data structures using java1 chapter 1 software engineering principles and java classes

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Data Structures Using Jav a 1 Chapter 1 Software Engineering Principles and Java Classes

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Data Structures Using Java 1

Chapter 1

Software Engineering Principles and Java Classes

Data Structures Using Java 2

Chapter Objectives

• Learn about software engineering principles• Discover what an algorithm is and explore

problem-solving techniques• Become aware of structured design and object-

oriented design programming methodologies• Learn about user-defined classes• Learn about private, protected, and public

members of a class

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Chapter Objectives

• Explore how classes are implemented• Become aware of Unified Modeling Language

(UML) notation• Examine constructors and destructors• Learn about the abstract data type (ADT)• Explore how classes are used to implement ADT

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Software Life Cycle

• Life cycle: the many phases a program goes through from the time it is conceived until the time it is retired

• Three fundamental stages of a program– Development– Use – Maintenance

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Software Development Phase

• Analysis– Understand problem– Requirements analysis– Data analysis– Divide problem into subproblems and perform

analysis

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Software Development Phase

• Design– Algorithm– Structured design

• Divide problem into subproblems and analyze each subproblem

– Object-oriented design• Identify components (objects) which form the basis

of solution• Determine how these objects interact with one

another

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Software Development Phase

• Three basic principles of object-oriented design (OOD)– Encapsulation: ability to combine data and

operations in a single unit– Inheritance: ability to create new data types

from existing data types– Polymorphism: ability to use the same

expression to denote different operations

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Software Development Phase

• Implementation– Write and compile programming code to

implement classes and functions discovered in design phase

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Software Development Phase

• Testing and Debugging– Test the correctness of the program to make

sure it does what it is supposed to do– Find and fix errors– Run program through series of specific tests,

test cases

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Software Development Phase

• Testing and Debugging– Black-box testing: test based on inputs and

outputs not the internal working of the algorithm or function

– White-box testing: relies on the internal structure and implementation of a function or algorithm; ensures that every part of the function or algorithm executes at least once

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Algorithm Analysis: The Big-O Notation

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Algorithm Analysis: The Big-O Notation

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Algorithm Analysis: The Big-O Notation

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Algorithm Analysis: The Big-O Notation

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Algorithm Analysis: The Big-O Notation

• Definition: Let f be a function of n.The term “asymptotic” means the study of the function f as n becomes larger and larger without bound.

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Algorithm Analysis: The Big-O Notation

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Classes

• class: reserved word; collection of a fixed number of components

• Components: member of a class• Members accessed by name• Class categories/modifiers

– Private– Protected– public

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Classes

• private: members of class not accessible outside class

• public: members of class accessible outside class

• Class members: can be methods or variables

• Variable members declared like any other variables

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Syntax

• General syntax for defining a class:modifier(s) class ClassIdentifier modifier(s)

{

classMembers

}

• General syntax for using the operator new:new className()

or

new className(argument1, argument2, ..., argumentN)

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Classes

• Syntax to access data member of class object or method:

referenceVariableName.memberName

• Shallow copying: two or more reference variables of the same type point to the same object

• Deep copying: each reference variable refers to its own object

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Constructors

• Guarantee that data members are initialized when object is declared

• Automatically execute when class object created• Name of constructor is name of class• More than one constructor can be present in one

class• Default constructor: constructor without

parameters

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The Copy Constructor

• Executes when an object is instantiated

• Initialized using an existing object

• Syntax

public ClassName(ClassName otherObject)

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UML Diagram

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UML Diagram

• Top box: Name of class • Middle box: data members and their data

types• Bottom box: member methods’ names,

parameter list, return type of method• + means public method• - means private method• # means protected method

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Example: class ClockmyClock = new Clock();yourClock = new Clock(9,35,15);

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Example: class Clock

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Example: class Clock

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The Method toString

• Public value-returning method

• Takes no parameters

• Returns address of String object

• Output using print and println methods

• Default definition creates String with name of object’s class name followed by hash code of object

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The Modifier Static

• In method heading, specifies that method can be invoked by using name of class

• If used to declare data member, data member invoked by using class name

• Static data members of class exist even when no object of class type instantiated

• Static variables are initialized to their default values

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static Data Members of a ClassIllustrate illusObject1 = new Illustrate(3);Illustrate illusObject2 = new Illustrate(5);

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Finalizers

• Automatically execute when class object goes out of scope

• Have no parameters

• Only one finalizer per class

• Name of finalizer: finalize

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Creating Packages

• Can create packages using reserved word package– Define the class to be public (If class not public

it can only be used within package)– Choose name for package. Organize package

(create subdirectories)

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The Reference this

• Refers to instance variables and methods of a class

• Used to implement cascaded method calls

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Inner Classes

• Defined within other classes

• Can be either a complete class definition or anonymous inner class definition

• Used to handle events

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Abstract Data Types

• Definition:

A data type that specifies the logical properties without the implementation details

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Programming Example: Candy Machine

(Problem Statement)• A common place to buy candy is from a candy machine. A new candy

machine is bought for the gym, but it is not working properly. The machine sells candies, chips, gum, and cookies. You have been asked to write a program for this candy machine so that it can be put into operation.

• The program should do the following:1. Show the customer the different products sold by the candy

machine.2. Let the customer make the selection.3. Show the customer the cost of the item selected.4. Accept money from the customer.5. Release the item.

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Programming Example: Candy Machine

(Input and Output)• Input

– Item Selection– Cost of Item

• Output– The selected item

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Programming Example: Candy Machine

• Components– Cash Register– Several Dispensers

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Programming Example: Candy Machine

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Programming Example: Candy Machine

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Programming Example: Candy Machine

Object chips

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Programming Example: Candy Machine

Sample Run: In this sample run, the user input is shaded.

*** Welcome to Shelly's Candy Shop ***To select an item, enter1 for Candy2 for Chips3 for Gum4 for Cookies9 to exit1Please deposit 50 cents50Collect your item at the bottom and enjoy.

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Object-Oriented Design

• Simplified methodology1. Write down detailed description of problem

2. Identify all (relevant) nouns and verbs

3. From list of nouns, select objects

4. Identify data components of each object

5. From list of verbs, select operations

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Object-Oriented Design Example

• Problem Statement– Write a program to input the dimensions of a

cylinder and calculate and print the surface area and volume

• Nouns– Dimensions, surface area, volume, cylinder

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Chapter Summary

• Software Life Cycle– Development, Use, Maintenance

• Algorithm Analysis: The Big-O Notation

• Classes

• UML Diagram

• Constructors, Destructors

• Abstract Data Types

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Chapter Summary

• Software Development Phase– Analysis– Design

• Structured design

• Object-oriented design

– Encapsulation, Inheritance, Polymorphism

– Implementation– Testing and Debugging