Java Reference
In-Depth Information
Chapter Summary
•
The Unified Modeling Language (UML) is a graphical representation language
for object-oriented software design.
•
Patterns are design principles that apply across a variety of software applications.
•
The patterns discussed in this chapter are the Container-Iterator, Adaptor, Model-
View-Controller, and Divide-and-Conquer Sorting patterns.
•
UML is one formalism that can and is used to express patterns.
Answers to Self-Test Exercises
1.
There are many correct answers. Below is one:
Circle
−
radius:
double
−
centerX:
double
−
centerY:
double
+ resize(
double
newRadius):
void
+ move(
double
newX,
double
newY):
void
# erase():
void
...
2.
The method
sameName
is not listed in the class diagram for
Student
. So, you follow
the arrow to the class diagram for
Person
. The method
sameName
with a single
parameter of type
Person
is in the class diagram for
Person
. Since you know a
Student
is a
Person
, you know that this definition works for the method
sameName
with a single parameter of type
Student
. So, the definition used for the method
sameName
is in the class definition of
Person
.
3.
You start at the class diagram for
Student
. The method
setStudentNumber
with
a single parameter of type
int
is in the class diagram for
Student
, so you need
look no further. The definition used for the method
setStudentNumber
is in the
class definition of
Student
.
4.
The code for this is also on the CD that comes with this topic. This code
is in the file
SelectionSort.java
. A demonstration program is in the file
SelectionSortDemo.java
.
extra code
on CD