Title: Lab 4 comments, MultiballWorld, Refactoring Ball using Inheritence, and Intro. to CannonWorld
1Session 8
- Lab 4 comments, MultiballWorld, Refactoring Ball
using Inheritence, and Intro. to CannonWorld
2Notes on HW 3
- You must close the file or you might get an empty
file on save. - public void save( String saveToFile ) throws
IOException - PrintWriter outputFile new PrintWriter(new
FileWriter(saveToFile )) - ... ltcode to println to the filegt
- outputFile.flush() // both of these are
probably over kill - outputFile.close()
- // end save
3The Role of Inheritance in Java Graphics
- Dont call us. Well call you.
- Without inheritance, we would have to understand
many details of how windows work and how they
interact with the operating system. - Some of those details are over our heads at this
point. We dont know enough OOP or Java yet. - Even if we could understand them (and we will
eventually), we dont care about them.
4The Role of Inheritance in Java Graphics
- With inheritance, a BallWorld can act as a
regular Frame when we dont care about the
details and as a special kind of Frame when we
do. - But there is more to it than that. Not only does
BallWorld inherit a lot of individual methods
that we use but many of the methods in Frame
call the methods we implement in BallWorld!
5Example Frame manipulation
- Your BallWorld should be able to handle
- Frame relocation
- Frame resizing
- Minimizing/Maximizing
- Etc.
- But wait, I didnt write any code to handle this
6Example The show() and paint() Methods
- But there is more to it than that. Not only does
BallWorld inherit a lot of individual methods
that we use but many of the methods in Frame
call the methods we implement in BallWorld! - Consider how the BallWorld program displays its
output - // BallWorld
- public void paint( Graphics g )
- aBall.paint( g )
- aBall.move ()
- ...
- counter counter 1
- if ( counter lt 2000 )
- repaint()
- else
- System.exit(0)
-
7Example The show(), paint(), and repaint()
Methods
// In BallWorldApplication BallWorld worldnew
BallWorld(Color.red) world.show()
- show() inherited from Frame
- show() calls paint(Graphics g)
- of BallWorld
- the Graphics object g passed by
- show() has the ability to draw a
- host of items to the Frame
- the Graphics object g is passed
- to paint(g) of aBall
- Balls paint uses the Graphics
- object to put a fillOval on the
- screen
- // In BallWorld
- public void paint( Graphics g )
- aBall.paint( g )
- aBall.move ()
- ...
- counter counter 1
- if ( counter lt 2000 )
- repaint()
- else
- System.exit(0)
-
// In Ball public void paint( Graphics g )
g.setColor( color ) g.fillOval(
location.x, location.y,
location.width, location.height )
8Dont call us. Well call you.
- This is a simple example of... multiple objects
collaborating to solve a problem - It is also an even better example of... writing a
program by filling in the details (e.g., paint())
of another program (e.g., Frame) that already
does a lot of work - The Java AWT is also an example of a framework, a
group of classes that work together to provide
generic solutions in an application domain, which
programmers can extend to provide specific
solutions.
9Multiple Instances of things
- What do we need to do if we want
- Multiple BallWorlds?
- Multiple Balls?
- Refer to your textbook for Budds examples. In
class we will play with the code.
10Multiple BallWorlds
- import java.awt.Color
- public class MultipleBallWorldsApp
- public static void main( String args )
- BallWorld world new BallWorld(
Color.green ) - world.show()
- BallWorld world2 new BallWorld( Color.red
) - world2.show()
-
11Multiple Balls
- public class MultiBallWorld extends Frame
- ...
- private Ball ballArray
- private static final int BallArraySize 6
- ...
- public MultiBallWorld (Color ballColor)
- ...
- // initialize object data field
- ballArray new Ball BallArraySize
- for (int i 0 i lt BallArraySize i)
- ballArrayi new Ball(10, 15, 5)
- ballArrayi.setColor (ballColor)
- ballArrayi.setMotion (3.0i, 6.0-i)
-
- // end MultiBallWorld constructor
-
- public void paint (Graphics g)
- for (int i 0 i lt BallArraySize i)
- ballArrayi.paint (g)
12Multiple Balls
- ...
- public void paint (Graphics g)
- for (int i 0 i lt BallArraySize i)
- ballArrayi.paint (g)
- // then move it slightly
- ballArrayi.move()
- if ((ballArrayi.x()lt0) (ballArrayi.x()
gt FrameWidth)) - ballArrayi.setMotion (-ballArrayi.xMotio
n(), -
ballArrayi.yMotion()) - if ((ballArrayi.y()lt0)(ballArrayi.y()
gt FrameHeight)) - ballArrayi.setMotion (ballArrayi.xMoti
on(), -
-ballArrayi.yMotion()) - // end for
- ...
- // end paint
13Refactoring BallWorld
- In our current implementation, a ball has two
very different kinds of responsibilities - to keep track of its position and size and draw
it on the screen, and - to move around the window.
- I can imagine using a ball that doesn't move,
say, as a part of a stationary picture. - So these responsibilities should reside in
different classes. - But we don't want to duplicate any code, so we
will want to use inheritance.
14Refactoring BallWorld
- The original BallWorld and MultiBallWorld
duplicated the bounds-checking code! - If we must build the same functionality into two
different programs, that is a sure sign that an
object should be providing that functionality as
a service. - Maintain in single place, e.g., adding Insets
checking - What's worse, because the BallWorld and the
MultiBallWorld do the bounds checking, they have
to know the values of the Ball's instance
variables -- and then change them. - We want to design objects that provide services
which don't require the client to (have to) know
about the object's data. Each object should
manipulate its own state. So we would prefer for
the Ball to monitor its own location and control
its own magnitudes.
15Refactoring Ball Using Inheritance
- Ball - to keep track of its position and size and
draw it on the screen - MovableBall extends Ball - allows Ball to move
- BoundedBall extends MovableBall - allows ball to
bounce off the sides of the frame - How will the Ball know about the frame?
16Refactoring Ball Using Inheritance
- public class Ball
- private Rectangle location
- private Color color
- public Ball( int x, int y, int r )
- location new Rectangle( x-r, y-r, 2r,
2r ) - color Color.blue
-
- public void paint( Graphics g )
- g.setColor( color )
- g.fillOval( location.x, location.y,
location.width, - location.height )
-
- ...
- protected int radius() return
location.width / 2 - protected int x() return location.x
radius() - protected int y() return location.y
radius() - protected Rectangle region() return
location
17Refactoring Ball Using Inheritance
- public class MovableBall extends Ball
- private double dx
- private double dy
- public MovableBall( int x, int y, int r,
double dx, double dy ) - super( x, y, r )
- this.dx dx
- this.dy dy
-
- public void move() region().translate(
(int) dx, (int) dy ) - protected void setMotion( double ndx, double
ndy ) - dx ndx
- dy ndy
-
- protected double xMotion() return dx
18Refactoring Ball Using Inheritance
- import java.awt.Frame
- public class BoundedBall extends MovableBall
- private Frame myWorld
- public BoundedBall( int x, int y, int r,
- double dx, double dy,
Frame aWorld ) - super( x, y, r, dx, dy )
- myWorld aWorld
-
- public void move()
- super.move()
- int maxHeight myWorld.getHeight()
- int maxWidth myWorld.getWidth()
- if ( (x() lt 0) (x() gt maxWidth) )
- setMotion( -xMotion(), yMotion() )
19The Identity of an Object
- How can an object refer to itself?
- Why would an object ever want to do this?
- How can an object refer to itself as an instance
of its superclass? - Why would an object ever want to do this?
20Solutions
- this
- Send message to self explicitly?
- Refer to an instance variable with the same name
as a temporary variable. - Pass itself as an argument with a message.
- super
- Refer to an inherited method with the same name
as a method defined in the class. Respond as
if... - Initialize inherited instance variables using an
inherited constructor.
21An Exercise
- Define a ShadowBall class. A ShadowBall is a Ball
that becomes darker after every twentieth time it
paints itself. - The balls Color object can help the ShadowBall
do its task. Java Colors respond to the following
message - public Color darker()
- By creating a darker version of this color.
22How Do I Test My Solution?
- A ShadowBall is a Ball. So, I can use a
ShadowBall any place that I use a Ball. So, I can
test my new class in any Ball application, such
as MultiBallWorld... - Testing is necessary.
- Test early and often. Test only small changes.
- Make testing be as simple as possible.
- Use what you have available!
23The CannonGame Application
- What color is the cannon ball?
- What is the role of dy()?
- How does the CannonGame draw the cannon?
- What do lv, lh, sv, and sh mean? What about sx
and sy? - How does the cannon ball follow the prescribed
angle, when we dont pass the angle to the cannon
ball? - How does the cannon ball reverse direction?
- How does the game know that the ball has hit
something (either the target or the floor)? - How does the program terminate?