7.1. Defining ClassesWhen you define a new class, you define the characteristics of all objects of that class, as well as their behaviors. For example, if you create your own windowing operating system, you might want to create screen widgets (known as controls in Windows). One control of interest might be a listbox, a control that is very useful for presenting a list of choices to the user and enabling the user to select from the list. Listboxes have a variety of characteristics: height, width, location, and text color , for example. Programmers have also come to expect certain behaviors of listboxesthey can be opened, closed, sorted, and so on. Object-oriented programming allows you to create a new type, ListBox , which encapsulates these characteristics and capabilities. To define a new type or class, you first declare it and then define its methods and fields. You declare a class using the class keyword. The complete syntax is: [ attributes ] [ access-modifiers ] class identifier [: base-class ] { class-body } Attributes are used to provide special metadata about a class (that is, information about the structure or use of the class). You will not need attributes for routine C# programming. Access modifiers are discussed later in this chapter. (Typically, your classes will use the keyword public as an access modifier.) The identifier is the name of the class that you provide. Typically, C# classes are named with nouns (Dog, Employee, ListBox). The naming convention (not required, but strongly encouraged) is to use Pascal notation. In Pascal notation, you don't use underbars or hyphens, but if the name has two words (Golden Retriever), you push the two words together, each word beginning with an uppercase letter (GoldenRetriever). As mentioned earlier, inheritance is one of the pillars of object-oriented programming. The optional base class is explained when inheritance is discussed in Chapter 11. The member definitions that make up the class-body are enclosed by open and closed curly braces ( {} ): class Dog { int age; // the dog's age int weight; // the dog's weight Bark( ) { //... } Eat( ) { // ... } } Methods within the class definition of Dog describe all the things a dog can do. The fields (member variables ) such as age and weight describe all the dog's attributes or state. 7.1.1. Instantiating ObjectsTo make an actual instance, or object , of the Dog class, you must declare the object and allocate memory for the object. These two steps combined are necessary to create, or instantiate , the object. Here's how you do it. First, you declare the object by writing the name of the class ( Dog ) followed by an identifier (name) for the object or instance of that class: Dog milo; // declare milo to be an instance of Dog This is not unlike the way you create a local variable; you declare the type (in this case, Dog ), followed by the identifier ( milo ). Notice also that (as with variables) by convention, the identifier for the object uses Camel notation. Camel notation is just like Pascal notation except that the very first letter is lowercase. Thus, a variable or object name might be myDog , designatedDriver , or plantManager . The declaration alone doesn't actually create an instance, however. To create an instance of a class, you must also allocate memory for the object using the keyword new . milo = new Dog( ); // allocate memory for milo You can combine the declaration of the Dog type with the memory allocation into a single line: Dog milo = new Dog( ); This code declares milo to be an object of type Dog and also creates a new instance of Dog . You'll see what the parentheses are for later in this chapter in the discussion of the constructor. In C#, everything happens within a class. No methods can run outside of a class, not even Main( ) . The Main( ) method is the entry point for your program; it is called by the operating system, and it is where execution of your program begins. Typically, you'll create a small class to house Main( ) , because like every method, Main( ) must live within a class. Some of the examples in this book use a class named Tester to house Main( ) : public class Tester { public static void Main( ) { //... } } Even though Tester was created to house the Main( ) method, you've not yet instantiated any objects of type Tester . To do so, you would write: Tester myTester = new Tester( ); // instantiate an object of type Tester As you'll see later in this chapter, creating an instance of the Tester class allows you to call other methods on the object you've created ( myTester ). 7.1.2. Creating a Time ClassNow consider a class to keep track of and display the time of day. The internal state of the class must be able to represent the current year, month, date, hour , minute, and second. You probably would also like the class to display the time in a variety of formats.
You might implement such a class by defining a single method and six variables, as shown in Example 7-1.
Example 7-1. The Time class
This code creates a new user-defined type: Time . The Time class definition begins with the declaration of a number of member variables: Year , Month , Date , Hour , Minute , and Second . The keyword private indicates that these values can only be called by methods of this class. The private keyword is an access modifier, explained later in this chapter.
The only method declared within the Time class is the method DisplayCurrentTime( ) . The DisplayCurrentTime( ) method is defined to return void ; that is, it will not return a value to the method that invokes it. For now, the body of this method has been "stubbed out." Stubbing out a method is a temporary measure you might use when you first write a program to allow you to think about the overall structure without filling in every detail when you create a class. When you stub out a method body, you leave out the internal logic and just mark the method, perhaps with a message to the console: public void DisplayCurrentTime( ) { Console.WriteLine( "stub for DisplayCurrentTime"); } After the closing brace , a second class, Tester , is defined. Tester contains our now familiar Main( ) method. In Main( ) , an instance of Time is created, named timeObject : Time timeObject = new Time( );
Because timeObject is an instance of Time , Main( ) can make use of the DisplayCur-rentTime( ) method available with objects of that type and call it to display the time: timeObject.DisplayCurrentTime( ); You invoke a method on an object by writing the name of the object ( timeObject ) followed by the dot operator ( . ), the method name ( DisplayCurrentTime ), and the parameter list in parentheses (in this case, empty). You'll see how to pass in values to initialize the member variables in the discussion of constructors, later in this chapter. 7.1.3. Access ModifiersAn access modifier determines which class methods including methods of other classescan see and use a member variable or method within a class. Table 7-1 summarizes the C# access modifiers . Table 7-1. Access modifiers
Public methods are part of the class's public interface: they define how this class behaves. Private methods are "helper methods" used by the public methods to accomplish the work of the class. Because the internal workings of the class are private, helper methods need not (and should not) be exposed to other classes. The Time class and its method DisplayCurrentTime( ) are both declared public so that any other class can make use of them. If DisplayCurrentTime( ) had been private , it would not be possible to invoke DisplayCurrentTime( ) from any method of any class other than methods of Time . In Example 7-2, DisplayCurrentTime( ) was invoked from a method of Tester (not Time ), and this was legal because both the class ( Time ) and the method ( DisplayCurrentTime ) were marked public .
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