CS62 - Fall 2020 - Lab 1
Example code in this lecture
ClassBasics
Lecture notes
classes
- A class is a template for an object
- a class defines:
- the types of things you can do to/with an object of that class (i.e. methods)
- how you can create new objects
- what data we need to keep track of for an object
- Let's say we want to come up with a template (i.e. class) for balls
- What questions might we ask about a ball? What types of things might we do to a ball?
- how big is it?
- what is it filled with?
- what's it's color?
- where is it?
- move it?
- throw it?
- ...
- What information might we need to keep track of about a ball?
- size
- color
- what it's filled with
- location
- all this information defines the category of ball
- we can instantiate the class (i.e. create a new ball object) by setting all of the attributes
- each ball we create will have it's own individual attributes
- changing the attributes of one ball (e.g. the location) will NOT affect the other balls
- The class then describes all the things we can do with a particular instance of a ball (any ball!):
- throw it
- ask about it's color
- ...
designing a class in Java
- three key things when designing a class:
- what are the methods we want the object to have?
- what types of things do we want the object to do?
- what types of questions might we want to ask about the object?
- what data do we need to keep track of *per* object?
- what differentiates one object of the class from another?
- what information do we need to make or create a new object of that class?
let's design a card class to represent a playing card
- what methods do we want the object to have?
- what suit?
- what number?
- maybe:
- face-up/face-down?
- change suit/number?
- location?
- what data do we need to keep track of per card?
- number
- suit
- maybe: location, face-up/face-down
- what information do we need to know to create a new card?
- number
- suit
writing a class in Java
- first, we tell Java that we're declaring a new class
public class ClassName{
}
- this goes in a file that has the same name as the class with the extension .java
- by convention, class names are capitalized
- for all of the data that we want to store, we create "instance variables"
- these are just variables declared inside of the class
- they are available to methods declared inside the class
- for each bit of functionality we want, we write methods
- the "constructor" of an object is a method that has the same name as the class and NO return type
- it's used to create (or construct) a new object
look at the BasicCard class in the
ClassBasics code
- two instance variables: number and suit
- each card object will have its own copy of these variables
- 4 methods (including the constructor)
- all are very simple!
- BasicCard is the constructor and is called when we're creating a new card
- it takes two parameters
- all it does is store these two parameters away
- getSuit and getNumber
- just give data back
- cheat()
- doesn't take any parameters or give anything back
- alters the state of the card
creating a new object
- now that we have defined out class, we can create a new object that is an instance of that class
- creating a new class also creates a new type
BasicCard card = new BasicCard(10, "hearts")
- BasicCard is the type
- card is the name of the variable
- this first part is just like what we've been doing all along
- = (assignment)
- new: keyword that tells Java to create a new object
- BasicCard(...) is the call to the constructor
- Java creates a new object
- that object has its own copies of the instance variables
- the constructor code is then called
main
- ALL Java programs have to start in a "main" method
- the syntax for the main method is:
public static void main(String[] args){
...
}
- To run a program, you click on the green arrow button
- Eclipse will look for a main method in the currently open class
- and the program will start executing there
look at the main method in the BasicCard class in the
ClassBasics code
- constructs two different card objects
- prints out the number and suit for the two cards
- calls the cheat method on card1
- then prints out the number and suit for the two cards again
- when you run the code:
- you see each of the cards gets their own copies of the instance variables
- each object has it's own state
- the cheat method changes the state of card1, but card2 is unaffected