Title: Objects and Classes --
1Objects and Classes --
- Now that some low-level programming concepts have
been established, we can examine objects in more
detail - Chapter 4 focuses on
- the concept of objects
- the use of classes to create objects
- using predefined classes
- defining methods and passing parameters
- defining classes
- visibility modifiers
- static variables and methods
- method overloading
2Outline
Anatomy of a Class Encapsulation Anatomy of a
Method Graphical Objects Graphical User
Interfaces Buttons and Text Fields
3Writing Classes
- The programs weve written in previous examples
have used classes defined in the Java standard
class library - Now we will begin to design programs that rely on
classes that we write ourselves - The class that contains the main method is just
the starting point of a program - True object-oriented programming is based on
defining classes that represent objects with
well-defined characteristics and functionality
4Objects
- An object has
- behaviors - what it can do (or be done to it)
- state - characteristics that describe its being
- For example, a particular bank account
- has an account number
- has a current balance
- can be deposited into
- can be withdrawn from
- Or, a circle could be stored as an object with
variables describing its size, and a method that
draws it on the screen or calculates its area.
5 Objects
- An object has
- state - descriptive characteristics
- behaviors - what it can do (or be done to it)
- For example, consider a coin that can be flipped
so that it's face shows either "heads" or "tails - The state of the coin is its current face (heads
or tails) - The behavior of the coin is that it can be
flipped - Note that the behavior of the coin might change
its state
6Objects
- Objects often (but not always) model real world
objects and contain variable and methods to
describe it. - An Object must have a unique identity to
distinguish it from all other objects. - Even if two objects have the same state and
variables, they would have to have different
names in the program. - An objects behavior often modifies its state.
When a ball rolls, it changes location.
7Objects
- Two objects can have the same state. Two BMWs
could have the same motors, leather, color etc.,
but they would be completely different entities
defined by their name. E.g. - My BMW, Jessies BMW, or Kyless BMW
and Johns BMW2. - Objects do not have to be tangible objects. They
can be integers or error messages or exceptions. - The methods that an object contains define its
operations - what it can do and what can be done
to it. - Everything an object can do, everything that
describes it is defined by its class.
8Classes
- A class is a blueprint of an object
- It is the model or pattern from which objects are
created - For example, the String class is used to define
String objects - Each String object contains specific characters
(its state) - Each String object can perform services
(behaviors) such as .toUpperCase
9Classes
- The String class was provided for us by the Java
standard class library. - But we can also write our own classes that define
specific objects that we need. - For example, suppose we wanted to write a program
that simulates the flipping of a coin. - We could write a Student class to represent a
students in program that keeps track of student
data.
10Classes
- A class contains data declarations and method
declarations
Data declarations- define its state
Method declarations - Define its behavior
11Classes
- A class defines the methods and types of data
associated with an object. - Creating an object from a class is called
instantiation an object is an instance of a
particular class. - Once you have defined a class, you can define
many different instances with different features
12Instances of objects
- An instance of an object is another word for an
actual object, it is a concrete representation. - A class is a generic representation of an object.
- The Customer class could describe many bank
accounts, but toms_savings is a particular bank
account with a particular balance
13Objects
- An instance and an object are the same thing,
both are concrete representations of their class. - The new operator creates an object from a class
- Customer toms_savings new Customer()
- This declaration asserts that toms_savings is a
variable that refers to an object created from
the Customer class
14Creating Objects - Instantiation
- The new operator creates an instance of a class
and reserves memory for it. - The newly created object is set up by a call to a
constructor of the Customer class. - Whenever you use the new operator, a special
method defined in the given class ( a
constructor) is called.
15Object References
- The declaration of the object reference variable
and the creation of the object can be separate
activities - Customer toms_savings // declares the variable
- // now has memory allocated for its data
- toms_savings new Customer (125.89)
-
16Instantiation and References
- int num 115
-
- num is variable of type int that is initialized
to 115. When used in the program, it is
evaluated to the value 115. - Chess_Piece pawn new Chess_Piece()
- pawn, on the other hand, is a variable that
refers to an object of the class Chess_Piece.
The new operator calls the constructor of the
Chess_Piece class. - Until the constructor is called with the new
operator, no memory is set aside for the pawn
object. Each object has its own memory space
17Constructors
- If we declare
- Boat carnival
- carnival new Boat()
- In the first line, carnival is a reference to an
object of the class Boat. - No memory is yet allotted to it. It is not yet
instantiated. -
- References hold the address of the memory
location where the object is stored. - Until the new operator is called and carnival is
initialized, carnival does not refer to any data
in memory.
18Constructors
- A constructor is a special method used to
initialize or create an object. - It initializes the new object and its variables,
i.e., allocates memory for it. - It must have the same name as the class.
- It can have parameters, which are often used to
initialize some variables in the object.
19Constructors
- For example, the constructor for the Customer
class could take a parameter specifying its
initial balance - Customer toms_savings new Customer (Tom,
125.89) - The 125.89 is a value used to initialize a
variable called balance defined in the Customer
class. Tom will stored as the customers name. - In the Customer class, the Constructor method
receives the 125.89 and Tom values sent to it
from the statement in main
20- class Customer
-
- private String name
- private int balance // data that describes a
customer -
- public Customer( String name1, double NewBalance)
-
- name1 name // constructor
- balance NewBalance
-
- Customer toms_savings new Customer (Tom,
125.89) - We call the constructor with the above code and
it creates a new customer account with an initial
balance of 125.89 and the name of Tom -
21- class Customer
-
- private double Balance // instance variables
- private name
- public Customer(String Name1,double NewBalance)
Balance
NewBalance // constructor - name name1
- .
- ..
- public double returnBalance () // method to
return balance -
- return Balance
-
- // close class
22Constructors
- A constructor
- Is a special method that is used to set up a
newly created object. - Often sets the initial values of variables.
- Always has the same name as the class.
- Does not return a value.
- Has no return type, not even void.
- The programmer does not have to define a
constructor for a class. Java will define a
generic constructor.
23Creating Classes
- The syntax for defining a class is
- class class-name
- //class declaration
- declarations of variables
- constructors // class
body - methods
-
- The class declaration declares the name of the
class along with other attributes. - The variables, constructors, and methods of a
class are generically called members of the
class.
24Classes
- The values given to data in a class define the
state of an object created from the class - Methods define the behaviors of the object
- For our Die class, we might declare an integer
that represents the current value showing on the
face - One of the methods would roll the die by
setting that value to a random number between one
and six
25Classes
- Well want to design the Die class with other
data and methods to make it a versatile and
reusable resource - Any given program will not necessarily use all
aspects of a given class - See RollingDice.java (page 157)
- See Die.java (page 158)
26The Die Class
- The Die class contains two data values
- a constant MAX that represents the maximum face
value - an integer faceValue that represents the current
face value - The roll method uses the random method of the
Math class to determine a new face value - There are also methods to explicitly set and
retrieve the current face value at any time
27The toString Method
- All classes that represent objects should define
a toString method - The toString method returns a character string
that represents the object in some way - It is called automatically when an object is
concatenated to a string or when it is passed to
the println method
28Instance Data
- The faceValue variable in the Die class is called
instance data because each instance (object) that
is created has its own version of it - A class declares the type of the data, but it
does not reserve any memory space for it - Every time a Die object is created, a new
faceValue variable is created as well - The objects of a class share the method
definitions, but each object has its own data
space - That's the only way two objects can have
different states
29Instance Data
- We can depict the two Die objects from the
RollingDice program as follows
Each object maintains its own faceValue variable,
and thus its own state
30class Rectangle
- class Rectangle
-
- int length, width // instance data
- public Rectangle( )
- // constructor
- length 10
- width 12
-
- Java supports name overloading for constructors
so that a class can have any number of
constructors, all of which have the same name.
31Overloaded Constructors
- Another constructor that could be defined by
Rectangle - public Rectangle(int Newlength, int Newwidth)
-
- length Newlength
- width Newwidth
-
- Both constructors share the same name, Rectangle,
but they have different parameter lists. - The compiler determines which constructors to use
based on the number and types of the parameters/
32Overloading Constructors
- An overloaded constructor provides multiple ways
to set up a new object - See SnakeEyes.java (page 203)
- See Die.java (page 204)
33Constructor
- When creating an object, choose the constructor
whose arguments best reflect how you want to set
up the new object. - The compiler can determine which constructor to
use. based on the number and type of the
arguments that you pass into the constructor. - The instance variables in your class need to have
data assigned to them. You should use the
constructor to give them these values. -
34Outline
Anatomy of a Class Anatomy of a
Method Encapsulation Graphical Objects Graphical
User Interfaces Buttons and Text Fields
35Objects
- Once an object exists, its methods can be invoked
using the dot operator - Customer toms_savings new Customer (125.89)
- toms_savings.deposit (35.00)
- This invokes the deposit method in the
toms_savings object. Place the dot right after
the object reference name toms_savings. - Variables could be accessed also using the dot
operator.
36Classes and Objects
- A class defines the data types for an object, but
a class does not store data values. - Each object has its own unique data space.
- The variables defined in a class are called
instance variables because each instance of the
class has its own variables. - All methods in a class have access to all
instance variables of the class. - Methods are shared among all objects of a class.
37References
- An object reference holds the memory address of
an object - Chess_Piece bishop1 new Chess_Piece()
- All interaction with an object occurs through a
reference variable. - A reference variable holds the address in memory
where its instance variables and methods are
stored.
bishop1
38Reference Assignment
- For object references, the value of the memory
location is copied so that bishop1 points to same
location bishop1 does - bishop2 bishop1
Lost!
39Object Variables
- When you create an object with
- Chesspiece bishop new Chesspiece()
-
- You are creating a handle which you can use to
obtain, or change the value of the object
variable - bishop. - You can make bishop point to another location in
memory.
40Objects
- Primitive variables like num dont act this way.
Two primitive variables can hold the same number
but they refer to different locations in memory. - You cant change a and bs location in memory.
- int a 32 a b
int b
32 - You can also have two or more handles to the
object bishop by creating aliases for it.
32
32
41Assignment
- The act of assignment takes a copy of a value and
stores it in a variable - For primitive types
- num2 num1
42Aliases
- Two or more references that refer to the same
object are called aliases of each other. There
is only one copy of the object (and its data),
but with multiple ways to access it. - Each alias object contains the same memory
address. - Aliases can be useful, but should be managed
carefully - If you change the state of one object, you also
the change the state of all its aliases, because
they refer to the same object. -
43Garbage Collection
- When an object is lost as in the previous example
- it no longer has a object referring to it, it
is cleaned up automatically by Java with garbage
collection, - Therefore, when an object no longer has any valid
references to it, it can no longer be accessed by
the program. - It is useless, and therefore called garbage
- Java performs automatic garbage collection
periodically, returning an object's memory to the
system for future use.
44Visibility Modifiers
- In Java, we accomplish encapsulation through the
appropriate use of visibility modifiers - A modifier is a Java reserved word that specifies
particular characteristics of a method or data
value - We've used the modifier final to define a
constant - Java has three visibility modifiers public,
private, and protected - We will discuss the protected modifier more
completely when we get to inheritance.
45Visibility Modifiers
- Members of a class that are declared with public
visibility can be accessed from anywhere - Members of a class that are declared with private
visibility can only be accessed from inside the
class - Members declared without a visibility modifier
have default visibility and can be accessed by
any class in the same package - Java modifiers are discussed in detail in
Appendix F
46Visibility Modifiers
- As a general rule, no object's data should be
declared with public visibility - Methods that provide the object's services are
usually declared with public visibility so that
they can be invoked by clients. - Public methods are also called service methods
- A method created simply to assist a service
method is called a support method. - Since a support method is not intended to be
called by a client, it should not be declared
with public visibility.
47Visibility Modifiers
Enforce encapsulation
Violate encapsulation
Support other methods in the class
Provide services to clients
48Protected
- The next access level specifier is protected,
which allows the class itself, subclasses and all
classes in the same package to access the
members. - Use the protected access level when it's
appropriate for a class's subclasses to have
access to the member classes. - This modifier is more important we study
Inheritance. - The protected specifier affects access for
classes in the same package?
49Writing Methods
- A method declaration specifies the code that will
be executed when the method is invoked (or
called) - When a method is invoked, the flow of control
jumps to the method and executes its code - When complete, the flow returns to the place
where the method was called and continues - The invocation may or may not return a value,
depending on how the method was defined
50Method Control Flow
- The called method could be within the same class,
in which case only the method name is needed
51Method Control Flow
- The called method could be part of another class
or object
Driver class
Class used by driver class
52Methods
- We have been using the main method and other
methods.
Method Declaration
public int cube ( int number)
int cube cube number number number
return cube // method third_power
Method Body
The methods declaration defines all the methods
attributes, such as access level (public), return
type (int), name (cube) and arguments (number)
53The return Statement
- The return type of a method indicates the type of
value that the method sends back to the calling
location. - A method that does not return a value has a void
return type. - The return statement specifies the value that
will be returned. - Its expression must conform to the return type.
54Method Declarations
- A method declaration begins with a method header
char calc (int num1, int num2, String message)
method name
parameter list
The parameter list specifies the type and name of
each parameter The name of a parameter in the
method declaration is called a formal argument
return type
55Method Declarations
- The method header is followed by the method body
char calc (int num1, int num2, String message)
int sum num1 num2 char result
message.charAt (sum) return result
sum and result are local data They are created
each time the method is called, and are destroyed
when it finishes executing
The return expression must be consistent with the
return type
56Methods
- The method body is where all the action takes
place. It contains the Java instructions that
implement the method. -
- The methods declaration provides a lot of
information about the method. All methods follow
the same syntax -
- return-type method-name ( parameter-list )
-
- statement-list
-
- The return type may be any valid Java data
type.(int, float..)
57Calling Methods
- When you call a class method, you must first
create an object with which you will call it. - To call the method deposit in the Customer class,
you would first create an object in your main
method in the Bank class, e.g. - Customer TJ_Savings new Customer(Name,Balanc
e) - Then to call the deposit method, you would use
- TJ_Savings.deposit(500)
- Which deposits 500 dollars into TJs account .
58Methods
- A method definition
- class MathMethods
- public int third_power (int number)
- int cube
- cube number number number
- return cube
- // method third_power
- // close class
- cube is a local variable. The action performed is
to cube the parameter number. The value returned
is the integer cube.
59Methods
- A method may contain local declarations as well
as executable statements. - Variables declared locally can only be used
locally. They have no value outside of the
method. - The third_power method could be written without
any local variables -
- int third_power (int number)
-
- return number number number
- // method third_power
60Local Data
- As weve seen, local variables can be declared
inside a method - The formal parameters of a method create
automatic local variables when the method is
invoked - When the method finishes, all local variables are
destroyed (including the formal parameters) - Keep in mind that instance variables, declared at
the class level, exists as long as the object
exists
61Overloading Methods
- Method overloading is the process of using the
same method name for multiple methods. The
signature of each overloaded method must be
unique - The signature is based on the number, type, and
order of the parameters. - The compiler must be able to determine which
version of the method is being invoked by
analyzing the parameters. Thus, one method must
differ from another by the number and type of
parameters it uses. - The return type of the method is not part of the
signature
62Overloading Methods
63Overloaded Methods
- The println method is overloaded
- println (String s)
- println (int i)
- println (double d)
- etc.
- The following lines invoke different versions of
the println method - System.out.println ("The total is")
- System.out.println (total)
64Overloaded Methods
- Constructors are often overloaded to provide
multiple ways to set up a new object. - public Customer (int account)
-
- account_number account
- balance 0.0
- // constructor Customer
- public Customer (int account, double initial)
-
- account_number account
- balance initial
- // constructor Customer
65Data Scope
- The scope of data is the area in a program in
which that data can be used (referenced). That
is the area where it has a legal value. - Variables 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. It is considered local to that
method. - Data declared within a method is called local
data.
66Accessors and Mutators
- Because instance data is private, a class usually
provides services to access and modify data
values - An accessor method returns the current value of a
variable - A mutator method changes the value of a variable
- The names of accessor and mutator methods take
the form getX and setX, respectively, where X is
the name of the value - They are sometimes called getters and setters
67Mutator Restrictions
- The use of mutators gives the class designer the
ability to restrict a clients options to modify
an objects state - A mutator is often designed so that the values of
variables can be set only within particular
limits - For example, the setFaceValue mutator of the Die
class should have restricted the value to the
valid range (1 to MAX) - Well see in Chapter 5 how such restrictions can
be implemented
68Parameters
- A method can be defined to accept zero or more
parameters. - When you write the method, you declare the number
and type of parameters. Each parameter in the
parameter list is specified by its type and name. - You can pass a parameter of any valid Java data
type, including double, float, and integer, and
reference types like arrays and classes. - You cannot pass methods.(except as part of an
object.)
69parameters
- The parameters in the method definition are
called formal parameters. - They receive their values from the actual
parameters in the calling method. - The values passed to a method when it is invoked
are called actual parameters. - If the main method calls a print method, main is
the calling method. The method it calls is sent
the actual parameters.
70Parameters
- Each time a method is called, the actual
arguments in the invocation are copied into the
formal arguments
public static void main(String args) int
num 7 MathMethods obj new
MathMethods() char ch obj.calc (num,
count, "Hello")
71Parameters
- They receive their values from the actual
parameters in the calling method. - The values passed to a method when it is invoked
are called actual parameters. - When a parameter is passed, a copy of the value
is made and assigned to the formal parameter.
Arguments are Passed by Value. - When the method is invoked, it receives a copy of
value of the variable passed in, not the original
variable.
72Parameters
- Both primitive types and object references can be
passed as parameters. - When a primitive type is passed, pass by value
means the method cannot change its value. - When the argument is an object reference , the
formal parameter becomes an alias of the actual
parameter. - It cannot change the reference of the object, but
it can access the objects methods and modify the
accessible variables within the object.
73Parameters
- You often do want a method to modify the value of
variable you are sending it. - For a method to modify a variable, it must be a
reference type, such as a class or an array.
Objects and arrays are passed by value, but their
value is an address in memory. - When an object is passed as an actual parameter,
the formal parameter in the called method refers
to same location in memory as the calling method.
- The formal parameter is an alias of the actual
parameter.
74Main Method
- No value is returned after the main is executed
because at the end of the main method the program
is finished. - The data type of the return value must match the
methods return type. - You cant return a float if the return type is
integer. Methods can also return objects. - The class of the returned object must be of the
same class or a subclass of the return type.
75The Coin Class
- In our Coin class we could define the following
data - face, an integer that represents the current face
- HEADS and TAILS, integer constants that represent
the two possible states - We might also define the following methods
- a Coin constructor, to set up the object
- a flip method, to flip the coin
- a getFace method, to return the current face
- a toString method, to return a string description
for printing
76The Coin Class
- See CountFlips.java (page 179)
- See Coin.java (page 180)
- Once the Coin class has been defined, we can use
it again in other programs as needed. - Note that the CountFlips program did not use the
toString method. - A program will not necessarily use every service
provided by an object
77Instance Data
- The face variable in the Coin class is called
instance data because each instance (object) of
the Coin class has its own. - A class declares the type of the data, but it
does not reserve any memory space for it - Every time a Coin object is created, a new face
variable is created as well. - The objects of a class share the method
definitions, but they have unique data space. - That's the only way two objects can have
different states.
78Instance Data
- See FlipRace.java (page 182)
79Writing Classes
- See BankAccounts.java (page 188)
- See Account.java (page 189)
- An aggregate object is an object that contains
references to other objects. - An Account object is an aggregate object because
it contains a reference to a String object (that
holds the owner's name). - An aggregate object represents a has-a
relationship. - A bank account has a name
80Bank Account Example
- Lets look at another example that demonstrates
the implementation details of classes and methods - Well represent a bank account by a class named
Account - Its state can include the account number, the
current balance, and the name of the owner - An accounts behaviors (or services) include
deposits and withdrawals, and adding interest
81Driver Programs
- A driver program drives the use of other, more
interesting parts of a program - Driver programs are often used to test other
parts of the software - The Transactions class contains a main method
that drives the use of the Account class,
exercising its services - See Transactions.java (page 172)
- See Account.java (page 173)
82Bank Account Example
83Bank Account Example
- There are some improvements that can be made to
the Account class - Formal getters and setters could have been
defined for all data - The design of some methods could also be more
robust, such as verifying that the amount
parameter to the withdraw method is positive
84Objects
- You can take one of two views of an object
- internal - the structure of its data, the
algorithms used by its methods. - external - the interaction of the object with
other objects in the program - From the external view, an object is an
encapsulated entity, providing a set of specific
services. You dont have to know the details of
how these services are implemented.
85Objects
- These services define the interface to the
object. - They are provided by the programmer to offer
other objects specific services. - In a Bank object, these services might include a
withdraw method or deposit method. - Everything that an object knows (its state) and
can do (its behavior) is expressed by the
variables and methods within that object.
86Encapsulation
- A software object that models your bike has
variables that indicate the bikes current state
- Its speed is 10 mph,
- its pedal cadence is 90 rpm,
- its current gear is fifth.
- The nucleus of an object is comprised of private
variables and public methods. - Methods surround and hide the object's nucleus
from other objects in the program.
87Encapsulation
- Packaging an object's variables within the
protective custody of its methods is called
encapsulation. - Encapsulation is used to hide unimportant
implementation details from other objects. - When you want to drive a car, you don't need to
know how the motor works.
88Encapsulation
- Similarly in software programs, you don't need to
know how a class is implemented, you just need
to know which methods to invoke. - Thus, the implementation details can change at
any time without affecting other parts of the
program.
89Abstraction
- Encapsulation is a powerful abstraction
- An abstraction hides the right details at the
right time - We use abstractions every day
- driving a car
- using a computer
- Encapsulation makes an object easy to manage
mentally because its interaction with clients is
limited to a set of well-defined services
90Encapsulation
- Encapsulating related variables and methods into
an object bundle provides 2 major benefits - Modularity --
- The source code for an object can be written and
maintained independently of the source code for
other objects. - Also, an object can be easily passed around in
the system. -
91Encapsulation
- Information hiding ---
- public interface that other objects can use to
communicate with it. - But the object can maintain private information
and methods that can be changed at any time
without affecting the other objects that depend
on it.
92Encapsulation
- An encapsulated object can be thought of as a
black box - Its inner workings are hidden to the client,
which only invokes the interface methods
Methods
Client
Data
93Classes and Objects
Two Objects
Class Customer
int account_number double balance
94Encapsulation
- An object should be
- self-governing any changes to the object's
state (its variables) should be accomplished by
that object's methods. - We should make it difficult, if not impossible,
for another object to "reach in" and alter an
object's state.
95Encapsulation
- The user, or client, of an object can request its
services, but not be aware of how those services
are accomplished. - An object has complete control over whether other
objects can access its variables and methods and
in fact, can specify which other objects have
access.
96Encapsulation
- An encapsulated object can be thought of as a
black box its inner workings are hidden to the
client
deposit withdraw add_interest produce_statement
toms_savings
client
97UML Diagrams
- UML stands for the Unified Modeling Language
- UML diagrams show relationships among classes and
objects - A UML class diagram consists of one or more
classes, each with sections for the class name,
attributes (data), and operations (methods) - Lines between classes represent associations
- A dotted arrow shows that one class uses the
other (calls its methods)
98UML Class Diagrams
- A UML class diagram for the RollingDice program
99Classes
- Some class declarations and definitions
public By default, a class can be used
only by other classes in the
package. The public modifier
declares it usable by all packages. final
Declares that the class cannot be
subclassed extends Super The extends clause
identifies Super as the superclass of
the class and inserts the class into the
superclasses hierarchy.
100Outline
Anatomy of a Class Encapsulation Anatomy of a
Method Graphical Objects Graphical User
Interfaces Buttons and Text Fields
101Applet Methods
- In previous examples we've used the paint method
of the Applet class to draw on an applet - The Applet class has several methods that are
invoked automatically at certain points in an
applet's life - The init method, for instance, is executed only
once when the applet is initially loaded - The Applet class also contains other methods that
generally assist in applet processing
102Graphical Objects
- Any object we define by writing a class can have
graphical elements - The object must simply obtain a graphics context
(a Graphics object) in which to draw - An applet can pass its graphics context to
another object just as it can any other parameter - See LineUp.java (page 212)
- See StickFigure.java (page 215)
103Graphical Objects
- Some objects contain information that determines
how the object should be represented visually - Most GUI components are graphical objects
- We can have some effect on how components get
drawn - We did this in Chapter 2 when we defined the
paint method of an applet - Let's look at some other examples of graphical
objects
104Smiling Face Example
- The SmilingFace program draws a face by defining
the paintComponent method of a panel - See SmilingFace.java (page 177)
- See SmilingFacePanel.java (page 178)
- The main method of the SmilingFace class
instantiates a SmilingFacePanel and displays it - The SmilingFacePanel class is derived from the
JPanel class using inheritance
105Smiling Face Example
- Every Swing component has a paintComponent method
- The paintComponent method accepts a Graphics
object that represents the graphics context for
the panel - We define the paintComponent method to draw the
face with appropriate calls to the Graphics
methods - Note the difference between drawing on a panel
and adding other GUI components to a panel
106Splat Example
- The Splat example is structured a bit differently
- It draws a set of colored circles on a panel, but
each circle is represented as a separate object
that maintains its own graphical information - The paintComponent method of the panel "asks"
each circle to draw itself - See Splat.java (page 180)
- See SplatPanel.java (page 181)
- See Circle.java (page 182)
107Outline
Anatomy of a Class Encapsulation Anatomy of a
Method Graphical Objects Graphical User
Interfaces Buttons and Text Fields
108Graphical User Interfaces
- A Graphical User Interface (GUI) in Java is
created with at least three kinds of objects - components
- events
- listeners
- We've previously discussed components, which are
objects that represent screen elements - labels, buttons, text fields, menus, etc.
- Some components are containers that hold and
organize other components - frames, panels, applets, dialog boxes
109Events
- An event is an object that represents some
activity to which we may want to respond - For example, we may want our program to perform
some action when the following occurs - the mouse is moved
- the mouse is dragged
- a mouse button is clicked
- a graphical button is clicked
- a keyboard key is pressed
- a timer expires
- Events often correspond to user actions, but not
always
110Events and Listeners
- The Java standard class library contains several
classes that represent typical events - Components, such as a graphical button, generate
(or fire) an event when it occurs - A listener object "waits" for an event to occur
and responds accordingly - We can design listener objects to take whatever
actions are appropriate when an event occurs
111Events and Listeners
When the event occurs, the component calls the
appropriate method of the listener, passing an
object that describes the event
112GUI Development
- Generally we use components and events that are
predefined by classes in the Java class library - Therefore, to create a Java program that uses a
GUI we must - instantiate and set up the necessary components
- implement listener classes for any events we care
about - establish the relationship between listeners and
components that generate the corresponding events - Let's now explore some new components and see how
this all comes together
113Outline
Anatomy of a Class Encapsulation Anatomy of a
Method Graphical Objects Graphical User
Interfaces Buttons and Text Fields
114Buttons
- A push button is a component that allows the user
to initiate an action by pressing a graphical
button using the mouse - A push button is defined by the JButton class
- It generates an action event
- The PushCounter example displays a push button
that increments a counter each time it is pushed - See PushCounter.java (page 186)
- See PushCounterPanel.java (page 187)
115Push Counter Example
- The components of the GUI are the button, a label
to display the counter, a panel to organize the
components, and the main frame - The PushCounterPanel class is represents the
panel used to display the button and label - The PushCounterPanel class is derived from JPanel
using inheritance - The constructor of PushCounterPanel sets up the
elements of the GUI and initializes the counter
to zero
116Push Counter Example
- The ButtonListener class is the listener for the
action event generated by the button - It is implemented as an inner class, which means
it is defined within the body of another class - That facilitates the communication between the
listener and the GUI components - Inner classes should only be used in situations
where there is an intimate relationship between
the two classes and the inner class is not needed
in any other context
117Push Counter Example
- Listener classes are written by implementing a
listener interface - The ButtonListener class implements the
ActionListener interface - An interface is a list of methods that the
implementing class must define - The only method in the ActionListener interface
is the actionPerformed method - The Java class library contains interfaces for
many types of events - We discuss interfaces in more detail in Chapter 6
118Push Counter Example
- The PushCounterPanel constructor
- instantiates the ButtonListener object
- establishes the relationship between the button
and the listener by the call to addActionListener - When the user presses the button, the button
component creates an ActionEvent object and calls
the actionPerformed method of the listener - The actionPerformed method increments the counter
and resets the text of the label
119Text Fields
- Let's look at another GUI example that uses
another type of component - A text field allows the user to enter one line of
input - If the cursor is in the text field, the text
field component generates an action event when
the enter key is pressed - See Fahrenheit.java (page 190)
- See FahrenheitPanel.java (page 191)
120Fahrenheit Example
- Like the PushCounter example, the GUI is set up
in a separate panel class - The TempListener inner class defines the listener
for the action event generated by the text field - The FahrenheitPanel constructor instantiates the
listener and adds it to the text field - When the user types a temperature and presses
enter, the text field generates the action event
and calls the actionPerformed method of the
listener - The actionPerformed method computes the
conversion and updates the result label