CS51 - Spring 2010 - Lecture 5
quiz (Exercise 4.8.6)
read the book!
Mixing doubles and ints
- What is the type of?
- 2
- 2.5
- What do you think will happen if I do the following?
- private double d = 2;
- java automatically type casts (changes) the int 2 to a double
- private int i = 2.5;
- java will complain. Why?
- we can force it by manually type casting it to an int
- private int i = (int)2.5
- what do you think the value of i will be?
- 1 + 1.0
- Java will try to convert both to the other type
- if one doesn't result in an error, then it will do that one
- Math.round(double num)
- Math.sqrt(double num)
- Math.sin(double num)
- Math.abs(double num)
- ...
http://java.sun.com/j2se/1.4.2/docs/api/java/lang/Math.html
- What is the type and answer to?
- 2 + 2
- 2 + 2.0
- 3/4
- 50 * 2.0
- 9/4
- 9/4.0
- 9/4.5
- 9/(int)4.5
String type
- I've said everything in java has a type
- What is the type of "Score = "?
- String
- We've seen that we can use the '+' operator with Strings
- "Score = " + score
- String s = "this is a ";
- s = s + "String";
- String is actually a class
- it's the only class in java that uses operators and literals
- "this is a String literal"
checking equality
- for built in types use "=="
int num1 = 10;
int num2 = 10;
int num3 = 20;
- what would the the value of the following expressions?
- num1 == num2
- true
- num1 == num3
- false
- for classes, use the equals method
Location loc1 = new Location(10, 10);
Location loc2 = new Location(10, 10);
Location loc3 = new Location(20, 20);
- What would be the value of the following expressions?
- loc1 == loc2
- false
- loc1 and loc2 are two different variables and are there for not '=='
- loc1 == loc3
- false
- loc1.equals(loc2);
- true
- loc2.equals(loc1);
- true
- loc1.equals(loc3);
- true
show
ClassyBasketball demo
- What would we need to change from our old
EvenBetterBasketball code
?
- begin()
- add all of the new lines and the frame around the ball
- onMouseDrag()
- move calls for all of the lines
- onMouseRelease()
- moveTo calls for all of the lines
There's a better way to do this: create our own class
public class NameOfClass{
// constants
// instance variables
// constructors
// methods
}
- By convention, class names will start with a capital letter
- Each class must go in a file by itself
Two things to think about when you're developing a new class
- design/functionality: what functionality are we going to need/require?
- implementation: how are we going to actually accomplish this?
When you're designing a new class you need to think about what functionality the class needs
- What information do you need to create a new object of that class? This information will need to be parameters for the constructor.
- What methods do we need? The methods add functionality to the class.
- A method header has four key parts:
public <return_type> methodName(<parameters>)
- public
- return type of the method
- the name of the method (i.e. what do we need to type to call it)
- parameters of the methods, which is a comma separated list of a type (like double, Location or FramedRect) followed by the variable name
BBall class design
- class header
- constants
- Color of the ball
- information about the shape of the arcs
- instance variables
- oval and lines
- constructor
- double x, y location where is should be created
- double size
- move method
- return type?
- mutator methods often don't have a return type, which we write as "void"
- parameters
- double x, y distance it should be moved
- contains method
- return type?
- boolean (true or false)
- parameters?
- Location point
- moveTo
- return type?
- void
- parameters
- double x, y
BBall implementation: What needs to happen in each method?
- constructor
- create all of the objects
- move
- move the oval and all of the lines
- contains
- just check if that point is contained within the ball
- moveTo
- moveTo the oval and all of the lines
look at BBall class in
ClassyBasketball code
- Looks like the other classes we've seen except doesn't extend WindowController
- we have all of our constants and instance variables, just like our other classes we've seen
- constructor
- The constructor doesn't have a return type and has the same name as the class name
- we need the canvas so that we can create new objects using it
- will be called when someone says "new BBall(...)"
- moveTo method
- we could call moveTo on the oval and all of the lines
- we could also just use our move method by calling (this.move(...)) and save ourselves some typing
- "this" refers to the current object (i.e. the methods within this class)
- We actually have two moveTo methods. What's the difference?
- one takes two doubles as parameters and one takes a location
- this is called an "overloaded" method
- why can we do this?
- java is strongly typed, so it knows based on the parameters being passed which version of moveTo is being called
- contains method
- "return" is the special keyword in Java to tell the method that this is the value that will be returned when the method is called
look at ClassyBasketBall class in
ClassyBasketball code
- only change we need to make from
EvenBetterBasketball code
is to change the variable for the ball from FramedOval to BBall
show
DragAShirt demo
- similar to
BallDrag demo
except now we're dragging a shirt
- do have the added functionality that it resets the location when we enter the window
- how are we going to do this?
- design a Tshirt class
Tshirt design
- constants
- size and location of the various objects
- instance variables
- body, neck, sleeves
- constructor
- double x, y locations
- canvas (very often we'll need the canvas variable)
- methods
- move
- moves everything
- contains
- need to check if the point is contained in any of the t-shirt parts
- moveTo
- again, we can leverage our move method
look at Tshirt class in
DragAShirt code
- note the contain methods checks the three different shirt parts
look at DragAShirt class in
DragAShirt code
- again, we can just create an instance variable of type Tshirt and then use it like we would other objects, because we have implemented that functionality
show
Drag2Shirts demo
- what do we need to do to get two shirts?
- one of the biggest benefits of creating your own new classes is that we can reuse the functionality. Just need to created a second Tshirt object. If we'd done this all in one class, we'd have to rewrite a second set of variables, etc.
- we have added some functionality to the Tshirt class. We can just go in and add some new methods:
- added setColor method
- return type?
- void (it's a mutator method)
- parameters?
- Color
- how are we going to handle dragging two different shirts? Before we had just used a boolean to check if we're dragging it or not.
- could have a boolean for each shirt, i.e. draggingShirt1 and draggingShirt2
- the if-else logic gets complicated if you do it this way
- a better way is to have two Tshirt variables, selectedShirt and otherShirt and then one dragging variable whether or not we're dragging the "selected" shirt
show
Drag2Shirts code
- the major change is in the onMousePress method
- if it's the selected shirt, just set dragging to true
- if it's the other shirt, what do we need to do?
- swap selected and other
- set dragging to true
- we'll bring the selected on to the front, so that the one being dragged is always on top
- if it's neither, then dragging = false
- note though that this keeps our onMouseDrag method simple
- note that we can define our own methods (in this case reset) for the Tshirt class
Lab 3
- design
- it's important not only to lay things out, but to think about how things will interact
- read the handout very carefully
- look at the Pole class and make sure you understand it
other Admin
- I'm out of town from Th-T
- Professor Chen will be covering class on Th and T as well as the lab
- I'll still be checking e-mail semi-regularly, so you can reach me that way
- No office hours on Mon or Tue