CPSC 170 Lab 5: Inheritance and Mouse Events
As usual, create a lab5 subdirectory for today's lab, open this
document in Netscape, and start emacs.
Inheritance
File Dog.java contains a declaration for a Dog
class. Save this file to your directory and study it -- notice what
instance variables and methods are provided. Files
Labrador.java
and Yorkshire.java
contain declarations for
classes that extend Dog.
Save and study these files as well.
File DogTest.java contains a simple
driver program that creates a dog and makes it speak.
Study
DogTest.java, save it to your directory, and compile and run it to see
what it does. Now modify these files as follows:
- Add statements in DogTest.java after you create and print
the dog
to create and print a Yorkshire and
a Labrador. Note
that the Labrador constructor takes two parameters: the name and color
of the labrador, both strings.
Don't change any files besides DogTest.java. Now
recompile DogTest.java; you should get an error saying something like
./Labrador.java:18: cannot resolve symbol
symbol : constructor Dog ()
location: class Dog
But if you look at line 18 of Labrador.java, it's just a {. In fact,
the constructor the compiler can't find (Dog()) isn't called anywhere in this
file.
- What's going on? (Hint: What did we say about constructors in
subclasses?)
=>
- Fix the problem (which really is in Labrador) so that DogTest.java
creates and makes the Dog, Labrador, and Yorkshire all speak.
- Add code to DogTest.java to print the average breed weight for
both your Labrador and your Yorkshire. Use the avgBreedWeight() method for
both. What error do you get? Why?
=>
Fix the problem by adding the needed code to the Yorkshire class.
- Add an abstract int avgBreedWeight() method to the Dog class.
Remember that this means that the word abstract appears in the method
header after public, and that the method does not have a body (just
a semicolon after the parameter list).
It makes sense for this to be abstract, since Dog has no idea what breed
it is. Now any subclass of Dog must have an avgBreedWeight method; since
both Yorkshire and Laborador do, you should be all set.
Save these changes and recompile DogTest.java. You should get an error
in Dog.java (unless you made more changes than described above).
Figure out what's wrong and fix this error, then recompile DogTest.java.
You should get another error, this time in DogTest.java. Read the error
message carefully; it tells you exactly what the problem is. Fix this by
changing DogTest (which will mean taking some things out).
Print DogTest.java, Labrador.java, and Yorkshire.java.
Overriding the Equals Method
File Player.java contains a class that
holds information about an athlete: name, team, and uniform number.
File ComparePlayers.java contains
a skeletal program that uses the
Player class to read in information about two baseball players and
determine whether or not they are the same player.
- Fill in the missing code in ComparePlayers so that it reads in
two players and prints "Same player" if they are the same, "Different
players" if they are different. Use the equals method, which
Player inherits from the Object class, to determine whether two players are
the same. Are the results what you expect?
- The problem above is that as defined in the Object class, equals
does an address comparison. It says that two objects are the
same if they live at the same memory location, that is,
if the variables that hold references to them are aliases. The two Player
objects in this program are not aliases, so even if they contain exactly
the same information they will be "not equal." To make equals
compare the actual information in the object, you can override it with
a definition specific to the class. It might make sense to say that
two players are "equal" (the same player) if they are on the same team
and have the same uniform number.
- Use this strategy to define an equals method for the Player class.
Your method should take a Player object
and return true if it is equal (by the definition above)
to the current object, false otherwise.
- Test your ComparePlayers program using your modified Player class.
It should give the results you would expect.
Mouse Events
You have written Java programs that respond to GUI events -- a
user pressing a button, checking a box, etc. Programs can also
respond to mouse events -- moving and clicking the mouse -- that
are not tied to any particular GUI component. Java divides
these into two categories: mouse event and mouse motion
events. A MouseListener (a class that implements the MouseListener
interface) must provide bodies for methods corresponding to each of the
mouse events. A MouseMotionListener (implementing the MouseMotionListener
interface) must provide bodies for methods corresponding to each
of the mouse motion events. These events are described in the tables below
and on pages 425-426 of the text.
Mouse Event
| Description
|
mouse pressed
| The mouse busson is presed down
|
mouse released
| The mouse button is released
|
mouse clicked
| The mouse button is pressed down and released without moving the mouse in between
|
mouse entered
| The mouse pointer is move onto (over) a component
|
mouse exited
| The mouse pointer is moved off of a component
|
Mouse Motion Event
| Description
|
mouse moved
| The mouse is moved
|
mouse dragged
| The mouse is moved while the mouse button is pressed down
|
-
File MousePlay.java contains a program that
displays a message saying when the mouse button is pressed and released.
It uses MousePlayPanel.java to define
the JPanel that is actually displayed. Save these files to your directory,
run MousePlay to see how it works, and open MousePlayPanel in emacs.
Note that MousePlayPanel has an
inner class MousePlayListener that implements MouseListener by giving
bodies for the five MouseListener methods. Even though
nothing is done when the mouse is clicked or when it enters or exits, those
methods still appear with empty bodies -- this is required for the
MouseListener interface to be implemented.
Modify MousePlayPanel so that it also prints appropriate messages when the mouse
is clicked, when it enters the panel, and when it exits. Play with the
resulting program until you understand how the mouse events are
generated.
Print MousePlayPanel.java to turn in.
- Files Dots.java and
DotsPanel.java contain revised
versions of the code in listings
7.23 and 7.24 in the text. Dots draws a dot every time the uses presses
the mouse button; only the current dot is shown in the revised version.
Save these files to your directory and
run Dots to see how it works. Then modify DotsPanel as follows:
- Make the dots that appear alternately red and green. To do this,
you will need to make the following changes:
- Add an instance variable to hold the dot color.
- Add an instance variable to count the number of dots that
have been drawn.
- When the mouse is clicked, in addition to setting the draw
point you need to update the counter and chnage the dot color to
green if the counter is odd, to red if it is even. Then call repaint.
- Make the program draw a large dot if the user clicks, and a small dot
if the user presses and releases the mouse elsewhere. Continue to
alternate between red and green. Remember the
difference between a mouse click and a press/release -- a click is
released in the same location where it was pressed. Note that a mousePressed
event is generated in either case.
The current dots have a radius of 6 pixels;
modify this to 20 pixels for clicked dots. You'll need to:
- Change RADIUS from a constant to a variable (also make it lower
case).
- Add code for the mouseClicked event so that a large dot is drawn.
Remember that mousePressed will always be called before mouseClicked, so
you'll see a small dot briefly until you release the mouse.
- Modify your code so that the small dot is drawn where the mouse is
released, not where it is pressed. We said that mousePressed is called
on both press/releases and clicks; experiment with your program to
determine whether or not this is true for mouseReleased.
Print DotsPanel.java to turn in.
What to Turn In
Turn in hardcopy of DogTest.java, Labrador.java, Yorkshire.java, Player.java,
MousePlayPanel.java, and DotsPanel.java. Tar your lab5 directory
and e-mail it to me with cpsc170 lab5 in the Subject line.