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Programming in Java (COP 2250) Lecture 8 Chengyong Yang Fall, 2005

Programming in Java (COP 2250) Lecture 8 Chengyong Yang Fall, 2005

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Page 1: Programming in Java (COP 2250) Lecture 8 Chengyong Yang Fall, 2005

Programming in Java (COP 2250)

Lecture 8

Chengyong Yang

Fall, 2005

Page 2: Programming in Java (COP 2250) Lecture 8 Chengyong Yang Fall, 2005

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Chapter 3

Enumerated Types

Wrapper Classes

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Enumerated Types

• Java allows you to define an enumerated type, which can then be used to declare variables

• An enumerated type establishes all possible values for a variable of that type

• The values are identifiers of your own choosing

• The following declaration creates an enumerated type called Season

enum Season {winter, spring, summer, fall};

• Any number of values can be listed

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Enumerated Types

• Once a type is defined, a variable of that type can be declared

Season time;

and it can be assigned a value

time = Season.fall;

• The values are specified through the name of the type

• Enumerated types are type-safe – you cannot assign any value other than those listed

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Ordinal Values

• Internally, each value of an enumerated type is stored as an integer, called its ordinal value

• The first value in an enumerated type has an ordinal value of zero, the second one, and so on

• However, you cannot assign a numeric value to an enumerated type, even if it corresponds to a valid ordinal value

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Enumerated Types

• The declaration of an enumerated type is a special type of class, and each variable of that type is an object

• The ordinal method returns the ordinal value of the object

• The name method returns the name of the identifier corresponding to the object's value

• See IceCream.java (page 137)

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Chapter 3

Enumerated Types

Wrapper Classes

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Wrapper Classes

• The java.lang package contains wrapper classes that correspond to each primitive type:

Primitive Type Wrapper Class

byte Byte

short Short

int Integer

long Long

float Float

double Double

char Character

boolean Boolean

void Void

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Wrapper Classes

• The following declaration creates an Integer object which represents the integer 40 as an object

Integer age = new Integer(40);

• An object of a wrapper class can be used in any situation where a primitive value will not suffice

• For example, some objects serve as containers of other objects

• Primitive values could not be stored in such containers, but wrapper objects could be

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Wrapper Classes

• Wrapper classes also contain static methods that help manage the associated type

• For example, the Integer class contains a method to convert an integer stored in a String to an int value:

num = Integer.parseInt(str);

• The wrapper classes often contain useful constants as well

• For example, the Integer class contains MIN_VALUE and MAX_VALUE which hold the smallest and largest int values

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Autoboxing

• Autoboxing is the automatic conversion of a primitive value to a corresponding wrapper object:

Integer obj;

int num = 42;

obj = num;

• The assignment creates the appropriate Integer object

• The reverse conversion (called unboxing) also occurs automatically as needed

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Chapter 4

• We've been using predefined classes. Now we will learn to write our own classes to define objects

• Chapter 4 focuses on:

– class definitions– instance data– encapsulation and Java modifiers– method declaration and parameter passing– constructors– graphical objects– events and listeners– buttons and text fields

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Outline

Anatomy of a Class

Encapsulation

Anatomy of a Method

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Writing Classes

• The programs we’ve written in previous examples have used classes defined in the Java standard class library

• Now we will begin to design programs that rely on classes that we write ourselves

• The class that contains the main method is just the starting point of a program

• True object-oriented programming is based on defining classes that represent objects with well-defined characteristics and functionality

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Classes and Objects

• Recall from our overview of objects in Chapter 1 that an object has state and behavior

• Consider a six-sided die (singular of dice)

– It’s state can be defined as which face is showing

– It’s primary behavior is that it can be rolled

• We can represent a die in software by designing a class called Die that models this state and behavior

– The class serves as the blueprint for a die object

• We can then instantiate as many die objects as we need for any particular program

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Classes

• A class can contain data declarations and method declarations

int size, weight;char category;

Data declarations

Method declarations

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Classes

• The values of the data define the state of an object created from the class

• The functionality of the methods define the behaviors of the object

• For our Die class, we might declare an integer that represents the current value showing on the face

• One of the methods would “roll” the die by setting that value to a random number between one and six

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Classes

• We’ll want to design the Die class with other data and methods to make it a versatile and reusable resource

• Any given program will not necessarily use all aspects of a given class

• See RollingDice.java (page 157)• See Die.java (page 158)

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The Die Class

• The Die class contains two data values

– a constant MAX that represents the maximum face value

– an integer faceValue that represents the current face value

• The roll method uses the random method of the Math class to determine a new face value

• There are also methods to explicitly set and retrieve the current face value at any time

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The toString Method

• All classes that represent objects should define a toString method

• The toString method returns a character string that represents the object in some way

• It is called automatically when an object is concatenated to a string or when it is passed to the println method

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Constructors

• As mentioned previously, a constructor is a special method that is used to set up an object when it is initially created

• A constructor has the same name as the class

• The Die constructor is used to set the initial face value of each new die object to one

• We examine constructors in more detail later in this chapter

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Reminder

• Quiz 3: this Thursday• Assignment 1: due next Tuesday (October 11)• Exam 1: October 18, 2005