Detailed Table of Contents
Guidance for the item(s) below:
As usual, we cover a few more Java topics that are relevant to the iP this week. We start with topics related to data structures that you can use to work with collections of objects, as you'll need to be able to manage a collection of task objects in your iP.
But first, let's learn a programming technique called generics (similar to C++ templates) often used in such data structures.
Can explain Java Generics
Given below is an extract from the -- Java Tutorial, with some adaptations.
You can use polymorphism to write code that can work with multiple types, but that approach has some shortcomings.
Consider the following Box
class. It can be used only for storing Integer
objects.
public class BoxForIntegers {
private Integer x;
public void set(Integer x) {
this.x = x;
}
public Integer get() {
return x;
}
}
To store String
objects, another similar class is needed, resulting in the duplication of the entire class. As you can see, if you need to store many different types of objects, you could end up writing many similar classes.
public class BoxForString {
private String x;
public void set(String x) {
this.x = x;
}
public String get() {
return x;
}
}
One solution for this problem is to use polymorphism i.e., write the Box
class to store Object
objects.
public class Box {
private Object x;
public void set(Object x) {
this.x = x;
}
public Object get() {
return x;
}
}
The problem with this solution is, since its methods accept or return an Object
, you are free to pass in whatever you want, provided that it is not one of the primitive types. There is no way to verify, at compile time, how the class is used. One part of the code may place an Integer
in the box and expect to get Integers
out of it, while another part of the code may mistakenly pass in a String
, resulting in a runtime error.
Generics enable types (classes and interfaces) to be parameters when defining classes, interfaces and methods. Much like the more familiar , type parameters provide a way for you to re-use the same code with different inputs. The difference is that the inputs to formal parameters are values, while the inputs to type parameters are types.
A generic Box
class allows you to define what type of elements will be put in the Box
. For example, you can instantiate a Box
object to keep Integer
elements so that any attempt to put a non-Integer
object in that Box
object will result in a compile error.
Can use Java Generics
This section includes extract from the -- Java Tutorial, with some adaptations.
The definition of a generic class includes a type parameter section, delimited by angle brackets (<>
). It specifies the type parameters (also called type variables) T1
, T2
, ..., and Tn
. A generic class is defined with the following format:
class name<T1, T2, ..., Tn> { /* ... */ }
Here is a generic Box
class. The class declaration Box<T>
introduces the type variable, T
, which is also used inside the class to refer to the same type.
Using Object
as the type:
public class Box {
private Object x;
public void set(Object x) {
this.x = x;
}
public Object get() {
return x;
}
}
A generic Box
using type parameter T
:
public class Box<T> {
private T x;
public void set(T x) {
this.x = x;
}
public T get() {
return x;
}
}
As you can see, all occurrences of Object
are replaced by T
.
To reference the generic Box
class from within your code, you must perform a generic type invocation, which replaces T
with some concrete value, such as Integer
. It is similar to an ordinary method invocation, but instead of passing an argument to a method, you are passing a type argument enclosed within angle brackets — e.g., <Integer>
or <String, Integer>
— to the generic class itself. Note that in some cases you can omit the type parameter i.e., <>
if the type parameter can be inferred from the context.
Using the generic Box
class to store Integer
objects:
Box<Integer> integerBox;
integerBox = new Box<>(); // type parameter omitted as it can be inferred
integerBox.set(Integer.valueOf(4));
Integer i = integerBox.get(); // returns an Integer
Box<Integer> integerBox;
simply declares that integerBox
will hold a reference to a "Box of Integer", which is how Box<Integer>
is read.integerBox = new Box<>();
instantiates a Box<Integer>
class. Note the <>
(an empty pair of angle brackets, also called the diamond operator) between the class name and the parenthesis.The compiler is able to check for type errors when using generic code.
The code below will fail because it creates a Box<String>
and then tries to pass Double
objects into it.
Box<String> stringBox = new Box<>();
stringBox.set(Double.valueOf(5.0)); //compile error!
A generic class can have multiple type parameters.
The generic OrderedPair
class, which implements the generic Pair interface:
public interface Pair<K, V> {
public K getKey();
public V getValue();
}
public class OrderedPair<K, V> implements Pair<K, V> {
private K key;
private V value;
public OrderedPair(K key, V value) {
this.key = key;
this.value = value;
}
public K getKey() { return key; }
public V getValue() { return value; }
}
The following statements create two instantiations of the OrderedPair
class:
Pair<String, Integer> p1 = new OrderedPair<>("Even", 8);
Pair<String, String> p2 = new OrderedPair<>("hello", "world");
The code, new OrderedPair<String, Integer>
, instantiates K
as a String
and V
as an Integer
. Therefore, the parameter types of OrderedPair
's constructor are String
and Integer
, respectively.
A type variable can be any non-primitive type you specify: any class type, any interface type, any array type, or even another type variable.
By convention, type parameter names are single, uppercase letters. The most commonly used type parameter names are:
E
- Element (used extensively by the Java Collections Framework)K
- KeyN
- NumberT
- TypeV
- ValueS
, U
, V
etc. - 2nd, 3rd, 4th types Guidance for the item(s) below:
Next, we learn about some built-in data structures that can be used to manage a collection of objects.
Can explain the Collections framework
This section uses extracts from the -- Java Tutorial, with some adaptations.
A collection — sometimes called a container — is simply an object that groups multiple elements into a single unit. Collections are used to store, retrieve, manipulate, and communicate aggregate data.
Typically, collections represent data items that form a natural group, such as a poker hand (a collection of cards), a mail folder (a collection of letters), or a telephone directory (a mapping of names to phone numbers).
The collections framework is a unified architecture for representing and manipulating collections. It contains the following:
Interfaces: These are abstract data types that represent collections. Interfaces allow collections to be manipulated independently of the details of their representation.
Example: the List<E>
interface can be used to manipulate list-like collections which may be implemented in different ways such as ArrayList<E>
or LinkedList<E>
.
Implementations: These are the concrete implementations of the collection interfaces. In essence, they are reusable data structures.
Example: the ArrayList<E>
class implements the List<E>
interface while the HashMap<K, V>
class implements the Map<K, V>
interface.
Algorithms: These are the methods that perform useful computations, such as searching and sorting, on objects that implement collection interfaces. The algorithms are said to be polymorphic: that is, the same method can be used on many different implementations of the appropriate collection interface.
Example: the sort(List<E>)
method can sort a collection that implements the List<E>
interface.
A well-known example of collections frameworks is the C++ Standard Template Library (STL). Although both are collections frameworks and the syntax look similar, note that there are important philosophical and implementation differences between the two.
The following list describes the core collection interfaces:
Collection
— the root of the collection hierarchy. A collection represents a group of objects known as its elements. The Collection interface is the least common denominator that all collections implement and is used to pass collections around and to manipulate them when maximum generality is desired. Some types of collections allow duplicate elements, and others do not. Some are ordered and others are unordered. The Java platform doesn't provide any direct implementations of this interface but provides implementations of more specific subinterfaces, such as Set
and List
. Also see the Collection
API.
Set
— a collection that cannot contain duplicate elements. This interface models the mathematical set abstraction and is used to represent sets, such as the cards comprising a poker hand, the courses making up a student's schedule, or the processes running on a machine. Also see the Set
API.
List
— an ordered collection (sometimes called a sequence). List
s can contain duplicate elements. The user of a List
generally has precise control over where in the list each element is inserted and can access elements by their integer index (position). Also see the List
API.
Queue
— a collection used to hold multiple elements prior to processing. Besides basic Collection
operations, a Queue
provides additional insertion, extraction, and inspection operations. Also see the Queue
API.
Map
— an object that maps keys to values. A Map
cannot contain duplicate keys; each key can map to at most one value. Also see the Map
API.
Others: Deque
, SortedSet
, SortedMap
Can use the ArrayList class
The ArrayList
class is a resizable-array implementation of the List
interface. Unlike a normal array
, an ArrayList
can grow in size as you add more items to it. The example below illustrates some of the useful methods of the ArrayList
class using an ArrayList
of String
objects.
import java.util.ArrayList;
public class ArrayListDemo {
public static void main(String args[]) {
ArrayList<String> items = new ArrayList<>();
System.out.println("Before adding any items:" + items);
items.add("Apple");
items.add("Box");
items.add("Cup");
items.add("Dart");
print("After adding four items: " + items);
items.remove("Box"); // remove item "Box"
print("After removing Box: " + items);
items.add(1, "Banana"); // add "Banana" at index 1
print("After adding Banana: " + items);
items.add("Egg"); // add "Egg", will be added to the end
items.add("Cup"); // add another "Cup"
print("After adding Egg: " + items);
print("Number of items: " + items.size());
print("Index of Cup: " + items.indexOf("Cup"));
print("Index of Zebra: " + items.indexOf("Zebra"));
print("Item at index 3 is: " + items.get(2));
print("Do we have a Box?: " + items.contains("Box"));
print("Do we have an Apple?: " + items.contains("Apple"));
items.clear();
print("After clearing: " + items);
}
private static void print(String text) {
System.out.println(text);
}
}
Before adding any items:[]
After adding four items: [Apple, Box, Cup, Dart]
After removing Box: [Apple, Cup, Dart]
After adding Banana: [Apple, Banana, Cup, Dart]
After adding Egg: [Apple, Banana, Cup, Dart, Egg, Cup]
Number of items: 6
Index of Cup: 2
Index of Zebra: -1
Item at index 3 is: Cup
Do we have a Box?: false
Do we have an Apple?: true
After clearing: []
Resources
ArrayList
APIAdd the missing methods to the class given below so that it produces the output given.
Use an ArrayList
to store the numbers.
public class Main {
//TODO: add your methods here
public static void main(String[] args) {
System.out.println("Adding numbers to the list");
addNumber(3);
addNumber(8);
addNumber(24);
System.out.println("The total is: " + getTotal());
System.out.println("8 in the list : " + isFound(8) );
System.out.println("5 in the list : " + isFound(5) );
removeNumber(8);
System.out.println("The total is: " + getTotal());
}
}
Adding numbers to the list
[3]
[3, 8]
[3, 8, 24]
The total is: 35
8 in the list : true
5 in the list : false
[3, 24]
The total is: 27
Hint
Can use the HashMap class
HashMap
is an implementation of the Map
interface. It allows you to store a collection of key-value pairs. The example below illustrates how to use a HashMap<String, Point>
to maintain a list of coordinates and their identifiers e.g., the identifier x1
is used to identify the point 0,0
where x1
is the key and 0,0
is the value.
import java.awt.Point;
import java.util.HashMap;
import java.util.Map;
public class HashMapDemo {
public static void main(String[] args) {
HashMap<String, Point> points = new HashMap<>();
// put the key-value pairs in the HashMap
points.put("x1", new Point(0, 0));
points.put("x2", new Point(0, 5));
points.put("x3", new Point(5, 5));
points.put("x4", new Point(5, 0));
// retrieve a value for a key using the get method
print("Coordinates of x1: " + pointAsString(points.get("x1")));
// check if a key or a value exists
print("Key x1 exists? " + points.containsKey("x1"));
print("Key x1 exists? " + points.containsKey("y1"));
print("Value (0,0) exists? " + points.containsValue(new Point(0, 0)));
print("Value (1,2) exists? " + points.containsValue(new Point(1, 2)));
// update the value of a key to a new value
points.put("x1", new Point(-1,-1));
// iterate over the entries
for (Map.Entry<String, Point> entry : points.entrySet()) {
print(entry.getKey() + " = " + pointAsString(entry.getValue()));
}
print("Number of keys: " + points.size());
points.clear();
print("Number of keys after clearing: " + points.size());
}
public static String pointAsString(Point p) {
return "[" + p.x + "," + p.y + "]";
}
public static void print(String s) {
System.out.println(s);
}
}
Coordinates of x1: [0,0]
Key x1 exists? true
Key x1 exists? false
Value (0,0) exists? true
Value (1,2) exists? false
x1 = [-1,-1]
x2 = [0,5]
x3 = [5,5]
x4 = [5,0]
Number of keys: 4
Number of keys after clearing: 0
The class given below keeps track of how many people signup to attend an event on each day of the week. Add the missing methods so that it produces the output given.
Use an HashMap
to store the number of entries for each day.
public class Main {
private static HashMap<String, Integer> roster = new HashMap<>();
//TODO: add your methods here
public static void main(String[] args) {
addToRoster("Monday"); // i.e., one person signed up for Monday
addToRoster("Wednesday"); // i.e., one person signed up for Wednesday
addToRoster("Wednesday"); // i.e., another person signed up for Wednesday
addToRoster("Friday");
addToRoster("Monday");
printRoster();
}
}
Monday => 2
Friday => 1
Wednesday => 2
Hint
Resources
HashMap
API Guidance for the item(s) below:
Software engineers often have to write developer documentation to explain their work to others. One important objective of developer documentation is to explain the design and the implementation of the software, which usually uses diagrams as models of the design being described.
Let's learn what models are, and how they are useful even beyond mere documentation.
Can explain models
A model is a representation of something else.
A class diagram is a model that represents a software design.
A model provides a simpler view of a complex entity because a model captures only a selected aspect. This omission of some aspects implies models are abstractions.
A class diagram captures the structure of the software design but not the behavior.
Multiple models of the same entity may be needed to capture it fully.
In addition to a class diagram (or even multiple class diagrams), a number of other diagrams may be needed to capture various interesting aspects of the software.
Can explain how models are used
In software development, models are useful in several ways:
a) To analyze a complex entity related to software development.
Some examples of using models for analysis:
b) To communicate information among stakeholders. Models can be used as a visual aid in discussions and documentation.
Some examples of using models to communicate:
c) As a blueprint for creating software. Models can be used as instructions for building software.
Some examples of using models as blueprints:
Exercises
Guidance for the item(s) below:
This module covers only two types of diagrams: class/object diagrams (CD/OD) -- which model a structural aspect of an OOP design, and sequence diagrams (SD) -- which model a behavioral aspect. This week, let's learn the basic CD/OD notation.
We recommend you try the relevant post-lecture quizzes as you read each sections below. In these quizzes, you will be able to see the answers immediately after completing the quiz.
Design → OOP → Classes → Basic
Can explain structure modeling of OO solutions
An OO solution is basically a network of objects interacting with each other. Therefore, it is useful to be able to model how the relevant objects are 'networked' together inside a software i.e. how the objects are connected together.
Given below is an illustration of some objects and how they are connected together. Note: the diagram uses an ad-hoc notation.
Note that these object structures within the same software can change over time.
Given below is how the object structure in the previous example could have looked like at a different time.
However, object structures do not change at random; they change based on a set of rules, as was decided by the designer of that software. Those rules that object structures need to follow can be illustrated as a class structure i.e. a structure that exists among the relevant classes.
Here is a class structure (drawn using an ad-hoc notation) that matches the object structures given in the previous two examples. For example, note how this class structure does not allow any connection between Genre
objects and Author
objects, a rule followed by the two object structures above.
UML Object Diagrams are used to model object structures and UML Class Diagrams are used to model class structures of an OO solution.
Here is an object diagram for the above example:
And here is the class diagram for it:
Can use basic-level class diagrams
Contents of the panels given below belong to a different chapter; they have been embedded here for convenience and are collapsed by default to avoid content duplication in the printed version.
UML Class Diagrams → Introduction → What
Classes form the basis of class diagrams.
UML Class Diagrams → Classes → What
UML Class Diagrams → Class-Level Members → What
Associations are the main connections among the classes in a class diagram.
OOP Associations → What
UML Class Diagrams → Associations → What
The most basic class diagram is a bunch of classes with some solid lines among them to represent associations, such as this one.
An example class diagram showing associations between classes.
In addition, associations can show additional decorations such as association labels, association roles, multiplicity and navigability to add more information to a class diagram.
UML Class Diagrams → Associations → Labels
UML Class Diagrams → Associations → Roles
OOP Associations → Multiplicity
UML Class Diagrams → Associations → Multiplicity
OOP Associations → Navigability
UML Class Diagrams → Associations → Navigability
Here is the same class diagram shown earlier but with some additional information included:
Exercises
Which association notations are shown?
Explain Class Diagram
Draw Class Diagram for Box etc.
Can show an association as an attribute
An association can be shown as an attribute instead of a line.
Association multiplicities and the default value can be shown as part of the attribute using the following notation. Both are optional.
name: type [multiplicity] = default value
The diagram below depicts a multi-player Square Game being played on a board comprising of 100 squares. Each of the squares may be occupied with any number of pieces, each belonging to a certain player.
A Piece
may or may not be on a Square
. Note how that association can be replaced by an isOn
attribute of the Piece
class. The isOn
attribute can either be null
or hold a reference to a Square
object, matching the 0..1
multiplicity of the association it replaces. The default value is null
.
The association that a Board
has 100 Square
s can be shown in either of these two ways:
Show each association as either an attribute or a line but not both. A line is preferred as it is easier to spot.
Guidance for the item(s) below:
Object diagrams complement class diagrams, and therefore, they are covered together with class diagrams.
Can use basic object diagrams
UML → Object Diagrams → Introduction
Object diagrams can be used to complement class diagrams. For example, you can use object diagrams to model different object structures that can result from a design represented by a given class diagram.
UML → Object Diagrams → Objects
UML → Object Diagrams → Associations
Exercises
Draw an Object Diagram for Box etc.
Can distinguish between class diagrams and object diagrams
Compared to the notation for class diagrams, object diagrams differ in the following ways:
:
before the class nameFurthermore, multiple object diagrams can correspond to a single class diagram.
Both object diagrams are derived from the same class diagram shown earlier. In other words, each of these object diagrams shows ‘an instance of’ the same class diagram.
When the class diagram has an inheritance relationship, the object diagram should show either an object of the parent class or the child class, but not both.
Suppose Employee
is a child class of the Person
class. The class diagram will be as follows:
Now, how do you show an Employee
object named jake
?
This is not correct, as there should be only one object.
This is OK.
This is OK, as jake
is a Person
too.
That is, we can show the parent class instead of the child class if the child class doesn't matter to the purpose of the diagram (i.e., the reader of this diagram will not need to know that jake
is in fact an Employee
).
Association labels/roles can be omitted unless they add value (e.g., showing them is useful if there are multiple associations between the two classes in concern -- otherwise you wouldn't know which association the object diagram is showing)
Consider this class diagram and the object diagram:
We can clearly see that both Adam and Eve lives in hall h1 (i.e., OK to omit the association label lives in
) but we can't see if History is Adam's major or his minor (i.e., the diagram should have included either an association label or a role there). In contrast, we can see Eve is an English major.
Exercises