WITH the knowledge you now have of the basics of the Java programming language, you can learn to write your own classes. In this chapter, you will find information about defining your own classes, including declaring member variables, methods, and constructors.
You will learn to use your classes to create objects and how to use the objects you create.
This chapter also covers nesting classes within other classes, enumerations, and annotations.
The introduction to object-oriented concepts in Chapter 2 used a bicycle class as an example, with racing bikes, mountain bikes, and tandem bikes as subclasses. Here is sample code for a possible implementation of a Bicycle
class, to give you an overview of a class declaration. Subsequent sections of this chapter will back up and explain class declarations step by step. For the moment, don’t concern yourself with the details.
public class Bicycle { // the Bicycle class has three fields public int cadence; public int gear; public int speed; // the Bicycle class has one constructor public Bicycle(int startCadence, int startSpeed, int startGear) { gear = startGear; cadence = startCadence; speed = startSpeed; } // the Bicycle class has four methods public void setCadence(int newValue) { cadence = newValue; } public void setGear(int newValue) { gear = newValue; } public void applyBrake(int decrement) { speed -= decrement; } public void speedUp(int increment) { speed += increment; } }
A class declaration for a MountainBike
class that is a subclass of Bicycle
might look like this:
public class MountainBike extends Bicycle { // the MountainBike subclass has one field public int seatHeight; // the MountainBike subclass has one constructor public MountainBike(int startHeight, int startCadence, int startSpeed, int startGear) { super(startCadence, startSpeed, startGear); seatHeight = startHeight; } // the MountainBike subclass has one method public void setHeight(int newValue) { seatHeight = newValue; } }
MountainBike
inherits all the fields and methods of Bicycle
and adds the field seatHeight
and a method to set it (mountain bikes have seats that can be moved up and down as the terrain demands).
You’ve seen classes defined in the following way:
class MyClass {
// field, constructor, and method declarations
}
This is a class declaration. The class body (the area between the braces) contains all the code that provides for the life cycle of the objects created from the class: constructors for initializing new objects, declarations for the fields that provide the state of the class and its objects, and methods to implement the behavior of the class and its objects.
The preceding class declaration is a minimal one—it contains only those components of a class declaration that are required. You can provide more information about the class, such as the name of its superclass, whether it implements any interfaces, and so on, at the start of the class declaration. For example,
class MyClass extends MySuperClass implements YourInterface {
// field, constructor, and method declarations
}
means that MyClass
is a subclass of MySuperClass
and that it implements the YourInterface
interface.
You can also add modifiers like public
or private
at the very beginning—so you can see that the opening line of a class declaration can become quite complicated. The modifiers public
and private
, which determine what other classes can access MyClass
, are discussed later in this chapter. Chapter 5 will explain how and why you would use the extends
and implements
keywords in a class declaration. For the moment you do not need to worry about these extra complications.
In general, class declarations can include these components, in order:
Modifiers such as public, private, and a number of others that you will encounter later.
The class name, with the initial letter capitalized by convention.
The name of the class’s parent (superclass), if any, preceded by the keyword extends. A class can only extend (subclass) one parent.
A comma-separated list of interfaces implemented by the class, if any, preceded by the keyword implements. A class can implement more than one interface.
The class body, surrounded by braces, { }
.
There are several kinds of variables:
Member variables in a class—these are called fields.
Variables in a method or block of code—these are called local variables.
Variables in method declarations—these are called parameters.
The Bicycle
class uses the following lines of code to define its fields:
public int cadence; public int gear; public int speed;
Field declarations are composed of three components, in order:
Zero or more modifiers, such as public
or private
.
The field’s type.
The field’s name.
The fields of Bicycle
are named cadence
, gear
, and speed
and are all of data type integer (int
). The public
keyword identifies these fields as public members, accessible by any object that can access the class.
The first (left-most) modifier used lets you control what other classes have access to a member field. For the moment, consider only public
and private
. Other access modifiers will be discussed later.
public
modifier—. the field is accessible from all classes.
private
modifier—. the field is accessible only within its own class.
In the spirit of encapsulation, it is common to make fields private. This means that they can only be directly accessed from the Bicycle
class. We still need access to these values, however. This can be done indirectly by adding public methods that obtain the field values for us:
public class Bicycle { private int cadence; private int gear; private int speed; public Bicycle(int startCadence, int startSpeed, int startGear) { gear = startGear; cadence = startCadence; speed = startSpeed; } public int getCadence() { return cadence; } public void setCadence(int newValue) { cadence = newValue; } public int getGear() { return gear; } public void setGear(int newValue) { gear = newValue; } public int getSpeed() { return speed; } public void applyBrake(int decrement) { speed -= decrement; } public void speedUp(int increment) { speed += increment; } }
All variables must have a type. You can use primitive types such as int
, float
, boolean
, etc. Or you can use reference types, such as strings, arrays, or objects.
All variables, whether they are fields, local variables, or parameters, follow the same naming rules and conventions that were covered in the Naming section (page 44).
In this chapter, be aware that the same naming rules and conventions are used for method and class names, except that:
the first letter of a class name should be capitalized, and
the first (or only) word in a method name should be a verb.
Here is an example of a typical method declaration:
public double calculateAnswer(double wingSpan, int numberOfEngines, double length, double grossTons) { // do the calculation here }
The only required elements of a method declaration are the method’s return type, name, a pair of parentheses, ()
, and a body between braces, {}
.
More generally, method declarations have six components, in order:
Modifiers—such as public
, private
, and others you will learn about later.
The return type—the data type of the value returned by the method, or void
if the method does not return a value.
The method name—the rules for field names apply to method names as well, but the convention is a little different.
The parameter list in parenthesis—a comma-delimited list of input parameters, preceded by their data types, enclosed by parentheses, ()
. If there are no parameters, you must use empty parentheses.
An exception list—to be discussed later.
The method body, enclosed between braces—the method’s code, including the declaration of local variables, goes here.
Modifiers, return types, and parameters will be discussed later in this chapter. Exceptions are discussed in Chapter 9.
Two of the components of a method declaration comprise the method signature—the method’s name and the parameter types.
The signature of the method declared above is:
calculateAnswer(double, int, double, double)
Although a method name can be any legal identifier, code conventions restrict method names. By convention, method names should be a verb in lowercase or a multi-word name that begins with a verb in lowercase, followed by adjectives, nouns, etc. In multiword names, the first letter of each of the second and following words should be capitalized. Here are some examples:
run runFast getBackground getFinalData compareTo setX isEmpty
Typically, a method has a unique name within its class. However, a method might have the same name as other methods due to method overloading.
The Java programming language supports overloading methods, and Java can distinguish between methods with different method signatures. This means that methods within a class can have the same name if they have different parameter lists. (There are some qualifications to this that will be discussed in Chapter 5.)
Suppose that you have a class that can use calligraphy to draw various types of data (strings, integers, and so on) and that contains a method for drawing each data type. It is cumbersome to use a new name for each method—for example, drawString
, drawInteger
, drawFloat
, and so on. In the Java programming language, you can use the same name for all the drawing methods but pass a different argument list to each method. Thus, the data drawing class might declare four methods named draw
, each of which has a different parameter list:
public class DataArtist { ... public void draw(String s) { ... } public void draw(int i) { ... } public void draw(double f) { ... } public void draw(int i, double f) { ... } }
Overloaded methods are differentiated by the number and the type of the arguments passed into the method. In the code sample, draw(String s)
and draw(int i)
are distinct and unique methods because they require different argument types.
You cannot declare more than one method with the same name and the same number and type of arguments, because the compiler cannot tell them apart.
The compiler does not consider return type when differentiating methods, so you cannot declare two methods with the same signature even if they have a different return type.
A class contains constructors that are invoked to create objects from the class blueprint. Constructor declarations look like method declarations—except that they use the name of the class and have no return type. For example, Bicycle
has one constructor:
public Bicycle(int startCadence, int startSpeed, int startGear) { gear = startGear; cadence = startCadence; speed = startSpeed; }
To create a new Bicycle
object called myBike
, a constructor is invoked by the new
operator:
Bicycle myBike = new Bicycle(30, 0, 8);
new Bicycle(30, 0, 8)
creates space in memory for the object and initializes its fields.
Although Bicycle
only has one constructor, it could have others, including a no-argument constructor:
public Bicycle() { gear = 1; cadence = 10; speed = 0; }
Bicycle yourBike = new Bicycle();
invokes the no-argument constructor to create a new Bicycle
object called yourBike
.
Both constructors could have been declared in Bicycle
because they have different argument lists. As with methods, the Java platform differentiates constructors on the basis of the number of arguments in the list and their types. You cannot write two constructors that have the same number and type of arguments for the same class, because the platform would not be able to tell them apart. Doing so causes a compile-time error.
You don’t have to provide any constructors for your class, but you must be careful when doing this. The compiler automatically provides a no-argument, default constructor for any class without constructors. This default constructor will invoke the no-argument constructor of the superclass. In this situation, the compiler will complain if the superclass doesn’t have a no-argument constructor, so you must verify that it does. If your class has no explicit superclass, then it has an implicit superclass of Object
, which does have a no-argument constructor.
You can use a superclass constructor yourself. The MountainBike
class at the beginning of this chapter did just that. This will be discussed later, in Chapter 5.
You can use access modifiers in a constructor’s declaration to control which other classes can invoke the constructor.
The declaration for a method or a constructor declares the number and the type of the arguments for that method or constructor. For example, the following is a method that computes the monthly payments for a home loan, based on the amount of the loan, the interest rate, the length of the loan (the number of periods), and the future value of the loan:
public double computePayment(double loanAmt, double rate, double futureValue, int numPeriods) { double interest = rate / 100.0; double partial1 = Math.pow((1 + interest), -numPeriods); double denominator = (1 - partial1) / interest; double answer = (-loanAmt / denominator) - ((futureValue * partial1) / denominator); return answer; }
This method has four parameters: the loan amount, the interest rate, the future value and the number of periods. The first three are double-precision floating point numbers, and the fourth is an integer. The parameters are used in the method body and at runtime will take on the values of the arguments that are passed in.
Parameters refers to the list of variables in a method declaration. Arguments are the actual values that are passed in when the method is invoked. When you invoke a method, the arguments used must match the declaration’s parameters in type and order.
You can use any data type for a parameter of a method or a constructor. This includes primitive data types, such as doubles, floats, and integers, as you saw in the computePayment
method, and reference data types, such as objects and arrays.
Here’s an example of a method that accepts an array as an argument. In this example, the method creates a new Polygon
object and initializes it from an array of Point
objects (assume that Point
is a class that represents an x, y coordinate):
public Polygon polygonFrom(Point[] corners) { // method body goes here }
You can use a construct called varargs to pass an arbitrary number of values to a method. You use varargs when you don’t know how many of a particular type of argument will be passed to the method. It’s a shortcut to creating an array manually (the previous method could have used varargs rather than an array).
To use varargs, you follow the type of the last parameter by an ellipsis (three dots, ...
), then a space, and the parameter name. The method can then be invoked with any number of that parameter, including none.
public Polygon polygonFrom(Point... corners) { int numberOfSides = corners.length; double squareOfSide1, lengthOfSide1; squareOfSide1 = (corners[1].x - corners[0].x)*(corners[1].x - corners[0].x) + (corners[1].y - corners[0].y)*(corners[1].y - corners[0].y); lengthOfSide1 = Math.sqrt(squareOfSide1); // more method body code follows that creates // and returns a polygon connecting the Points }
You can see that, inside the method, corners
is treated like an array. The method can be invoked either with an array or with a sequence of arguments. The code in the method body will treat the parameter as an array in either case.
You will most commonly see varargs with the printing methods—for example, this printf
method:
public PrintStream printf(String format, Object... args)
allows you to print an arbitrary number of objects. It can be invoked like this:
System.out.printf("%s: %d, %s%n", name, idnum, address);
or like this:
System.out.printf("%s: %d, %s, %s, %s%n", name, idnum, address, phone, email);
or with yet a different number of arguments.
When you declare a parameter to a method or a constructor, you provide a name for that parameter. This name is used within the method body to refer to the passed-in argument.
The name of a parameter must be unique in its scope. It cannot be the same as the name of another parameter for the same method or constructor, and it cannot be the name of a local variable within the method or constructor.
A parameter can have the same name as one of the class’s fields. If this is the case, the parameter is said to shadow the field. Shadowing fields can make your code difficult to read and is conventionally used only within constructors and methods that set a particular field. For example, consider the following Circle
class and its setOrigin
method:
public class Circle { private int x, y, radius; public void setOrigin(int x, int y) { ... } }
The Circle
class has three fields: x
, y
, and radius
. The setOrigin
method has two parameters, each of which has the same name as one of the fields. Each method parameter shadows the field that shares its name. So using the simple names x
or y
within the body of the method refers to the parameter, not to the field. To access the field, you must use a qualified name. This will be discussed later in this chapter in the Using the this
Keyword section (page 109).
Primitive arguments, such as an int
or a double
, are passed into methods by value. This means that any changes to the values of the parameters exist only within the scope of the method. When the method returns, the parameters are gone and any changes to them are lost. Here is an example:
public class PassPrimitiveByValue { public static void main(String[] args) { int x = 3; // invoke passMethod() with x as argument passMethod(x); // print x to see if its value has changed System.out.println("After invoking passMethod, x = " + x); } // change parameter in passMethod() public static void passMethod(int p) { p = 10; } }
When you run this program, the output is:
After invoking passMethod, x = 3
Reference data type parameters, such as objects, are also passed into methods by value. This means that when the method returns, the passed-in reference still references the same object as before. However, the values of the object’s fields can be changed in the method, if they have the proper access level.
For example, consider a method in an arbitrary class that moves Circle
objects:
public void moveCircle(Circle circle, int deltaX, int deltaY) { // code to move origin of circle to x+deltaX, y+deltaY circle.setX(circle.getX() + deltaX); circle.setY(circle.getY() + deltaY); // code to assign a new reference to circle circle = new Circle(0, 0); }
Let the method be invoked with these arguments:
moveCircle(myCircle, 23, 56)
Inside the method, circle
initially refers to myCircle
. The method changes the x and y coordinates of the object that circle
references (i.e., myCircle
) by 23 and 56, respectively. (These changes will persist when the method returns.) Then circle
is assigned a reference to a new Circle
object with x = y = 0
. This reassignment has no permanence, however, because the reference was passed in by value and cannot change. Within the method, the object pointed to by circle
has changed, but, when the method returns, myCircle
still references the same Circle
object as before the method was invoked.
A typical Java program creates many objects, which, as you know, interact by invoking methods.
Through these object interactions, a program can carry out various tasks, such as implementing a GUI, running an animation, or sending and receiving information over a network. Once an object has completed the work for which it was created, its resources are recycled for use by other objects.
Here’s a small program, called CreateObjectDemo
,[1] that creates three objects: one Point
object and two Rectangle
objects. The Point
and Rectangle
classes are listed in the Initializing an Object section (page 101).
public class CreateObjectDemo { public static void main(String[] args) { // Declare and create a point object // and two rectangle objects. Point originOne = new Point(23, 94); Rectangle rectOne = new Rectangle(originOne, 100, 200); Rectangle rectTwo = new Rectangle(50, 100); // display rectOne's width, height, and area System.out.println("Width of rectOne: " + rectOne.width); System.out.println("Height of rectOne: " + rectOne.height); System.out.println("Area of rectOne: " + rectOne.getArea()); // set rectTwo's position rectTwo.origin = originOne; // display rectTwo's position System.out.println("X Position of rectTwo: " + rectTwo.origin.x); System.out.println("Y Position of rectTwo: " + rectTwo.origin.y); // move rectTwo and display its new position rectTwo.move(40, 72); System.out.println("X Position of rectTwo: " + rectTwo.origin.x); System.out.println("Y Position of rectTwo: " + rectTwo.origin.y); } }
This program creates, manipulates, and displays information about various objects. Here’s the output:
Width of rectOne: 100 Height of rectOne: 200 Area of rectOne: 20000 X Position of rectTwo: 23 Y Position of rectTwo: 94 X Position of rectTwo: 40 Y Position of rectTwo: 72
The following three sections use the above example to describe the life cycle of an object within a program. From them, you will learn how to write code that creates and uses objects in your own programs. You will also learn how the system cleans up after an object when its life has ended.
As you know, a class provides the blueprint for objects; you create an object from a class. Each of the following statements taken from the CreateObjectDemo
program creates an object and assigns it to a variable:
Point originOne = new Point(23, 94); Rectangle rectOne = new Rectangle(originOne, 100, 200); Rectangle rectTwo = new Rectangle(50, 100);
The first line creates an object of the Point
class, and the second and third lines each create an object of the Rectangle
class.
Each of these statements has three parts (discussed in detail below):
Declaration. The code set in bold are all variable declarations that associate a variable name with an object type.
Instantiation. The new
keyword is a Java operator that creates the object.
Initialization. The new
operator is followed by invoking a constructor, which initializes the new object.
Previously, you learned that to declare a variable, you write:
type name;
This notifies the compiler that you will use name to refer to data whose type is type. With a primitive variable, this declaration also reserves the proper amount of memory for the variable.
You can also declare a reference variable on its own line. For example:
Point originOne;
If you declare originOne
like this, its value will be undetermined until an object is actually created and assigned to it. Simply declaring a reference variable does not create an object. For that, you need to use the new
operator, as described in the next section. You must assign an object to originOne
before you use it in your code. Otherwise, you will get a compiler error.
A variable in this state, which currently references no object, can be illustrated by Figure 4.1 (the variable name, originOne
, plus a reference pointing to nothing).
The new
operator instantiates a class by allocating memory for a new object and returning a reference to that memory. The new
operator also invokes the object constructor.
The phrase “instantiating a class” means the same thing as “creating an object.” When you create an object, you are creating an “instance” of a class, therefore “instantiating” a class.
The new
operator requires a single, postfix argument: invoking a constructor. The name of the constructor provides the name of the class to instantiate.
The new
operator returns a reference to the object it created. This reference is usually assigned to a variable of the appropriate type, like:
Point originOne = new Point(23, 94);
The reference returned by the new
operator does not have to be assigned to a variable. It can also be used directly in an expression. For example:
int height = new Rectangle().height;
This statement will be discussed in the next section.
Here’s the code for the Point
class:[2]
public class Point { public int x = 0; public int y = 0; // constructor public Point(int a, int b) { x = a; y = b; } }
This class contains a single constructor. You can recognize a constructor because its declaration uses the same name as the class and it has no return type. The constructor in the Point
class takes two integer arguments, as declared by the code (int a, int b)
. The following statement provides 23 and 94 as values for those arguments:
Point originOne = new Point(23, 94);
The result of executing this statement can be illustrated by Figure 4.2.
Here’s the code for the Rectangle
class,[3] which contains four constructors:
public class Rectangle { public int width = 0; public int height = 0; public Point origin; // four constructors public Rectangle() { origin = new Point(0, 0); } public Rectangle(Point p) { origin = p; } public Rectangle(int w, int h) { origin = new Point(0, 0); width = w; height = h; } public Rectangle(Point p, int w, int h) { origin = p; width = w; height = h; } // a method for moving the rectangle public void move(int x, int y) { origin.x = x; origin.y = y; } // a method for computing the area of the rectangle public int getArea() { return width * height; } }
Each constructor lets you provide initial values for the rectangle’s size and width, using both primitive and reference types. If a class has multiple constructors, they must have different signatures. The Java compiler differentiates the constructors based on the number and the type of the arguments. When the Java compiler encounters the following code, it knows to invoke the constructor in the Rectangle
class that requires a Point
argument followed by two integer arguments:
Rectangle rectOne = new Rectangle(originOne, 100, 200);
This invokes one of Rectangle
’s constructors that initializes origin
to originOne
. Also, the constructor sets width
to 100 and height
to 200. Now there are two references to the same Point object
; an object can have multiple references to it, as shown in Figure 4.3.
The following line of code invokes the Rectangle
constructor that requires two integer arguments, which provide the initial values for width
and height
. If you inspect the code within the constructor, you will see that it creates a new Point
object whose x
and y
values are initialized to 0:
Rectangle rectTwo = new Rectangle(50, 100);
The Rectangle
constructor used in the following statement doesn’t take any arguments, so it’s called a no-argument constructor:
Rectangle rect = new Rectangle();
All classes have at least one constructor. If a class does not explicitly declare any, the Java compiler automatically provides a no-argument constructor, called the default constructor. This default constructor invokes the class parent’s no-argument constructor, or the Object
constructor if the class has no other parent. If the parent has no constructor (Object
does have one), the compiler will reject the program.
Once you’ve created an object, you probably want to use it for something. You may need to use the value of one of its fields, change one of its fields, or invoke one of its methods to perform an action.
Object fields are accessed by their name. You must use a name that is unambiguous.
You may use a simple name for a field within its own class. For example, we can add a statement within the Rectangle
class that prints the width
and height
:
System.out.println("Width and height are: " + width + ", " + height);
In this case, width
and height
are simple names.
Code that is outside the object’s class must use an object reference or expression, followed by the dot (.
) operator, followed by a simple field name, as in:
objectReference.fieldName
For example, the code in the CreateObjectDemo
class is outside the code for the Rectangle
class. So to refer to the origin
, width
, and height
fields within the Rectangle
object named rectOne
, the CreateObjectDemo
class must use the names rectOne.origin
, rectOne.width
, and rectOne.height
, respectively. The program uses two of these names to display the width
and the height
of rectOne
:
System.out.println("Width of rectOne: " + rectOne.width); System.out.println("Height of rectOne: " + rectOne.height);
Attempting to use the simple names width
and height
from the code in the CreateObjectDemo
class doesn’t make sense—those fields exist only within an object—and results in a compiler error.
Later, the program uses similar code to display information about rectTwo
. Objects of the same type have their own copy of the same instance fields. Thus, each Rectangle
object has fields named origin
, width
, and height
. When you access an instance field through an object reference, you reference that particular object’s field. The two objects rectOne
and rectTwo
in the CreateObjectDemo
program have different origin
, width
, and height
fields.
To access a field, you can use a named reference to an object, as in the previous examples, or you can use any expression that returns an object reference. Recall that the new
operator returns a reference to an object. So you could use the value returned from new to access a new object’s fields:
int height = new Rectangle().height;
This statement creates a new Rectangle
object and immediately gets its height. In essence, the statement calculates the default height of a Rectangle
. Note that after this statement has been executed, the program no longer has a reference to the created Rectangle
, because the program never stored the reference anywhere. The object is unreferenced, and its resources are free to be recycled by the Java Virtual Machine.
You also use an object reference to invoke an object’s method. You append the method’s simple name to the object reference, with an intervening dot operator (.
). Also, you provide, within enclosing parentheses, any arguments to the method. If the method does not require any arguments, use empty parentheses.
objectReference.methodName(argumentList);
or
objectReference.methodName();
The Rectangle
class has two methods: getArea()
to compute the rectangle’s area and move()
to change the rectangle’s origin. Here’s the CreateObjectDemo
code that invokes these two methods:
System.out.println("Area of rectOne: " + rectOne.getArea()); ... rectTwo.move(40, 72);
The first statement invokes rectOne
’s getArea()
method and displays the results. The second line moves rectTwo
because the move()
method assigns new values to the object’s origin.x
and origin.y
.
As with instance fields, objectReference must be a reference to an object. You can use a variable name, but you also can use any expression that returns an object reference. The new
operator returns an object reference, so you can use the value returned from new to invoke a new object’s methods:
new Rectangle(100, 50).getArea()
The expression new Rectangle(100, 50)
returns an object reference that refers to a Rectangle
object. As shown, you can use the dot notation to invoke the new Rectangle
’s getArea()
method to compute the area of the new rectangle.
Some methods, such as getArea()
, return a value. For methods that return a value, you can use the method invocation in expressions. You can assign the return value to a variable, use it to make decisions, or control a loop. This code assigns the value returned by getArea()
to the variable areaOfRectangle
:
int areaOfRectangle = new Rectangle(100, 50).getArea();
Remember, invoking a method on a particular object is the same as sending a message to that object. In this case, the object that getArea()
is invoked on is the rectangle returned by the constructor.
Some object-oriented languages require that you keep track of all the objects you create and that you explicitly destroy them when they are no longer needed. Managing memory explicitly is tedious and error-prone. The Java platform allows you to create as many objects as you want (limited, of course, by what your system can handle), and you don’t have to worry about destroying them. The Java runtime environment deletes objects when it determines that they are no longer being used. This process is called garbage collection.
An object is eligible for garbage collection when there are no more references to that object. References that are held in a variable are usually dropped when the variable goes out of scope. Or, you can explicitly drop an object reference by setting the variable to the special value null
. Remember that a program can have multiple references to the same object; all references to an object must be dropped before the object is eligible for garbage collection.
The Java runtime environment has a garbage collector that periodically frees the memory used by objects that are no longer referenced. The garbage collector does its job automatically when it determines that the time is right.
This section covers more aspects of classes that depend on using object references and the dot
operator that you learned about in the preceding sections on objects:
Returning values from methods
The this
keyword
Class vs. instance members
Access control
A method returns to the code that invoked it when it
whichever occurs first.
You declare a method’s return type in its method declaration. Within the body of the method, you use the return
statement to return the value.
Any method declared void
doesn’t return a value. It does not need to contain a return
statement, but it may do so. In such a case, a return
statement can be used to branch out of a control flow block and exit the method and is simply used like this:
return;
If you try to return a value from a method that is declared void
, you will get a compiler error.
Any method that is not declared void
must contain a return
statement with a corresponding return value, like this:
return returnValue;
The data type of the return value must match the method’s declared return type; you can’t return an integer value from a method declared to return a boolean.
The getArea()
method in the Rectangle
class that was discussed in the Objects section (page 97) returns an integer:
// a method for computing the area of the rectangle public int getArea() { return width * height; }
This method returns the integer that the expression width*height
evaluates to.
The area
method returns a primitive type. A method can also return a reference type. For example, in a program to manipulate Bicycle
objects, we might have a method like this:
public Bicycle seeWhosFastest(Bicycle myBike, Bicycle yourBike, Environment env) { Bicycle fastest; // code to calculate which bike is faster, given // each bike's gear and cadence and given // the environment (terrain and wind) return fastest; }
Subclasses and interfaces will be discussed in Chapter 5. If this section confuses you, skip it and return to it after you have finished Chapter 5.
When a method uses a class name as its return type, such as whosFastest
does, the class of the type of the returned object must be either a subclass of, or the exact class of, the return type. Suppose that you have a class hierarchy in which ImaginaryNumber
is a subclass of java.lang.Number
, which is in turn a subclass of Object
, as illustrated by Figure 4.4.
Now suppose that you have a method declared to return a Number
:
public Number returnANumber() { ... }
The returnANumber
method can return an ImaginaryNumber
but not an Object
. ImaginaryNumber
is a Number
because it’s a subclass of Number
. However, an Object
is not necessarily a Number
—it could be a String
or another type.
You can override a method and define it to return a subclass of the original method, like this:
public ImaginaryNumber returnANumber() { ... }
This technique, called covariant return type, means that the return type is allowed to vary in the same direction as the subclass.
Within an instance method or a constructor, this
is a reference to the current object—the object whose method or constructor is being invoked. You can refer to any member of the current object from within an instance method or a constructor by using this
.
The most common reason for using the this
keyword is because a field is shadowed by a method or constructor parameter.
For example, the Point
class was written like this:
public class Point { public int x = 0; public int y = 0; // constructor public Point(int a, int b) { x = a; y = b; } }
but it could have been written like this:
public class Point { public int x = 0; public int y = 0; // constructor public Point(int x, int y) { this.x = x; this.y = y; } }
Each argument to the second constructor shadows one of the object’s fields—inside the constructor x
is a local copy of the constructor’s first argument. To refer to the Point
field x
, the constructor must use this.x
.
From within a constructor, you can also use the this
keyword to invoke another constructor in the same class. Doing so is called an explicit constructor invocation. Here’s another Rectangle
class, with a different implementation from the one in the Objects section (page 97).
public class Rectangle { private int x, y; private int width, height; public Rectangle() { this(0, 0, 0, 0); } public Rectangle(int width, int height) { this(0, 0, width, height); } public Rectangle(int x, int y, int width, int height) { this.x = x; this.y = y; this.width = width; this.height = height; } ... }
This class contains a set of constructors. Each constructor initializes some or all of the rectangle’s member variables. The constructors provide a default value for any member variable whose initial value is not provided by an argument. For example, the noargument constructor invokes the four-argument constructor with four 0 values and the two-argument constructor invokes the four-argument constructor with two 0 values. As before, the compiler determines which constructor to invoke, based on the number and the type of arguments.
If present, the invocation of another constructor must be the first line in the constructor.
Access level modifiers determine whether other classes can use a particular field or invoke a particular method. There are two levels of access control:
At the top level—public
, or package-private (no explicit modifier).
At the member level—public
, private
, protected
, or package-private (no explicit modifier).
A class may be declared with the modifier public
, in which case that class is visible to all classes everywhere. If a class has no modifier (the default, also known as packageprivate), it is visible only within its own package (packages are named groups of related classes—you will learn about them in Chapter 7).
At the member level, you can also use the public
modifier or no modifier (packageprivate) just as with top-level classes, and with the same meaning. For members, there are two additional access modifiers: private
and protected
. The private
modifier specifies that the member can only be accessed in its own class. The protected
modifier specifies that the member can only be accessed within its own package (as with package-private) and, in addition, by a subclass of its class in another package.
Table 4.1 shows the access to members permitted by each modifier.
The first data column indicates whether the class itself has access to the member defined by the access level. As you can see, a class always has access to its own members. The second column indicates whether classes in the same package as the class (regardless of their parentage) have access to the member. The third column indicates whether subclasses of the class—declared outside this package—have access to the member. The fourth column indicates whether all classes have access to the member.
Access levels affect you in two ways. First, when you use classes that come from another source, such as the classes in the Java platform, access levels determine which members of those classes your own classes can use. Second, when you write a class, you need to decide what access level every member variable and every method in your class should have.
Let’s look at a collection of classes and see how access levels affect visibility. Figure 4.5 shows the four classes in this example and how they are related.
Table 4.2 shows where the members of the Alpha
class are visible for each of the access modifiers that can be applied to them.
If other programmers use your class, you want to ensure that errors from misuse cannot happen. Access levels can help you do this.
Use the most restrictive access level that makes sense for a particular member. Use private
unless you have a good reason not to.
Avoid public
fields except for constants. (Many of the examples in the tutorial use public
fields. This may help to illustrate some points concisely, but is not recommended for production code.) Public fields tend to link you to a particular implementation and limit your flexibility in changing your code.
In this section, we discuss the use of the static
keyword to create fields and methods that belong to the class, rather than to an instance of the class.
When a number of objects are created from the same class blueprint, they each have their own distinct copies of instance variables. In the case of the Bicycle
class, the instance variables are cadence
, gear
, and speed
. Each Bicycle
object has its own values for these variables, stored in different memory locations.
Sometimes, you want to have variables that are common to all objects. This is accomplished with the static
modifier. Fields that have the static
modifier in their declaration are called static fields or class variables. They are associated with the class, rather than with any object. Every instance of the class shares a class variable, which is in one fixed location in memory. Any object can change the value of a class variable, but class variables can also be manipulated without creating an instance of the class.
For example, suppose you want to create a number of Bicycle
objects and assign each a serial number, beginning with 1 for the first object. This ID number is unique to each object and is therefore an instance variable. At the same time, you need a field to keep track of how many Bicycle
objects have been created so that you know what ID to assign to the next one. Such a field is not related to any individual object, but to the class as a whole. For this you need a class variable, numberOfBicycles
, as follows:
public class Bicycle{ private int cadence; private int gear; private int speed; // add an instance variable for the object ID private int id; // add a class variable for the number // of Bicycle objects instantiated private static int numberOfBicycles = 0; ... }
Class variables are referenced by the class name itself, as in:
Bicycle.numberOfBicycles
This makes it clear that they are class variables.
You can also refer to static fields with an object reference like:
myBike.numberOfBicycles
but this is discouraged because it does not make it clear that they are class variables.
You can use the Bicycle
constructor to set the id
instance variable and increment the numberOfBicycles
class variable:
public class Bicycle{ private int cadence; private int gear; private int speed; private int id; private static int numberOfBicycles = 0; public Bicycle(int startCadence, int startSpeed, int startGear){ gear = startGear; cadence = startCadence; speed = startSpeed; // increment number of Bicycles and assign ID number id = ++numberOfBicycles; } // new method to return the ID instance variable public int getID() { return id; } ..... }
The Java programming language supports static methods as well as static variables. Static methods, which have the static
modifier in their declarations, should be invoked with the class name, without the need for creating an instance of the class, as in:
ClassName.methodName(args)
You can also refer to static methods with an object reference like
instanceName.methodName(args)
but this is discouraged because it does not make it clear that they are class methods.
A common use for static methods is to access static fields. For example, we could add a static method to the Bicycle
class to access the numberOfBicycles
static field:
public static int getNumberOfBicycles() {
return numberOfBicycles;
}
Not all combinations of instance and class variables and methods are allowed:
Instance methods can access instance variables and instance methods directly.
Instance methods can access class variables and class methods directly.
Class methods can access class variables and class methods directly.
Class methods cannot access instance variables or instance methods directly—they must use an object reference. Also, class methods cannot use the this
keyword as there is no instance for this
to refer to.
The static
modifier, in combination with the final
modifier, is also used to define constants.
The final
modifier indicates that the value of this field cannot change.
For example, the following variable declaration defines a constant named PI
, whose value is an approximation of pi (the ratio of the circumference of a circle to its diameter):
static final double PI = 3.141592653589793;
Constants defined in this way cannot be reassigned, and it is a compile-time error if your program tries to do so. By convention, the names of constant values are spelled in uppercase letters. If the name is composed of more than one word, the words are separated by an underscore (_
).
If a primitive type or a string is defined as a constant and the value is known at compile time, the compiler replaces the constant name everywhere in the code with its value. This is called a compile-time constant. If the value of the constant in the outside world changes (for example, if it is legislated that pi actually should be 3.975), you will need to recompile any classes that use this constant to get the current value.
After all the modifications made in this section, the Bicycle
class is now:
public class Bicycle{
private int cadence;
private int gear;
private int speed;
private int id;
private static int numberOfBicycles = 0;
public Bicycle(int startCadence,
int startSpeed, int startGear) {
gear = startGear;
cadence = startCadence;
speed = startSpeed;
id = ++numberOfBicycles;
}
public int getID() {
return id;
}
public static int getNumberOfBicycles() {
return numberOfBicycles;
}
public int getCadence(){
return cadence;
}
public void setCadence(int newValue){
cadence = newValue;
}
public int getGear(){
return gear;
}
public void setGear(int newValue){
gear = newValue;
}
public int getSpeed(){
return speed;
}
public void applyBrake(int decrement){
speed -= decrement;
}
public void speedUp(int increment){
speed += increment;
}
}
As you have seen, you can often provide an initial value for a field in its declaration:
public class BedAndBreakfast { public static int capacity = 10; // initialize to 10 private boolean full = false; // initialize to false }
This works well when the initialization value is available and the initialization can be put on one line. However, this form of initialization has limitations because of its simplicity. If initialization requires some logic (for example, error handling or a for
loop to fill a complex array), simple assignment is inadequate. Instance variables can be initialized in constructors, where error handling or other logic can be used. To provide the same capability for class variables, the Java programming language includes static initialization blocks.
It is not necessary to declare fields at the beginning of the class definition, although this is the most common practice. It is only necessary that they be declared and initialized before they are used.
A static initialization block is a normal block of code enclosed in braces, { }
, and preceded by the static
keyword. Here is an example:
static { // whatever code is needed for initialization goes here }
A class can have any number of static initialization blocks, and they can appear anywhere in the class body. The runtime system guarantees that static initialization blocks are executed in the order that they appear in the source code.
There is an alternative to static blocks—you can write a private static method:
class Whatever { public static varType myVar = initializeClassVariable(); private static varType initializeClassVariable() { // initialization code goes here } }
The advantage of private static methods is that they can be reused later if you need to reinitialize the class variable.
Normally, you would put code to initialize an instance variable in a constructor. There are two alternatives to using a constructor to initialize instance variables: initializer blocks and final methods.
Initializer blocks for instance variables look just like static initializer blocks, but without the static
keyword:
{ // whatever code is needed for initialization goes here }
The Java compiler copies initializer blocks into every constructor. Therefore, this approach can be used to share a block of code between multiple constructors.
A final method cannot be overridden in a subclass. This is discussed in Chapter 5. Here is an example of using a final method for initializing an instance variable:
class Whatever { private varType myVar = initializeInstanceVariable(); protected final varType initializeInstanceVariable() { // initialization code goes here } }
This is especially useful if subclasses might want to reuse the initialization method. The method is final because invoking non-final methods during instance initialization can cause problems. Joshua Bloch describes this in more detail in Effective Java.[4]
A class declaration names the class and encloses the class body between braces. The class name can be preceded by modifiers. The class body contains fields, methods, and constructors for the class. A class uses fields to contain state information and uses methods to implement behavior. Constructors that initialize a new instance of a class use the name of the class and look like methods without a return type.
You control access to classes and members in the same way: by using an access modifier such as public
in their declaration.
You specify a class variable or a class method by using the static
keyword in the member’s declaration. A member that is not declared as static
is implicitly an instance member. Class variables are shared by all instances of a class and can be accessed through the class name as well as an instance reference. Instances of a class get their own copy of each instance variable, which must be accessed through an instance reference.
You create an object from a class by using the new
operator and a constructor. The new operator returns a reference to the object that was created. You can assign the reference to a variable or use it directly.
Instance variables and methods that are accessible to code outside of the class that they are declared in can be referred to by using a qualified name. The qualified name of an instance variable looks like this:
objectReference.variableName
The qualified name of a method looks like this:
objectReference.methodName(argumentList)
or
objectReference.methodName()
The garbage collector automatically cleans up unused objects. An object is unused if the program holds no more references to it. You can explicitly drop a reference by setting the variable holding the reference to null
.
Consider the following class:
public class IdentifyMyParts { public static int x = 7; public int y = 3; }
a. | What are the class variables? |
b. | What are the instance variables? |
c. | What is the output from the following code: |
IdentifyMyParts a = new IdentifyMyParts(); IdentifyMyParts b = new IdentifyMyParts(); a.y = 5; b.y = 6; IdentifyMyParts.x = 1; b.x = 2; System.out.println("a.y = " + a.y); System.out.println("b.y = " + b.y); System.out.println("IdentifyMyParts.x = " + a.x); System.out.println("b.x = " + b.x);
1. | Write a class whose instances represent a single playing card from a deck of cards. Playing cards have two distinguishing properties: rank and suit. Be sure to keep your solution as you will be asked to rewrite it in the Questions and Exercises: Enum Types section (page 132). HintYou can use the assert (boolean expression to test); If the boolean expression is false, you will get an error message. For example, assert toString(ACE) == "Ace"; should return If you use the java -ea YourProgram.class |
2. | Write a class whose instances represent a full deck of cards. You should also keep this solution. |
3. | Write a small program to test your deck and card classes. The program can be as simple as creating a deck of cards and displaying its cards. |
1. | Fix the program called |
2. | Given the following class, called public class NumberHolder { public int anInt; public float aFloat; } |
The Java programming language allows you to define a class within another class. Such a class is called a nested class:
class OuterClass { ... class NestedClass { ... } }
A nested class is a member of its enclosing class and, as such, has access to other members of the enclosing class, even if they are declared private
. As a member of OuterClass
, a nested class can be declared private
, public
, protected
, or package private. (Recall that outer classes can only be declared public
or package private.)
Nested classes are divided into two categories: static and non-static. Nested classes that are declared static
are simply called static nested classes. Non-static nested classes are called inner classes.
class OuterClass { ... static class StaticNestedClass { ... } class InnerClass { ... } }
There are several compelling reasons for using nested classes, among them:
It is a way of logically grouping classes that are only used in one place.
It increases encapsulation.
Nested classes can lead to more readable and maintainable code.
Logical grouping of classes. If a class is useful to only one other class, then it is logical to embed it in that class and keep the two together. Nesting such “helper classes” makes their package more streamlined.
Increased encapsulation. Consider two top-level classes, A and B, where B needs access to members of A that would otherwise be declared private
. By hiding class B within class A, A’s members can be declared private
and B can access them. In addition, B itself can be hidden from the outside world.
More readable, maintainable code. Nesting small classes within top-level classes places the code closer to where it is used.
As with class methods and variables, a static nested class is associated with its outer class. And like static class methods, a static nested class cannot refer directly to instance variables or methods defined in its enclosing class—it can use them only through an object reference.
A static nested class interacts with the instance members of its outer class (and other classes) just like any other top-level class. In effect, a static nested class is behaviorally a top-level class that has been nested in another top-level class for packaging convenience.
Static nested classes are accessed using the enclosing class name:
OuterClass.StaticNestedClass
For example, to create an object for the static nested class, use this syntax:
OuterClass.StaticNestedClass nestedObject = new OuterClass.StaticNestedClass();
As with instance methods and variables, an inner class is associated with an instance of its enclosing class and has direct access to that object’s methods and fields. Also, because an inner class is associated with an instance, it cannot define any static members itself.
Objects that are instances of an inner class exist within an instance of the outer class. Consider the following classes:
class OuterClass { ... class InnerClass { ... } }
An instance of InnerClass
can exist only within an instance of OuterClass
and has direct access to the methods and fields of its enclosing instance. Figure 4.6 illustrates this idea.
To instantiate an inner class, you must first instantiate the outer class. Then, create the inner object within the outer object with this syntax:
OuterClass.InnerClass innerObject = outerObject.new InnerClass();
Additionally, there are two special kinds of inner classes: local classes and anonymous classes (also called anonymous inner classes). Both of these will be discussed briefly in the next section.
To see an inner class in use, consider a simple stack of integers. Stacks, which are a common data structure in programming, are well named—they are like a “stack” of dishes. When you add a dish to the stack, you put it on top; when you remove one, you remove it from the top. The acronym for this is LIFO (last in, first out). Dishes on the bottom of the stack may stay there quite a long time while the upper dishes come and go.
The StackOfInts
class below is implemented as an array. When you add an integer (called “pushing”), it goes into the first available empty element. When you remove an integer (called “popping”), you remove the last integer in the array.
The StackOfInts
class below (an application) consists of:
The StackOfInts
outer class, which includes methods to push an integer onto the stack, pop an integer off the stack, and test to see if the stack is empty.
The StepThrough
inner class, which is similar to a standard Java iterator. Iterators are used to step through a data structure and typically have methods to test for the last element, retrieve the current element, and move to the next element.
A main
method that instantiates a StackOfInts
array (stackOne
) and fills it with integers (0, 2, 4, etc.), then instantiates a StepThrough
object (iterator
) and uses it to print out the contents of stackOne
.
public class StackOfInts { private int[] stack; private int next = 0; // index of last item in stack + 1 public StackOfInts(int size) { // create an array large enough to hold the stack stack = new int[size]; } public void push(int on) { if (next < stack.length) stack[next++] = on; } public boolean isEmpty() { return (next == 0); } public int pop(){ if (!isEmpty()) return stack[--next]; // top item on stack else return 0; } public int getStackSize() { return next; } private class StepThrough { // start stepping through at i=0 private int i = 0; // increment index public void increment() { if ( i < stack.length) i++; } // retrieve current element public int current() { return stack[i]; } // last element on stack? public boolean isLast(){ if (i == getStackSize() - 1) return true; else return false; } } public StepThrough stepThrough() { return new StepThrough(); } public static void main(String[] args) { // instantiate outer class as "stackOne" StackOfInts stackOne = new StackOfInts(15); // populate stackOne for (int j = 0 ; j < 15 ; j++) { stackOne.push(2*j); } // instantiate inner class as "iterator" StepThrough iterator = stackOne.stepThrough(); // print out stackOne[i], one per line while(!iterator.isLast()) { System.out.print(iterator.current() + " "); iterator.increment(); } System.out.println(); } }
0 2 4 6 8 10 12 14 16 18 20 22 24 26
Note that the StepThrough
class refers directly to the stack
instance variable of StackOfInts
.
Inner classes are used primarily to implement helper classes like the one shown in this example. If you plan on handling user-interface events, you’ll need to know about using inner classes because the event-handling mechanism makes extensive use of them.
There are two additional types of inner classes. You can declare an inner class within the body of a method. Such a class is known as a local inner class. You can also declare an inner class within the body of a method without naming it. These classes are known as anonymous inner classes. You will encounter such classes in advanced Java programming.
A class defined within another class is called a nested class. Like other members of a class, a nested class can be declared static or not. A nonstatic nested class is called an inner class. An instance of an inner class can exist only within an instance of its enclosing class and has access to its enclosing class’s members even if they are declared private.
Table 4.3 shows the types of nested classes.
1. | The program |
2. | Use the Java API documentation for the
|
Get the file |
An enum type is a type whose fields consist of a fixed set of constants. Common examples include compass directions (values of NORTH
, SOUTH
, EAST
, and WEST
) and the days of the week.
Because they are constants, the names of an enum type’s fields are in uppercase letters.
In the Java programming language, you define an enum type by using the enum
keyword. For example, you would specify a days-of-the-week enum type as:
public enum Day { SUNDAY, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY }
You should use enum types any time you need to represent a fixed set of constants. That includes natural enum types such as the planets in our solar system and data sets where you know all possible values at compile time—for example, the choices on a menu, command line flags, and so on.
Here is some code that shows you how to use the Day
enum defined above:
public class EnumTest { Day day; public EnumTest(Day day) { this.day = day; } public void tellItLikeItIs() { switch (day) { case MONDAY: System.out.println("Mondays are bad."); break; case FRIDAY: System.out.println("Fridays are better."); break; case SATURDAY: case SUNDAY: System.out.println("Weekends are best."); break; default: System.out.println("Midweek days are so-so."); break; } } public static void main(String[] args) { EnumTest firstDay = new EnumTest(Day.MONDAY); firstDay.tellItLikeItIs(); EnumTest thirdDay = new EnumTest(Day.WEDNESDAY); thirdDay.tellItLikeItIs(); EnumTest fifthDay = new EnumTest(Day.FRIDAY); fifthDay.tellItLikeItIs(); EnumTest sixthDay = new EnumTest(Day.SATURDAY); sixthDay.tellItLikeItIs(); EnumTest seventhDay = new EnumTest(Day.SUNDAY); seventhDay.tellItLikeItIs(); } }
Mondays are bad. Midweek days are so-so. Fridays are better. Weekends are best. Weekends are best.
Java programming language enum types are much more powerful than their counterparts in other languages. The enum
declaration defines a class (called an enum type). The enum class body can include methods and other fields. The compiler automatically adds some special methods when it creates an enum. For example, they have a static values
method that returns an array containing all of the values of the enum in the order they are declared. This method is commonly used in combination with the for-each construct to iterate over the values of an enum type. For example, this code in the Planet
class example below iterates over all the planets in the solar system:
for (Planet p : Planet.values()) { System.out.printf("Your weight on %s is %f%n", p, p.surfaceWeight(mass)); }
All enums implicitly extend java.lang.Enum
. Since Java does not support multiple inheritance, an enum cannot extend anything else.
In the following example, Planet
is an enum type that represents the planets in the solar system. They are defined with constant mass and radius properties.
Each enum constant is declared with values for the mass and radius parameters. These values are passed to the constructor when the constant is created. Java requires that the constants be defined first, prior to any fields or methods. Also, when there are fields and methods, the list of enum constants must end with a semicolon.
The constructor for an enum type must be package-private or private access. It automatically creates the constants that are defined at the beginning of the enum body. You cannot invoke an enum constructor yourself.
In addition to its properties and constructor, Planet
has methods that allow you to retrieve the surface gravity and weight of an object on each planet. Here is a sample program that takes your weight on earth (in any unit) and calculates and prints your weight on all of the planets (in the same unit):
public enum Planet { MERCURY (3.303e+23, 2.4397e6), VENUS (4.869e+24, 6.0518e6), EARTH (5.976e+24, 6.37814e6), MARS (6.421e+23, 3.3972e6), JUPITER (1.9e+27, 7.1492e7), SATURN (5.688e+26, 6.0268e7), URANUS (8.686e+25, 2.5559e7), NEPTUNE (1.024e+26, 2.4746e7), PLUTO (1.27e+22, 1.137e6); private final double mass; // in kilograms private final double radius; // in meters Planet(double mass, double radius) { this.mass = mass; this.radius = radius; } private double mass() { return mass; } private double radius() { return radius; } // universal gravitational constant (m3 kg-1 s-2) public static final double G = 6.67300E-11; double surfaceGravity() { return G * mass / (radius * radius); } double surfaceWeight(double otherMass) { return otherMass * surfaceGravity(); } public static void main(String[] args) { double earthWeight = Double.parseDouble(args[0]); double mass = earthWeight/EARTH.surfaceGravity(); for (Planet p : Planet.values()) System.out.printf("Your weight on %s is %f%n", p, p.surfaceWeight(mass)); } }
If you run Planet.class
from the command line with an argument of 175, you get this output:
$ java Planet 175 Your weight on MERCURY is 66.107583 Your weight on VENUS is 158.374842 Your weight on EARTH is 175.000000 Your weight on MARS is 66.279007 Your weight on JUPITER is 442.847567 Your weight on SATURN is 186.552719 Your weight on URANUS is 158.397260 Your weight on NEPTUNE is 199.207413 Your weight on PLUTO is 11.703031
1. | Rewrite the class |
2. | Rewrite the |
Annotations provide data about a program that is not part of the program itself. They have no direct effect on the operation of the code they annotate.
Annotations have a number of uses, among them:
Information for the compiler. Annotations can be used by the compiler to detect errors or suppress warnings.
Compiler-time and deployment-time processing. Software tools can process annotation information to generate code, XML files, and so forth.
Runtime processing. Some annotations are available to be examined at runtime.
Annotations can be applied to a program’s declarations of classes, fields, methods, and other program elements.
The annotation appears first, often (by convention) on its own line, and may include elements with named or unnamed values:
@Author( name = "Benjamin Franklin", date = "3/27/2003" ) class MyClass() { }
or
@SuppressWarnings(value = "unchecked") void myMethod() { }
If there is just one element named “value,” then the name may be omitted, as in:
@SuppressWarnings("unchecked") void myMethod() { }
Also, if an annotation has no elements, the parentheses may be omitted, as in:
@Override void mySuperMethod() { }
Many annotations replace what would otherwise have been comments in code.
Suppose that a software group has traditionally begun the body of every class with comments providing important information:
public class Generation3List extends Generation2List { // Author: John Doe // Date: 3/17/2002 // Current revision: 6 // Last modified: 4/12/2004 // By: Jane Doe // Reviewers: Alice, Bill, Cindy // class code goes here }
To add this same metadata with an annotation, you must first define the annotation type. The syntax for doing this is:
@interface ClassPreamble { String author(); String date(); int currentRevision() default 1; String lastModified() default "N/A"; String lastModifiedBy() default "N/A"; String[] reviewers(); // Note use of array }
The annotation type definition looks somewhat like an interface definition where the keyword interface
is preceded by the @
character (@
= “AT” as in Annotation Type). Annotation types are, in fact, a form of interface, which will be covered in a later chapter. For the moment, you do not need to understand interfaces.
The body of the annotation definition above contains annotation type element declarations, which look a lot like methods. Note that they may define optional default values.
Once the annotation type has been defined, you can use annotations of that type, with the values filled in, like this:
@ClassPreamble ( author = "John Doe", date = "3/17/2002", currentRevision = 6, lastModified = "4/12/2004", lastModifiedBy = "Jane Doe" reviewers = {"Alice", "Bob", "Cindy"} // Note array notation ) public class Generation3List extends Generation2List { // class code goes here }
To make the information in @ClassPreamble
appear in Javadoc-generated documentation, you must annotate the @ClassPreamble
definition itself with the @Documented
annotation:
import java.lang.annotation.*; // import this to use @Documented @Documented @interface ClassPreamble { // Annotation element definitions }
There are three annotation types that are predefined by the language specification itself: @Deprecated
, @Override
, and @SuppressWarnings
.
The @Deprecated
[8] annotation indicates that the marked element is deprecated and should no longer be used. The compiler generates a warning whenever a program uses a method, class, or field with the @Deprecated
annotation. When an element is deprecated, it should also be documented using the Javadoc @deprecated
tag, as shown in the following example. The use of the “@
” symbol in both Javadoc comments and in annotations is not coincidental—they are related conceptually. Also, note that the Javadoc tag starts with a lowercase “d” and the annotation starts with an uppercase “D”.
// Javadoc comment follows /** * @deprecated * explanation of why it was deprecated */ @Deprecated static void deprecatedMethod() { } }
The @Override
[9] annotation informs the compiler that the element is meant to override an element declared in a superclass. (Overriding methods will be discussed in Chapter 5.)
// mark method as a superclass method // that has been overridden @Override int overriddenMethod() { }
While it’s not required to use this annotation when overriding a method, it helps to prevent errors. If a method marked with @Override
fails to correctly override a method in one of its superclasses, the compiler generates an error.
The @SuppressWarnings
[10] annotation tells the compiler to suppress specific warnings that it would otherwise generate. In the example below, a deprecated method is used and the compiler would normally generate a warning. In this case, however, the annotation causes the warning to be suppressed.
// use a deprecated method and tell // compiler not to generate a warning @SuppressWarnings("deprecation") void useDeprecatedMethod() { objectOne.deprecatedMethod(); // deprecation warning // suppressed }
Every compiler warning belongs to a category. The Java Language Specification lists two categories: “deprecation” and “unchecked.” The “unchecked” warning can occur when interfacing with legacy code written before the advent of generics (discussed in Chapter 6). To suppress more than one category of warnings, use the following syntax:
@SuppressWarnings({"unchecked", "deprecation"})
The more advanced uses of annotations include writing an annotation processor that can read a Java program and take actions based on its annotations. It might, for example, generate auxiliary source code, relieving the programmer of having to create boilerplate code that always follows predictable patterns. To facilitate this task, release 5.0 of the JDK includes an annotation processing tool, called apt
. In release 6 of the JDK, the functionality of apt
is a standard part of the Java compiler.
To make annotation information available at runtime, the annotation type itself must be annotated with @Retention(RetentionPolicy.RUNTIME)
, as follows:
import java.lang.annotation.*; @Retention(RetentionPolicy.RUNTIME) @interface AnnotationForRuntime { // Elements that give information // for runtime processing }
[1] tutorial/java/javaOO/examples/CreateObjectDemo.java
[2] tutorial/java/javaOO/examples/Point.java
[3] tutorial/java/javaOO/examples/Rectangle.java
[4] docs/books/effective
[5] tutorial/java/javaOO/QandE/NumberHolder.java
[6] tutorial/java/javaOO/QandE/Problem.java
[7] tutorial/java/javaOO/QandE/Class1.java
[8] docs/api/java/lang/Deprecated.html
[9] docs/api/java/lang/Override.html
[10] docs/api/java/lang/SuppressWarnings.html
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