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Polymorphism in Java: Methods and polymorphic algorithms applied to computer games 1st Edition Privitera pdf download

The document discusses the book 'Polymorphism in Java' by Carlos Alberto Privitera, which focuses on teaching programming concepts related to polymorphism through practical examples and design patterns. It is aimed at advanced learners and includes various configurations and algorithms applicable to computer games. The book emphasizes the importance of understanding object-oriented programming and provides a structured approach to learning Java SE.

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0% found this document useful (0 votes)
6 views168 pages

Polymorphism in Java: Methods and polymorphic algorithms applied to computer games 1st Edition Privitera pdf download

The document discusses the book 'Polymorphism in Java' by Carlos Alberto Privitera, which focuses on teaching programming concepts related to polymorphism through practical examples and design patterns. It is aimed at advanced learners and includes various configurations and algorithms applicable to computer games. The book emphasizes the importance of understanding object-oriented programming and provides a structured approach to learning Java SE.

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Collection Highlights

Applied Evolutionary Algorithms in Java Ghanea Hercock


Robert

Research Methods for Education Gregory J Privitera

Analysis for Computer Scientists Foundations Methods and


Algorithms Michael Oberguggenberger

Analysis for computer scientists foundations methods and


algorithms Second Edition Oberguggenberger
Numerical Algorithms Methods for Computer Vision Machine
Learning and Graphics 1st Edition Justin Solomon

Learning Java Through Games 1st Edition Stanchev Lubomir

Research Methods for the Behavioral Sciences 2nd Edition


Gregory J. Privitera

Classic Computer Science Problems in Java 1st Edition


David Kopec

Genetic Algorithms in Java Basics Jacobson Lee Kanber


Burak
POLYMORPHISM IN
JAVA
POLYMORPHISM IN
JAVA
Methods and polymorphic algorithms
applied to computer games

First edition 2018

Author: Carlos Alberto Privitera

Advanced level
Book information:
 Title: Polymorphism in Java
 Edition: 1st edition 2018
 Author: Carlos Alberto Privitera
 ISBN-13: 978-1725953420
 ISBN-10: 1725953420
 Date of the first edition: spring 2018

About the Author:


Carlos Alberto Privitera is a specialist in Java SE and has been dedicated to the construction of
computer systems with Java SE since 2000. He has extensive experience in teaching the Java
language. He has specialized in creating content to teach courses on the Java SE language.
It has the titles of:
 “Técnico Analista de Sistemas de información” awarded by the “Instituto Superior de
Informática 9-012”.
 “Licenciado en Educación” awarded by the “Universidad Nacional de Quilmes”.
 “Profesor en Ciencias de la Computación” awarded by the “Universidad de Mendoza”.
 “Magister en Ingeniería del Software” awarded by the “Instituto Técnico de Buenos Aires”.

All rights reserved:


This work is the intellectual property of its author and any partial or total reproduction without
written permission of the author is expressly prohibited.

Rights of third parties:


The mention of brands, companies and tools are not intended to infringe any type of ownership of
third parties, are mentioned in this book for educational and practical purposes in the process of
teaching and learning the Java SE language.

Additional material on the Web


 https://libropolimorfismoenjava.blogspot.com/
 https://github.com/carlosprivitera

Contact with the author of the book:


[email protected]
Dedication:

To my children
Foreword
This book stands out for teaching programming based on polymorphism. Abundant examples in
Java code and illustrative graphics of the main ideas related to the topic: Polymorphism in Java.

The book "Polymorphism in Java" aims to give a modern and updated vision when learning Java
and in the particular subject of polymorphic algorithms. Students, teachers and developers will be
able to find a sequence of design patterns that create and use polymorphic algorithms, these
design patterns can be applied to solving problems of computer systems and everyday life.

A professional in the Java language can benefit from the book "Polymorphism in Java" by finding
an innovative way to solve problems with polymorphic algorithms. The design patterns, analyzed
in this work, are based on the inheritance between classes. Currently the difficulties of the Java
language have been overcome to a large extent and it is easy to understand and apply.

The book aims to teach fundamental concepts of object-oriented programming with Java SE, in a
clear and practical way, significantly reducing the learning curve. In the process you will learn to
program computers and use the Java SE language.

Goals:
 The present work aims that readers get strong knowledge in computer programming with the
Java SE language.
 Get the reader to acquire practical skills by using advanced Java SE concepts.
 Have the reader write computer programs based on object-oriented programming with the
Java SE language.

Recipients of the book


The book is aimed at anyone who wants to learn to program computers with Java SE, also the book
is very useful for people who want to teach the Java language. The professionals will find a
modern and updated work worthy of being studied and put into practice. Level of the book: it is
of advanced level. It requires knowledge of the basic details of the Java SE language.

Level of the book: it is of advanced level. It requires knowledge of the basic details of the Java SE
language.

The content of the book is applicable to all operating systems.

How to continue after learning the content of this book?


The learning of computer programming with the Java SE language is the gateway to learning
advanced content related to companies and corporate environments; it is advisable after learning
the content of this book to start learning Java EE, Java Web or Java for cell phones, if the reader
wishes.
Index of titles and subtitles

Content
Chapter I .......................................................................................................................................................... 13
Introduction ................................................................................................................................................. 13
Proposal for a basic architecture .............................................................................................................. 13
Design pattern based on inheritance ............................................................................................................ 14
Layered architecture to use a design pattern ............................................................................................... 15
Description of the design pattern based on the inheritance ......................................................................... 16
Types of relations between classes........................................................................................................... 16
Java has a keyword to declare each relationship ...................................................................................... 16
Criteria for building groups of configurations of patterns of architectures by layers ..................................... 16
What are abstract methods? .................................................................................................................... 16
What are abstract classes? ....................................................................................................................... 16
What is an interface? ............................................................................................................................... 16
There are two ways to declare abstract methods: .................................................................................... 17
How to overwrite methods that are abstract? .......................................................................................... 17
Criteria for assembling the different configurations of a design pattern ................................................... 17
What is a reference in Java? ..................................................................................................................... 17
What is an object in Java? ........................................................................................................................ 17
Structure of the book ................................................................................................................................... 18
Graphical representation of the groups of configurations of a design pattern .......................................... 18
Group number one of configurations ........................................................................................................... 19
Structure of the design pattern ................................................................................................................ 19
Configuration 1.1 - Create the object reference using the super class and the creation of the objects using
the subclasses. .................................................................................................................................... 20
Java UML diagram for 1.1 configuration – Variant 1: A reference, an object in memory ........................... 24
Source code for 1.1 Configuration – Variant 1....................................................................................... 25
Explanation of the most relevant lines of code in the 1.1 Configuration – Variant 1 .............................. 27
Java UML diagram for configuration 1.1 - variant 2: Many references, an object in memory by reference 34
Source code for configuration 1.1 - variant 2 ........................................................................................ 35
Explanation of the most relevant lines of code in configuration 1.1 - variant 2 ...................................... 36
Configuration 1.2 - References of objects and objects are created using the subclasses ........................... 38
Utility of configuration 1.2 .................................................................................................................... 39
Java UML diagram for configuration 1.2 ................................................................................................... 41
Código fuente para la configuración 1.2 ............................................................................................... 42
Explanation of the most relevant lines of code in configuration 1.2 ...................................................... 45
Group number two of configurations ........................................................................................................... 55
What happens if subclasses are declared with the abstract class modifier? .............................................. 55
Diagram of Java classes in UML - Configuration 2, possibility 1 (Inherit a pattern) .................................... 58
Source code of configuration 2, possibility 1 (Inherit a pattern) ............................................................ 59
End of chapter I - "How to use abstract classes in class inheritance" ................................................................ 62
Chapter II ......................................................................................................................................................... 65
How to use the classes that are of type Interface in the inheritance relation between classes? .................... 65
Group number three of configurations......................................................................................................... 65
What is an interface? ............................................................................................................................... 65
Example of an interface declaration: ........................................................................................................ 66
Configuration 3.1 - Creating the references of objects using the superclass and the creation of the objects
using the subclasses. ........................................................................................................................... 67
Characteristics of the configuration 3.1 - variant 1: a reference and many objects ................................ 67
Java class diagram in UML for configuration 3.1 - variant 1: a reference and many objects ....................... 68
Source code for configuration 3.1 - variant 1 ........................................................................................ 69
Explanation of the most relevant lines of code, pertaining to configuration 3.1 - variant 1 ................... 72
UML diagram in Java for configuration 3.1 - variant 2: many references and one object by reference ...... 79
Characteristics of the configuration 3.1 - variant 2: many references and one object by reference ....... 80
Source code for configuration 3.1 - variant 2 ........................................................................................ 80
Configuration 3.2 - Create references to objects and objects using subclasses.......................................... 82
Configuration utility 3.2 ........................................................................................................................... 82
How to implement the algorithms that are static? ................................................................................... 82
How to implement algorithms that are dynamic? ..................................................................................... 82
What is the static assignment of the reference? ....................................................................................... 82
What is the dynamic assignment of the reference? .................................................................................. 83
Class diagram in Java for configuration 3.2 - variant 1 .............................................................................. 84
Class diagram in Java for configuration 3.2 - variant 2 .............................................................................. 89
Source code for configuration 3.2 - variant 2 ........................................................................................ 90
Chapter III ........................................................................................................................................................ 93
Polymorphic algorithms that are mutable .................................................................................................... 93
What are mutable polymorphic algorithms? ................................................................................................ 93
What are mutable methods? ....................................................................................................................... 93
Class diagram for polymorphic algorithms that are mutable. Combination 1 - variant 1............................ 95
Source code that implements mutable polymorphic algorithms. Combination 1 - variant 1 ...................... 96
Class diagram in UML for mutable polymorphic algorithms. Combination 2 - variant 1 ........................... 100
Source code that implements mutable polymorphic algorithms. Combination 2, variant 1 ..................... 101
Chapter IV ..................................................................................................................................................... 105
Programming a computer game ................................................................................................................. 105
Polymorphic code of the game ............................................................................................................... 105
View of the computer game: Fly to the end................................................................................................ 106
Class diagram in Java for the Game: Fly to the end ..................................................................................... 107
Structure of folders and packages for the source code in Java .................................................................... 110
Source code in Java for the game view module .......................................................................................... 111
Source code for the classes that implement the client module ................................................................... 114
Source code for classes that implement the specialized behavior provider................................................. 118
Farewell words .............................................................................................................................................. 130
POLYMORPHISM IN JAVA
Chapter I

Introduction
In the construction of a software product, different structures are defined that determine the
architecture of the software that will be built. The basic structures in Java are the classes and the
relationships between the classes. Many times, a structure forms a recurring pattern in the
construction of a software product. A programmer attentive to identifying structures and patterns
can define an appropriate architecture to solve problems or build software. A proper architecture
is as important as the development process in software engineering.

A layer structure can determine an appropriate architecture to define specific functions that are
placed as strata; each layer can be replaced by a new layer without affecting the others. A precise
and unique communications interface must be defined between the layers.

Proposal for a basic architecture

Layer 1 - Application layer or view layer or software product


The layer of the software product is the layer that the user sees or should use, the application layer
provide the functionalities that the user has requested or wants. The application layer is a
concrete implementation of the design pattern. The application layer traditionally uses structured
algorithms, but this time the polymorphic algorithms will be added.

Layer 2 - Use the pattern


Layer 2 must create objects of the pattern type, some are objects created at runtime and others are
created at the design time of the application. Objects are considered artifacts that perform
different functions; an artifact can invoke different behaviors to the design pattern. The different
artifacts access a method interface. With access to the methods interface, polymorphic algorithms
can be written that provide functions to the application layer.

Layer 3 - Polymorphism
Layer 3 is the layer where polymorphic methods and polymorphic algorithms are written. Layer 4
separates the implementation of the polymorphic algorithms from the implementation of the
solution of the problem; the polymorphic algorithms express different ways of using a solution of
a problem.

Layer 4 - Pattern structure


Layer 4 - Pattern structure: Layer 4 is the design pattern that implements the strategy that solves the
problem that has been raised, the design pattern contains the specialized and traditional
algorithms. Different patterns can be implemented depending on the problem to be solved. A
pattern has the property of supporting the solution of many problems. A group of problems can
be solved by a single pattern. A very simple and useful pattern is the pattern that has a generic
superclass and many specialized subclasses in an algorithm. Java is a language that allows the
creation of hierarchical class structures, classes are related through inheritance.

Página 13 de 130
POLYMORPHISM IN JAVA
Design pattern based on inheritance

The following image shows a pattern of related classes through inheritance.

Layer 4 - Design pattern

Link

Superclass

Subclasses

 Abstract methods
 Interface

The image shows a generic representation of a design pattern based on the inheritance between
classes. Certain restrictions will configure different design patterns more suitable to be
implemented in Java.

Página 14 de 130
POLYMORPHISM IN JAVA
Layered architecture to use a design pattern

The following image shows an architecture made by layers. Each layer has a certain function to
implement, use and show the solution of a problem.

Layer 1 - Apply the pattern


Application (Software Product)
View of the pattern

Capa 2 – Mensajes al patrón


Use the pattern
• main () • Object factory
• test () • object store
• Object.myMethod () • artifacts

Layer 3 - Polymorphism Layer 4 - Design pattern

Link

Static Dynamic
polymorphic polymorphic
methods methods Superclass

Static Dynamic
polymorphic polymorphic Subclasses
algorithms algorithms

• Abstract methods
• Interface

Página 15 de 130
POLYMORPHISM IN JAVA
Description of the design pattern based on the inheritance

A design pattern based on inheritance has the following parts:


 A generic superclass
 Several specialized subclasses
 Algorithms implemented in subclasses or superclasses
 Inheritance relationship between the superclass and the subclasses using the Java keyword:
extends
 Interface: public methods of access to private data
 Interface: of abstract methods
 Interface: declaration of prototypes of methods
 Implementation relationship of the interface that declares prototypes of methods using the
Java keyword: implements
 Relationship of creation of objects between classes using the Java keyword: new

Types of relations between classes


1. The extension relationship joins two classes of the same type, one class extends another class.
2. The implementation relationship adds parts to a class; a class is added to another class to be
implemented as a component part of the class.
3. The object creation relation indicates that a class has an object reference to an object instance.

Java has a keyword to declare each relationship


1. extends: relation of equal or extension types or inheritance relation
2. implements: relationship of adding parts to a class or inheriting an interface
3. new: relation of composing or using objects for a class, classes have or use instances of
objects

Criteria for building groups of configurations of patterns of architectures by


layers

The configurations can be divided into three groups, the criteria used to assemble the different
groups of configurations is the declaration of abstract methods and the implementation of abstract
methods by superclasses or subclasses.

What are abstract methods?


An abstract method has no body, { }. The method can not implement code since it has no body to
write Java code.

What are abstract classes?


A class is abstract if it is declared as abstract using the keyword: abstract, or if at least one
abstract method is declared in its body, { }. You can not instantiate objects of an abstract class.

What is an interface?
The interface is a totally abstract class; it does not have Java code in its body. The interface declares
prototypes of abstract methods that will be inherited by other classes. Classes that inherit an
interface should overwrite the abstract methods and implement the missing code.

Página 16 de 130
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