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5.1 Anatomy of a Class

9 min readdecember 27, 2022

user_sophia9212

user_sophia9212

Athena_Codes

Athena_Codes

user_sophia9212

user_sophia9212

Athena_Codes

Athena_Codes

What is a Class?

A in Java can be thought of as a blueprint for an object. Just as a blueprint for a house outlines the design and features of the house, a in Java outlines the attributes and of an object. For example, a for a car might include attributes such as the make, model, and year, as well as such as driving and honking the horn. When you create an object based on a , it is like using the blueprint to build a specific instance of the house or car. The object has all of the attributes and defined in the , but can also have its own unique characteristics and actions.

Introduction to Class Writing

writing is something you will be doing a lot throughout the rest of AP CSA, and, in fact, there will be one FRQ dedicated to this topic! writing involves not just coding a , but thinking through what needs to be done and how to achieve it as well.

The Parts of a Class

A has three main parts: variable declarations, constructors, and .

Variable declarations list the variables that are used to characterize objects. Constructors are what create objects, and a can have multiple constructors. Finally, create an effect, either changing other objects, changing itself, or doing something else. Each is in its own file with the same name. Here is an example of a :

This one line after the header is the variable declaration. In this , we have a integer named side, which represents the side length of the square. We have set this variable to because we want to restrict access to the data in the from other classes. Otherwise, anyone could change the data without permission. This has the potential for other classes and programmers to break the code. This the principle of , keeping information and only allowing approved to access such data.

After declaring a and defining the body of the , you can create objects using this format: Classname objectname = new Classname();

For example, for our Square , creating a new object could look something like this:

Square mySquare = new Square();

These are the two constructors for the Square which makes Square objects. The first one is the full constructor where the client (other users and classes) can input parameters into the constructor. The other constructor overloads the first constructor and is the with default values.

  

These are the of the . These either make a new object, change an object, or return the value. We will also learn how to write later in the unit.

  

If you’re still a little confused, it’s helpful to think of a Java as a recipe for a dish. The header (e.g. " Recipe") is like the title of the recipe and specifies the name of the and its visibility. The body (enclosed in curly braces) contains the ingredients and instructions for the recipe, just like the body of a Java contains the variables and that make up the .

The variables in a Java can be thought of as the ingredients needed for the recipe. Just like different ingredients have different properties (such as size, shape, and type), variables also have different data types and attributes.

The in a Java can be thought of as the steps in the recipe instructions. Just like a recipe may have multiple steps (such as mixing, chopping, and baking), a Java may have multiple to perform different tasks. The method header specifies the name of the method and its parameters, similar to how the instructions in a recipe specify the ingredients and tools needed for each step. The method body contains the code that is executed when the method is called, similar to how the instructions in a recipe detail the exact steps to be taken in each step.

Finally, the main method, which is typically present in every Java , is like the main course in a meal. It is the primary function of the and is the entry point for the program. Just like the main course is the star of the meal, the main method is the central part of a Java program.

We will discuss these parts in more detail in the following guides!

This Guide's Design Constraints and Introduction to Software Programming

This guide is different than other guides where we will have a design situation and make one or several classes from this situation.

The constraints for this are as follows:

We have students, which each have a grade level, name, and age. Every so often, they have an assignment, which consists of a correct answer. A student can submit an assignment that has one true/false question which can be graded. Based on past assignments completed, a student can receive a grade and determine if the student is passing.

Wow, that's a lot to take in! Let's break it down a little bit. Our two main nouns are students and assignments. These will be our classes. The student has a grade level, name, age, assignments, and a grade. These will be our . are the characteristics that each You can figure out from what the has as characteristics. From there, we can get the instance variable of the assignments to be the answer which is true or false.

The are the actions that objects from the can do or ways to access data about the object. For the assignment , we don't want the answer to be set or viewed (no cheating! 🤧), but we do want to check the answer to an assignment. For the student , we want to access the grade level, name, and age. We also only want to set the grade level and name manually, but we need a way for a student to turn in an assignment and also to calculate their grade.

Finally, we want a method to see if a student is passing or failing. With the specifications defined, let's get started on writing our classes!

Class Writing Practice Problems

Reminder: The are and the constructor is . should also be .

Consider the Plant which will contain a String and a double attribute for a plant's species and height and a constructor.

Plant

{

  /* missing code */

}

Which of the following replacements for /* missing code */ is the most appropriate implementation of the ?

 

A.

String species;

double height;

Plant(String species, double height)

{ /* implementation not shown */ }

 

B.

String species;

double height;

Plant(String species, double height)

{ /* implementation not shown */ }

 

C.

String species;

double height;

Plant(String species, double height)

{ /* implementation not shown */ }

 

D.

String species;

double height;

Plant(String species, double height)

{ /* implementation not shown */ }

 

E.

String species;

double height;

Plant(String species, double height)

{ /* implementation not shown */ }

 

Answer: B

 

Consider the House which will contain a String and an int attribute for a house's address and number of rooms and a constructor.

House

{

  /* missing code */

}

Which of the following replacements for /* missing code */ is the most appropriate implementation of the ?

 

A.

String address;

int rooms;

House(String address, int rooms)

{ /* implementation not shown */ }

 

B.

String address;

int rooms;

House(String address, int rooms)

{ /* implementation not shown */ }

 

C.

String address;

int rooms;

House(String address, int rooms)

{ /* implementation not shown */ }

 

D.

String address;

int rooms;

House(String address, int rooms)

{ /* implementation not shown */ }

 

E.

String address;

int rooms;

House(String address, int rooms)

{ /* implementation not shown */ }

 

Answer: A

 

Consider the Car which will contain a String and a boolean attribute for a car's make and whether it is electric or not and a constructor.

Car

{

  /* missing code */

}

Which of the following replacements for /* missing code */ is the most appropriate implementation of the ?

 

A.

String make;

boolean electric;

Car(String make, boolean electric)

{ /* implementation not shown */ }

 

B.

String make;

boolean electric;

Car(String make, boolean electric)

{ /* implementation not shown */ }

 

C.

String make;

boolean electric;

Car(String make, boolean electric)

{ /* implementation not shown */ }

 

D.

String make;

boolean electric;

Car(String make, boolean electric)

{ /* implementation not shown */ }

 

E.

String make;

boolean electric;

Car(String make, boolean electric)

{ /* implementation not shown */ }

 

Answer: E

Consider the Phone below which will contain three String attributes for brand, model, and color, a constructor, and a makeCall method. The makeCall method is intended to be accessed outside the .

Phone

{

/* missing code */

}

 

Which of the following replacements for /* missing code */ is the most appropriate implementation of the ?

 

A.

String brand;

String model;

String color;

Phone()

{ /* implementation not shown / }

void makeCall()

{ / implementation not shown */ }

 

B.

String brand;

String model;

String color;

Phone()

{ /* implementation not shown / }

void makeCall()

{ / implementation not shown */ }

 

C.

String brand;

String model;

String color;

Phone()

{ /* implementation not shown / }

void makeCall()

{ / implementation not shown */ }

 

D.

String brand;

String model;

String color;

Phone()

{ /* implementation not shown / }

void makeCall()

{ / implementation not shown */ }

 

Answer: B

Key Terms to Review (13)

Abstraction

: Abstraction is the process of simplifying complex systems by focusing on essential features while hiding unnecessary details. It allows programmers to work with high-level concepts without worrying about implementation specifics.

Behaviors

: Behaviors in programming refer to the actions or operations that an object can perform. They are defined as methods within a class and allow objects to interact with each other and manipulate data.

Class

: A class is a blueprint or template for creating objects in object-oriented programming. It defines the properties and behaviors that an object of that class will have.

Default Constructor

: A default constructor is a special type of constructor that is automatically created by the compiler if no other constructors are defined in a class. It initializes the object's instance variables with default values.

Encapsulation

: Encapsulation refers to the bundling of data and methods within a class, where the data is hidden from external access. It ensures that an object's internal state remains consistent by controlling how it can be accessed or modified.

Get Method (Accessor)

: A get method, also known as an accessor, is a method used to retrieve the value of an object's private instance variable. It provides read-only access to the data stored in the object.

Instance Variables

: Instance variables are variables declared within a class but outside any method. They hold unique values for each instance (object) of the class and define the state or characteristics of an object.

Methods

: Methods are functions defined within a class that perform specific tasks or actions when called upon by an object. They can manipulate data, interact with other objects, or return values.

Overloading constructors

: Overloading constructors refers to the ability to have multiple constructors in a class, each with a different set of parameters. This allows objects to be created with different initial states or configurations.

Parameterized Constructor

: A parameterized constructor is a special type of constructor that allows you to pass arguments when creating an object. It initializes the object's instance variables with specific values based on those arguments.

Private

: In the context of programming, private refers to a visibility modifier that restricts access to certain variables or methods within a class. It means that only other members of the same class can access those private elements.

public

: Public is an access modifier in Java that indicates unrestricted visibility for classes, methods, and variables. Public members can be accessed from any other class or package.

Set Method (Mutator)

: A set method, also known as a mutator, is a method in object-oriented programming that allows the modification of an object's attributes or properties. It is used to update the values of instance variables within an object.

5.1 Anatomy of a Class

9 min readdecember 27, 2022

user_sophia9212

user_sophia9212

Athena_Codes

Athena_Codes

user_sophia9212

user_sophia9212

Athena_Codes

Athena_Codes

What is a Class?

A in Java can be thought of as a blueprint for an object. Just as a blueprint for a house outlines the design and features of the house, a in Java outlines the attributes and of an object. For example, a for a car might include attributes such as the make, model, and year, as well as such as driving and honking the horn. When you create an object based on a , it is like using the blueprint to build a specific instance of the house or car. The object has all of the attributes and defined in the , but can also have its own unique characteristics and actions.

Introduction to Class Writing

writing is something you will be doing a lot throughout the rest of AP CSA, and, in fact, there will be one FRQ dedicated to this topic! writing involves not just coding a , but thinking through what needs to be done and how to achieve it as well.

The Parts of a Class

A has three main parts: variable declarations, constructors, and .

Variable declarations list the variables that are used to characterize objects. Constructors are what create objects, and a can have multiple constructors. Finally, create an effect, either changing other objects, changing itself, or doing something else. Each is in its own file with the same name. Here is an example of a :

This one line after the header is the variable declaration. In this , we have a integer named side, which represents the side length of the square. We have set this variable to because we want to restrict access to the data in the from other classes. Otherwise, anyone could change the data without permission. This has the potential for other classes and programmers to break the code. This the principle of , keeping information and only allowing approved to access such data.

After declaring a and defining the body of the , you can create objects using this format: Classname objectname = new Classname();

For example, for our Square , creating a new object could look something like this:

Square mySquare = new Square();

These are the two constructors for the Square which makes Square objects. The first one is the full constructor where the client (other users and classes) can input parameters into the constructor. The other constructor overloads the first constructor and is the with default values.

  

These are the of the . These either make a new object, change an object, or return the value. We will also learn how to write later in the unit.

  

If you’re still a little confused, it’s helpful to think of a Java as a recipe for a dish. The header (e.g. " Recipe") is like the title of the recipe and specifies the name of the and its visibility. The body (enclosed in curly braces) contains the ingredients and instructions for the recipe, just like the body of a Java contains the variables and that make up the .

The variables in a Java can be thought of as the ingredients needed for the recipe. Just like different ingredients have different properties (such as size, shape, and type), variables also have different data types and attributes.

The in a Java can be thought of as the steps in the recipe instructions. Just like a recipe may have multiple steps (such as mixing, chopping, and baking), a Java may have multiple to perform different tasks. The method header specifies the name of the method and its parameters, similar to how the instructions in a recipe specify the ingredients and tools needed for each step. The method body contains the code that is executed when the method is called, similar to how the instructions in a recipe detail the exact steps to be taken in each step.

Finally, the main method, which is typically present in every Java , is like the main course in a meal. It is the primary function of the and is the entry point for the program. Just like the main course is the star of the meal, the main method is the central part of a Java program.

We will discuss these parts in more detail in the following guides!

This Guide's Design Constraints and Introduction to Software Programming

This guide is different than other guides where we will have a design situation and make one or several classes from this situation.

The constraints for this are as follows:

We have students, which each have a grade level, name, and age. Every so often, they have an assignment, which consists of a correct answer. A student can submit an assignment that has one true/false question which can be graded. Based on past assignments completed, a student can receive a grade and determine if the student is passing.

Wow, that's a lot to take in! Let's break it down a little bit. Our two main nouns are students and assignments. These will be our classes. The student has a grade level, name, age, assignments, and a grade. These will be our . are the characteristics that each You can figure out from what the has as characteristics. From there, we can get the instance variable of the assignments to be the answer which is true or false.

The are the actions that objects from the can do or ways to access data about the object. For the assignment , we don't want the answer to be set or viewed (no cheating! 🤧), but we do want to check the answer to an assignment. For the student , we want to access the grade level, name, and age. We also only want to set the grade level and name manually, but we need a way for a student to turn in an assignment and also to calculate their grade.

Finally, we want a method to see if a student is passing or failing. With the specifications defined, let's get started on writing our classes!

Class Writing Practice Problems

Reminder: The are and the constructor is . should also be .

Consider the Plant which will contain a String and a double attribute for a plant's species and height and a constructor.

Plant

{

  /* missing code */

}

Which of the following replacements for /* missing code */ is the most appropriate implementation of the ?

 

A.

String species;

double height;

Plant(String species, double height)

{ /* implementation not shown */ }

 

B.

String species;

double height;

Plant(String species, double height)

{ /* implementation not shown */ }

 

C.

String species;

double height;

Plant(String species, double height)

{ /* implementation not shown */ }

 

D.

String species;

double height;

Plant(String species, double height)

{ /* implementation not shown */ }

 

E.

String species;

double height;

Plant(String species, double height)

{ /* implementation not shown */ }

 

Answer: B

 

Consider the House which will contain a String and an int attribute for a house's address and number of rooms and a constructor.

House

{

  /* missing code */

}

Which of the following replacements for /* missing code */ is the most appropriate implementation of the ?

 

A.

String address;

int rooms;

House(String address, int rooms)

{ /* implementation not shown */ }

 

B.

String address;

int rooms;

House(String address, int rooms)

{ /* implementation not shown */ }

 

C.

String address;

int rooms;

House(String address, int rooms)

{ /* implementation not shown */ }

 

D.

String address;

int rooms;

House(String address, int rooms)

{ /* implementation not shown */ }

 

E.

String address;

int rooms;

House(String address, int rooms)

{ /* implementation not shown */ }

 

Answer: A

 

Consider the Car which will contain a String and a boolean attribute for a car's make and whether it is electric or not and a constructor.

Car

{

  /* missing code */

}

Which of the following replacements for /* missing code */ is the most appropriate implementation of the ?

 

A.

String make;

boolean electric;

Car(String make, boolean electric)

{ /* implementation not shown */ }

 

B.

String make;

boolean electric;

Car(String make, boolean electric)

{ /* implementation not shown */ }

 

C.

String make;

boolean electric;

Car(String make, boolean electric)

{ /* implementation not shown */ }

 

D.

String make;

boolean electric;

Car(String make, boolean electric)

{ /* implementation not shown */ }

 

E.

String make;

boolean electric;

Car(String make, boolean electric)

{ /* implementation not shown */ }

 

Answer: E

Consider the Phone below which will contain three String attributes for brand, model, and color, a constructor, and a makeCall method. The makeCall method is intended to be accessed outside the .

Phone

{

/* missing code */

}

 

Which of the following replacements for /* missing code */ is the most appropriate implementation of the ?

 

A.

String brand;

String model;

String color;

Phone()

{ /* implementation not shown / }

void makeCall()

{ / implementation not shown */ }

 

B.

String brand;

String model;

String color;

Phone()

{ /* implementation not shown / }

void makeCall()

{ / implementation not shown */ }

 

C.

String brand;

String model;

String color;

Phone()

{ /* implementation not shown / }

void makeCall()

{ / implementation not shown */ }

 

D.

String brand;

String model;

String color;

Phone()

{ /* implementation not shown / }

void makeCall()

{ / implementation not shown */ }

 

Answer: B

Key Terms to Review (13)

Abstraction

: Abstraction is the process of simplifying complex systems by focusing on essential features while hiding unnecessary details. It allows programmers to work with high-level concepts without worrying about implementation specifics.

Behaviors

: Behaviors in programming refer to the actions or operations that an object can perform. They are defined as methods within a class and allow objects to interact with each other and manipulate data.

Class

: A class is a blueprint or template for creating objects in object-oriented programming. It defines the properties and behaviors that an object of that class will have.

Default Constructor

: A default constructor is a special type of constructor that is automatically created by the compiler if no other constructors are defined in a class. It initializes the object's instance variables with default values.

Encapsulation

: Encapsulation refers to the bundling of data and methods within a class, where the data is hidden from external access. It ensures that an object's internal state remains consistent by controlling how it can be accessed or modified.

Get Method (Accessor)

: A get method, also known as an accessor, is a method used to retrieve the value of an object's private instance variable. It provides read-only access to the data stored in the object.

Instance Variables

: Instance variables are variables declared within a class but outside any method. They hold unique values for each instance (object) of the class and define the state or characteristics of an object.

Methods

: Methods are functions defined within a class that perform specific tasks or actions when called upon by an object. They can manipulate data, interact with other objects, or return values.

Overloading constructors

: Overloading constructors refers to the ability to have multiple constructors in a class, each with a different set of parameters. This allows objects to be created with different initial states or configurations.

Parameterized Constructor

: A parameterized constructor is a special type of constructor that allows you to pass arguments when creating an object. It initializes the object's instance variables with specific values based on those arguments.

Private

: In the context of programming, private refers to a visibility modifier that restricts access to certain variables or methods within a class. It means that only other members of the same class can access those private elements.

public

: Public is an access modifier in Java that indicates unrestricted visibility for classes, methods, and variables. Public members can be accessed from any other class or package.

Set Method (Mutator)

: A set method, also known as a mutator, is a method in object-oriented programming that allows the modification of an object's attributes or properties. It is used to update the values of instance variables within an object.


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AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.


© 2024 Fiveable Inc. All rights reserved.

AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.