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The Way of the Java/Arrays of Objects
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Arrays of Objects
Composition
composition
nested structure
By now we have seen several examples of composition (the ability to
combine language features in a variety of arrangements). One of the
first examples we saw was using a method invocation as part of an
expression. Another example is the nested structure of statements:
you can put an if statement within a while loop, or within
another if statement, etc.
Having seen this pattern, and having learned about arrays and objects,
you should not be surprised to learn that you can have arrays of
objects. In fact, you can also have objects that contain arrays (as
instance variables); you can have arrays that contain arrays; you can
have objects that contain objects, and so on.
In the next two chapters we will look at some examples of these
combinations, using Card objects as an example.
Card objects
Card
class!Card
If you are not familiar with common playing cards, now would be a good
time to get a deck, or else this chapter might not make much sense.
There are 52 cards in a deck, each of which belongs to one of four
suits and one of 13 ranks. The suits are Spades, Hearts, Diamonds and
Clubs (in descending order in Bridge). The ranks are Ace, 2, 3, 4, 5,
6, 7, 8, 9, 10, Jack, Queen and King. Depending on what game you are
playing, the rank of the Ace may be higher than King or lower than 2.
rank
suit
If we want to define a new object to represent a playing card, it is
pretty obvious what the instance variables should be: rank and
suit. It is not as obvious what type the instance variables
should be. One possibility is Strings, containing things like
"Spade" for suits and "Queen" for ranks. One problem with
this implementation is that it would not be easy to compare cards to
see which had higher rank or suit.
encode
encrypt
map to
An alternative is to use integers to encode the ranks and
suits. By encode, I do not mean what some people think, which
is to encrypt, or translate into a secret code. What a computer
scientist means by encode is something like define a mapping between a sequence of numbers and the things I want to represent.
For example,
tabularl c l
Hearts & & 2
Diamonds & & 1
Clubs & & 0
tabular
The obvious feature of this mapping is that the suits map to
integers in order, so we can compare suits by comparing integers.
The mapping for ranks is fairly obvious; each of the numerical
ranks maps to the corresponding integer, and for face cards:
tabularl c l
Queen & & 12
King & & 13
tabular
that they are not part of the Java program. They are part of the
program design, but they never appear explicitly in the code.
The class definition for the Card type looks like this:
verbatim
class Card
int suit, rank;
public Card ()
this.suit = 0; this.rank = 0;
public Card (int suit, int rank)
this.suit = suit; this.rank = rank;
verbatim
As usual, I am providing two constructors, one of which takes
a parameter for each instance variable and the other of which
takes no parameters.
constructor
To create an object that represents the 3 of Clubs, we would
use the new command:
verbatim
Card threeOfClubs = new Card (0, 3);
verbatim
The first argument, 0 represents the suit Clubs.
The printCard method
printCard
print!Card
When you create a new class, the first step is usually to declare the
instance variables and write constructors. The second step is often
to write the standard methods that every object should have, including
one that prints the object, and one or two that compare objects. I
will start with printCard.
String!array of
array!of String
In order to print Card objects in a way that humans
can read easily, we want to map the integer codes onto words.
A natural way to do that is with an array of Strings. You
can create an array of Strings the same way you create an
array of primitive types:
verbatim
String[] suits = new String [4];
verbatim
Then we can set the values of the elements of the array.
verbatim
suits[0] = "Clubs";
suits[1] = "Diamonds";
suits[2] = "Hearts";
suits[3] = "Spades";
verbatim
Creating an array and initializing the elements is such a common
operation that Java provides a special syntax for it:
verbatim
String[] suits = "Clubs", "Diamonds", "Hearts", "Spades" ;
verbatim
The effect of this statement is identical to that of the
separate declaration, allocation, and assignment. A state
diagram of this array might look like:
state diagram
figure=figs/stringarray.eps
reference
String!reference to
The elements of the array are references to the Strings,
rather than Strings themselves. This is true of all arrays of
objects, as I will discuss in more detail later. For now, all we need
is another array of Strings to decode the ranks:
verbatim
String[] ranks = "narf", "Ace", "2", "3", "4", "5", "6",
"7", "8", "9", "10", "Jack", "Queen", "King" ;
verbatim
The reason for the "narf" is to act as a place-keeper
for the zeroeth element of the array, which will never be
used. The only valid ranks are 1--13. This wasted entry is not
necessary, of course. We could have started at 0, as usual, but
it is best to encode 2 as 2, and 3 as 3, etc.
Using these arrays, we can select the appropriate Strings by
using the suit and rank as indices. In the method
printCard,
verbatim
public static void printCard (Card c)
String[] suits = "Clubs", "Diamonds", "Hearts", "Spades" ;
String[] ranks = "narf", "Ace", "2", "3", "4", "5", "6",
"7", "8", "9", "10", "Jack", "Queen", "King" ;
System.out.println (ranks[c.rank] + " of " + suits[c.suit]);
verbatim
the expression suits[c.suit] means use the instance variable suit from the object c as an index into the array named suits, and select the appropriate string. The output of this code
verbatim
Card card = new Card (1, 11);
printCard (card);
verbatim
is Jack of Diamonds.
The sameCard method
sameCard
The word same is one of those things that occur in natural
language that seem perfectly clear until you give it some thought,
and then you realize there is more to it than you expected.
ambiguity
natural language
language!
For example, if I say Chris and I have the same car, I
mean that his car and mine are the same make and model, but they are
two different cars. If I say Chris and I have the same mother, I
mean that his mother and mine are one and the same. So the
idea of sameness is different depending on the context.
When you talk about objects, there is a similar ambiguity. For
example, if two Cards are the same, does that mean they
contain the same data (rank and suit), or they are actually
the same Card object?
To see if two references refer to the same object, we can use
the == operator. For example:
verbatim
Card card1 = new Card (1, 11);
Card card2 = card1;
if (card1 == card2)
System.out.println ("card1 and card2 are the same object.");
verbatim
This type of equality is called shallow equality because
it only compares the references, not the contents of the objects.
equality
identity
shallow equality
deep equality
To compare the contents of the objects---deep equality---it
is common to write a method with a name like sameCard.
verbatim
public static boolean sameCard (Card c1, Card c2)
return (c1.suit == c2.suit && c1.rank == c2.rank);
verbatim
Now if we create two different objects that contain the same
data, we can use sameCard to see if they represent the
same card:
verbatim
Card card1 = new Card (1, 11);
Card card2 = new Card (1, 11);
if (sameCard (card1, card2))
System.out.println ("card1 and card2 are the same card.");
verbatim
In this case, card1 and card2
are two different objects that contain the same data
figure=figs/card.eps
so the condition is true. What does the state diagram look like when
card1 == card2 is true?
aliasing
In Section incomparable I said that you should never use the
== operator on Strings because it does not do what you
expect. Instead of comparing the contents of the String
(deep equality), it checks whether the two Strings are the
same object (shallow equality).
The compareCard method
compareCard
operator!conditional
conditional operator
For primitive types, there are conditional operators that
compare values and determine when one is greater or less
than another. These operators (< and > and the others)
don't work for object types. For Strings there is
a built-in compareTo method. For Cards we have
to write our own, which we will call compareCard.
Later, we will use this method to sort a deck of cards.
ordering
complete ordering
partial ordering
Some sets are completely ordered, which means that you can
compare any two elements and tell which is bigger. For
example, the integers and the floating-point numbers are
totally ordered. Some sets are unordered, which means that
there is no meaningful way to say that one element is bigger
than another. For example, the fruits are unordered, which
is why we cannot compare apples and oranges. In Java,
the boolean type is unordered; we cannot say that
true is greater than false.
The set of playing cards is partially ordered, which means that
sometimes we can compare cards and sometimes not. For example, I know
that the 3 of Clubs is higher than the 2 of Clubs, and the 3 of
Diamonds is higher than the 3 of Clubs. But which is better, the 3 of
Clubs or the 2 of Diamonds? One has a higher rank, but the other has
a higher suit.
comparable
In order to make cards comparable, we have to decide which is more
important, rank or suit. To be honest, the choice is completely
arbitrary. For the sake of choosing, I will say that suit is more
important, because when you buy a new deck of cards, it comes sorted
with all the Clubs together, followed by all the Diamonds, and so on.
With that decided, we can write compareCard. It
will take two Cards as parameters and return 1 if
the first card wins, -1 if the second card wins, and 0 if
they tie (indicating deep equality). It is sometimes confusing
to keep those return values straight, but they are pretty
standard for comparison methods.
First we compare the suits:
verbatim
if (c1.suit > c2.suit) return 1;
if (c1.suit < c2.suit) return -1;
verbatim
If neither statement is true, then the suits must be equal,
and we have to compare ranks:
verbatim
if (c1.rank > c2.rank) return 1;
if (c1.rank < c2.rank) return -1;
verbatim
If neither of these is true, the ranks must be equal,
so we return 0. In this ordering, aces will appear
lower than deuces (2s).
As an exercise, fix it so that aces are ranked higher than Kings, and
encapsulate this code in a method.
Arrays of cards
array!of object
object!array of
deck
The reason I chose Cards as the objects for this chapter is that
there is an obvious use for an array of cards---a deck. Here is some
code that creates a new deck of 52 cards:
verbatim
Card[] deck = new Card [52];
verbatim
Here is the state diagram for this object:
state diagram
figure=figs/cardarray.eps
The important thing to see here is that the array contains
only references to objects; it does not contain any
Card objects. The values of the array elements are
initialized to null. You can access the elements of
the array in the usual way:
verbatim
if (deck[3] == null)
System.out.println ("No cards yet!");
verbatim
But if you try to access the instance variables of the
non-existent Cards, you will get a NullPointerException.
exception!NullPointer
run-time error
null
verbatim
deck[2].rank; // NullPointerException
verbatim
Nevertheless, that is the correct syntax for accessing the rank
of the twoeth card in the deck (really the third---we started
at zero, remember?). This is another example of composition, the
combination of the syntax for accessing an element of an array
and an instance variable of an object.
composition
loop!nested
The easiest way to populate the deck with Card objects
is to write a nested loop:
verbatim
int index = 0;
for (int suit = 0; suit <= 3; suit++)
for (int rank = 1; rank <= 13; rank++)
deck[index] = new Card (suit, rank);
index++;
verbatim
The outer loop enumerates the suits, from 0 to 3. For
each suit, the inner loop enumerates the ranks, from 1
to 13. Since the outer loop iterates 4 times, and
the inner loop iterates 13 times, the total number of times
the body is executed is 52 (13 times 4).
index
I used the variable index to keep track of where in the
deck the next card should go. The following state diagram
shows what the deck looks like after the first two cards
have been allocated:
figure=figs/cardarray2.eps
As an exercise, encapsulate this deck-building code in a method called
buildDeck that takes no parameters and that returns a
fully-populated array of Cards.
encapsulation
The printDeck method
printdeck
printDeck
print!array of Cards
Whenever you are working with arrays, it is convenient to have
a method that will print the contents of the array. We have
seen the pattern for traversing an array several times, so the
following method should be familiar:
verbatim
public static void printDeck (Card[] deck)
for (int i=0; i<deck.length; i++)
printCard (deck[i]);
verbatim
Since deck has type Card[], an element of deck
has type Card. Therefore, deck[i] is a legal argument
for printCard.
Searching
findcard
searching
linear search
findCard
The next method I want to write is findCard, which searches
through an array of Cards to see whether it contains a certain
card. It may not be obvious why this method would be useful, but it
gives me a chance to demonstrate two ways to go searching for things,
a linear search and a bisection search.
traverse
loop!search
Linear search is the more obvious of the two; it involves traversing
the deck and comparing each card to the one we are looking for. If we
find it we return the index where the card appears. If it is not in
the deck, we return -1.
verbatim
public static int findCard (Card[] deck, Card card)
for (int i = 0; i< deck.length; i++)
if (sameCard (deck[i], card)) return i;
return -1;
verbatim
The arguments of findCard are named card and deck.
It might seem odd to have a variable with the same name as a type (the
card variable has type Card). This is legal and common,
although it can sometimes make code hard to read. In this case,
though, I think it works.
statement!return
return!inside loop
The method returns as soon as it discovers
the card, which means that we do not have to traverse the entire
deck if we find the card we are looking for. If the loop terminates
without finding the card, we know the card is not in the deck
and return -1.
If the cards in the deck are not in order, there is no way to search
that is faster than this. We have to look at every card, since
otherwise there is no way to be certain the card we want is not
there.
bisection search
But when you look for a word in a dictionary, you don't search
linearly through every word. The reason is that the words are in
alphabetical order. As a result, you probably use an algorithm that
is similar to a bisection search:
enumerate
Start in the middle somewhere.
Choose a word on the page and compare it to the word you
are looking for.
If you found the word you are looking for, stop.
If the word you are looking for comes after the word on
the page, flip to somewhere later in the dictionary and go to
step 2.
If the word you are looking for comes before the word on
the page, flip to somewhere earlier in the dictionary and go to
step 2.
enumerate
If you ever get to the point where there are two adjacent
words on the page and your word comes between them, you can
conclude that your word is not in the dictionary.
The only alternative is that your word has been misfiled somewhere,
but that contradicts our assumption that the words are in alphabetical
order.
In the case of a deck of cards, if we know that the cards are
in order, we can write a version of findCard that is
much faster. The best way to write a bisection
search is with a recursive method. That's because bisection
is naturally recursive.
findBisect
The trick is to write a method called findBisect that takes
two indices as parameters, low and high, indicating the
segment of the array that should be searched (including both
low and high).
enumerate
To search the array, choose an index between low and
high (call it mid) and compare it to the card you are looking
for.
If you found it, stop.
If the card at mid is higher than your card, search
in the range from low to mid-1.
If the card at mid is lower than your card, search
in the range from mid+1 to high.
enumerate
Steps 3 and 4 look suspiciously like recursive
invocations. Here's what this all looks like translated into
Java code:
verbatim
public static int findBisect (Card[] deck, Card card, int low, int high)
int mid = (high + low) / 2;
int comp = compareCard (deck[mid], card);
if (comp == 0)
return mid;
else if (comp > 0)
return findBisect (deck, card, low, mid-1);
else
return findBisect (deck, card, mid+1, high);
verbatim
Rather than call compareCard three times, I called it once
and stored the result.
Although this code contains the kernel of a bisection search, it
is still missing a piece. As it is currently written,
if the card is not in the deck, it will recurse forever. We
need a way to detect this condition and deal with it properly
(by returning -1).
recursion
The easiest way to tell that your card is not in the deck
is if there are no cards in the deck, which is the
case if high is less than low. Well, there are
still cards in the deck, of course, but what I mean is that
there are no cards in the segment of the deck indicated by
low and high.
With that line added, the method works correctly:
verbatim
public static int findBisect
(Card[] deck, Card card, int low, int high)
System.out.println (low + ", " + high);
if (high < low) return -1;
int mid = (high + low) / 2;
int comp = deck[mid].compareCard (card);
if (comp == 0)
return mid;
else if (comp > 0)
return findBisect (deck, card, low, mid-1);
else
return findBisect (deck, card, mid+1, high);
verbatim
I added a print statement at the beginning so I could watch
the sequence of recursive calls and convince myself
that it would eventually reach the base case. I tried out the
following code:
verbatim
Card card1 = new Card (1, 11);
System.out.println (findBisect (deck, card1, 0, 51));
verbatim
And got the following output:
verbatim
0, 51
0, 24
13, 24
19, 24
22, 24
23
verbatim
Then I made up a card that is not in the deck (the 15 of Diamonds),
and tried to find it. I got the following:
verbatim
0, 51
0, 24
13, 24
13, 17
13, 14
13, 12
-1
verbatim
These tests don't prove that this program is correct. In fact, no
amount of testing can prove that a program is correct. On the other
hand, by looking at a few cases and examining the code, you might be
able to convince yourself.
testing
correctness
The number of recursive calls is fairly small, typically 6 or 7.
That means we only had to invoke compareCard 6 or 7 times,
compared to up to 52 times if we did a linear search. In general,
bisection is much faster than a linear search, especially for
large arrays.
Two common errors in recursive programs are forgetting to include a
base case and writing the recursive call so that the base case is never
reached. Either error will cause an infinite recursion, in which case
Java will (eventually) throw a StackOverflowException.
recursion!infinite
infinite recursion
exception!StackOverflow
Decks and subdecks
deck
subdeck
Looking at the interface to findBisect
verbatim
public static int findBisect
(Card[] deck, Card card, int low, int high)
verbatim
it might make sense to treat three of the parameters, deck,
low and high, as a single parameter that specifies a
subdeck. We took a similar view in Section graphics when we
were talking about bounding boxes. In that case I referred to
x, y, width and height as if they were a single
parameter, a bounding box.
parameter!abstract
abstract parameter
This kind of thing is quite common, and I sometimes think of it as an
abstract parameter. What I mean by abstract, is something
that is not literally part of the program text, but which describes the
function of the program at a higher level.
For example, when you invoke a method and pass an array and the bounds
low and high, there is nothing that prevents the invoked
method from accessing parts of the array that are out of bounds. So
you are not literally sending a subset of the deck; you are really
sending the whole deck. But as long as the recipient plays by the
rules, it makes sense to think of it, abstractly, as a subdeck.
There is one other example of this kind of abstraction that you might
have noticed in Section objectops, when I referred to an
empty data structure. The reason I put empty in quotation
marks was to suggest that it is not literally accurate. All variables
have values all the time. When you create them, they are given
default values. So there is no such thing as an empty object.
But if the program guarantees that the current value of a variable is
never read before it is written, then the current value is irrelevant.
Abstractly, it makes sense to think of such a variable as empty.
This kind of thinking, in which a program comes to take on
meaning beyond what is literally encoded, is a very important
part of thinking like a computer scientist. Sometimes,
the word abstract gets used so often and in so many contexts
that it comes to lose its meaning. Nevertheless, abstraction
is a central idea in computer science (as well as many other
fields).
abstraction
A more general definition of abstraction is The process of modeling a complex system with a simplified description in order to suppress unnecessary details while capturing relevant behavior.
Glossary
description
[encode:] To represent one set of values using another
set of values, by constructing a mapping between them.
[shallow equality:] Equality of references. Two
references that point to the same object.
[deep equality:] Equality of values. Two references
that point to objects that have the same value.
[abstract parameter:] A set of parameters that act together
as a single parameter.
[abstraction:] The process of interpreting a program
(or anything else) at a higher level than what is literally
represented by the code.
encode
shallow equality
deep equality
abstract parameter
abstraction
description