1 oop software usually tries to model real world problems what does the world look like?
Post on 21-Dec-2015
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WorldWorld
The world is • a set of things• interacting with each other.
OOP is more natural to humans, but less natural to computers
Computers (usually) have a single thread of control, so objects take turns
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Describing the worldDescribing the world
Describe a particular person• Ayse has long blond hair, green eyes, is 1.63m tall,
weighs 56Kg and studies computer engineering. Now lying down asleep.
• Mehmet studies electronics, has short black hair and brown eyes. He is 180cm and 75 kilos. Now running to class!
Notice how all have specific values of• name, height, weight, eye colour, state, …
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Objects have identity...Objects have identity...
Merhababen Ayse
My book
Dombo the elephant
Our house
The neighbour’s cat
Hasan’s computer
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Objects have behavior….Objects have behavior….
Hello, I am John
Nice to meet you
da da …
GrrrrrrrrVroemm
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Java OOP terminologyJava OOP terminology
Class - Category• Properties/states• Functionality/Services
(examines/alters state)
data
methods
object - Individual/unique thing(an instance of a class)
Particular value for each property/state & functionality of all members of class.
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Java OOP SoftwareJava OOP Software
Software System• Set of objects • Which interact with each other
One object will send a message to another object asking it to do a particular task. The first object
does not need to know how the task is done (only how to request that it be done.)
This corresponds to calling one of the second object’s methods!
Created (instantiated) from class definitions
Person
Ayse David
“David”David: Say your name
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In more detailIn more detail
Create & manipulate person objects
Name: “Ayse”Age: 18Salary: 500Comments:“Good student”
Name: “David”Age: 22Salary: 2000Comments:“Teaches CS101”
Personname, age,salary, commentssayName,getNetSalarygetCommentssetCommentsincreaseAge…
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Coding Java ClassesCoding Java Classes
// header
public class Person {
// properties
// constructors
// methods
}
public void sayName() { System.out.println( name);
}
String name;int age;double salary;String comments;
public Person( String theName,int theAge ) {
name = theName;age = theAge;comments = “”;
}
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Creating & Using ObjectsCreating & Using Objects
Always• Declare variable to “hold” object• Create object using “new” statement• Call object’s methods
“Ayse”name:
18age:
0.0salary:
“”
comments:
aStudent{Person}
Person aStudent;
aStudent = new Person( “Ayse”, 18);
aStudent.sayName();
Put this in method of another class,
(e.g main method)
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Creating & Using ObjectsCreating & Using Objects
Person aStudent;aStudent = new Person( “Ayse”, 18);
Person friend;friend = new Person( “David”, 22);
“Ayse”name:
18age:
0.0salary:
“”
comments:
aStudent{Person}
“David”
name:
22age:
0.0salary:
“”
comments:
friend{Person}
friend.increaseAge();aStudent.setComments( “Good student”);
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“Good student”
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Data ScopeData Scope
The scope of data is the area in a program in which that data can be used (referenced)
Data declared at the class level can be used by all methods in that class
Data declared within a method can only be used in that method
Data declared within a method is called local data
Data and methods are primary components of a class, they work together to bring the concept alive as a unit
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Local and Class scopeLocal and Class scope
public class X{private int a; // a has class scope, can be seen from
// anywhere inside the class ….public void m() {
a=5; // no problemint b = 0; // b is declared inside the method, local
scope…..} // here variable b is destroyed, no one will remember him
public void m2() {a=3; // okb = 4; // who is b? compiler will issue an error
}
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Hotel room exampleHotel room example
public class X {int a;int b;
void m1 () {
System.out.println(a);m2();
}void m2() {
System.out.println(b);}
a=3b=4
o1
a=1b=2
o2
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ParametersParameters
Each time a method is called, the actual arguments in the invocation are copied into the formal arguments
char calc (int num1, int num2, String message)
{ int sum = num1 + num2; char result = message.charAt (sum);
return result;}
ch = obj.calc (25, count, "Hello");
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Parameters …Parameters … We can view the parameters as local variables given initial values when the
method gets called. Therefore they have local scope, valid only inside the method
char calc ()
{int num1 = 25;int num2 = count;String message = “Hello”;
int sum = num1 + num2; char result = message.charAt (sum);
return result;}
ch = obj.calc (25, count, "Hello");
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Constructors RevisitedConstructors Revisited
Recall that a constructor is a special method that is used to set up a newly created object
When writing a constructor, remember that:• it has the same name as the class• it does not return a value• it has no return type, not even void• it often sets the initial values of instance variables
The programmer does not have to define a constructor for a class
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Writing ClassesWriting Classes
Sometimes an object has to interact with other objects of the same type
For example, we might add two Rational number objects together as follows:
r3 = r1.add(r2);
One object (r1) is executing the method and another (r2) is passed as a parameter
See RationalNumbers.java (page 196) See Rational.java (page 197)
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QuadraticPolynomialQuadraticPolynomial.java.javapublic class QuadraticPolynomial{
//instance variablesprivate double a;private double b ;private double c ;
// constructorpublic QuadraticPolynomial(double _a, double _b, double _c) {
a = _a;b = _b ;c = _c ;
}
//getter (Accessor) methodspublic double getA() {
return a ; }
…
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public double evaluate(double x) {
return a * x * x + b * x + c;}
public QuadraticPolynomial add(QuadraticPolynomial other){
return new QuadraticPolynomial(a + other.getA(), b + other.getB(), c + other.getC() );
}
// creates and returns a new polynomial which is is the derivative// of this polynomialpublic QuadraticPolynomial derivative(){
return new QuadraticPolynomial(0, 2 * a, b) ;
}
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public boolean equals(QuadraticPolynomial other) {return (a == other.getA() && b == other.getB() && c == other.getC());
}
public double minValue(double start, double end, double delta){ double minValue = evaluate(start) ; double x = start + delta; while ( x <= end ) { double currValue = evaluate(x) ; if (currValue < minValue) minValue = currValue; x += delta ; } return minValue ;
}
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QuadraticPolynomial qp1 = new QuadraticPolynomial(-1, -6, -5) ;QuadraticPolynomial qp2 = new QuadraticPolynomial(2, 2, 13) ;QuadraticPolynomial sum = qp1.add(qp2) ;
double minValue = sum.minValue(-4, 4, 0.05) ; System.out.println("The experimental minimum value is " + minValue);
QuadraticPolynomial sumd = sum.derivative() ; //find the value of x where the derivative equals to 0double extremePoint = -1 * sumd.getC() / sumd.getB() ; QuadraticPolynomial sumdd = sumd.derivative() ;
if ( sumdd.evaluate(extremePoint) <= 0) System.out.println("No minimum value");else System.out.println("The minimum value is " +
sum.evaluate(extremePoint));
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Card1 codeCard1 code
public class Card1 {//constants for face valuesprivate static int ACE = 0;private static int JACK = 10;private static int QUEEN = 11;private static int KING = 12;
private static String ACE_ST = "Ace"; private static String JACK_ST = "Jack";private static String QUEEN_ST = "Queen";private static String KING_ST = "King";
// constants for suit valuesprivate static int CLUBS = 0; . . .
. . .private static String CLUBS_ST = "Clubs"; . . .
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private int face; private int suit;
// creates a random cardpublic Card1 () {
face = (int) (Math.random () * 13);suit = (int) (Math.random () * 4);
}
public boolean isJack() {return face == JACK;
}
public boolean equals(Card1 other) {return face == other.face && suit == other.suit;
}
public boolean sameFace(Card1 other) {return face == other.face;
}
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public int getScore() {return 1; // ??????????????????????????????????????
}
public String toString() {return getFaceName() + " of " + getSuitName();
}
private String getFaceName() {
if (face == ACE)return ACE_ST;
else if . . .
// must be something between 2 and 10return "" + (face + 1) ; // Integer.toString(face)
}
private String getSuitName() { . . . }
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AbstractionAbstraction
An abstraction hides (or ignores) unnecessary details, denotes the essential properties of an object
Objects are abstractions of real world entities
Abstraction A car consists of four wheelsan engine, accumulator and brakes.
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Card AbstractionCard Abstraction
A real world playing card has lots of properties like size, weight, color, texture, …
For our purposes, we decided which properties/behavior we really care about to play pisti, and ignored the rest
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Multiple AbstractionsMultiple Abstractions
A single thing can have multiple abstractionsExample: a protein is… a sequence of amino acids a complicated 3D shape (a fold) a surface with “pockets” for ligands
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Choosing AbstractionsChoosing Abstractions
Abstractions can be about tangible things (a vehicle, a car, a map) or intangible things (a meeting, a route, a schedule) An example: Abstraction name: light Light’s wattage (i.e.,energy usage) Light can be on or off
There are other possible properties (shape, color, socket size, etc.), but we have decided those are less essential
The essential properties are determined by the problem
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Modeling Abstraction using Modeling Abstraction using ClassesClasses
A class defines all attributes/properties all behaviors/operationsof an abstractionIn Java… Attributes/properties correspond to fields (or variables) Behaviors/operations correspond to methods
class light {// Instance variablesprivate int wattage;private boolean on;// Instance methodspublic void switchOn ( ) { on = true; }public void switchOff ( ) { on = false; }public boolean isOn ( ) { return on; }public int getWattage ( ) { return wattage; }
}
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EncapsulationEncapsulation
Encapsulation (information hiding)• No direct access to the parts of an object• No dependence on the object’s implementation
Classes support a particular kind of abstraction, encouraging separation
between an object’s operations and the implementations of those
operations This allows and encourages encapsulation Objects are regarded as “black boxes” whose internals are
hidden Separation of contract (i.e., what operations are available)
and implementation
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Contract vs. ImplementationContract vs. Implementation
A class can be viewed as a contract; the contract specifies what operations are offered by the class• In Java, this corresponds to the method headings
for the methods that are public
A class can be viewed as an implementation; the implementation specifies how the desired behavior is produced• In Java, this corresponds to the method-bodies and
the (nonpublic) instance variables
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Programming ImplicationsProgramming Implications
Encapsulation makes programming easier• As long as the contract is the same, the client
doesn’t care about the implementation
In Java, as long as the method signatures are the same, the implementation details can be changed• In other words, I can write my program using
simple implementations; then, if necessary, I can replace some of the simple implementations with efficient implementations
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EncapsulationEncapsulation
An object should be self-governing
Any changes to the object's state (its variables) should be made only by that object's methods
We should make it difficult, if not impossible, to access an object’s variables other than via its methods
The user, or client, of an object can request its services, but it should not have to be aware of how those services are accomplished
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EncapsulationEncapsulation
An encapsulated object can be thought of as a black box
Its inner workings are hidden to the client, which invokes only the interface methods
Client Methods
Data
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Another Card ImplementatioAnother Card Implementationnprivate String face;
private String suit;
// creates a random cardpublic Card2 () {
int faceCode = (int) (Math.random () * 13);face = getFaceName(faceCode);int suitCode = (int) (Math.random () * 4);suit = getSuitName(suitCode);
}
public boolean isJack() {return face.equals(JACK_ST);
}
public boolean equals(Card2 other) {return face.equals (other.face) && suit.equals ( other.suit);
}
public boolean sameFace(Card2 other) {return face.equals(other.face);
} . . …