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Object-Oriented Programming with Classes and Dice: Understanding State and Behavior, Slides of Information Security and Markup Languages

An introduction to classes and objects in object-oriented programming (oop). It explains how classes combine data (state) and methods (behavior) to represent concepts, using the example of a dice class. The basics of creating and using classes, as well as the concept of encapsulation and access modifiers.

Typology: Slides

2012/2013

Uploaded on 04/22/2013

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Download Object-Oriented Programming with Classes and Dice: Understanding State and Behavior and more Slides Information Security and Markup Languages in PDF only on Docsity!

Classes

Methods and Properties

Introduction to Classes and Objects

  • In object-oriented programming terminology, a class is defined

as a kind of programmer-defined type

  • From the natural language definition of the word “class”:
    • Collection of members that share certain attributes and functionality
    • Likewise classes in object-oriented programming
  • In object oriented programming languages (like C#, Java)

classes are used to combine everything for a concept (like

date)

  • Data ( state / attributes ) (e.g. date day, month, year)
  • Methods (behavior / tasks) (e.g. display date, increment date)

An Overview of Object Oriented (OO)

Programming

  • An example without OO programming - Calendar display program
    • needs several utility functions/methods
      • leap year check
      • day of week function

day

day of week

month

MonthName leap year

Data year

Functions

...

 Is this structure complex?

  • for some yes, for some no

An Overview of Object Oriented (OO)

Programming

  • OO version - Calendar display program
    • Date concept is developed as a class
      • data and methods combined together from the point of view of programmer

 Did you like this?

  • for some yes, for some no  OO approach is more suitable for a human being
  • human cognition is mostly based on objects

Data (day, month, year) Methods Day of the week Month name …

Introduction to Classes and Objects

  • We define variables of types (like int, double). Similarly,

we define objects of classes

  • an object is a member of a class
  • Why classes and objects? In other words, why object-

oriented programming?

  • It gives programmers the ability to write programs using off-the- shelf components without dealing with the complexity of those components
  • Saves time and effort
  • Objects are how real-world entities are represented.
  • You may design and implement, and later use your own

classes, but we will start with using other-programmers-

defined classes

  • Examples: we used the Console class
  • this is what a programmer generally does

How to Use Classes?

  • The behavior of a class is defined by its

methods by which objects of that class are

manipulated

  • You should know about the methods and what they

do

  • name of the method
  • parameters and parameter types
  • return type
  • functionality
  • You don’t need to know how the method is

implemented

  • analogy: you can add two int variables using +, but you
don’t need to know how computer really adds
  • more analogy: you can drive cars, but you don’t need
to know how the fuel injection works

The class Dice

  • Computer simulated dice
    • not real dice, but have the same functionality
      • random number between 1 and “number of sides”
    • in this class, we can have dice objects with any number of sides

 State

 number of sides  roll count

 Methods

Dice(int sides) // constructor – constructs a die with given number of sides int Roll() // return the random roll int NumSides() // how many sides int NumRolls() // # of times this die rolled

  • Dice objects will work as pseudo-random number generator Random class from .NET library

Using the class Dice

Console.WriteLine("Rolling {0} sided die.", cube.NumSides()); Console.WriteLine(cube.Roll()); Console.WriteLine(cube.Roll()); Console.WriteLine("Rolled {0} times.", cube.NumRolls());

methods

Dice cube = new Dice(6); // construct six-sided die

Dice dodeca = new Dice(12);// construct twelve-sided die

See UseDice.cs for full program

constructor

State and Behavior

 Behavior of a class is what a class does

 described in verbs  babies eat, cry  dice are rolled  In OO programming terminology, behavior is defined by public methods

 for Dice class, methods are the Dice constructor,

NumRolls(), NumSides() and Roll()

 State of a class depends on physical properties

 cars have four wheels, different colors  dice have a number of sides  In OO programming, State is defined by private data  also called member data , instance variables , or data fields  for Dice class, mySides and myRollCount (see Dice.cs)

Objects

  • An object is an instance of a class
  • When created, in memory a set of private data

members are allocated and initialized according to

the constructor method

  • In other words, each object has a different state
  • However, objects share method implementations
  • The same function name is used on all objects of the same class
  • When a method is called on an object, that object’s

private data members are accessed and/or modified

Anatomy of the Dice class

  • The class Dice
    • Objects: 6-sided dice, 32-sided dice, one-sided dice
    • Methods: Roll(), NumSides(), NumRolls()
  • A Dice object has state and behavior
    • Each object has its own state, just like each int has its own value - Number of times rolled, number of sides
  • All objects in a class share method implementations,

but access their own state

  • How to respond to NumRolls()? Return my own # of rolls

What to know?

 Client programmer (programmer who uses the classes) needs
to know the interface

 public methods and constructors  parameters, how they behave  does not need to know private data  does not need to know how the methods are implemented

From interface to use, the class Dice

static void Main(string[] args) { Dice cube = new Dice(6); Dice dodeca = new Dice(12);

Console.WriteLine(cube.Roll());

Objects constructed

0

myRollCount mySides 6

cube

0

myRollCount mySides 12

dodeca

Method invoked

1

myRollCount mySides 6

cube

Let’s look at the Dice.cs

• Definition and implementation of the Dice class

Understanding Class

Implementations

  • Private data members are global such that they are

accessible by all class member functions

  • e.g. in the implementation of Roll function, mySides and myRollCount are not defined, but used

Understanding Class

Implementations

  • Constructors should assign values to each instance

variable

  • this is what construction is
  • not a rule, but a general programming style
  • All data should be private
  • Provide propertied or methods as needed

Random class

  • Objects of class Random can produce random byte, int and double values.
  • Method Next of class Random generates a random int value.
  • The values returned by Next are actually pseudorandom numbers —a sequence of values produced by a complex mathematical calculation.
  • The calculation uses the current time of day to seed the random- number generator.
  • If you provide Next with two int arguments, it returns a value from the first argument’s value up to, but not including, the second argument’s value.
  • The calculation that produces the pseudorandom numbers uses the time of day as a seed value to change the sequence’s starting point.
  • You can pass a seed value to the Random object’s constructor.
  • Given the same seed value, the Random object will produce the same sequence of random numbers. Docsity.com

Access Modifiers

class Dice

{

private int myRollCount; // # times die rolled private int mySides; // # sides on die

public Dice(int sides)

{

}

public int Roll()

{

}

}
  • Default is private. (if there is no access modifier) Docsity.com

Access modifiers

 public

 Methods and Constructors as seen by programmer  Programmer can use the methods and properties defined in the public section only

 private

 Mostly the data part of the class  Necessary for internal implementation of class  Not accessible by programmer

  • protected
    • we will see this in inheritance
  • internal
    • Accessible only by methods in the defining assembly
  • protected internal
    • we will see this in inheritance

Member Data (instance

variables)

class Dice

{

private int myRollCount; private int mySides;

}

  • Will the following code compile?

Dice cube = new Dice(6); Console.WriteLine("Number of sides: {0}", cube.mySides);

  • How to fix this?

Console.WriteLine("Number of sides: {0}",

cube.NumSides());

  • Hiding data (encapsulation): why?
    • you can drive cars, but you don’t need to know how the fuel injection works
    • when the car’s fuel injection changes, you can still drive that new car

Properties

private int myRollCount; // # times die rolled

// property to get and set the number of sides

public int NumRolls

{

get { return myRollCount; } // end get set { myRollCount = value; } // end set

} // end property NumRolls

  • Does get makes sense? How about set?

Properties

private int mySides; // # sides on die

// property to get and set the number of sides

public int NumSides

{

get { return mySides; } // end get set { mySides = value; } // end set

} // end property NumSides

Console.WriteLine("Number of sides: {0}", cube.NumSides);

  • Does get makes sense? How about set?

Autoimplemented Properties

// property to get and set the roll count public int NumRolls { get; private set; }

// property to get and set the number of sides

public int NumSides { get; set; }

public Dice(int sides)

{

NumRolls = 0; NumSides = sides;

}

Methods

  • The best way to develop and maintain a large application is to

construct it from small, simple pieces  divide and conquer

  • Methods allow you to modularize an application by

separating its tasks into reusable units.

  • Reuse the Framework Library, do not reinvent the wheel
  • Divide your application into meaningful methods such that it

is easier to debug and maintain.

  • Methods == Worker analogy:

Methods syntax

access_modifier return_type func_name(parameter list) { statement_1; … statement_n; return return_type; } (type param 1 , type2 param 2 , …, type paramn)

public, private

Examples:

  • public int Roll()
  • public Dice (int sides)
  • public static void Main (string[] args)