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Chapter 9 covers the fundamentals of object-oriented programming (OOP), focusing on the concepts of objects and classes. It explains how objects represent real-world entities with unique identities, states, and behaviors, and how classes define the structure and behavior of these objects. The chapter also discusses constructors, object creation, data fields, methods, and the importance of encapsulation and visibility modifiers.

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0% found this document useful (0 votes)
16 views34 pages

09 Slide Updated

Chapter 9 covers the fundamentals of object-oriented programming (OOP), focusing on the concepts of objects and classes. It explains how objects represent real-world entities with unique identities, states, and behaviors, and how classes define the structure and behavior of these objects. The chapter also discusses constructors, object creation, data fields, methods, and the importance of encapsulation and visibility modifiers.

Uploaded by

sirajsikandar8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Chapter 9 Objects and Classes

Nice tool for programming

1
OO Programming Concepts
Object-oriented programming (OOP)
involves programming using objects.
An object represents an entity in the
real world that can be distinctly
identified.
A student, a desk, a circle, a button,
and even a loan can all be viewed as
objects.
An object has a unique identity, state,
and behaviors.
The state of an object consists of a set
of data fields (also known as
properties) with their current values.
The behavior of an object is defined by
a set of methods.
2
Classes
Classes are constructs that define objects of the same type.
A Java class uses variables to define data fields and methods to define behaviors.
A class provides a special type of methods, known as constructors, which are invoked
to construct objects from the class.
class Circle {
/** The radius of this circle */
double radius = 1.0; Data field

/** Construct a circle object */


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

/** Return the area of this circle */


double getArea() { Method
return radius * radius * 3.14159;
}
}

3
UML Class Diagram
UML Class Diagram Circle Class name

radius: double Data fields

Circle() Constructors and


Circle(newRadius: double) methods
getArea(): double
getPerimeter(): double
setRadius(newRadius:
double): void

circle2: Circle circle3: Circle UML notation


circle1: Circle
for objects
radius = 1.0 radius = 25 radius = 125
4
Objects
Object-oriented programming (OOP) involves programming using objects.
An object represents an entity in the real world that can be distinctly identified.
A student, a desk, a circle, a button, and even a loan can all be viewed as
objects. An object has a unique identity, state, and behaviors.
The state of an object consists of a set of data fields (also known as properties)
with their current values.
The behavior of an object is defined by a set of methods.
Class Name: Circle A class template

Data Fields:
radius is _______

Methods:
getArea

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


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

5
Example: Defining Classes and Creating
Objects
Objective: Demonstrate creating objects, accessing data, and using methods.

TestSimpleCircle
TV
channel: int The current channel (1 to 120) of this TV.
volumeLevel: int The current volume level (1 to 7) of this TV.
on: boolean Indicates whether this TV is on/off.

The + sign indicates +TV() Constructs a default TV object.


a public modifier.
+turnOn(): void Turns on this TV.
+turnOff(): void Turns off this TV.
+setChannel(newChannel: int): void Sets a new channel for this TV.
+setVolume(newVolumeLevel: int): void Sets a new volume level for this TV.
+channelUp(): void Increases the channel number by 1.
+channelDown(): void Decreases the channel number by 1.
+volumeUp(): void Increases the volume level by 1.
+volumeDown(): void Decreases the volume level by 1.

TV TestTV
6
Constructors
Constructors are a special kind of methods that are invoked to construct
objects.
Circle() {}
Circle(double newRadius) { radius = newRadius;}

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


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

7
Creating Objects Using Constructors
new ClassName();
Example:
new Circle();
new Circle(5.0);

Default Constructor
A class may be defined without constructors. In this case, a no-arg
constructor with an empty body is implicitly defined in the class. This
constructor, called a default constructor, is provided automatically only
if no constructors are explicitly defined in the class.

8
Declaring Object Reference
Variables
To reference an object, assign the object to a reference variable.
To declare a reference variable, use the syntax:
ClassName objectRefVar;
Example: Circle myCircle;

Declaring/Creating Objects in a Single Step


ClassName objectRefVar = new ClassName();
Assign object reference Create an object
Example:
Circle myCircle = new Circle();

9
Accessing Object’s Members

Referencing the object’s data:


objectRefVar.data e.g., myCircle.radius

Invoking the object’s method:


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

10
animation
Trace Code

Circle myCircle = new Circle(5.0); Declare myCircle


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

: Circle
Circle myCircle = new Circle(5.0);
Circle yourCircle = new Circle(); radius: 5.0
Create a
yourCircle.radius = 100;
circle

Circle myCircle = new Circle(5.0); Assign object reference to


Circle yourCircle = new Circle(); myCircle
yourCircle.radius = 100; myCircle reference value
: Circle

radius: 5.0

11
animation
Trace Code, cont.
yourCircle no value
Circle myCircle = new Circle(5.0);
Circle yourCircle = new Circle();
yourCircle.radius = 100; Declare yourCircle

Circle myCircle = new Circle(5.0);


: Circle
Circle yourCircle = new Circle();
yourCircle.radius = 100;
Create a new Circle radius: 1.0
object
yourCircle reference value

Assign object reference to


yourCircle : Circle

radius: 1.0

yourCircle reference value


Circle myCircle = new Circle(5.0);
Change radius in : Circle
Circle yourCircle = new Circle();
yourCircle.radius = 100; yourCircle
radius: 100.0 12
Caution

Recall that you use to invoke a method in the Math class.


Math.methodName(arguments) (e.g., Math.pow(3, 2.5))

Can you invoke getArea() using SimpleCircle.getArea()? No, because SimpleCircle


is a class name like Math class.
All the methods used before this chapter are static methods, which are defined
using the static keyword.
However, getArea() is non-static. It must be invoked from an object using
objectRefVar.methodName(arguments) (e.g., myCircle.getArea()).
More explanations will be given in the section on “Static Variables, Constants,
and Methods.”

13
Reference Data Fields
The data fields can be of reference types. For example, the following Student
class contains a data field name of the String type.
public class Student {
String name; // name has default value null
int age; // age has default value 0
boolean isScienceMajor; // isScienceMajor has default value false
char gender; // c has default value '\u0000'
}
The null Value
If a data field of a reference type does not reference any object, the data
field holds a special literal value, null.

A reference type is a data type that stores a reference, or pointer, to the


memory location where its actual data (i.e., an object) is stored.
This is in contrast to a value type, which directly contains its data.
14
Default Value for a Data Field
The default value of a data field is null for a reference type, 0 for a numeric
type, false for a boolean type, and '\u0000' for a char type. However, Java
assigns no default value to a local variable inside a method.
public class Test {
public static void main(String[] args) {
Student student = new Student();
System.out.println("name? " + student.name);
System.out.println("age? " + student.age);
System.out.println("isScienceMajor? " + student.isScienceMajor);
System.out.println("gender? " + student.gender);
}
}
Java assigns no default value to a local variable inside a method.
public class Test {
public static void main(String[] args) {
int x; // x has no default value
String y; // y has no default value
System.out.println("x is " + x);
System.out.println("y is " + y);
} Compile error: variable not
} initialized 15
Differences between Variables of
Primitive Data Types and Object Types
Created using new Circle()
Primitive type int i = 1 i 1

Object type Circle c c reference c: Circle

radius = 1
Copying Variables of Primitive Data Types and Object
Types Object type assignment c1 = c2
Primitive type assignment i = j Before: After:

Before: c1 c1
After:

i 1 i 2 c2 c2

j 2 j 2 c1: Circle c2: Circle c1: Circle c2: Circle


radius = 5 radius = 9 radius = 5 radius = 9

16
Garbage Collection
As shown in the previous figure, after the assignment statement c1 = c2, c1
points to the same object referenced by c2. The object previously
referenced by c1 is no longer referenced. This object is known as garbage.
Garbage is automatically collected by JVM.

When Java programs run on the JVM, objects are created on the heap,
which is a portion of memory dedicated to the program. Eventually, some
objects will no longer be needed. The garbage collector finds these unused
objects and deletes them to free up memory.

17
The Date Class
Java provides a system-independent encapsulation of date and time in the
java.util.Date class. You can use the Date class to create an instance for the
current date and time and use its toString method to return the date and time as
a string.

java.util.Date
The + sign indicates
public modifer +Date() Constructs a Date object for the current time.
+Date(elapseTime: long) Constructs a Date object for a given time in
milliseconds elapsed since January 1, 1970, GMT.
+toString(): String Returns a string representing the date and time.
+getTime(): long Returns the number of milliseconds since January 1,
1970, GMT.
+setTime(elapseTime: long): void Sets a new elapse time in the object.

The Date Class Example


For example, the following code
java.util.Date date = new java.util.Date();
System.out.println(date.toString());
displays a string like Thu Feb 13 11:20:30 GST 2020.
18
The Random Class
You have used Math.random() to obtain a random double value between 0.0 and
1.0 (excluding 1.0). A more useful random number generator is provided in the
java.util.Random class.

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

The computer needs to perform a complex unpredictable calculation to


generate a real random number. Your seed value will act as an input
for these calculations.
19
The Random Class Example
If two Random objects have the same seed, they will generate identical sequences of
numbers. For example, you can use the following code to create two Random objects
with the same seed 3 (//Random random1 = new Random(3) and Random random2 =
new Random(3))
import java.util.Random;
public class RandomNumberExample {
public static void main(String[] args) {
//initialize random number generator
Random random = new Random();
//generates boolean value
System.out.println(random.nextBoolean());
//generates double value
System.out.println(random.nextDouble());
//generates float value
System.out.println(random.nextFloat());
//generates int value
System.out.println(random.nextInt());
//generates int value within specific limit
System.out.println(random.nextInt(20));
}
} 20
The Point2D Class
Java API has a conveninent Point2D class in the javafx.geometry package for
representing a point in a two-dimensional plane.
JavaFX is a Java library used to build Rich Internet Applications that can run
consistently across multiple platforms. JavaFX provides a rich set of graphics
and media API.

File New ProjectJava with MavenFXML… TestPoint2D

21
Instance Variables, and
Methods
Instance variables belong to a specific instance.
Local variable can be declared in methods, blocks or
constructors. Can't have default values.
Instance methods are invoked by an instance of the class.

Static Variables, Constants, and Methods


Static variables are shared by all the instances of the class.
Static methods are not tied to a specific object.
Static constants are final variables shared by all the instances of the class.
To declare static variables, constants, and methods, use the static modifier.
22
Static Variables, Constants, and
Methods, cont.

Example of Using Instance and Class Variables and


Method
Objective: Demonstrate the roles of instance and class variables and
their uses. This example adds a class variable numberOfObjects to
track the number of Circle objects created.
CircleWithStaticMembers
TestCircleWithStaticMember
s
23
Visibility Modifiers and
Accessor/Mutator Methods
By default, the class, variable, or method can be accessed by any class in the
same package.
Public: The class, data, or method is visible to any class in any package.
private : The data or methods can be accessed only by the declaring class.
The get and set methods are used to read and modify private properties.

The private modifier restricts access to within a class, the default modifier restricts
access to within a package, and the public modifier enables unrestricted access.
24
NOTE

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

25
Why Data Fields Should Be private?
To protect data and to make code easy to maintain.
Example of Data Field
Encapsulation
Circle
The - sign indicates
private modifier -radius: double The radius of this circle (default: 1.0).
-numberOfObjects: int The number of circle objects created.

+Circle() Constructs a default circle object.


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

CircleWithPrivateDataFields

TestCircleWithPrivateDataFields
26
Passing Objects to Methods
Passing by value for primitive type value (the value is passed to the parameter)
Passing by value for reference type value (the value is the reference to the object)

TestPassObject

For this reason ‘times’ increases, but the object ‘myCircle’


changes.
27
Array of Objects
Circle[] circleArray = new Circle[10];

An array of objects is actually an array of reference variables. So invoking


circleArray[1].getArea() involves two levels of referencing as shown in the
next figure. circleArray references to the entire array. circleArray[1]
references to a Circle object.

Summarizing the areas of the circles TotalArea


The CircleWithPrivateDataFields[] is an array from slide 26
28
Immutable Objects and Classes
If the contents of an object cannot be changed once the object is
created, the object is called an immutable object and its class is called
an immutable class.
Example: https://examples.javacodegeeks.com/core-java/java-
immutable-objects-example/
If you delete the set method in the Circle class [slide 26] in Listing 8.10,
the class would be immutable because radius is private and cannot be
changed without a set method.
A class with all private data fields and without mutators is not
necessarily immutable.

For example, the following class Student has all private data fields and
no mutators, but it is mutable.

29
Example
public class Student {
public class BirthDate
{
private int year;
private int id; private int month;
private BirthDate birthDate; private int day;
public Student(int ssn, int year, public BirthDate(int newYear, int
int month, int day) newMonth, int newDay)
{ {
id = ssn; year = newYear;
birthDate = new BirthDate(year, month, month = newMonth;
day); day = newDay;
} }
public int getId() { public void setYear(int newYear)
return id; {
} year = newYear; }
public BirthDate getBirthDate() public String toString(){//overriding
{ the toString() method
return birthDate; return year+" "+month+"
} //the method getBirthDate() returns a "+day;
variable birthDate of type BirthDate. }
} }
public class Test
{
public static void main(String[] args)
{
Student student = new Student(111223333, 1970, 5, 3);
System.out.println(student.toString());
BirthDate date = student.getBirthDate();
date.setYear(2010); // Now the student birth year is changed!
System.out.println(student.toString());}}
30
What Class is Immutable?
For a class to be immutable, it must mark all data fields private and provide no
mutator (get()) methods and no accessor (set()) methods that would return a reference
to a mutable data field object.

Scope of Variables
 The scope of instance and static variables is the entire class. They can be
declared anywhere inside a class.
 The scope of a local variable starts from its declaration and continues to the end
of the block that contains the variable. A local variable must be initialized
explicitly before it can be used.

31
Java Main Method

JVM: Java virtual


machine is a virtual
machine that enables a
computer to run Java
programs

Its syntax is always 


You can only change the name of
String array argument:
args to myStringArgs.
Also String array argument can
be written as String... args or
String args[]
32
The this Keyword
The this keyword is the name of a reference that refers to an object itself. One
common use of the this keyword is reference a class’s hidden data fields.
Another common use of the this keyword to enable a constructor to invoke
another constructor of the same class.

https://www.guru99.com/java-this-keyword.html

Reference the Hidden Data Fields


public class F { Suppose that f1 and f2 are two objects of F.
private int i = 5; F f1 = new F(); F f2 = new F();
private static double k = 0;
Invoking f1.setI(10) is to execute
void setI(int i) { this.i = 10, where this refers f1
this.i = i;
} Invoking f2.setI(45) is to execute
this.i = 45, where this refers f2
static void setK(double k) {
F.k = k;
}
}

33
Calling Overloaded Constructor

public class Circle {


private double radius;

public Circle(double radius) {


this.radius = radius;
} this must be explicitly used to reference the data
field radius of the object being constructed
public Circle() {
this(1.0);
} this is used to invoke another constructor

public double getArea() {


return this.radius * this.radius * Math.PI;
}
} Every instance variable belongs to an instance represented by this,
which is normally omitted
34

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