CPSC 170 Lab 5: Inheritance and Mouse Events
As usual, create a lab5 subdirectory for today's lab, open this
document in Mozilla, 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:16: cannot resolve symbol
symbol : constructor Dog ()
location: class Dog
But if you look at line 16 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. Look at the error that you get. Figure out what is
wrong and
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, Dog.java, Labrador.java, and Yorkshire.java to turn in.
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. Note that the Player class has a
readPlayer() method that does all the work for you!
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.
Print Player.java to turn in.
A Sorted Integer List
File IntList.java
contains code for an integer list class. Save it to your directory and study
it; notice that the only things you can do are create a list of a fixed
size and add an element to a list. If the list is already full, a message
will be printed. File ListTest.java
contains code for a class that
creates an IntList, puts some values in it, and prints it. Save
this to your directory and compile and run it to see how it works.
Now write a class SortedIntList that extends IntList.
SortedIntList should be just like IntList except that its elements should
always be sorted.
The easiest way to do this is probably to modify the add strategy:
put the new element at
the end as before, then use insertion sort to sort the array. Remember that
insertion sort runs in linear time on nearly-sorted arrays, so this
is about as efficient as inserting the item directly into its
sorted place.
Think
carefully about what methods and instance variables you have to define in
SortedIntList and
what you can inherit directly from IntList -- don't override
anything you don't have to.
To test your class, modify ListTest.java so that after it creates
and prints the IntList, it creates and prints a SortedIntList
containing the same elements. Add them in the same order as for the original
list, but they should come out in sorted order.
Print SortedIntList.java and IntList.java to turn in.
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
on pages 425-426 of the text.
- 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.
- 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 change 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.
Remember that mousePressed is called
on both press/releases and clicks; this is true for mouseReleased
as well. From the way your program behaves, you should
be able to tell the order in which mousePressed, mouseClicked, and
mouseReleased are called on a click.
Print DotsPanel.java to turn in.
- File Circles.java sets up a GUI that
creates and draws a circle as defined in Circle.java
of random size and color at each mouse click. Each
circle replaces the one before it. The code to handle the mouse
clicks and do the drawing is in
CirclePanel.java.
Save these files to your directory,
compile them and run them and experiment with the GUI.
Then modify these files as described below.
- This program creates a new circle each time -- you can
tell because each circle is a different color and
size. Write
a method void move(Point p) for your Circle class that takes a Point
and moves the circle so its center is at
that point. Now modify your CirclesListener class (defined inside
CirclePanel) so that
instead of creating a new circle every time the user clicks,
it moves the existing circle to the clickpoint if a circle already exists. If
no circle exists, a new one should be created at the clickpoint.
So now a circle of the same color and size should
move around the screen.
- Write a method boolean isInside(Point p) for your Circle class
that takes a Point and
tells whether it is inside the circle. A point is inside the
circle if its distance from the center is less than the radius. Recall that the distance
between two points (x1,y1) and (x2,y2) is
sqrt((x2-x1)2+(y2-y1)2.
- Now modify the mousePressed method
of CirclesListener so that the GUI
behaves as follows:
- If there is no circle (i.e., it is null) and the user clicks anywhere,
a new (random) circle should be drawn at the click point.
- If there is a circle on the screen and the user clicks inside that circle,
the circle should go away. (Hint: To make the circle go away, set it to
null and repaint.)
- If there is a circle on the screen and the user clicks somewhere else,
the circle should move to that point (no change from before).
So the logic for mousePressed should look like this:
if there is currently no circle
create a new circle at the click point
else if the click is inside the circle
make the circle go away
else
move the circle to the click point
repaint
- Add bodies for the mouseEntered and mouseExited methods
so that when the mouse enters the applet the background turns white,
and when
it exits the background turns blue. Remember that you can set the background
color with the setBackground method.
-
Now modify the code in CirclePanel.java so that a circle is drawn
when the user presses a mouse, but the user can drag it around as long
as the mouse button is depressed. If the mouse button is released and
then pressed again, a new circle is created, which can then be
dragged around. You will need to make the following changes:
- In the CirclePanel constructor, make the CirclesListener object
listen for both mouse events and mouse motion events. Don't create
two separate listeners -- use the same
object for both.
- Make the CirclesListener class implement the MouseMotionListener
interface in addition to the MouseListener interface. This requires two
steps:
- Note in the header that CirclesListener implements MouseMotionListener.
- Add bodies for the two MouseMotionListener methods, mouseDragged
and mouseMoved. In mouseDragged, simply move the circle to
the point returned by the getPoint method of the MouseEvent and
repaint. (Remember that you already wrote a move() method for
the Circle class.) Provide an empty body for mouseMoved.
Print CirclesListener.java and Circle.java to
turn in.
What to Turn In
Turn in hardcopy of DogTest.java, Dog.java,
Labrador.java, Yorkshire.java, Player.java,
SortedIntList.java, ListTest.java, DotsPanel.java,
CirclesListener.java, and Circle.java. Tar your lab5 directory
and e-mail it to me with cpsc170 lab5 in the Subject line.