cs ch4

Chapter 4: Writing Classes

  • Focuses on developing foundational skills in Java programming by creating classes from scratch instead of relying solely on existing Java API classes.

Key Concepts

Introduction to Classes

  • Programs utilize predefined classes from the Java API.

  • Transition to designing programs with self-defined classes, starting from the main method.

  • True object-oriented programming involves creating classes that represent real-world objects with defined characteristics and behaviors.

Anatomy of a Class

  • A class serves as a blueprint for objects, containing:

    • Data Declarations: Variables that store data relevant to the class (e.g., int size, weight).

    • Method Declarations: Functions that define the behaviors of the objects.

  • Instance data differs for each object created from a class, enabling unique state representation.

Encapsulation

  • Two perspectives of an object:

    • Internal: Details of the variables and methods.

    • External: Services provided to other parts of the system.

  • Encapsulation keeps the internal workings hidden, allowing interaction only through defined methods.

  • Visibility modifiers such as public, private, and protected enforce data access levels and control encapsulation.

Methods in Classes

  • Method Declaration:

    • Includes method name, return type, and parameter list.

    • Control flow jumps to called methods and returns upon completion.

  • Accessors and Mutators: Methods allowing controlled access to private instance variables, often named getX for access and setX for modification.

  • Mutators can impose restrictions, ensuring valid state for the object.

Example Classes

  • Die Class:

    • Represents a die with attributes and methods to manipulate its state (e.g., roll method).

  • Account Class:

    • Manages bank account operations: deposit, withdraw, and add interest.

    • Demonstrates encapsulation, using private variables and public methods for operations.

Structure of Programs

  • Driver Programs: These display or test functionality of classes, such as Transactions that manages multiple Account objects.

Graphical User Interfaces (GUI)

  • Created using controls, events, and event handlers:

    • Controls: Elements like buttons and text fields interact with users.

    • Events: Represent user actions (e.g., clicking a button).

    • Event Handlers: Methods that respond to events, modified to handle specific outcomes based on user interactions.

  • Layouts: JavaFX provides different layout options for arranging controls (e.g., StackPane, GridPane).

JavaFX and Arcs

  • The Arc class represents a segment of an ellipse with params for center, radius, start angle, and arc length.

  • Demonstrates dynamic visualizations using JavaFX.

Important Definitions

Constructors

  • Special methods for initializing object state, sharing the name with the class, and having no return type.

Instance Data vs. Local Data

  • Instance data: Variable scoped to the class, permitting multi-instance data retention (e.g., faceValue in Die).

  • Local data: Exists only within the method context and is discarded after execution.

UML Diagrams

  • Unified Modeling Language (UML) diagrams illustrate class structures, relationships, and attributes, serving as visual documents for class design.

Summary of Topics

  • Writing classes: class definitions, instance data, encapsulation, Java modifiers, method declarations, parameter passing, constructors, and GUI elements including events and event handlers.

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