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Anatomy of a Class

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Anatomy of a Class: AP Computer Science A Study Guide



Introduction

Hello, future coding wizards! 🧙‍♂️ Welcome to the magical world of Java classes, where we'll unravel the mysteries of how classes are constructed. Think of this as your ultimate guide to building your very own digital Legos, block by block!



What is a Class?

Imagine your favorite cookie recipe. Now, think of a Java class as that recipe. Each class is a blueprint for creating objects, akin to using that recipe to bake delicious cookies. For example, a class for a Car might include attributes like make, model, and year, as well as behaviors like drive and honk. Creating a Toyota Prius object from the Car class is like baking a batch of cookies using that recipe—it’s exactly what you need, but with a unique twist.



Introduction to Class Writing

You'll be writing classes frequently in AP Computer Science A, and there's even a Free Response Question (FRQ) dedicated to it! Writing classes involves more than just typing code; you’ll become a digital architect, planning what needs to be done and figuring out how to do it. Essentially, you’re both the chef and the recipe writer. 🍪



The Parts of a Class

A class comprises three main parts: variable declarations, constructors, and methods. Here's a quick rundown:

  1. Variable Declarations: These are the ingredients of our class. They define the attributes, such as int speed for a Car class.
  2. Constructors: These are like the oven settings, bringing your object into existence. You can have multiple constructors, just like you can have multiple oven settings for different types of cookies.
  3. Methods: These are the cooking steps that give your class its functionality. Methods can change an object, return a value, or create new objects.

Let’s look at an example class, Square:

public class Square {
    private int side;

    public Square(int sideLength) {
        side = sideLength;
    }

    public Square() {
        side = 0;
    }

    public int getSide() {
        return side;
    }

    public void setSide(int sideLength) {
        side = sideLength;
    }

    public int getPerimeter() {
        return side * 4;
    }

    public int getArea() {
        return side * side;
    }

    public Square duplicate() {
        return new Square(side);
    }
}

In this Square class, we have:

  • A private variable side to keep others from messing with it (Imagine a chef guard saying, "No touching!").
  • Two constructors, one taking sideLength as a parameter and another defaulting to 0 (like preheating the oven to different temperatures).
  • Methods to get the side length, set the side length, calculate the perimeter, calculate the area, and duplicate the square.


Fun Analogies

Still feeling a tad lost? Let's cook up some clarifications with a culinary analogy:

  • Class header: Think of it as the recipe title. It tells you what you’re about to whip up.
  • Class body: This is your ingredient list and cooking steps combined.
  • Variables (instance variables): These are the ingredients—flour, sugar, eggs—each with its own properties.
  • Methods: These are the cooking steps—mixing, baking, frosting—that perform actions or yield results.
  • Main method: The star dish! It’s the primary function, where all the magic comes together, like Grandma's signature pie at Thanksgiving.


This Guide's Design Constraints and Introduction to Software Programming

In this guide, we'll create classes based on the following constraints:

  • Students: Each student has a grade level, name, and age. Students also complete assignments consisting of a true/false question. Based on past assignments, students can receive a grade and determine if they are passing.

So, our two main classes will be Student and Assignment, with the following instance variables:

  • Student: grade level, name, age, assignments, grade
  • Assignment: correct answer (true/false)

Methods will include:

  • Assignment class: Not allowing the setting or viewing of answers to prevent cheating (we can’t have students peeking at the answers, can we?).
  • Student class: Methods to get and set grade level, name, and age, and methods to turn in assignments and calculate grades.


Class Writing Practice Problems

Ready for some coding action?

Problem 1: Plant Class

Consider the Plant class with a String for species and a double for height:

public class Plant {
    private String species;
    private double height;

    public Plant(String species, double height) {
        this.species = species;
        this.height = height;
    }
}

The best implementation includes private variables and a public constructor.

Problem 2: House Class

For the House class containing a String for address and an int for the number of rooms:

public class House {
    private String address;
    private int rooms;

    public House(String address, int rooms) {
        this.address = address;
        this.rooms = rooms;
    }
}

Similarly, private variables and a public constructor are appropriate.

Problem 3: Car Class

Consider the Car class with String for make and boolean to denote if it's electric:

public class Car {
    private String make;
    private boolean electric;

    public Car(String make, boolean electric) {
        this.make = make;
        this.electric = electric;
    }
}

Private variables ensure that class properties are hidden from direct outside manipulation.

Problem 4: Phone Class

Finally, for the Phone class with String for brand, model, and color, and a makeCall method:

public class Phone {
    private String brand;
    private String model;
    private String color;

    public Phone() {
        // constructor implementation
    }

    public void makeCall() {
        // method implementation
    }
}

Ensure variables are private and methods are public for external access to functionality.



Key Concepts to Review (13)

Here are crucial terms you'll hear about:

  • Abstraction: Think of it as making things simpler, like focusing on the recipe’s steps, not where the ingredients came from.
  • Encapsulation: It’s like a cupcake wrapper; it keeps everything together and neat.
  • Get Method (Accessor): These are like peeking through the oven window to check the cookies.
  • Set Method (Mutator): Imagine adjusting the oven temperature; you're changing the conditions for better results.

And with that, go ahead and channel your inner software chef! Whisk together your code, bake those classes, and serve up some great programs! 🍪🖥️

Happy coding!

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