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Chapter 9 : Interfaces

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Title: Chapter 9 : Interfaces Subject: Introduction to Programming and Object Oriented Design Using Java Author: J.Nino, F. Hosch Description: Wiley. 3rd edition. – PowerPoint PPT presentation

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Title: Chapter 9 : Interfaces


1
Chapter 9 Interfaces
2
Modeling alternative implementations
  • Nim game implementation models class Player
    responsible for making a move according to Game
    rules.
  • Strategies Player can implement when making a
    move
  • Timid strategy
  • Greedy strategy
  • Clever strategy

3
Modeling alternative implementations
  • Player abstraction and Player clients should be
  • independent of implementations
  • independent of strategies chosen
  • implementations must respect the abstractions
    contractPlayer makes a move according to Game
    rules.

4
Java interfaces
  • A Java interface is used to specify minimal
    functionality that a client requires of a server.
  • A Java interface contains
  • method specifications, called abstract methods,
    and
  • named constant definitions.
  • A Java interface does not contain
  • constructors,
  • method bodies,
  • instance variables.

5
Player interface
  • interface Player
  • public String name ()
  • public int sticksTaken ()
  • public void takeTurn (Pile pile, int
    maxOnATurn)

6
Java interfaces
  • An interface can be
  • public , or
  • package private.
  • Method specifications in an interface are by
    default
  • public, and
  • abstract (only specification with no
    implementation).

7
Java interface implementation
  • A class implements an interface by
  • naming interface in an implements clause in class
    heading,
  • and
  • including definitions for all methods in
    interface.

class TimidPlayer implements Player public
String name () public int sticksTaken ()
public void takeTurn (Pile pile, int
maxOnATurn)
8
Java interface implementation
  • Static diagram display of relation between
    interface Player and class TimidPlayer

9
Java interface
  • Interface Player abstracts TimidPlayer,
    GreedyPlayer, and CleverPlayer

interface
Player
is-a
is-a
GreedyPlayer
CleverPlayer
TimidPlayer
10
Interface and types
  • An interface defines a type.
  • A value is in the interface type if it references
    an instance of a class that implements the
    interface.
  • A value of type reference-to-TimidPlayer, is also
    of type reference-to-Player.
  • A value of type reference-to-GreedyPlayer, is
    also of type reference-to-Player.
  • A value of type reference-to-CleverPlayer is also
    of type reference-to-Player.

11
Interface and types
  • The type reference-to-TimidPlayer is said to be a
    subtype of the type reference-to-Player.
  • The type reference-to-GreedyPlayer is said to be
    a subtype of the type reference-to-Player.
  • The type reference-to-CleverPlayer is said to be
    a subtype of the type reference-to-Player.

12
Interface and types
  • Reference-to-Player is a supertype of
  • reference-to-TimidPlayer.
  • reference-to-GreadyPlayer.
  • reference-to-CleverPlayer.
  • Simplify terminology refer to reference types by
    class or interface name. Thus we say type
    Player rather than type reference-to-Player.

13
Interfaces and types
  • A type defined by an interface can be used like
    any other reference type.
  • It can be the type of an instance variable or
    parameter,
  • It can be the return type of a query.

14
Interfaces and typesRewriting Game
  • Can define class Game exactly as in Listing 8.3,
    even if Player is an interface and not a
    class.
  • Instance variables can be of type Player

private Player player1 private player player2
  • constructors and methods can have Player
    parameters

public Game (Player player1, Player player2, int
sticks)
  • queries can return values of type Player

public Player nextPlayer ()
15
Types and Subtypes
  • If client expects server of type Player, then a
    value of any Player subtype can be provided.
  • Subtype rules
  • if type A is a subtype of type B, then
  • an A value can be provided wherever a B value is
    required.
  • an A expression can be writtenwherever a B value
    is required.
  • Thus for Game constructor
  • It can be specified with parameters of type
    Player interface
  • It can be invoked with arguments referencing
    TimidPlayers, GreedyPlayers, CleverPlayers.

16
Static types
  • The Game method nextPlayer is specified as

public Player nextPlayer () The Player whose turn
is next.
  • If game is a Game instance, Player is the static
    type of expression

game.nextPlayer()
17
Dynamic types
  • When game.nextPlayer() is evaluated during
    execution, value returned will reference an
    specific object
  • If an instance of TimidPlayer. Then dynamic type
    of value returned by expression is TimidPlayer.
  • If an instance of GreedyPlayer. Then dynamic type
    of value returned by expression is GreedyPlayer.
  • If an instance of CleverPlayer. Then dynamic type
    of value returned by the expression is
    CleverPlayer.
  • The dynamic type is always a subtype of Player.

18
Types and Subtypes
private Player nextPlayer private void
reportPlay (Player player) public Player winner
()
  • The following require expressions of type Player

nextPlayer Player expression required reportPl
ay( Player expression required) public Player
winner () return Player expression
required
19
Types and Subtypes
  • Given

TimidPlayer timid new TimidPlayer("Wakko")
  • The following are legal

nextPlayer timid reportPlay(timid) public
Player winner () return timid
20
Types and Subtypes
  • If game is a Game instance, we cannot write the
    following

TimidPlayer next game.nextPlayer()
  • Assignment operator requires a TimidPlayer on
    the right.
  • game.nextPlayer() is of type Player, and
  • Player is not a subtype of TimidPlayer.

21
Types and Subtypes
  • Player p1
  • Player p2
  • TimidPlayer tp new TimidPlayer("Wakko")
  • CleverPlayer cp new CleverPlayer("Guy")

p1 tp
p2 cp
p2 p1
22
Types and Subtypes
  • The following are not legal

tp p1 // p1 is not of type TimidPlayer cp
p2 // p2 is not of type CleverPlayer cp
tp // tp is not of type CleverPlayer
23
Revised Nim game
  • Classes Pile and Game remain the same.
  • Game constructors, methods, and instance
    variables are written in terms of type Player.
  • NimTUI will still have instance variables of type
    Player

private Player player1 private Player player2
  • Initialization code will create specific kinds
    of players.

public NimTUI () this.player1 new
TimidPlayer("Player1") this.player2 new
GreedyPlayer("Player2") this.game
null this.in new Scanner(System.in)
24
Nim game component relationships
25
Implementing classes and contracts
Client
interface requires this
interface promises this
server accepts this
server delivers this
Server
server class can be more conservative in
server class can be more liberal in
what it accepts (weaker preconditions)
what it delivers (stronger postconditions)
than what is specified by the interface
than what is specified by the interface
26
Interface Movable
27
Interface Weapon
interface
wields
Explorer
Weapon
Pen
MissileLauncher
Sword
28
Multiple inheritance of interfaces
class Sword implements Weapon, Movable
29
Interface extension
  • Assume all weapons are movable

interface Weapon extends Movable
30
Extending more than 1 interface
  • An interface can extend more than one interface.

interface DataIO extends DataInput, DataOutput

31
Modifying Nim user vs. computer
  • Want same simple nim game and text-based user
    interface
  • Want user to play against the computer rather
    than just watching the game.
  • need two different kinds of players.
  • One player decides its own move
  • the other gets its move from an external source,
    the user.

32
Modifying Nim user vs. computer
  • Define two classes
  • IndependentPlayer, and
  • InteractivePlayer.
  • Both classes implement interface Player.
  • IndependentPlayer is specified exactly as the
    class Player was in Chapter 8.
  • The InteractivePlayer, gets its move from a
    client.

33
Interactive player specifications
  • class InteractivePlayer implements Player
  • A player in the game simple nim that gets moves
    from a client.
  • public InteractivePlayer (String name)
  • Create a new InteractivePlayer with specified
    name.
  • ensure this.name().equals(name)
  • public String name ()
  • This InteractivePlayers name.
  • public int sticksTaken ()
  • Number of sticks removed on this
    InteractivePlayer's most recent turn. Returns 0
    if this InteractivePlayer has not yet taken a
    turn.
  • ensure this.sticksTaken() gt 0

34
Interactive player specifications
  • public void setNumberToTake (int number)
  • Set number of sticks this InteractivePlayer
    takes on its next turn.
  • require number gt 0
  • public void takeTurn (Pile pile, int maxOnATurn)
  • Take a turn remove sticks from specified Pile.
    maxOnATurn is maximum number of sticks a Player
    can remove on a turn.
  • require pile.sticks() gt 0, maxOnATurn gt 0
  • ensure 1 lt this.sticksTaken()
  • this.sticksTaken() lt maxOnATurn
  • pile.sticks() old.pile.sticks() -
    this.sticksTaken()

35
Interactive player specifications
  • User interface must also be modified. It creates
    an InteractivePlayer and a IndependentPlayer

private InteractivePlayer user private
IndependentPlayer computer public NimTUI ()
this.user new InteractivePlayer("user")
this.computer new IndependentPlayer("computer")
this.game null this.in new
Scanner(System.in)
36
Modifying User interface
  • Added a parameter to playGame indicating whether
    user wants to play first.

private void playGame (int numberOfSticks,
boolean userPlaysFirst) if
(userPlaysFirst) game new Game (user,
computer,numberOfSticks) else game new Game
(computer,user, numberOfSticks) while
(!game.gameOver()) game.play()
reportPlay(game.previousPlayer())
reportWinner(game.winner())
37
User interface model interaction
  • How does user interface know when to get a play
    from user?
  • user interface checks whose turn it is before
    invoking play
  • Need add a conditional to play loop,

while (!game.gameOver()) if (game.nextPlayer().
equals(user)) int numberToTake
readNumberToTake() user.setNumberToTake(numberT
oTake) game.play() reportPlay(game.previous
Player())
  • readNumberToTake is similar to readNumberOfSticks.

38
User interface model interaction
  • Problem user interface is more involved in play
    of the game.
  • Want dumb user interface, as isolated from
    model as possible.
  • Role of the user interface is to manage input and
    output its knowledge about how the model works
    should be minimized.
  • This alternative makes the user interface the
    model driver.

39
User interface model interaction
  • InteractivePlayer tells user interface it needs a
    move.
  • This alternative requires that model be client to
    user interface.
  • Dont want model dependent on user interface.
  • User interface is properly client to model.
  • Common User interface (client) needs to know
    that model (server) has reached a state in which
    it needs input from user.
  • InteractivePlayer
  • must know the user interface.
  • needs to notify an object when it is about to
    make a move.

40
InteractivePlayer
41
Interface PlayerController
interface PlayerObserver Models an object that
needs to be informed when a InteractivePlayer is
about to make a play. public void update
(InteractivePlayer player) The specified
InteractivePlayer is making a play.
  • Before removing sticks from pile,
    InteractivePlayer notifies InteractiveController
    by invoking update.

public void takeTurn (Pile pile, int maxOnATurn)
controller.update(this)
42
Case interactive player takes turn
43
Completing InteractivePlayer
  • How InteractivePlayer know PlayerObserver?
  • Add one more method to InteractivePlayer

public void register (PlayerObserver control) Set
PlayerObserver this InteractivePlayer reports
to. This InteractivePlayer will notify it before
taking its turn.
interface
notifies
InteractivePlayer
PlayerObserver
providesMoves
PlayerController
44
TUIController and Game
  • TUIController must know maximum number of sticks
    that can be removed on users turn.
  • Add the following method to the Game

/ The maximum number of sticks that can be
removed on the next turn. Returns 0 if the
game is over. / public int maxOnThisTurn ()
if (pile.sticks() lt MAX_ON_A_TURN) return
pile.sticks() else return MAX_ON_A_TURN
45
NimTUI playGame
  • TUIController is by the NimTUI when Game is
    created

private void playGame (int numberOfSticks, boolea
n userPlaysFirst) if (userPlaysFirst) game
new Game (user, computer, numberOfSticks) els
e game new Game (computer, user, numberOfSt
icks) new PlayerController(user, game,
in) while (!game.gameOver()) game.play()
reportPlay(game.previousPlayer()) reportWinne
r(game.winner())
46
The strategy pattern
  • Looking player classes, note duplicated code.
  • Only difference in TimidPlayer, GreedyPlayer, and
    CleverPlayer is body of takeTurn.
  • Duplicate code is a prime cause of maintenance
    headaches, avoid when possible.
  • Can reduce duplicate code in player classes.

47
The strategy pattern
  • make Player a class and give Player a component
    that determines what move to make.
  • A Player will have an instance variable
    referencing a PlayStrategy

private PlayStrategy strategy
48
Strategy pattern
  • takeTurn delegates responsibility for determining
    how many sticks to take to PlayStrategy

public void takeTurn (Pile pile, int maxOnATurn)
int number strategy.numberToTake(pile,
maxOnATurn) pile.remove(number)
sticksTaken number
49
Strategy pattern
  • PlayStrategy is an interface that can be
    implemented in various ways.

50
Strategy pattern
  • We can implement TimidStrategy

class TimidStrategy implements PlayStrategy
public void numberToTake (Pile pile, int
maxOnATurn) return 1
51
Strategy pattern
  • The easiest way to equip a Player with a
    PlayStrategy is to provide one as a constructor
    argument

public Player (String name, PlayStrategy
strategy) Create a Player with the specified name
and strategy
52
Strategy pattern
  • Players strategy can be changed dynamically.
  • Players strategy is fixed when the Player is
    created to be either a TimidPlayer, GreedyPlayer,
    or CleverPlayer.
  • Include method to change Players strategy

public void setStrategy (PlayStrategy
strategy) Set this Players strategy to the one
specified.
  • Ability to dynamically change objects behavior
    is one reasons for using strategy pattern.

53
Extra slides Java in Detail
54
Casting
  • Given variable definitions

Player player InteractivePlayer user
  • The assignment statement

user player
  • is not legal even if we write

Player player InteractivePlayer user new
InteractivePlayer("Louis") player user
//legal user player // not legal.
55
Casting
  • When certain of the dynamic type of a value, we
    can cast the expression to this type

(type)expression
  • Thus we can write

user (InteractivePlayer)player
  • A cast to a supertype is always safe.

56
Boolean operator instanceOf
  • Boolean operator instanceof used to determine
    type of value an expression produces at run-time.

expression instanceof type
  • Returns true if expression evaluates to a value
    of the specified type.

player instanceof InteractivePlayer
  • Returns true if variable player references an
    InteractivePlayer when expression is evaluated.
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