tailieunhanh - Chapter 4 Writing Classes

Creative writing is any writing that goes outside the bounds of normal professional, journalistic, academic, or technical forms of literature, typically identified by an emphasis on narrative craft, character development, and the use of literary tropes. Due to the looseness of the definition, it is possible for writing such as feature stories to be considered creative writing, even though they fall under journalism, because the content of features is specifically focused on narrative and character development. Both fictional and non-fictional works fall into this category, including such forms as novels, biographies, short stories, and poems. In the ac. | Chapter 4 Writing Classes © 2004 Pearson Addison-Wesley. All rights reserved 4- Writing Classes We've been using predefined classes. Now we will learn to write our own classes to define objects Chapter 4 focuses on: class definitions instance data encapsulation and Java modifiers method declaration and parameter passing constructors © 2004 Pearson Addison-Wesley. All rights reserved 4- Outline Anatomy of a Class Encapsulation Anatomy of a Method Graphical Objects © 2004 Pearson Addison-Wesley. All rights reserved 4- Writing Classes The programs we’ve written in previous examples have used classes defined in the Java standard class library Now we will begin to design programs that rely on classes that we write ourselves The class that contains the main method is just the starting point of a program True object-oriented programming is based on defining classes that represent objects with well-defined characteristics and functionality © 2004 Pearson Addison-Wesley. All rights | Chapter 4 Writing Classes © 2004 Pearson Addison-Wesley. All rights reserved 4- Writing Classes We've been using predefined classes. Now we will learn to write our own classes to define objects Chapter 4 focuses on: class definitions instance data encapsulation and Java modifiers method declaration and parameter passing constructors © 2004 Pearson Addison-Wesley. All rights reserved 4- Outline Anatomy of a Class Encapsulation Anatomy of a Method Graphical Objects © 2004 Pearson Addison-Wesley. All rights reserved 4- Writing Classes The programs we’ve written in previous examples have used classes defined in the Java standard class library Now we will begin to design programs that rely on classes that we write ourselves The class that contains the main method is just the starting point of a program True object-oriented programming is based on defining classes that represent objects with well-defined characteristics and functionality © 2004 Pearson Addison-Wesley. All rights reserved 4- Classes and Objects Recall from our overview of objects in Chapter 1 that an object has state and behavior Consider a six-sided die (singular of dice) It’s state can be defined as which face is showing It’s primary behavior is that it can be rolled We can represent a die in software by designing a class called Die that models this state and behavior The class serves as the blueprint for a die object We can then instantiate as many die objects as we need for any particular program © 2004 Pearson Addison-Wesley. All rights reserved 4- Classes A class can contain data declarations and method declarations int size, weight; char category; Data declarations Method declarations © 2004 Pearson Addison-Wesley. All rights reserved 4- Classes The values of the data define the state of an object created from the class The functionality of the methods define the behaviors of the object For our Die class, we might declare an integer that represents the current value showing

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