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Introduction to Classes and Objects

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Title: CS 1311 Author: Bill Leahy Last modified by: College of Computing Created Date: 7/1/2000 1:10:03 AM Document presentation format: On-screen Show – PowerPoint PPT presentation

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Title: Introduction to Classes and Objects


1
Introduction to Classes and Objects
2
Real Life
  • When a design engineer needs an electrical motor
    he doesnt need to worry about
  • How a foundry will cast the motor housing
  • How the copper wire will be refined and
    manufactured
  • How the motor is constructed
  • He will simply be concerned with selecting
  • The right mounting
  • The correct power requirements
  • The correct rotational speed and horsepower
  • Providing adequate ventilation
  • If he meets the specifications then so will the
    motor.
  • Its like a contract

3
The Scenario
  • We want to provide this same sort of a black
    box approach to reusable components

Dont know howit works, but itworks!
Input
Output
4
The Scenario
  • We want to create reusable components for other
    programmers to use.
  • They are focused on their work and dont want to
    know the details of how our component works.
  • They are also busy trying to do their work, so
    maybe theyll take shortcuts and hack.
  • We want to provide services to them but protect
    the implementation details of our components.

5
Classes
  • A class is the fundamental unit of
    object-oriented programming.
  • It allows us to implement ADTs, combining both
    data and operations into one logical bundle.

6
Objects
  • Once we have a class defined, we can then declare
    any number of objects of that class.
  • For example
  • Once we have a queue class defined, we can then
    declare any number of queue objects.
  • Each queue object will then have all the data and
    procedural abstractions needed for a queue.

7
Classes and Objects
  • A class is like a blueprint or specification
  • An object is an instantiated class (like a
    building)

8
One to Many
  • Once we have the class which is like a blueprint
    or spec...
  • We may produce one item
  • Like the College of Computing Building
  • Like Turner Field
  • We may produce many copies
  • Like 1 HP 3600 RPM Electrical Motors
  • Like F-22 Fighters
  • Like golf balls
  • The choice simply depends on the given application

9
Classes vs. Objects
  • Class refers to the template by which we
    implement the functionality of an ADT. Thus, it
    is analogous to data type it is only a
    definition or template.
  • Object refers to a specific instance of the
    class. Thus, it is analogous to variable it is
    an instance of a template.
  • Class Object Type Variable

10
Classes Allow for Reuse!
  • Algorithms which make use of the queue class (by
    declaring instances of the queue, or objects) are
    clients who obtain services
  • Restaurant
  • Check-out line
  • Printer queue
  • Automated distribution center
  • The authors of these algorithms can instantiate
    and use queues without writing them!

11
Components of a Class
  • The individual data elements of a class are
    referred to as attributes or fields of the
    class.
  • The values of the entire collection of data items
    maintained within an object is referred to as the
    state of the object.
  • The operations (procedures and functions) that
    are provided by the class (and thus allowed on
    the data) are called the methods of the class or
    object.

12
Controlling Visibility
  • Recall we want to protect the implementation of
    the class.
  • Users shouldnt need to know how it works
  • Users shouldnt be able to violate the behaviors
    (may only do what we allow them).
  • Encapsulation allows us to hide the
    implementation details.

13
Visibility Within a Class
The rest of the world
Public Section (Interface)
Private Section(Implementation)
14
Anatomy of a Class
  • For now, consider class components to have two
    types
  • Public - components which are "visible to
    clients
  • Private - components which are "hidden from
    clients
  • A third type, Protected, will show up later

15
Public Parts
  • Everything that the client algorithm needs to
    know to use the class
  • The visible parts of the class
  • Defines the interface and contract with the user.

16
Private Parts
  • Contains the details of the implementation of the
    class
  • Cannot be seen by the client algorithm
  • Hide attributes and method implementation

17
Interactions
Client Algorithm
Public Methodsand Contract
Server Object
Private Data Methods
18
Encapsulation and Hiding
  • A client algorithm can see only the public parts
    of the class. A client has no idea what the
    private parts contain.
  • A client algorithm can interact with an object
    only by calling the methods listed as public.
  • A client algorithm cannot directly access any of
    the private data or methods within an object. It
    may get at these only via calls to public
    methods.

19
Public vs. Private Methods
Some Class
publicmethod 1
publicmethod 3
class data
publicmethod 2
a privatemethod
  • Clients may call any/all of the three public
    methods.
  • Clients dont know the private method exists
    they cannot call it.
  • Private methods will be called by other public
    methods

20
Documentation
21
Design by Contract
  • An essential ingredient of good Object Oriented
    programming is known as design by contract.
  • This means that before modules are written a
    specification or contract is written which states
  • What preconditions must be met for the module to
    properly function
  • What is the purpose of the module
  • What will be the state of things after the module
    executes which is known as the postconditions

22
Example
  • A module located in a Queue class which will
    dequeue the element at the head of the queue.
  • // Precondition -- The queue must be
    instantiated. It is recommended that isEmpty be
    run to assure that their is an element to dequeue
  • // Purpose -- Remove the element at the head of
    the queue and return it to the user. It will be
    an Object.
  • // Postcondition -- The queue will have one fewer
    element unless the queue was empty to start with
    in which case the method will return null and the
    queue will be unchanged

23
Recall
  • Simple Linked List Record
  • LLNode definesa record
  • data isoftype Num
  • Next isoftype Ptr toa Node
  • Endrecord // LLNode
  • Now with object oriented programming we wish to
    create Linked List Node objects
  • They will contain data similar to above
  • Plus methods that can act on that data

24
A Simple Class
  • class LLNode
  • private int data
  • private LLNode next
  • // Precon instantiation
  • // Purpose sets data field
  • // Postcon data field will be set
  • public void setData(int i) // modifier
  • data i
  • // Precon data filed should be initialized
  • // Purpose returns contents of data field
  • // Postcon no change to object
  • public int getData() // accessor
  • return data

25
A Simple Class
  • // Precon initialization
  • // Purpose sets value of next field
  • // Postcon value of next field will be changed
  • public void setNext(LLNode n) // modifier
  • next n
  • // Precon next field has been initialized
  • // Purpose return value of next field
  • // Postcon no change to object
  • public LLNode getNext() // accessor
  • return next
  • // LLNode

This may seem like a lot of busy work but its
the general way of doing it!
26
Scope of Data Access
  • Recall in Pseudocode variables always had scope
    or visibility only within the module wherein they
    were declared
  • Constants and Definitions (Records and Arrays)
    were Global (i.e visible anywhere)
  • One of the necessities of our desire to hide or
    encapsulate details from the user of a class is
    that variables declared inside the class (not in
    a method) have Global Scope inside the class!!!

27
A Simple Class
  • class LLNode
  • private int data
  • private LLNode next
  • public void setData(int i) // modifier
  • data i
  • public int getData() // accessor
  • return data
  • public void setNext(LLNode n) // modifier
  • next n
  • public LLNode getNext() // accessor
  • return next
  • // LLNode

28
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