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手机游戏设计与实现英文译文
手机游戏设计与实现英文译文

Ivor Horton's Beginning Java 2,

JDK 5 Edition

Ivor Horton

Defining Classes

In this chapter you’ll explore the heart of the Java language—classes. Classes specify the objects you use in object-oriented programming. These form the basic building blocks of any Java program, as you saw in Chapter 1. Every program in Java involves classes, since the code for a program can appear only within a class definition. Y ou’ll be exploring the details of how a classdefinition is put together, how to create your own classes, and how to use classes to solve your own computing problems. And in the next chapter, you’ll build on this to look at how object-oriented programming helps you work with sets of related classes.

By the end of this chapter you will have learned:

. What a class is, and how you define a class

. How to implement class constructors

. How to define class methods

. What method overloading is

. What a recursive method is and how it works

. How to create objects of a class type

. What packages are and how you can create and use them

. What access attributes are and how you should use them in your class definitions

. What nested classes are and how you use them

. When you should add the finalize() method to a class

. What native methods are

What Is a Class

As you saw in Chapter 1, a class is a prescription for a particular kind of object—it defines a new type. Y ou use the definition of a class to create objects of that class type—that is, to create objects that incorporate all the components specified as belonging to that class.

In case that’s too abstract, look back to the previous chapter where you used the String class.

The String class is a comprehensive definition for a String object, with all the operations you are likely to need specified. Whenever you create a new String object, you are creating an object with all the characteristics and operations specified by the class definition. Every String object has all the methods that the String class defines built in. This makes String objects indispensable, and string handling within a program easy.

The String class lies toward one end of a spectrum in terms of complexity in a class. The String class is intended to be usable in any program. It includes facilities and capabilities for operating on String objects to cover virtually all circumstances in which you are likely to use strings. In most cases your own classes won’t need to be this elaborate. Y ou will typically be defining a class to suit your particular application, and you will make it as simple or complex as necessary. Someclasses, such as a Plane or a Person, for example, may well represent objects that can potentially be very complicated, but the application requirements may be very limited. A Personobject might just contain a name, address, and phone number, for example, if you are just implementing an address book. In another context, in a payroll program perhaps, you might need to represent a Person with a whole host of properties, such as age, marital status, length of service, job code, pay rate, and so on. How you define a class depends on what you intend to do with objects of your class.

In essence, a class definition is very simple. There are just two kinds of things that you can include in a class definition:

. Fields—These are variables that store data items that typically differentiate one object of the class from another. They are also referred to as data members of a class.

. Methods—These define the operations you can perform for the class—so they determine what

you can do to, or with, objects of the class. Methods typically operate on the fields—the variables

of the class.

The fields in a class definition can be of any of the primitive types, or they can be references to objects of any class type, including the one that you are defining.

The methods in a class definition are named, self-contained blocks of code that typically operate on the fields that appear in the class definition. Note, though, that this doesn’t necessarily

have to be the case, as you might have guessed from the main() methods you have written in all the examples up to now.

Fields in a Class Definition

An object of a class is also referred to as an instance of that class. When you create an object, the object will contain all the fields that were included in the class definition. However, the fields in a class definition are not all the same—there are two kinds.

One kind of field is associated with the class, and is shared by all objects of the class. There is only one copy of each of these kinds of fields no matter how many class objects are created, and they exist even if no objects of the class have been created. This kind of variable is referred to as a class variable because the field belongs to the class and not to any particular object, although as I’ve said, all objects of the class will share it. These fields are also referred to as static fields because you use the static keyword when you declare them.

The other kind of field in a class is associated with each object uniquely—each instance of the class will have its own copy of each of these fields, each with its own value assigned. These fields differentiate one object from another, giving an object its individuality—the particular name, address, and telephone number in a given Person object, for example. These are referred to as non-static fields or instance variables because you specify them without using the static keyword, and each instance of a class type will have its own independent set.

Because this is extremely important to understand, let’s summarize the two kinds of fields that you can include in your classes:

. Non-static fields, also called instance variables—Each object of the class will have its own copy of each of the non-static fields or instance variables that appear in the class definition. Each object will have its own values for each instance variable. The name instance variable originates from the fact that an object is an instance or an occurrence of a class, and the values stored in the instance variables for the object differentiate the object from others of the same class type. An instance variable is declared within the class definition in the usual way, with a type name and a variable name, and can have an initial value specified.

. Static fields, also called class variables—A given class will have only one copy of each of its static fields or class variables, and these will be shared between and among all the objects of the

class. Each class variable exists even if no objects of the class have been created. Class variables belong to the class, and they can be referenced by any object or class method, not just methods belonging to instances of that class. If the value of a static field is changed, the new value is available equally in all the objects of the class. This is quite different from non-static fields, where changing a value for one object does not affect the values in other objects. A static field must be declared using the keyword static preceding the type name.

Why would you need two kinds of variables in a class definition? The instance variables are clearly necessary since they store the values that distinguish one particular object from another. The radius and the coordinates of the center of the sphere are fundamental to determining how big a particular Sphere object is, and where it is in space. However, although the variable PI is a fundamental parameter for every sphere—to calculate the volume, for example—it would be wasteful to store a value for PI in every Sphere object, since it is always the same. As you know, it is also available from the standard class Math so it is somewhat superfluous in this case, but you get the general idea. So one use for class variables is to hold constant values such as ( that are common to all objects of the class.

Another use for class variables is to track data values that are common to all objects of a class and that need to be available even when no objects have been defined. For example, if you wanted to keep a count of how many objects of a class have been created in your program, you could define a variable to store the count of the number of objects as a class variable. It would be essential to use a class variable, because you would still want to be able to use your count variable even when no objects have been declared.

Methods in a Class Definition

The methods that you define for a class provide the actions that can be carried out using the variables specified in the class definition. Analogous to the variables in a class definition are two varieties of methods—instance methods and class methods. Y ou can execute class methods even when no objects of a class exist, whereas instance methods can be executed only in relation to a particular object, so if no objects exist, you have no way to execute any of the instance methods defined in the class. Again, like class variables, class methods are declared using the keyword static, so they are sometimes referred to as static methods. Y ou saw in the previous chapter that the

valueOf() method is a static member of the String class.

Since static methods can be executed when there are no objects in existence, they cannot refer to instance variables. This is quite sensible if you think about it—trying to operate with variables that might not exist would be bound to cause trouble. In fact the Java compiler won’t let you try. If you reference an instance variable in the code for a static method, it won’t compile—you’ll just get an error message.The main() method, where execution of a Java application starts, must always be declared as static, as you have seen. The reason for this should be apparent by now. Before an application starts execution, no objects exist, so to start execution, you need a method that is executable even though there are no objects around—a static method therefore.

The Sphere class might well have an instance method volume() to calculate the volume of a particular object. It might also have a class method objectCount() to return the current count of how many objects of type Sphere have been created. If no objects exist, you could still call this method and get the count 0.

Note that although instance methods are specific to objects of a class, there is only ever one copy of each instance method in memory that is shared by all objects of the class, as it would be extremely expensive to replicate all the instance methods for each object. A special mechanism ensures that each time you call a method the code executes in a manner that is specific to an object, but I’ll defer explaining how this is possible until a little later in this chapter.

Apart from the main() method, perhaps the most common use for static methods is when you use a class just as a container for a bunch of utility methods, rather than as a specification for a set of objects. All executable code in Java has to be within a class, but lots of general-purpose functions you need don’t necessarily have an object association—calculating a square root, for example, or generating a random number. The mathematical functions that are implemented as class methods in the standard Math class are good examples. These methods don’t relate to class objects at all—they operate on values of the primitive types. Y ou d on’t need objects of type Math; you just want to use the methods from time to time, and you can do this as you saw in Chapter 2. The Math class also contains some class variables containing useful mathematical constants such as e and (.

Accessing V ariables and Methods

Y ou’ll normally want to access variables and methods that are defined within a class from outside it. Y ou will see later that it is possible to declare class members with restrictions on accessing them from outside, but let’s cover the pr inciples that apply where the members are accessible. I’ll consider accessing static members—that is, static fields and methods—and instance members separately.

Y ou can access a static member of a class using the class name, followed by a period, followed by the member name. With a class method you also need to supply the parentheses enclosing any arguments to the method after the method name. The period here is called the dot operator. So, if you wanted to calculate the square root of (, you could access the class method sqrt() and the class variable PI that are defined in the Math class as follows:

This shows how you call a static method—you just prefix it with the class name and put the dot operator between them. Y ou also reference the static data member, PI, in the same way—as Math.PI. If you have a reference to an object of a class type available, then you can also use that to access a static member of the class because every object always has access to the static members of its class. Y ou just use the variable name, followed by the dot operator, followed by the member name.

Of course, as you’ve seen in previous chapters, you can import the names of the static members of the class by using an import statement. Y ou can then refer to the names of the static members you have imported into your source file without qualifying their names at all.

Instance variables and methods can be called only using an object reference, because by definition they relate to a particular object. The syntax is exactly the same as I have outlined for static members. Y ou put the name of the variable referencing the object followed by a period, followed by the member name. To use a method volume() that has been declared as an instance method in the Sphere class, you might write:

double ballV olume = ball.volume();

Here the variable ball is of type Sphere and it contains a reference to an object of this type. Y ou call its volume() method, which calculates the volume of the ball object, and the result that is

returned is stored in the variable ballV olume.

Defining Classes

To define a class you use the keyword class followed by the name of the class, followed by a pair of braces enclosing the details of the definition. Let’s consider a concrete example to see ho w this works in practice. The definition of the Sphere class that I mentioned earlier could be: class Sphere {

static final double PI = 3.14; // Class variable that has a fixed value

static int count = 0; // Class variable to count objects

// Instance variables

double radius; // Radius of a sphere

double xCenter; // 3D coordinates

double yCenter; // of the center

double zCenter; // of a sphere

// Plus the rest of the class definition...

}

Y ou name a class using an identifier of the same sort y ou’ve been using for variables. By convention, though, class names in Java begin with a capital letter, so the class name is Sphere with a capital S. If you adopt this approach, you will be consistent with most of the code you come across. Y ou could enter this source code and save it as the file Sphere.java. Y ou’ll be adding to this class definition and using it in a working example a little later in this chapter.

Y ou may have noticed that in the examples in previous chapters the keyword public in this context preceded the keyword class in the first line of the class definition. The effect of the keyword public is bound up with the notion of a package containing classes, but I’ll defer discussing this until a little later in this chapter when you have a better idea of what makes up a class definition.

The keyword static in the first line of the Sphere class definition specifies the variable PI as a class variable rather than an instance variable. The variable PI is also initialized with the value 3.14. The keyword final tells the compiler that you do not want the value of this variable to be changed, so the compiler will check that this variable is not modified anywhere in your program.

Obviously, this is a very poor value for (. Y ou would normally use Math.PI—which is defined to 20 decimal places, close enough for most purposes.

Whenever you want to fix the initial value that you specify for a variable—that is, make it a constant—you just need to declare the variable with the keyword final. By convention, constants have names in capital letters.

Y ou have also declared the next variable, count, using the keyword static. All objects of the Sphere class will have access to and share the one copy of count and the one copy of PI that exist. Y ou have initialized the variable count to 0, but since you have not declared it using the keyword final, you can change its value.

The next four variables in the class definition are instance variables, as they don’t have the keyword static applied to them. Each object of the class will have its own separate set of these variables, storing the radius and the coordinates of the center of the sphere. Although you haven’t put initial values for these variables here, you could do so if you wanted. If you don’t specify an initial value, a default value will be assigned automatically when the object is created. Fields of numeric types will be initialized with zero, fields of type char will be initialized with ‘\u000’, and fields that store class references or references to arrays will be initialized with null.

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