Classes and Objects in Java
Constructors, Overloading,
Static Members
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Circle Program
// Circle.java: Contains both Circle class and its user class
//Add Circle class code here
class MyMain
{
public static void main(String args[])
{
Circle aCircle; // creating reference
aCircle = new Circle(); // creating object
aCircle.x = 10; // assigning value to data field
aCircle.y = 20;
aCircle.r = 5;
double area = aCircle.area(); // invoking method
double circumf = aCircle.circumference();
System.out.println("Radius="+aCircle.r+" Area="+area);
System.out.println("Radius="+aCircle.r+" Circumference
="+circumf);
}
} java MyMain
Radius=5.0 Area=78.5
Radius=5.0 Circumference =31.400000000000002
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Better way of Initialising or
Access Data Members x, y, r
When there too many items to
update/access and also to develop a
readable code, generally it is done by
defining specific method for each
purpose.
To initialise/Update a value:
aCircle.setX( 10 )
To access a value:
aCircle.getX()
These methods are informally called as
Accessors or Setters/Getters Methods.
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Accessors – “Getters/Setters”
public class Circle {
public double x,y,r;
//Methods to return circumference and area
public double getX() { return x;}
public double getY() { return y;}
public double getR() { return r;}
public double setX(double x_in) { x = x_in;}
public double serY(double y_in) { y = y_in;}
public double setR(double r_in) { r = r_in;}
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How does this code looks ? More
readable ?
// Circle.java: Contains both Circle class and its user class
//Add Circle class code here
class MyMain
{
public static void main(String args[])
{
Circle aCircle; // creating reference
aCircle = new Circle(); // creating object
aCircle.setX(10);
aCircle.setY(20);
aCircle.setR(5);
double area = aCircle.area(); // invoking method
double circumf = aCircle.circumference();
System.out.println("Radius="+aCircle.getR()+" Area="+area);
System.out.println("Radius="+aCircle.getR()+" Circumference
="+circumf);
}
} java MyMain
Radius=5.0 Area=78.5
Radius=5.0 Circumference =31.400000000000002
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Object Initialisation
When objects are created, the initial value of data fields is
unknown unless its users explicitly do so. For example,
ObjectName.DataField1 = 0; // OR
ObjectName.SetDataField1(0);
In many cases, it makes sense if this initialisation can be carried
out by default without the users explicitly initialising them.
For example, if you create an object of the class called “Counter”, it
is natural to assume that the counter record-keeping field is
initialised to zero unless otherwise specified differently.
class Counter
{
int CounterIndex;
…
}
Counter counter1 = new Counter();
What is the value of “counter1.CounterIndex” ?
In Java, this can be achieved though a mechanism called
constructors.
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What is a Constructor?
Constructor is a special method that gets
invoked “automatically” at the time of object
creation.
Constructor is normally used for initializing
objects with default values unless different
values are supplied.
Constructor has the same name as the class
name.
Constructor cannot return values.
A class can have more than one constructor as
long as they have different signature (i.e.,
different input arguments syntax).
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Defining a Constructor
Like any other method
public class ClassName {
// Data Fields…
// Constructor
public ClassName()
{
// Method Body Statements initialising Data Fields
}
//Methods to manipulate data fields
}
Invoking:
There is NO explicit invocation statement
needed: When the object creation statement
is executed, the constructor method will be
executed automatically.
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Defining a Constructor: Example
public class Counter {
int CounterIndex;
// Constructor
public Counter()
{
CounterIndex = 0;
}
//Methods to update or access counter
public void increase()
{
CounterIndex = CounterIndex + 1;
}
public void decrease()
{
CounterIndex = CounterIndex - 1;
}
int getCounterIndex()
{
return CounterIndex;
}
}
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Trace counter value at each
statement and What is the
output ?
class MyClass {
public static void main(String args[])
{
Counter counter1 = new Counter();
counter1.increase();
int a = counter1.getCounterIndex();
counter1.increase();
int b = counter1.getCounterIndex();
if ( a > b )
counter1.increase();
else
counter1.decrease();
System.out.println(counter1.getCounterIndex());
}
}
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A Counter with User Supplied
Initial Value ?
This can be done by adding another
constructor method to the class.
public class Counter {
int CounterIndex;
// Constructor 1
public Counter()
{
CounterIndex = 0;
}
public Counter(int InitValue )
{
CounterIndex = InitValue;
}
}
// A New User Class: Utilising both constructors
Counter counter1 = new Counter();
Counter counter2 = new Counter (10); 11
Adding a Multiple-Parameters
Constructor to our Circle Class
public class Circle {
public double x,y,r;
// Constructor
public Circle(double centreX, double centreY,
double radius)
{
x = centreX;
y = centreY;
r = radius;
}
//Methods to return circumference and area
public double circumference() { return 2*3.14*r; }
public double area() { return 3.14 * r * r; }
}
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Constructors initialise Objects
Circle aCircle = new Circle();
aCircle.x = 10.0; // initialize center and radius
aCircle.y = 20.0
aCircle.r = 5.0;
aCircle = new Circle() ;
At creation time the center and
radius are not defined.
These values are explicitly set
later.
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Constructors initialise Objects
With defined constructor
Circle aCircle = new Circle(10.0, 20.0, 5.0);
aCircle = new Circle(10.0, 20.0, 5.0) ;
aCircle is created with center (10, 20)
and radius 5
14
Multiple Constructors
Sometimes want to initialize in a
number of different ways,
depending on circumstance.
This can be supported by having
multiple constructors having
different input arguments.
15
Multiple Constructors
public class Circle {
public double x,y,r; //instance variables
// Constructors
public Circle(double centreX, double cenreY, double radius) {
x = centreX; y = centreY; r = radius;
}
public Circle(double radius) { x=0; y=0; r = radius; }
public Circle() { x=0; y=0; r=1.0; }
//Methods to return circumference and area
public double circumference() { return 2*3.14*r; }
public double area() { return 3.14 * r * r; }
}
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Initializing with constructors
public class TestCircles {
public static void main(String args[]){
Circle circleA = new Circle( 10.0, 12.0, 20.0);
Circle circleB = new Circle(10.0);
Circle circleC = new Circle();
}
}
circleA = new Circle(10, 12, 20)circleB = new Circle(10) circleC = new Circle()
Centre = (10,12) Centre = (0,0)
Radius = 20 Centre = (0,0) Radius = 1
Radius=10 17
Method Overloading
Constructors all have the same name.
Methods are distinguished by their
signature:
name
number of arguments
type of arguments
position of arguments
That means, a class can also have multiple
usual methods with the same name.
Not to confuse with method overriding
(coming up), method overloading:
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Polymorphism
Allows a single method or operator
associated with different meaning
depending on the type of data passed to
it. It can be realised through:
Method Overloading
Operator Overloading (Supported in C++, but
not in Java)
Defining the same method with different
argument types (method overloading) -
polymorphism.
The method body can have different logic
depending on the date type of arguments.
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Scenario
A Program needs to find a maximum of
two numbers or Strings. Write a separate
function for each operation.
In C:
int max_int(int a, int b)
int max_string(char *s1, char *s2)
max_int (10, 5) or max_string (“melbourne”,
“sydney”)
In Java:
int max(int a, int b)
int max(String s1, String s2)
max(10, 5) or max(“melbourne”, “sydney”)
Which is better ? Readability and intuitive
wise ?
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A Program with Method
Overloading
// Compare.java: a class comparing different items
class Compare {
static int max(int a, int b)
{
if( a > b)
return a;
else
return b;
}
static String max(String a, String b)
{
if( a.compareTo (b) > 0)
return a;
else
return b;
}
public static void main(String args[])
{
String s1 = "Melbourne";
String s2 = "Sydney";
String s3 = "Adelaide";
int a = 10;
int b = 20;
System.out.println(max(a, b)); // which number is big
System.out.println(max(s1, s2)); // which city is big
System.out.println(max(s1, s3)); // which city is big
}
} 21
The New this keyword
this keyword can be used to refer to the object
itself.
It is generally used for accessing class members
(from its own methods) when they have the same
name as those passed as arguments.
public class Circle {
public double x,y,r;
// Constructor
public Circle (double x, double y, double r) {
this.x = x;
this.y = y;
this.r = r;
}
//Methods to return circumference and area
}
22
Static Members
Java supports definition of global methods and
variables that can be accessed without creating
objects of a class. Such members are called Static
members.
Define a variable by marking with the static methods.
This feature is useful when we want to create a
variable common to all instances of a class.
One of the most common example is to have a
variable that could keep a count of how many objects
of a class have been created.
Note: Java creates only one copy for a static variable
which can be used even if the class is never
instantiated.
23
Static Variables
Define using static:
public class Circle {
// class variable, one for the Circle class, how many circles
public static int numCircles;
//instance variables,one for each instance of a Circle
public double x,y,r;
// Constructors...
}
Access with the class name
(ClassName.StatVarName):
nCircles = Circle.numCircles;
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Static Variables - Example
Using static variables:
public class Circle {
// class variable, one for the Circle class, how many circles
private static int numCircles = 0;
private double x,y,r;
// Constructors...
Circle (double x, double y, double r){
this.x = x;
this.y = y;
this.r = r;
numCircles++;
}
}
25
Class Variables - Example
Using static variables:
public class CountCircles {
public static void main(String args[]){
Circle circleA = new Circle( 10, 12, 20); // numCircles = 1
Circle circleB = new Circle( 5, 3, 10); // numCircles = 2
}
}
circleA = new Circle(10, 12, 20) circleB = new Circle(5, 3, 10)
numCircles
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Instance Vs Static Variables
Instance variables : One copy per
object. Every object has its own
instance variable.
E.g. x, y, r (centre and radius in the
circle)
Static variables : One copy per class.
E.g. numCircles (total number of circle
objects created)
27
Static Methods
A class can have methods that are
defined as static (e.g., main method).
Static methods can be accessed without
using objects. Also, there is NO need to
create objects.
They are prefixed with keyword “static”
Static methods are generally used to
group related library functions that don’t
depend on data members of its class. For
example, Math library functions.
28
Comparator class with Static
methods
// Comparator.java: A class with static data items comparision methods
class Comparator {
public static int max(int a, int b)
{
if( a > b)
return a;
else
return b;
}
public static String max(String a, String b)
{
if( a.compareTo (b) > 0)
return a;
else
return b;
}
}
class MyClass {
public static void main(String args[]) Directly accessed using ClassName (NO Objects)
{
String s1 = "Melbourne";
String s2 = "Sydney";
String s3 = "Adelaide";
int a = 10;
int b = 20;
System.out.println(Comparator.max(a, b)); // which number is big
System.out.println(Comparator.max(s1, s2)); // which city is big
System.out.println(Comparator.max(s1, s3)); // which city is big
}
}
29
Static methods restrictions
They can only call other static
methods.
They can only access static data.
They cannot refer to “this” or
“super” (more later) in anyway.
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Summary
Constructors allow seamless initialization
of objects.
Classes can have multiple methods with
the same name [Overloading]
Classes can have static members, which
serve as global members of all objects of
a class.
Keywords: constructors, polymorphism,
method overloading, this, static variables,
static methods.
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