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OOP

OOP. Software usually tries to model real world problems What does the world look like?. Objects everywhere. Real world entities. World. The world is a set of things interacting with each other. OOP is more natural to humans, but less natural to computers

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OOP

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  1. OOP • Software usually tries to model real world problems • What does the world look like?

  2. Objects everywhere... Real world entities

  3. World • The world is • a set of things • interacting with each other. • OOP is more natural to humans, but less natural to computers • Computers (usually) have a single thread of control, so objects take turns

  4. Describing the world • Describe a particular person • Ayse has long blond hair, green eyes, is 1.63m tall, weighs 56Kg and studies computer engineering. Now lying down asleep. • Mehmet studies electronics, has short black hair and brown eyes. He is 180cm and 75 kilos. Now running to class! • Notice how all have specific values of • name, height, weight, eye colour, state, …

  5. Merhababen Ayse My book Dombo the elephant Objects have identity... Our house The neighbour’s cat Hasan’s computer

  6. Objects have state... Lying Red Hooked Happy Broken ill

  7. da da … Hello, I am John Nice to meet you Objects have behavior…. Grrrrrrrr Vroemm

  8. Java OOP terminology • Class - Category • Properties/states • Functionality/Services(examines/alters state) data methods • object - Individual/unique thing(an instance of a class) • Particular value for each property/state • & functionality of all members of class.

  9. Ayse David Java OOP Software • Software System • Set of objects • Which interact with each other Created (instantiated) from class definitions One object will send a message to another object asking it to do a particular task. The first object does not need to know how the task is done (only how to request that it be done.) This corresponds to calling one of the second object’s methods! Person David: Say your name “David”

  10. Person name, age, salary, comments sayName, getNetSalary getComments setComments increaseAge … Name: “David” Age: 22 Salary: 2000 Comments:“Teaches CS101” Name: “Ayse” Age: 18 Salary: 500 Comments:“Good student” In more detail • Create & manipulate person objects

  11. String name; int age; double salary; String comments; public Person( String theName, int theAge ) { name = theName; age = theAge; comments = “”; } public void sayName() { System.out.println( name); } Coding Java Classes // header public class Person { // properties // constructors // methods }

  12. salary: name: age: “Ayse” 18 0.0 aStudent{Person} comments: “” Creating & Using Objects • Always • Declare variable to “hold” object • Create object using “new” statement • Call object’s methods Person aStudent; aStudent = new Person( “Ayse”, 18); aStudent.sayName(); Put this in method of another class, (e.g main method)

  13. salary: salary: name: age: name: age: “Ayse” 18 “David” 22 0.0 0.0 friend{Person} aStudent{Person} comments: comments: “” “” Creating & Using Objects Person aStudent; aStudent = new Person( “Ayse”, 18); Person friend; friend = new Person( “David”, 22); 23 “Good student” friend.increaseAge();aStudent.setComments( “Good student”);

  14. Data Scope • The scope of data is the area in a program in which that data can be used (referenced) • Data 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 • Data declared within a method is called local data • Data and methods are primary components of a class, they work together to bring the concept alive as a unit

  15. Local and Class scope public class X{ private int a; // a has class scope, can be seen from // anywhere inside the class …. public void m() { a=5; // no problem int b = 0; // b is declared inside the method, local scope ….. } // here variable b is destroyed, no one will remember him public void m2() { a=3; // ok b = 4; // who is b? compiler will issue an error }

  16. Hotel room example public class X { int a; int b; void m1 () { System.out.println(a); m2(); } void m2() { System.out.println(b); } o1 a=3 b=4 o2 a=1 b=2

  17. char calc (int num1, int num2, String message) { int sum = num1 + num2; char result = message.charAt (sum); return result; } Parameters • Each time a method is called, the actual arguments in the invocation are copied into the formal arguments ch = obj.calc (25, count, "Hello");

  18. char calc () { int num1 = 25; int num2 = count; String message = “Hello”; int sum = num1 + num2; char result = message.charAt (sum); return result; } Parameters … • We can view the parameters as local variables given initial values when the method gets called. Therefore they have local scope, valid only inside the method ch = obj.calc (25, count, "Hello");

  19. Constructors Revisited • Recall that a constructor is a special method that is used to set up a newly created object • When writing a constructor, remember that: • it has the same name as the class • it does not return a value • it has no return type, not even void • it often sets the initial values of instance variables • The programmer does not have to define a constructor for a class

  20. Writing Classes • Sometimes an object has to interact with other objects of the same type • For example, we might add two Rational number objects together as follows: r3 = r1.add(r2); • One object (r1) is executing the method and another (r2) is passed as a parameter • See RationalNumbers.java (page 196) • See Rational.java (page 197)

  21. QuadraticPolynomial.java public class QuadraticPolynomial { //instance variables private double a; private double b ; private double c ; // constructor public QuadraticPolynomial(double _a, double _b, double _c) { a = _a; b = _b ; c = _c ; } //getter (Accessor) methods public double getA() { return a ; }  …

  22. public double evaluate(double x) { return a * x * x + b * x + c; } public QuadraticPolynomial add(QuadraticPolynomial other) { return new QuadraticPolynomial(a + other.getA(), b + other.getB(), c + other.getC() ); } // creates and returns a new polynomial which is is the derivative // of this polynomial public QuadraticPolynomial derivative() { return new QuadraticPolynomial(0, 2 * a, b) ; }

  23. public boolean equals(QuadraticPolynomial other){ return (a == other.getA() && b == other.getB() && c == other.getC()); } public double minValue(double start, double end, double delta){ double minValue = evaluate(start) ; double x = start + delta; while ( x <= end ) { double currValue = evaluate(x) ; if (currValue < minValue) minValue = currValue; x += delta ; } return minValue ; }

  24. QuadraticPolynomial qp1 = new QuadraticPolynomial(-1, -6, -5) ; QuadraticPolynomial qp2 = new QuadraticPolynomial(2, 2, 13) ; QuadraticPolynomial sum = qp1.add(qp2) ; double minValue = sum.minValue(-4, 4, 0.05) ; System.out.println("The experimental minimum value is " + minValue); QuadraticPolynomial sumd = sum.derivative() ; //find the value of x where the derivative equals to 0 double extremePoint = -1 * sumd.getC() / sumd.getB() ; QuadraticPolynomial sumdd = sumd.derivative() ; if ( sumdd.evaluate(extremePoint) <= 0) System.out.println("No minimum value"); else System.out.println("The minimum value is " + sum.evaluate(extremePoint));

  25. Card1 code public class Card1 { //constants for face values private static int ACE = 0; private static int JACK = 10; private static int QUEEN = 11; private static int KING = 12; private static String ACE_ST = "Ace"; private static String JACK_ST = "Jack"; private static String QUEEN_ST = "Queen"; private static String KING_ST = "King"; // constants for suit values private static int CLUBS = 0; . . . . . . private static String CLUBS_ST = "Clubs"; . . .

  26. private int face; private int suit; // creates a random card public Card1 () { face = (int) (Math.random () * 13); suit = (int) (Math.random () * 4); } public boolean isJack() { return face == JACK; } public boolean equals(Card1 other) { return face == other.face && suit == other.suit; } public boolean sameFace(Card1 other) { return face == other.face; }

  27. public int getScore() { return 1; // ?????????????????????????????????????? } public String toString() { return getFaceName() + " of " + getSuitName(); } private String getFaceName() { if (face == ACE) return ACE_ST; else if . . . // must be something between 2 and 10 return "" + (face + 1) ; // Integer.toString(face) } private String getSuitName() { . . . }

  28. Abstraction A car consists of four wheels an engine, accumulator and brakes. Abstraction • An abstraction hides (or ignores) unnecessary details, denotes the essential properties of an object • Objects are abstractions of real world entities

  29. Card Abstraction • A real world playing card has lots of properties like size, weight, color, texture, … • For our purposes, we decided which properties/behavior we really care about to play pisti, and ignored the rest

  30. Multiple Abstractions A single thing can have multiple abstractions Example: a protein is… • a sequence of amino acids • a complicated 3D shape (a fold) • a surface with “pockets” for ligands

  31. Choosing Abstractions Abstractions can be about • tangible things (a vehicle, a car, a map) or • intangible things (a meeting, a route, a schedule) An example: • Abstraction name: light • Light’s wattage (i.e.,energy usage) • Light can be on or off • There are other possible properties (shape, color, socket size, etc.), but we have decided those are less essential • The essential properties are determined by the problem

  32. Modeling Abstraction using Classes A class defines • all attributes/properties • all behaviors/operations of an abstraction In Java… • Attributes/properties correspond to fields (or variables) • Behaviors/operations correspond to methods class light { // Instance variables private int wattage; private boolean on; // Instance methods public void switchOn ( ) { on = true; } public void switchOff ( ) { on = false; } public boolean isOn ( ) { return on; } public int getWattage ( ) { return wattage; } }

  33. Encapsulation • Encapsulation (information hiding) • No direct access to the parts of an object • No dependence on the object’s implementation Classes support a particular kind of abstraction, encouraging separation between an object’s operations and the implementations of those operations • This allows and encourages encapsulation • Objects are regarded as “black boxes” whose internals are hidden • Separation of contract (i.e., what operations are available) and implementation

  34. Contract vs. Implementation • A class can be viewed as a contract; the contract specifies what operations are offered by the class • In Java, this corresponds to the method headings for the methods that are public • A class can be viewed as an implementation; the implementation specifies how the desired behavior is produced • In Java, this corresponds to the method-bodies and the (nonpublic) instance variables

  35. Programming Implications • Encapsulation makes programming easier • As long as the contract is the same, the client doesn’t care about the implementation • In Java, as long as the method signatures are the same, the implementation details can be changed • In other words, I can write my program using simple implementations; then, if necessary, I can replace some of the simple implementations with efficient implementations

  36. Encapsulation • An object should be self-governing • Any changes to the object's state (its variables) should be made only by that object's methods • We should make it difficult, if not impossible, to access an object’s variables other than via its methods • The user, or client, of an object can request its services, but it should not have to be aware of how those services are accomplished

  37. Encapsulation • An encapsulated object can be thought of as a black box • Its inner workings are hidden to the client, which invokes only the interface methods Methods Client Data

  38. Another Card Implementation private String face; private String suit; // creates a random card public Card2 () { int faceCode = (int) (Math.random () * 13); face = getFaceName(faceCode); int suitCode = (int) (Math.random () * 4); suit = getSuitName(suitCode); } public boolean isJack() { return face.equals(JACK_ST); } public boolean equals(Card2 other) { return face.equals (other.face) && suit.equals ( other.suit); } public boolean sameFace(Card2 other) { return face.equals(other.face); } . . …

  39. Pisti

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