programming with objects intro to object-orientation and how

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Programming with Objects

Intro to object-orientation and how to use objects in Java

James Brucker

The Realities of Software

Useful, real-world software

1. Change

2. Complexity

The Problem

"Programming is fun, but developing quality software is

hard. In between the nice ideas, the requirements or

the "vision", and a working software product, there is

much more than programming.

Analysis and design, defining how to solve the problem,

what to program, capturing this design [...], review,

implement, and evolve is what lies in the core of this

book."

[Forward to Larman, Applied UML and Patterns, 3E. Forward by Philipe Kruchten (IBM Rational)]

Intrinsic Complexity of Software

About the future of software development...

"There is no single development, in either technology or

in management technique, that by itself promises even

one order of magnitude improvement in productivity, in

reliability, in simplicity."

"No Silver Bullet" by Frederick Brooks. Computer, 1987

See also page 5-6 for Brooks comments about object-oriented approach.

Miller’s Law

At any one time, a person can concentrate on at most 7 2 chunks (units of information)

To handle larger amounts of information, use stepwise refinement

Concentrate on the aspects that are currently the most important

Postpone aspects that are currently less critical Every aspect is eventually handled, but in order of

current importance

This is an incremental process

Benefit of Object-Orientation (1)

Encapsulate complexity

divide program into classes

each class has its own responsibilities and data

class has only one purpose

class has simple interface

hide implementation details

Benefit of Object-Orientation (2)

Encapsulate change

each class presents only a simple public interface

class hides implementation details

as a result...

we can localize the effect of change

Benefit of Object-Orientation (3)

Reuse code

classes are reusable

polymorphism lets us interchange parts

inheritance lets us build new classes that reuse code from old classes.

Benefit of Object-Orientation (4)

Better abstraction

objects make good models for things in the real world (problem domain)

let us think about the problem instead of the code

simplify the problem so we can think about problem without too many details

Objects and Programs

An OO program consists of objects that interact with each other.

Classes

A class is a blueprint or definition for a kind of object.

A class defines the attributes and behavior of objects.

Cat

birthday

color

sex

sleep( )

eat( Food )

play( )

chase( Object )

attributes are characteristics of objects. In Java: variables, "fields"

behavior is what the object can do. In Java: methods

Objects

Objects are instances of a class.

In Java, to create a new object use "new", e.g.

Cat somecat = new Cat( );

create the object in memory

invoke the constructor of Cat class to initialize values.

Object creation can use values, too:

Cat kitten = new Cat( Color.BLACK, "male", ... );

3 Fundamental Characteristics of Objects

Objects have: state - the current condition of an object behavior - the actions or messages an object can

accept identity - every object is distinguishable, even if two

objects have the same state

How to use the methods of an object:

// call a method in the same object:

turnLeft( );

canMove( );

Bank Account Example BankAccount class is the definition for bank accounts.

class name: BankAccount

attributes: accountNumber, name, balance

behavior: getBalance( ), credit(amount), debit(amount), getName( )

BankAccount

name: StringaccountNumber: Stringbalance: double

<<constructor>>

BankAccount( name )

getBalance( )credit(amount: double )debit( amount: double)getName( )

UML class diagram

Bank Account Object

An object is an actual instance of the class. rich is a bank accoount

Example:

BankAccount rich =

new BankAccount("Taksin Shinawat" );

rich.credit( 2000000000 );

rich.credit( 1000000000 );

// needs money to buy a football team...

rich.debit( 500000000 );

// does he have enough to buy Hawaii?

rich.getBalance( ) ; // = 2,500,000,000

rich: BankAccount

name = Taksin ShinawataccountNumber = 000001balance = 250000000

getBalance( )credit(double amount)debit(double amount)getName( )

UML object diagram

Object Properties

Example:

For the "rich" object, what are...

state?

behavior?

identity?

HondaCivic Example

The definition of a HondaCivic consists of: specifications design documents blue prints list of parts list of qualified suppliers instructions for assembly inspection procedure and check lists operating instructions maintenance manual and procedures

HondaCivic class

But, the Honda Civic owner doesn't need to know all these details. He needs to know about a Honda Civic's properties (public attributes) and behavior.

For example (simplified):HondaCivic

bodyStylebodyColortrimColorengineSizedoorstransmissionType

turnLeft( )turnRight( )brake( )accelerate( )isEngineOn( )fuelAmount( )

properties(attributes)

behavior

Buying A Honda Civic

You go to the Honda dealer and say...

I want aHonda Civic Yes, sir. This

way, please...

Buying A Honda Civic (2)

the dealer offers you the class for a Honda Civic...

Here you are! All the documents and blue prints for a Honda Civic.

... that will be 1,000,000,000 Baht, please.

Construction and operation of a Honda Civic: complete documents.

Buying A Honda Civic (3)

but you can't drive blue prints and documents

That's not exactly what I had in mind. I want a car I can drive...

I see... you want an instance of Honda Civic -- a Honda Civic object.

Buying A Honda Civic (4)

Silver, 4 door, automatic transmission, tinted windows, ...

yourcar : HondaCivic

bodyStyle = sedanbodyColor = silvertrimColor = silverengineSize = 1600ccdoors = 4transmissionType = auto

turnLeft( )turnRight( )brake( )accelerate( )isEngineOn( )fuelAmount( )

yourcar = new HondaCivic("silver", 4door, automatic,... );

attributes

behavior

Review: Class versus Objects

HondaCivic

Defines the properties and behavior for all instances (objects) of this class.

Specific realization of the class

Object Identity Example Primitive data types don't have identity. You cannot distinguish two primitives when the values are same.

primitive variables represent values not objects

double x = 10;

double y = 10;

if ( x == y ) System.out.print("same"); // true

Object Identity Example

Objects do have identity. You can distinguish two objects even when the values

are the same. object variable is a reference to an object

Double x = new Double(10);

Double y = new Double(10);

if ( x == y ) System.out.print("same"); // false

Object Identity Example (2)

Two Honda Civic cars can be distinguished even if they exactly the same features and same state (brand new)

!=

Second Program

/** Print an impersonal greeting message * @author James Brucker */public class Greeting {

private String who;/** constructor for new objects */public Greeting( String name ) {

who = name; // save the name}public void sayHello( ) {

System.out.println("Hello, "+who);}public void sayGoodbye( ) {

System.out.println("Goodbye, "+who);

}}

Any text placed inside /* .... */is ignored by the compiler.

This is a Javadoc comment.

An attribute of this class.

Each object will have a variable named "who" that contains data unique to each object (instance) of this class.

An attribute is a property of an object -- information the object uses to do its job.

Constructor for Objects

/** Print an impersonal greeting message * @author James Brucker */public class Greeting {

private String who;/** constructor for new objects */public Greeting( String name ) {

who = name; // save the name}public void sayHello( ) {

System.out.println("Hello, "+who);}public void sayGoodbye( ) {

System.out.println("Goodbye, "+who);

}}

A constructor for the class.

The constructor is a method that is called when a new object is created.

A constructor usually initializes the attributes of an object, but does not return any value ... not even a void.

Methods define Behavior

/** Print an impersonal greeting message * @author James Brucker */public class Greeting {

private String who;/** constructor for new objects */public Greeting( String name ) {

who = name; // save the name}public void sayHello( ) {

System.out.println("Hello, "+who);}public void sayGoodbye( ) {

System.out.println("Goodbye, "+who);

}}

A method of the class.

Methods can access the attributes of the object that they belong to.This method uses the who attribute. The value of who was set by the constructor.

Methods are the actions that an object can perform.Methods define behavior or responsibilities of objects.

Another method

/** Print an impersonal greeting message * @author James Brucker */public class Greeting {

private String who;/** constructor for new objects */public Greeting( String name ) {

who = name; // save the name}public void sayHello( ) {

System.out.println("Hello, "+who);}public void sayGoodbyte( ) {

System.out.println("Goodbye, "+who);

}}

Another method of the class.

No main method!

Creating Greeting Objects

/** Test the Greeting class. */public class TestGreeting {

public static void main(String[] args) {Greeting a = new

Greeting("John");Greeting b = new

Greeting("Nok");a.sayHello( );b.sayHello( );b.sayGoodbye( );a.sayGoodbye( );

}}

Create a Greeting object.

Create another Greeting object.

We'll create a separate "test" class (in its own file) that creates and uses Greeting objects.

Sending a Message to an Object

/** Test the Greeting class. */public class TestGreeting {

public static void main(String[] args) {Greeting a = new

Greeting("John");Greeting b = new

Greeting("Nok");a.sayHello( );b.sayHello( );b.sayGoodbye( );a.sayGoodbye( );

}}

Invoke sayHello method of the objects.

Output:

Hello, John.

Hello, Nok.

Goodbye, Nok.

Goodbye, John.

Notice that each object remembers its own attributes.

In object-oriented speaking, people say "we send a message to an object" to ask it to do something..

Sending messages

TestGreeting

Greetingcreate

sayHello( )

sayGoodbye( )

3 Fundamentals of Object-Oriented Paradigm

Encapsulation - a class includes both the data and operations that operate on the data. It can hide the implementation details.

A user of the class only sees the public interface.

Polymorphism - many classes can perform the same behavior and we can use them interchangably.

Inheritance - one class can build on top of another class and inherit all its methods and attributes.

Examples

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