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Inheritance and Polymorphism

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Title: Inheritance and Polymorphism


1
Inheritance and Polymorphism
  • Chapter 9
  • Spring 2006
  • CS 101
  • Aaron Bloomfield

2
This section is not required material!!!!
  • A note about inheritance
  • Its not normally covered in 101
  • It will be gone over in more detail in CS 201
  • Ask questions if you are confused about
    inheritance
  • You arent the only one!

3
Motivation
  • Consider a transportation computer game
  • Different types of vehicles
  • Planes
  • Jets, helicopters, space shuttle
  • Automobiles
  • Cars, trucks, motorcycles
  • Trains
  • Diesel, electric, monorail
  • Ships
  • Lets assume a class is written for each type of
    vehicle

4
More on classes vs. objects
5
Motivation
  • Sample code for the types of planes
  • fly()
  • takeOff()
  • land()
  • setAltitude()
  • setPitch()
  • Note that a lot of this code is common to all
    types of planes
  • They have a lot in common!
  • It would be a waste to have to write separate
    fly() methods for each plane type
  • What if you then have to change one you would
    then have to change dozens of methods

6
Motivation
  • Indeed, all vehicles will have similar methods
  • move()
  • getLocation()
  • setSpeed()
  • isBroken()
  • Again, a lot of this code is common to all types
    of vehicles
  • It would be a waste to have to write separate
    move() methods for each vehicle type
  • What if you then have to change one you would
    then have to change dozens of methods
  • What we want is a means to specify one move()
    method, and have each vehicle type inherit that
    code
  • Then, if we have to change it, we only have to
    change one copy

7
Motivation
Provides move() getLocation() setSpeed() isBroken
()
Provides fly() takeOff() land() setAltitude() set
Pitch()
Provides oilChange() isInTraffic()
Provides derail() getStation()
8
Motivation
  • What we will do is create a parent class and a
    child class
  • The child class (or subclass) will inherit the
    methods (etc.) from the parent class (or
    superclass)
  • Note that some classes (such as Train) are both
    subclasses and superclasses

9
Inheritance code
  • class Vehicle
  • ...
  • class Train extends Vehicles
  • ...
  • class Monorail extends Train
  • ...

10
About extends
  • If class A extends class B
  • Then class A is the subclass of B
  • Class B is the superclass of class A
  • A is a B
  • A has (almost) all the methods and variables that
    B has
  • If class Train extends class Vehicle
  • Then class Train is the subclass of Vehicle
  • Class Vehicle is the superclass of class Train
  • Train is a Vehicle
  • Train has (almost) all the methods and variables
    that Vehicle has

11
Object-oriented terminology
  • In object-oriented programming languages, a class
    created by extending another class is called a
    subclass
  • The class used for the basis is called the
    superclass
  • Alternative terminology
  • The superclass is also referred to as the base
    class
  • The subclass is also referred to as the derived
    class

12
Another example
  • Consider shapes in a graphics program
  • Shape class
  • Circle class
  • Cube class
  • Dodecahedron class

13
Inheritance
  • Organizes objects in a top-down fashion from most
    general to least general
  • Inheritance defines a is-a relationship
  • A mountain bike is a kind of bicycle
  • A SUV is a kind of automobile
  • A border collie is a kind of dog
  • A laptop is a kind of computer

14
Packages
  • Allow definitions to be collected together into a
    single entitya package
  • The classes in our game could be added to a
    package
  • Classes and names in the same package are stored
    in the same folder
  • Classes in a package go into their own
    namespace and therefore the names in a
    particular package do not conflict with other
    names in other packages
  • For example, a package called OtherGame might
    have a different definition of Map

15
Controlling access
  • Class access rights

Member Restriction this Subclass Package General
public ü ü ü ü
protected ü ü ¾ ¾
default ü ü ü ¾
private ü ¾ ¾ ¾
16
Javas Mother-of-all-objectsClass Object
17
Thus, everything extends Object
  • Either directly or indirectly
  • So what does that give us?
  • Object contains the following methods
  • clone()
  • equals()
  • toString()
  • and others
  • Thus, every class has those methods

18
A note about equals()
  • Why does the equals() method always have to have
    the following prototype
  • boolean equals(Object obj)
  • Many other class in the Java SDK require the user
    of equals()
  • Such as the Vector class
  • Those classes need to know how the equals()
    method will work in order for them to work
    properly
  • Thus, it must have the same prototype

19
Overriding
  • Consider the following code
  • class Foo // automatically extends Object
  • public String toString ()
  • return Foo
  • ...
  • Foo f new Foo()
  • System.out.println (f)
  • Now there are two toString() method defined
  • One inherited from class Object
  • One defined in class Foo
  • And they both have the same prototype!
  • Which one does Java call?

20
Overriding
  • Java will call the most specific overriden method
    it can
  • toString() in Foo is more specific than
    toString() in Object
  • Consider our transportation hierarchy
  • Assume each class has its own toString() method
  • Car extends Automobile extends Vehicle (extends
    Object)
  • Assume each defines a toString() methods
  • The toString() method in Vehicle is more specific
    (to vehicles) than the one in Object
  • The toString() method in Automobiles is more
    specific than the ones in Vehicle or Object
  • The toString() method in Car is more specific
    than the ones in Automobile, Vehicle, or Object
  • Thus, for a Car object, the Car toString() will
    be called
  • There are ways to call the other toString()
    methods
  • This has to be specifically requested

21
Overriding
  • This is called overriding, because the toString()
    in Foo overrides the toString() in Object
  • Note that the prototype must be EXACTLY the same
  • With overloading, the parameter list must be
    DIFFERENT
  • Overriding only works with inheritance
  • In particular, you can only override a method
    already defined in a parent (or grandparent,
    etc.) class
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