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Chapter 9 Objects and Classes

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1
Motivations
After learning the preceding chapters, you are capable of
solving many programming problems using selections,
loops, methods, and arrays. However, these Java features
are not sufficient for developing graphical user interfaces
and large scale software systems. Suppose you want to
develop a graphical user interface as shown below. How
do you program it?

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Objectives
 To describe objects and classes, and use classes to model objects (§9.2).
 To use UML graphical notation to describe classes and objects (§9.2).
 To demonstrate how to define classes and create objects (§9.3).
 To create objects using constructors (§9.4).
 To access objects via object reference variables (§9.5).
 To define a reference variable using a reference type (§9.5.1).
 To access an object’s data and methods using the object member access operator (.) (§9.5.2).
 To define data fields of reference types and assign default values for an object’s data fields (§9.5.3).
 To distinguish between object reference variables and primitive data type variables (§9.5.4).
 To use the Java library classes Math, String, Character, Date(§9.6).
 To distinguish between instance and static variables and methods (§9.7).
 To define private data fields with appropriate get and set methods (§9.8).
 To encapsulate data fields to make classes easy to maintain (§9.9).
 To determine the scope of variables in the context of a class (§9.13).
 To use the keyword this to refer to the calling object itself (§9.14).
 To create objects for primitive values using the wrapper classes (Byte, Short, Integer, Long, Float,
Double, Character, and Boolean)

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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. For example, 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.

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4
Objects
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

An object has both a state and behavior. The state


defines the object, and the behavior defines what
the object does.

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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.
Additionally, a class provides a special type of
methods, known as constructors, which are
invoked to construct objects from the class.

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Classes
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;
}
}
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Example: Defining Classes and
Creating Objects

Objective: Demonstrate creating objects,


accessing data, and using methods.

TestSimpleCircle Run

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Constructors
Constructors are a special
Circle() { kind of methods that are
} invoked to construct objects.

Circle(double newRadius) {
radius = newRadius;
}

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Constructors, cont.
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.
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Creating Objects Using
Constructors
new ClassName();

Example:
new Circle();

new Circle(5.0);

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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.

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Declaring/Creating Objects
in a Single Step
ClassName objectRefVar = new ClassName();

Assign object reference Create an object


Example:
Circle myCircle = new Circle();

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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()

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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

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Copying Variables of Primitive
Data Types and Object Types
Primitive type assignment i = j

Before: After:

i 1 i 2

j 2 j 2

Object type assignment c1 = c2

Before: After:

c1 c1

c2 c2

c1: Circle c2: Circle c1: Circle c2: Circle


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

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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.

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The Math Class
 Class constants:
– PI
–E
 Class methods:
– Trigonometric Methods
– Exponent Methods
– Rounding Methods
– min, max, abs, and random Methods

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Trigonometric Methods
 sin(double a) Examples:

 cos(double a) Math.sin(0) returns 0.0


 tan(double a) Math.sin(Math.PI / 6)
returns 0.5
 acos(double a) Math.sin(Math.PI / 2)
returns 1.0
 asin(double a)
Math.cos(0) returns 1.0
 atan(double a) Math.cos(Math.PI / 6)
returns 0.866
Math.cos(Math.PI / 2)
Radians returns 0
toRadians(90)
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Exponent Methods
 exp(double a) Examples:
Returns e raised to the power of a.
Math.exp(1) returns 2.71
 log(double a)
Math.log(2.71) returns 1.0
Returns the natural logarithm of a.
Math.pow(2, 3) returns 8.0
 log10(double a) Math.pow(3, 2) returns 9.0
Returns the 10-based logarithm of Math.pow(3.5, 2.5) returns
a. 22.91765
Math.sqrt(4) returns 2.0
 pow(double a, double b)
Math.sqrt(10.5) returns 3.24
Returns a raised to the power of b.
 sqrt(double a)
Returns the square root of a.

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Rounding Methods
 double ceil(double x)
x rounded up to its nearest integer. This integer is returned as a
double value.
 double floor(double x)
x is rounded down to its nearest integer. This integer is returned as a
double value.
 double rint(double x)
x is rounded to its nearest integer. If x is equally close to two integers,
the even one is returned as a double.
 int round(float x)
Return (int)Math.floor(x+0.5).
 long round(double x)
Return (long)Math.floor(x+0.5).

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min, max, and abs
 max(a, b)and min(a, b) Examples:
Returns the maximum or
minimum of two parameters.
Math.max(2, 3) returns 3
 abs(a) Math.max(2.5, 3) returns
Returns the absolute value of the 3.0
parameter. Math.min(2.5, 3.6)
 random() returns 2.5
Returns a random double value Math.abs(-2) returns 2
in the range [0.0, 1.0). Math.abs(-2.1) returns
2.1

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The random Method
Generates a random double value greater than or equal to 0.0 and
less than 1.0 (0 <= Math.random() < 1.0).

Examples:

Returns a random integer


(int)(Math.random() * 10)
between 0 and 9.

50 + (int)(Math.random() * 50) Returns a random integer


between 50 and 99.

In general,

a + Math.random() * b Returns a random number between


a and a + b, excluding a + b.

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Character Data Type
Four hexadecimal digits.
char letter = 'A'; (ASCII)
char numChar = '4'; (ASCII)
char letter = '\u0041'; (Unicode)
char numChar = '\u0034'; (Unicode)

NOTE: The increment and decrement operators can also be used


on char variables to get the next or preceding Unicode character.
For example, the following statements display character b.
char ch = 'a';
System.out.println(++ch);
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ASCII Code for Commonly Used
Characters
Characters Code Value in Decimal Unicode Value

'0' to '9' 48 to 57 \u0030 to \u0039


'A' to 'Z' 65 to 90 \u0041 to \u005A
'a' to 'z' 97 to 122 \u0061 to \u007A

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Escape Sequences for Special Characters

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Casting between char and
Numeric Types
int i = 'a'; // Same as int i = (int)'a';

char c = 97; // Same as char c = (char)97;

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Methods in the Character Class
Method Description

isDigit(ch) Returns true if the specified character is a digit.


isLetter(ch) Returns true if the specified character is a letter.
isLetterOfDigit(ch) Returns true if the specified character is a letter or digit.
isLowerCase(ch) Returns true if the specified character is a lowercase letter.
isUpperCase(ch) Returns true if the specified character is an uppercase letter.
toLowerCase(ch) Returns the lowercase of the specified character.
toUpperCase(ch) Returns the uppercase of the specified character.

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The String Type
The char type only represents one character. To represent a string
of characters, use the data type called String. For example,
 
String message = "Welcome to Java";
 
String is actually a predefined class in the Java library just like the
System class and Scanner class. The String type is not a primitive
type. It is known as a reference type. Any Java class can be used
as a reference type for a variable. Reference data types will be
thoroughly discussed in Chapter 9, “Objects and Classes.” For the
time being, you just need to know how to declare a String variable,
how to assign a string to the variable, how to concatenate strings,
and to perform simple operations for strings.
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Simple Methods for String Objects
Method Description

length() Returns the number of characters in this string.


charAt(index) Returns the character at the specified index from this string.
concat(s1) Returns a new string that concatenates this string with string s1.
toUpperCase() Returns a new string with all letters in uppercase.
toLowerCase() Returns a new string with all letters in lowercase.
trim() Returns a new string with whitespace characters trimmed on both sides.

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Simple Methods for String Objects
Strings are objects in Java. The methods in the preceding
table can only be invoked from a specific string instance.
For this reason, these methods are called instance methods.
A non-instance method is called a static method. A static
method can be invoked without using an object. All the
methods defined in the Math class are static methods. They
are not tied to a specific object instance. The syntax to
invoke an instance method is

referenceVariable.methodName(arguments).

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Getting String Length
String message = "Welcome to Java";
System.out.println("The length of " + message + " is "
+ message.length());

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Getting Characters from a String

String message = "Welcome to Java";


System.out.println("The first character in message is "
+ message.charAt(0));

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Converting Strings
"Welcome".toLowerCase() returns a new string, welcome.
"Welcome".toUpperCase() returns a new string,
WELCOME.
" Welcome ".trim() returns a new string, Welcome.

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String Concatenation
String s3 = s1.concat(s2); or String s3 = s1 + s2;

// Three strings are concatenated


String message = "Welcome " + "to " + "Java";
 
// String Chapter is concatenated with number 2
String s = "Chapter" + 2; // s becomes Chapter2
 
// String Supplement is concatenated with character B
String s1 = "Supplement" + 'B'; // s1 becomes SupplementB

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Reading a String from the Console
Scanner input = new Scanner(System.in);
System.out.print("Enter three words separated by spaces: ");
String s1 = input.next();
String s2 = input.next();
String s3 = input.next();
System.out.println("s1 is " + s1);
System.out.println("s2 is " + s2);
System.out.println("s3 is " + s3);

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Reading a Character from the
Console
Scanner input = new Scanner(System.in);
System.out.print("Enter a character: ");
String s = input.nextLine();
char ch = s.charAt(0);
System.out.println("The character entered is " + ch);

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Comparing Strings
Method Description

equals(s1) Returns true if this string is equal to string s1.


equalsIgnoreCase(s1) Returns true if this string is equal to string s1; it is case insensitive.
compareTo(s1) Returns an integer greater than 0, equal to 0, or less than 0 to indicate whether
this string is greater than, equal to, or less than s1.
compareToIgnoreCase(s1) Same as compareTo except that the comparison is case insensitive.
startsWith(prefix) Returns true if this string starts with the specified prefix.
endsWith(suffix) Returns true if this string ends with the specified suffix.

OrderTwoCities Run

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Obtaining Substrings
Method Description

substring(beginIndex) Returns this string’s substring that begins with the character at the specified
beginIndex and extends to the end of the string, as shown in Figure 4.2.

substring(beginIndex, Returns this string’s substring that begins at the specified beginIndex and
endIndex) extends to the character at index endIndex – 1, as shown in Figure 9.6.
Note that the character at endIndex is not part of the substring.

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Finding a Character or a Substring
in a String
Method Description

indexOf(ch) Returns the index of the first occurrence of ch in the string. Returns -1 if not
matched.
indexOf(ch, fromIndex) Returns the index of the first occurrence of ch after fromIndex in the string.
Returns -1 if not matched.
indexOf(s) Returns the index of the first occurrence of string s in this string. Returns -1 if
not matched.
indexOf(s, fromIndex) Returns the index of the first occurrence of string s in this string after
fromIndex. Returns -1 if not matched.
lastIndexOf(ch) Returns the index of the last occurrence of ch in the string. Returns -1 if not
matched.
lastIndexOf(ch, Returns the index of the last occurrence of ch before fromIndex in this
fromIndex) string. Returns -1 if not matched.
lastIndexOf(s) Returns the index of the last occurrence of string s. Returns -1 if not matched.
lastIndexOf(s, Returns the index of the last occurrence of string s before fromIndex.
fromIndex) Returns -1 if not matched.

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Finding a Character or a Substring
in a String
int k = s.indexOf(' ');
String firstName = s.substring(0, k);
String lastName = s.substring(k + 1);

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Conversion between Strings and
Numbers
int intValue = Integer.parseInt(intString);
double doubleValue = Double.parseDouble(doubleString);

String s = number + "";

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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.

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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 Sun Mar 09 13:50:19


EST 2003.

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Instance
Variables, and Methods

Instance variables belong to a specific instance.

Instance methods are invoked by an instance of


the class.

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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.

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Static Variables, Constants,
and Methods, cont.

To declare static variables, constants, and methods,


use the static modifier.

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Why Data Fields Should Be
private?
To protect data.

To make code easy to maintain.

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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 Run

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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.

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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.

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Class Abstraction and Encapsulation
Class abstraction means to separate class implementation
from the use of the class. The creator of the class provides
a description of the class and let the user know how the
class can be used. The user of the class does not need to
know how the class is implemented. The detail of
implementation is encapsulated and hidden from the user.

Class implementation Class Contract


is like a black box (Signatures of Clients use the
hidden from the clients
Class public methods and class through the
public constants) contract of the class

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Wrapper Classes
 Boolean  Integer NOTE: (1) The wrapper classes do
not have no-arg constructors. (2)
 Character  Long The instances of all wrapper
classes are immutable, i.e., their
 Short  Float internal values cannot be changed
once the objects are created.
 Byte  Double
Wrapper classes are used to convert any data type into an object.
The primitive data types are not objects; they do not belong to
any class; they are defined in the language itself. Sometimes, it is
required to convert data types into objects in Java language
Applications:
1) To convert simple data types into objects, that is, to give object
form to a data type; here constructors are used.
2) To convert strings into data types (known as parsing
operations), here methods of type parseXXX() are used.
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The Integer and Double Classes
java.lang.Integer java.lang.Double
-value: int -value: double
+MAX_VALUE: int +MAX_VALUE: double
+MIN_VALUE: int +MIN_VALUE: double

+Integer(value: int) +Double(value: double)


+Integer(s: String) +Double(s: String)
+byteValue(): byte +byteValue(): byte
+shortValue(): short +shortValue(): short
+intValue(): int +intValue(): int
+longVlaue(): long +longVlaue(): long
+floatValue(): float +floatValue(): float
+doubleValue():double +doubleValue():double
+compareTo(o: Integer): int +compareTo(o: Double): int
+toString(): String +toString(): String
+valueOf(s: String): Integer +valueOf(s: String): Double
+valueOf(s: String, radix: int): Integer +valueOf(s: String, radix: int): Double
+parseInt(s: String): int +parseDouble(s: String): double
+parseInt(s: String, radix: int): int +parseDouble(s: String, radix: int): double

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Why Data Fields Should Be
private?
To protect data.

To make code easy to maintain.

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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 Run

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References
 Chapter 4 - Math, Character and String Classes
 Chapters 9, 10 – Object, Classes , Wrapper
Classess

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