] =
buddy =
(#3) : Employee
name = . . .
salary = . . .
buddy =
Figu r e 9
name field is . . .
salary field is . . .
name field is . . .
salary field is . . .
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.
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.
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());
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(")");
}
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.
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.
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.
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
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.
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;
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.
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
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)
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
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)
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 }
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
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.
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.)
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
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
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.
Component palette
Property sheet
Fi g u re 1 6
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
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
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
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:
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.
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
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
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
«interface»
Collection
«interface» «interface»
HashSet
Set List
«interface»
TreeSet SortedSet ArrayList LinkedList
Fi g u re 3
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.
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.
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.
«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
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 }
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
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.
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:
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
F ig u r e 6
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.
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
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
Creator
«interface»
Prototype
createInstance()
Clones the
prototype
Concrete Concrete
Prototype1 Prototype2
For example, in the case of the node and edge types, we have
Prototype Node
ConcretePrototype1 CircleNode
Exterior point
Boundary point
Center of node
Fi g u re 7
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
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
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
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.
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.
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
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
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
getPoint
getSelectedTool
clone
add
Fi g u re 9
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
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.
F ig u r e 1 1
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
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
Fi g u re 1 3
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.
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
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 8.19. 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.
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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
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
main
thread
«create» t1 : Thread
«create» t2 : Thread
start
start
Fi g u re 2
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
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.
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
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.
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.
}
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 }
2. The second thread calls the add method on the same BoundedQueue object and
executes the statements
elements[tail] = newValue;
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
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
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.
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();
}
}
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();
. . .
}
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.
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
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
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.
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);
F ig u r e 6
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
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
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
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
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.
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
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
«interface»
Target
Client
targetMethod()
Adapter Adaptee
targetMethod() adapteeMethod()
Calls
adapteeMethod()
Adaptee Icon
Target JComponent
Adapter IconAdapter
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
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)
Fi g u re 1
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
Command Action
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 }
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
«interface»
Creator «interface»
Product
factoryMethod()
Concrete Concrete
Creator Product
Creator Collection
Product Iterator
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);
Fi g u re 3
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.
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
Subject Icon
RealSubject ImageIcon
Proxy ImageProxy
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
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(); }
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();
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
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();
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()
Fi g u re 4
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
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
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.
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:
Element FileSystemNode
Visitor FileSystemVisitor
ConcreteVisitor PrintVisitor
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
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
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 10.8. 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
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
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
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
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.
Data Data
Structures Structures
Data
Structures
Software
Engineering +