Session 25 Test 2 Review Test 2 Details • Tuesday, November 22 in class – (Anybody planning on taking it on Friday?) • Closed book • Closed notes, except for one 8.5” x 11” page of notes (front and back is okay) • Test is about half coding and half short essay questions (similar to Test 1) Test 2 Material • • • • • • Chapter 7 -- Pinball Game Chapter 8 -- Understanding Inheritance Chapter 10 – Mechanisms for Software Reuse Chapter 11 – Implications of Inheritance Chapter 12 – Polymorphism Slides and Handouts from Lecture General Study Hints 1. Go through each chapter and making a list of the vocabulary terms that we have discussed. Could you explain what each means and how they relate to each other? 2. Review the slides I used during class and consider the points I have emphasized either directly on the slides or in addition to the slides. Study Hints 3. Review the programs we have worked with (Pinball Game Versions 1-3, Set example using composition, Projectile, Pinball Pallet exercise solution, my Tic Tac Toe solution for HW5, etc). I will provide you with any code I expect you to use/modify, but you don’t want to waste test time reviewing how the code actually works. 4. Read through the questions at the end of the chapters. Play the "second guess” the instructor game. That is, think about what you reviewed in the previous steps and think about how well each question would fit into these topics. Some of my questions will come from these questions. Others will be modifications to these questions based more on what I have chosen to emphasize. Chapter 7 Pinball Game • Mouse Events – MouseListener interface – MouseAdapter • Threads – main thread listens for events and paints the window – each ball controlled by an independent thread • Vectors -- use of a collector class • Exceptions – used in PinBallThread • PinBallTarget Interface – used to achieve polymorphism Handling Mouse Events • More generally, though, we will want to trap and respond to any mouse action, anywhere within the frame. • Any listener that wishes to monitor mouse activity must implement the MouseListener interface: public interface MouseListener { public void mouseClicked ( MouseEvent e ); public void mouseEntered ( MouseEvent e ); public void mouseExited ( MouseEvent e ); public void mousePressed ( MouseEvent e ); public void mouseReleased( MouseEvent e ); } The MouseListener interface is part of the package java.awt.event. It specifies what an object must do to be a mouse listener within the Java Event Model. Mouse Events in the Pin Ball Game In the PinBallGame class, we have the following class relationship: MouseListener ^ | | implements | MouseAdapter ^ | | extends | MouseKeeper Using Vector • • • • import java.util.Vector; private Vector balls; // holds only objects balls = new Vector( ); // create a Vector Using the Vector: balls.addElement(newBall); // add element balls.size( ); // return # elements // Retrieving an element requires a cast PinBall aBall = (PinBall) balls.elementAt (i); Threads of Execution What? How? Why? The Thread class provides methods to start, run, sleep, and stop an independent path of computation, among other things. The start() method manages the overhead of threads for us; we can simply watch them go! (This is similar to the benefits we get from using Frames...) The pinball game separates these responsibilities into different objects: • painting the frame • controlling the movement/location of balls More on Threads • We can think of separate threads as separate programs running concurrently. • They don’t literally run at the same time (unless you have a machine with more than one CPU). Instead, one thread gets the CPU for a while, then it gets put on hold while another thread gets the CPU, and so on. • When separate threads are running, sometimes we need to worry about two threads taking actions that conflict with one another. We can use the keyword synchronized to have the JVM help maintain order. A Problem Caused by Separate Threads of Control More on Threads • Example: The second version of the pin ball game keeps track of the score the user earns for hitting targets in the field of play. It keeps track of the score in an instance variable named score: private int score = 0; • When a pin ball strikes a target, the target tells the pin ball game to add its point total to the instance variable by sending an addScore message: public void addScore( int value ) { score = score + value; scoreLabel.setText( "score = " + score ); } A Problem Caused by Separate Threads of Control The solution synchronized public void addScore( int value ) { score = score + value; scoreLabel.setText( "score = " + score ); } The keyword synchronized is used to ask Java to guarantee that only one thread at a time can be executing the addScore() method. PinBall Version 2 • Adds targets for the PinBalls to bounce off of and score on • Types of targets: – Spring – Wall – Hole – ScorePad • What do all targets have in common? PinBallTarget Interface interface PinBallTarget { public boolean intersects (Ball aBall); public void moveTo (int x, int y); public void paint (Graphics g); public void hitBy (Ball aBall); } Why use an interface? – we want to process targets uniformly, e.g., check if a ball hit it – the interface makes them the same “type” for storage in a Vector Hole target • structurally similar to a ball – round like a ball – has a location on the frame like a ball • behavioral – it must adhere to the interface class Hole extends Ball implements PinBallTarget Inherits moveTo and paint, but supplies intersects and hitBy Chapter 8 -- Understanding Inheritance • Inheritance – Purpose • Substitutability – Relationship to inheritance – Advantages • Types of Inheritance – – – – – – Specialization Specification (and abstract classes) Extension Combination Limitation Construction Inheritance What? A mechanism for reusing code in an existing class. A mechanism for organizing kinds of objects that have the same implementation. How? Create a class that extends another class. Why? Who wants to rewrite code?? Reuse provides: • reliability through continual testing • shorter development time • ability to build frameworks (don’t call us...) You can quickly build an application for demonstration purposes. Inheritance In one sense, a subclass is an expansion of its superclass. • a subclass can add instance variables and methods In another sense, a subclass is a contraction of its superclass. • a subclass defines a subset of instances of its superclass In Java, all classes are subclasses, whether we say so or not. By default, any class that does not have an extends clause extends the class Object. Consider our Ball hierarchy: Ball, MovableBall, BoundedBall Inheritance and Substitutability An object X is substitutable for an object Y if • we can use X any place we use Y and • the client code not know the difference. An example in practice, from the pinball games: • The target vector holds any Object. That’s how Java Vectors work. • We put Springs, Walls, Holes, ..., into the vector. • When we retrieve objects from the vector, we treat them as PinBallTargets. Substitutability The common feature in these cases — and the key to substitutability — is that the objects share a common interface. They respond to the same messages. Inheritance and interfaces are mechanisms for ensuring the common interface. Substitutability So, why write our programs so that they use substitutable objects? • extendibility • flexibility • frameworks that implement a program’s control while allowing programmers to add new objects to the program later Of course, we can achieve these benefits without the use of inheritance and interfaces. But the compiler wouldn’t be able to help us enforce them! Types of Inheritance Specialization • Essentially no new methods in the subclass. • Most subclass methods override inherited methods. • example: our BoundedBall class • common in frameworks Types of Inheritance Specification • Superclass provides responsibility but no behavior. • Implement an interface or extend an abstract class. • example: our event listeners • example: pinball targets private class MouseKeeper extends MouseAdapter { private PinBallTarget element; public void mousePressed ( MouseEvent e ) { ... } public void mouseReleased( MouseEvent e ) { ... } } Types of Inheritance Specification • Superclass provides responsibility but no behavior. • Implement an interface or extend an abstract class. • example: our event listeners • example: pinball targets private class MouseKeeper extends MouseAdapter { private PinBallTarget element; public void mousePressed ( MouseEvent e ) { ... } public void mouseReleased( MouseEvent e ) { ... } } Number - Abstract Class Example • Parent class for numeric wrapper classes: Integer, Long, Double, etc. • Subclasses must override abstract methods public abstract class Number { public abstract int intValue(); public abstract long longValue(); public abstract float floatValue(); public abstract double doubleValue() public byte byteValue() {return (byte) intValue;} public short shortValue() { return (short) intValue(); } } // end Number Types of Inheritance Extension • Subclass uses most or all inherited methods as-is. • Subclass adds new behavior and methods. • example: our MovableBall class Types of Inheritance Combination • A class inherits from two or more classes. This is called multiple inheritance. • Some OOP languages provide it (C++). Some don’t (Java, Smalltalk). • Java does support combination through interfaces. • example: Budd’s Hole class class Hole extends Ball implements PinBallTarget { public Hole( int x, int y ) { ... } public boolean intersects( Ball aBall ) { ... } public void hitBy ( Ball aBall ) { ... } } Other Types of Inheritance Limitation • The subclass primarily has methods that override inherited methods. • to restrict a behavior (example: Square extends Rectangle) • to remove a behavior (example: Set extends Vector) • Limitation violates the principle of substitutability. Other Types of Inheritance Construction • The subclass reuses a class because it provides needed functionality... • ... but it is not necessarily true that an instance of the subclass is an instance of the superclass. • example: Java’s Stack class (ouch!) • Construction may violate the principle of substitutability. JUST DON’T DO IT. Chapter 10 – Mechanisms for Software Reuse • ProjectileWorld Framework • Java I/O: Example of Combining Inheritance and Composition • Decorator Pattern – DeceleratingBall example • Novel Forms of Software Reuse – Dynamic Composition – Inheritance of Inner Classes • as in listener classes – Unnamed Classes – difficult to read, so avoid using Chapter 11 – Implications of Inheritance • Polymorphism • Polymorphic Variable • Implications of Inheritance/Polymorphism – objects reside in the heap – reference semantics is used for assignment and parameter passing (cloneable interface) – equality is identity, i.e., reference comparison – automatic garbage collection • Memory Layout Chapter 12 – Polymorphism • Varieties of Polymorphism • Pure Polymorphism • Overloading / Ad hoc Polymorphism – Overloading from Separate Classes – Parametric Overloading • Overriding • Generic • Efficiency and Polymorphism Generic • Many languages are statically-typed, that is, they require us to declare the type of a variable in our code. Ada generics and C++ templates are constructs that provide polymorphism of this sort, in a statically-typed way. Java 5.0 (aka Java 1.5) supports generic classes, too! template <class Worker> public class Decorator { Worker myInstanceVariable; public Worker getValue() { return myInstanceVariable; } ... } • This allows me to create decorators for objects of any type: – Decorator<int> – Decorator<Ball> • This mechanism enables programmers to create nearly-pure polymorphism by declaring the kind of object that can be "wrapped". The template gives enough information that the compiler can verify that the polymorphic behavior will exist at run-time.