Chapter Goals
• To learn how to choose appropriate classes to implement
• To understand the concepts of cohesion and coupling
• To minimize the use of side effects
• To document the responsibilities of methods and their callers with preconditions and postconditions
• To understand the difference between instance methods and static methods
• To introduce the concept of static fields
• To understand the scope rules for local variables and instance fields
Choosing Classes
• A class represents a single concept
• Concepts from mathematics:
Point
Rectangle
Ellipse
• Concepts from real life
BankAccount
Purse
• Actors (end in -er, -or)
StringTokenizer
Random (better called RandomNumberGenerator)
• Utility classes–no objects, only static methods
Math
Cohesion
• A cohesive class has a public interface closely related to the single concept that the class represents
• Cohesion is good.
• This class lacks cohesion:
[spoiler title=’Purse and Coin’]
public class Purse
{
public Purse(){...}
public void addNickels(int count){...}
public void addDimes(int count){...}
public void addQuarters(int count){...}
public double getTotal(){...}
public static final double NICKEL_VALUE =0.05;
public static final double DIME_VALUE =0.1;
public static final double QUARTER_VALUE =0.25; ...
}
• It has two concepts: purse and coin
• Solution: Make two classes:
public class Coin
{
public Coin(double aValue,String aName){...}
public double getValue(){...}
...
}
public class Purse
{
public Purse(){...}
public void add(Coin aCoin){...}
public double getTotal(){...}
...
}
[/spoiler]
Coupling
• A class depends on another if it calls one of its methods
• Purse depends on Coin because it calls getValue on coins
• Coin does not depend on Purse
• High Coupling = many class dependencies = a bad thing
• Minimize coupling to minimize the impact of interface changes
Dependency Relationship between Purse and Coin Classes
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High and Low Coupling between Classes
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Accessor and Mutator Classes
• Accessor: does not change the state of the implicit parameter (e.g. getBalance for a bank account)
• Mutator: changes the state of the implicit parameter (e.g. deposit)
• Rule of thumb: Mutator should return void
• Immutable class: all methods are accessors (e.g. String)
Side Effect
• Side Effect: any observable change outside the implicit parameter (i.e. the object calling the method)
• Example: modify explicit parameter (in this case, another object)
public void transfer(double amount, BankAccount other)
{
balance = balance - amount;
other.balance = other.balance + amount;
}
• Example: printing in method is a side effect, and should be avoided:
public void deposit(double amount)
{
if (amount < 0)
System.out.println("Bad value");
. . .
}
Common error: can’t modify primitive type parameters
• void transfer(double amount, double otherBalance)
{
balance = balance - amount;
otherBalance = otherBalance + amount;
}
• Won’t work
• Scenario:
double savingsBalance = 1000;
harrysChecking.transfer(500, savingsBalance)
Why is the CashRegister Class Not Cohesive?
[spoiler title=’CashRegister’]
/**
A cash register totals up sales and computes change due.
*/
public class CashRegister
{
public static final double QUARTER_VALUE = 0.25;
public static final double DIME_VALUE = 0.1;
public static final double NICKEL_VALUE = 0.05;
public static final double PENNY_VALUE = 0.01;
private double purchase;
private double payment;
/**
Constructs a cash register with no money in it.
*/
public CashRegister()
{
purchase = 0;
payment = 0;
}
/**
Records the purchase price of an item.
@param amount the price of the purchased item
*/
public void recordPurchase(double amount)
{
purchase = purchase + amount;
}
/**
Enters the payment received from the customer.
@param dollars the number of dollars in the payment
@param quarters the number of quarters in the payment
@param dimes the number of dimes in the payment
@param nickels the number of nickels in the payment
@param pennies the number of pennies in the payment
*/
public void enterPayment(int dollars, int quarters,
int dimes, int nickels, int pennies)
{
payment = dollars + quarters * QUARTER_VALUE + dimes * DIME_VALUE
+ nickels * NICKEL_VALUE + pennies * PENNY_VALUE;
}
/**
Computes the change due and resets the machine for the next customer.
@return the change due to the customer
*/
public double giveChange()
{
double change = payment - purchase;
purchase = 0;
payment = 0;
return change;
}
}
[/spoiler]
[spoiler title=’CashRegisterTester’]
/**
This class tests the CashRegister class.
*/
public class CashRegisterTester
{
public static void main(String[] args)
{
CashRegister register = new CashRegister();
register.recordPurchase(0.75);
register.recordPurchase(1.50);
register.enterPayment(2, 0, 5, 0, 0);
System.out.print("Change: ");
System.out.println(register.giveChange());
System.out.println("Expected: 0.25");
register.recordPurchase(2.25);
register.recordPurchase(19.25);
register.enterPayment(23, 2, 0, 0, 0);
System.out.print("Change: ");
System.out.println(register.giveChange());
System.out.println("Expected: 2.0");
}
}
[/spoiler]
[spoiler title=’CashRegisterSimulator’]
import java.util.Scanner;
/**
This program simulates a transaction in which a user pays for an item
and receives change.
*/
public class CashRegisterSimulator
{
public static void main(String[] args)
{
Scanner in = new Scanner(System.in);
CashRegister register = new CashRegister();
System.out.print("Enter price: ");
double price = in.nextDouble();
register.recordPurchase(price);
System.out.print("Enter dollars: ");
int dollars = in.nextInt();
System.out.print("Enter quarters: ");
int quarters = in.nextInt();
System.out.print("Enter dimes: ");
int dimes = in.nextInt();
System.out.print("Enter nickels: ");
int nickels = in.nextInt();
System.out.print("Enter pennies: ");
int pennies = in.nextInt();
register.enterPayment(dollars, quarters, dimes, nickels, pennies);
System.out.print("Your change: ");
System.out.println(register.giveChange());
}
}
[/spoiler]