Java Learning Notes Basic concepts of 3--classes and objects (1)

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1. An overview of object-oriented program design methods

Object-Oriented Programming

Compared with the structured programming method, it is more in line with the human understanding of the real world thinking mode, has become the mainstream direction of program design

Key concepts involved: abstraction, encapsulation, inheritance, polymorphism

Object

In the real world: All things are objects, they have their own attributes, and they show their behavior to the outside.

In the program: Everything is an object, has identity, attribute and Behavior (method), saves its state through one or more variables, and implements his behavior through methods.

classattribute and behavior of the same or similar objects are classified as a class, classes can be regarded as an abstract object, representing the common properties and behavior of such objects, in object-oriented program design, each object belongs to a particular class

Abstract

Ignoring aspects of the problem that are not relevant to the current goal in order to pay more attention to the aspects related to the current objectives; the abstractions used in computer software development are: process abstraction and Data abstraction

Process abstraction:

–-the function of the whole system into several parts, emphasizing the process and steps of function completion, and hiding its concrete implementation

–-any well-defined function operation can be considered as a single entity, although this operation may actually be done by a series of lower-level operations

–-two standard program design process based on process abstraction: decomposition, recursive technology

Data Abstraction

–-combines the data that needs to be processed with the operations on the data, abstracting it into different abstract data types

–-each abstract data type contains both data and operations for that data

–-data abstraction is a more reasonable abstract approach than process abstraction

Example: Clocks

Data (attributes)

int Hour;  int Minute; int Second;

Method (Behavior)

SetTime (); ShowTime ();

Packaging
    • is a kind of information hiding technology

    • Encapsulate data and data-based operations with abstract data types

    • The user can only see the object's encapsulated interface information, the object's internal details are hidden from the user

    • The purpose of encapsulation is to separate the object's consumer from the designer, and the user does not need to know the details of the behavior implementation, simply using the message from the designer to access the object

Inherited
    • Refers to a new class that can obtain properties and behaviors of an existing class (called a superclass, base class, or parent Class), and that the new class is a derived class (also known as a subclass) of an existing class

    • Derived classes inherit the attributes of the base class, including methods and instance variables, during inheritance

    • Derived classes can also modify inherited methods or add new methods to make them more suitable for special needs

    • Helps to solve the problem of reusability of software, makes the program structure clear, reduces the workload of coding and maintenance

PS:Java language only supports single inheritance

Polymorphic
    • Coexistence of different methods with the same name in a program

    • Mainly through the subclass of the parent class method overrides to implement

    • Different classes of objects can respond to messages with the same name (methods), but the implementation method is different

    • The advantage of flexible, abstract, behavioral sharing, and code sharing, which solves the problem of application method with the same name.

2. Classes and objects

In a program, an object is described by an abstract data type called a class, and a class is a description of a category of objects. A class is a template that constructs an object, which is a concrete instance of a class

Declaration declaration form for a class:

[Public] [Abstract | final] class name [Extends parent class name] [implements interface Name list] {

Declaration and initialization of variable members;

Method declaration and method body;

}

Class: Indicates that the declaration is followed by a category.

Extends: If the declared class is derived from a parent class, the name of the parent class should be written after extends

Implements:l if the class being declared implements some interface, then the name of the interface should be written after implements

Modifier: can have more than one, to qualify how the class is used

Public: Indicates that the class is

Abstract: Indicates that this class is an abstraction class

Final: Indicates that this class is a terminating class

Let's look at an example of a clock class:

 Public classclock{//member Variables    inthour; intminute; intsecond; //member Methods    Public voidSetTime (intNEWH,intNEWM,intNewS) {Hour=NEWH; Minute=NEWM; Second=News; }    Public voidShowTime () {System.out.println (hour+ ":" + Minute + ":" +second); }}

Declaration of the object

Format: class name Variable name

For example: Clock is a class name that has already been declared, then the variable Aclock declared by the following statement will be used to store a reference to that class object: Clock Aclock;

There is no object generation when declaring a reference variable

Creation of objects

The format of the build instance:

New < class name > ()

Example: Aclock=new Clock ()

Its role is:

Allocating memory space for this object in memory

Returns a reference to an object (reference, equivalent to the object's storage address)

A reference variable can be assigned a null value

For example: Aclock=null;

Data members

Represents the state of a Java class, which declares that the data member must give the variable name and the type to which it belongs, and can specify additional attributes. In a class, the member variable name is unique, and the type of the data member can be any data type in Java (Simple type, class, interface, array)

Divided into instance variables and class variables

– Declaration format

[ Public | Protected | Private]

[Static] [ final] [transient] [volatile]

Variable data type variable name 1[= variable initial value],

Variable name 2[= variable initial value], ...;

– Format Description

Public , protected, private are access control characters

Static indicates that this is a static member variable

Final indicates that the value of the variable cannot be modified

transient indicates that the variable is a temporary state

volatile indicates that a variable is a shared variable

A class variable , also known as a static variable, is declared with a static modifier, regardless of how many objects the class has, there is only one copy of the class variable, there is only one value in the entire class, and the class is initialized with the value assigned

Applicable situation:

All objects in a class have the same properties

Data that you often need to share

Some of the constant values used in the system

Example: For all objects of a circle class, the value of π is required to calculate the area of the circle, and a class attribute pi can be added to the Circle class declaration
 Public classCircle {Static DoublePI = 3.14159265; intradius;} Public classClassvariabletester { Public Static voidMain (String args[]) {Circle x=NewCircle ();          System.out.println (X.PI);          System.out.println (CIRCLE.PI); Circle.pi= 3.14;          System.out.println (X.PI);     System.out.println (CIRCLE.PI); } }

Execution Result:

3.14159265

3.14159265

3.14

3.14

final modifier

instance variables and class variables can all be declared as final

The final instance variable must be assigned an initial value before the end of each construction method to ensure that it is initialized before use.

The final class variable must be initialized at the same time as the declaration

class method,Also called a static method, which represents the common behavior of an object in a class, the declaration is preceded by a static modifier and cannot be declared abstract, and the class method can be called directly with the class name without an object being created, or by invoking a class instance.
//convert Celsius temperature (centigrade) to Chenghua temperature (Fahrenheit)//conversion formula is Fahrenheit = Centigrade * 9/5 +//In addition to the constant values required in the Celsius temperature values and formulas, this function does not depend on the property values of the specific class instance, so it can be declared as a class method//Conversion method Centigradetofahrenheit in class converter Public classConverter { Public Static intCentigradetofahrenheit (intcent) {          return(cent * 9/5 + 32); }  }//Method InvocationConverter.centigradetofahrenheit (40);

Get method

The function is to get the value of the property variable, the Get method name begins with "Get", followed by the name of the instance variable, and generally has the following format:

Public <fieldType> get<fieldname> () {

Return <fieldName>;

}

For the instance variable radius, declare its Get method as follows:
 Public int Getradius () {   return

Set method

The function is to modify the value of the property variable, the Set method name begins with "set", followed by the name of the instance variable, and generally has the following format:

public void set<fieldname> (<fieldType> <paramName>) {

<fieldName> = <paramName>;

}

The set method for declaring the instance variable radius is as follows:
 Public void Setradius (int  r) {     = r;}

Use of the keyword this

If the formal parameter name is the same as the instance variable name, you need to add the This keyword before the instance variable name, or the instance variable will be treated as a formal parameter.

In the set method above, if the formal parameter is radius, you need to precede the member variable radius with the keyword this. The code is as follows:

 Public void Setradius (int  radius) {     this. radius = radius;} 
Resources:

"Java Programming"--Tsinghua University

Java Learning Notes Basic concepts of 3--classes and objects (1)

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