ap computer science a – healdsburg high school 1 unit 9 - why use classes - anatomy of a class

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1 AP Computer Science A – Healdsburg High School Unit 9 - Why Use Classes - Anatomy of a Class

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Page 1: AP Computer Science A – Healdsburg High School 1 Unit 9 - Why Use Classes - Anatomy of a Class

1 AP Computer Science A – Healdsburg High School

Unit 9- Why Use Classes

- Anatomy of a Class

Page 2: AP Computer Science A – Healdsburg High School 1 Unit 9 - Why Use Classes - Anatomy of a Class

2 AP Computer Science A – Healdsburg High School

Encapsulation

• A class (in OOP) encapsulates (groups together) data and actions relating to an object.

• Encapsulation hides the implementation details of the class from the users (clients) of the class.

Page 3: AP Computer Science A – Healdsburg High School 1 Unit 9 - Why Use Classes - Anatomy of a Class

3 AP Computer Science A – Healdsburg High School

Encapsulation (cont’d) public class MyClass {

// Private fields: private <sometype> myField; ...

// Constructors: public MyClass (...) { ... } ... // Public methods: public <sometype> myMethod (...) { ... } ... // Private methods: private <sometype> myMethod (...) { ... } ... }

Public interface: public constructors and methods

Page 4: AP Computer Science A – Healdsburg High School 1 Unit 9 - Why Use Classes - Anatomy of a Class

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1. Fields (or instance variables)

• Fields describe the data of an object (think nouns!!).

• Fields are generally labeled private and therefore hidden from the client (only accessible from within the class).

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2. Constructors

• Constructors describe ways to create an object of a class and initialize the fields.

• Constructors are always labeled public and have the same name as the class.

• There may be more than one constructor for a class. If more than one, each must have different arguments (or parameters).

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3. Public Methods

• Methods describe the actions or questions that can be asked about an object (think verbs!!).

• Methods are generally labeled public. private (helper) methods can only be used within the class.

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3. Public Methods (cont.)

• In general, 3 classifications of methods:1. Accessor – “gets” information about the object.

2. Modifier – “sets” information about the object

(or changes the state of the object).

3. boolean – asks a true or false question about the

object.

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3. Public Methods (cont.)

• To define a method:– decide between public and private (usually public)– give it a name– specify the types of parameters and give them

names– specify the method’s return type or choose void– write the method’s code

public [or private] returnType methodName (type1 name1, ..., typeN nameN){ ...}

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