Difference between revisions of "OOP Class12"

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(Interfaces Part2)
 
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Line 1: Line 1:
[[Category:Object Oriented Programming]]
+
[[Category:IAM Classes]]
  
 
==Interfaces Part2==
 
==Interfaces Part2==
Line 8: Line 8:
  
 
Here is an example of sorting a list of ints or an int[]
 
Here is an example of sorting a list of ints or an int[]
<csharp>
+
<syntaxhighlight lang="csharp">
int[] ints = new int[] { 5, 4, 2, 3, 1 };
+
            int[] ints = new int[] { 5, 4, 2, 3, 1 };
 
             foreach (var number in ints)
 
             foreach (var number in ints)
 
             {
 
             {
Line 16: Line 16:
 
             Console.WriteLine();
 
             Console.WriteLine();
  
             Array.Sort(ints);
+
             Array.Sort(ints);   //Sort ints... they a primitive types so c# already knows how to sort them
 
             foreach (var number in ints)
 
             foreach (var number in ints)
 
             {
 
             {
Line 30: Line 30:
 
             Console.WriteLine();
 
             Console.WriteLine();
  
                        //mess it up again
+
            //mess it up again
 
             ints = new int[] { 5, 4, 2, 3, 1 };
 
             ints = new int[] { 5, 4, 2, 3, 1 };
  
Line 46: Line 46:
 
             ints.OrderBy(i => i).ToList().ForEach(ii=>Console.Write(string.Format("{0}\t", ii)));
 
             ints.OrderBy(i => i).ToList().ForEach(ii=>Console.Write(string.Format("{0}\t", ii)));
 
             Console.WriteLine();
 
             Console.WriteLine();
</csharp>
+
</syntaxhighlight>
 +
 
 +
Demo that we can do the same thing with lists with List
 +
 
 +
Some other ICollection Types that have more structure. These are known as '''Data Structures'''
 +
<syntaxhighlight lang="csharp">
 +
//Colllection Types
 +
            List<int> ints = new List<int> { 5, 3, 4, 2, 1 };
 +
 
 +
            Stack<int> intStack = new Stack<int>();
 +
 
 +
            intStack.Push(1);  //We push new item onto a stack
 +
            intStack.Push(2);
 +
            intStack.Push(3);
 +
 
 +
            Console.WriteLine(intStack.Pop());  //We pop items off of a stack
 +
            Console.WriteLine(intStack.Pop());
 +
            Console.WriteLine(intStack.Pop());
 +
 
 +
            Queue<int> intQueue = new Queue<int>();
 +
            intQueue.Enqueue(1);
 +
            intQueue.Enqueue(2);
 +
            intQueue.Enqueue(3);
 +
 
 +
            Console.WriteLine(intQueue.Peek());
 +
            Console.WriteLine(intQueue.Dequeue());
 +
            Console.WriteLine(intQueue.Dequeue());
 +
            Console.WriteLine(intQueue.Dequeue());
 +
 
 +
            Dictionary<string, string> States = new Dictionary<string, string>();
 +
            States.Add("AL", "Alabama");
 +
            States.Add("AK", "Alaska");
 +
            States.Add("AR", "Arizona");
 +
 
 +
            foreach (var item in States)
 +
            {
 +
                Console.WriteLine(string.Format("{0} {1}", item.Key, item.Value));
 +
            }
 +
 
 +
 
 +
            SortedList<int, string> StatesSorted = new SortedList<int, string>();
 +
            StatesSorted.Add(1, "Delware");
 +
            StatesSorted.Add(2, "Pennsylvania");
 +
            StatesSorted.Add(3, "New Jersey");
 +
 
 +
            foreach (var item in StatesSorted)
 +
            {
 +
                Console.WriteLine(string.Format("{0} {1}", item.Key, item.Value));
 +
            }
  
now with List
+
            Console.ReadKey();
<csharp>
+
</syntaxhighlight>
</csharp>
 
  
 
Now lets sort some dogs
 
Now lets sort some dogs
<csharp>
+
<syntaxhighlight lang="csharp">
 
class Dog : IComparable
 
class Dog : IComparable
 
     {
 
     {
Line 87: Line 134:
 
         }
 
         }
 
}
 
}
</csharp>
+
</syntaxhighlight>
  
 
and finally override some operators
 
and finally override some operators
<csharp>
+
<syntaxhighlight lang="csharp">
 
public static int Compare(Dog left, Dog right)
 
public static int Compare(Dog left, Dog right)
 
         {
 
         {
Line 112: Line 159:
 
             return (Compare(left, right) > 0);
 
             return (Compare(left, right) > 0);
 
         }
 
         }
</csharp>
+
</syntaxhighlight>
 
 
  
<!--
 
 
==Strategy Pattern==
 
==Strategy Pattern==
  
Line 122: Line 167:
 
http://www.dofactory.com/Patterns/PatternStrategy.aspx
 
http://www.dofactory.com/Patterns/PatternStrategy.aspx
  
<html>
+
http://www.dofactory.com/images/diagrams/net/strategy.gif
<img src="http://www.dofactory.com/Patterns/Diagrams/strategy.gif">
+
 
</html>
 
 
Create Characters class and weapons class that uses the strategy pattern
 
Create Characters class and weapons class that uses the strategy pattern
  
Line 132: Line 176:
 
browser http://iam.colum.edu/oop/browser/browser.aspx?f=/classsource/ConsoleApplicationCharacters/ConsoleApplicationCharacters/ConsoleApplicationCharacters
 
browser http://iam.colum.edu/oop/browser/browser.aspx?f=/classsource/ConsoleApplicationCharacters/ConsoleApplicationCharacters/ConsoleApplicationCharacters
  
[[image:CharactersStrategy.PNG]]
+
===Weapons===
 +
 
 +
[[image:CharactersStrategy.PNG|700px]]
 +
 
 +
{|
 +
|<syntaxhighlight lang="csharp">public abstract class Weapon : IWeapon
 +
    {
 +
        protected string name, verb;
 +
        protected int damage;
 +
 
 +
        public Weapon()
 +
        {
 +
            this.verb = "uses";
 +
        }
 +
       
 +
        #region IWeapon Members
 +
 
 +
        public string Name
 +
        {
 +
            get
 +
            {
 +
                return this.name;
 +
            }
 +
            set
 +
            {
 +
                this.name = value;
 +
            }
 +
        }
 +
 
 +
        public string Verb
 +
        {
 +
            get
 +
            {
 +
                return this.verb;
 +
            }
 +
            set
 +
            {
 +
                this.verb = value;
 +
            }
 +
        }
 +
 
 +
        public int Damage
 +
        {
 +
            get
 +
            {
 +
                return this.damage;
 +
            }
 +
            set
 +
            {
 +
                this.damage = value;
 +
            }
 +
        }
 +
 
 +
        public string Use(Character c)
 +
        {
 +
            return c.TakeDamage(this.damage).ToString();
 +
        }
 +
 
 +
        #endregion
 +
    }
 +
</syntaxhighlight>
 +
|<syntaxhighlight lang="csharp">public interface IWeapon
 +
    {
 +
        string Name
 +
        {
 +
            get;
 +
            set;
 +
        }
 +
 
 +
        int Damage
 +
        {
 +
            get;
 +
            set;
 +
        }
 +
 
 +
        string Verb { get; set; }
 +
 
 +
        string Use(Character otherCharacter);
 +
 
 +
     
 +
    }
 +
</syntaxhighlight>
 +
|}
 +
 
 +
{|
 +
|<syntaxhighlight lang="csharp">public abstract class HandToHand : Weapon
 +
    {
 +
        public HandToHand()
 +
        {
 +
            this.verb = "swings";
 +
        }
 +
    }
 +
</syntaxhighlight>
 +
|<syntaxhighlight lang="csharp">public class Hands : Characters.HandToHand
 +
    {
 +
        public Hands()
 +
        {
 +
            this.Name = "Hands";
 +
            this.verb = "punches";
 +
            this.damage = 1;
 +
        }
 +
    }
 +
</syntaxhighlight>
 +
|<syntaxhighlight lang="csharp">public class Sword : HandToHand
 +
    {
 +
        public Sword()
 +
        {
 +
            this.Name = "Sword";
 +
            this.Damage = 7;
 +
        }
 +
    }
 +
</syntaxhighlight>
 +
|}
 +
 
 +
===Characters===
 +
 
 +
[[File:CharacterStrategy.PNG|700px]]
 +
{|
 +
|<syntaxhighlight lang="csharp">
 +
public abstract class Character : IDamagable
 +
    {
 +
        protected IWeapon currentWeapon;
 +
        protected int hp;
 +
        public string Name;
 +
 
 +
        public Character()
 +
        {
 +
            this.Name = "Character";
 +
            this.hp = 100;
 +
            this.currentWeapon = new Hands();
 +
        }
 +
       
 +
        public int HP
 +
        {
 +
            get
 +
            {
 +
                return this.hp;
 +
            }
 +
            set
 +
            {
 +
                this.hp = value;
 +
            }
 +
        }
 +
 
 +
        public IWeapon CurrentWeapon
 +
        {
 +
            get
 +
            {
 +
                return this.currentWeapon;
 +
            }
 +
            set
 +
            {
 +
                this.currentWeapon = value;
 +
            }
 +
        }
 +
 
 +
        public string About()
 +
        {
 +
            //TODO write about
 +
            return string.Format("About Character");
 +
        }
 +
 
 +
        public string Attack(Character otherCharacter)
 +
        {
 +
            return string.Format("{0} {1} with {2} at {3} -{4} HP",
 +
                this.Name, currentWeapon.Verb, this.currentWeapon.Name, 
 +
                otherCharacter.Name, this.currentWeapon.Use(otherCharacter));
 +
        }
 +
 
 +
        public int TakeDamage(int damage)
 +
        {
 +
            this.hp -= damage;
 +
            return damage;
 +
        }
 +
    }
 +
 
 +
</syntaxhighlight>
 +
|<syntaxhighlight lang="csharp">
 +
public interface IDamagable
 +
    {
 +
        int HP
 +
        {
 +
            get;
 +
            set;
 +
        }
 +
 
 +
        int TakeDamage(int damage);
 +
    }
 +
</syntaxhighlight>
 +
|}
 +
Than a specific character
 +
{|
 +
|<syntaxhighlight lang="csharp">
 +
public class Troll : Character
 +
    {
 +
        public Troll()
 +
        {
 +
            this.Name = "Troll";
 +
            this.currentWeapon = new WarHammer();
 +
        }
 +
    }
 +
</syntaxhighlight>
 +
|<syntaxhighlight lang="csharp">
 +
public class SpaceMarine : Character
 +
    {
 +
        public SpaceMarine()
 +
        {
 +
            this.Name = "Master Chief";
 +
            this.currentWeapon = new BFG();
 +
        }
 +
    }
 +
</syntaxhighlight>
 +
|<syntaxhighlight lang="csharp">
 +
public class Knight : Character
 +
    {
 +
        public Knight()
 +
        {
 +
            this.Name = "Sir Lancalot";
 +
            this.currentWeapon = new Sword();
 +
        }
 +
    }
 +
</syntaxhighlight>
 +
|}
 +
Notice the IWeapon becomes a specific interchangeable weapon.
  
 
==Use Case==
 
==Use Case==
Line 171: Line 438:
 
[[Image:CourseUseCase.png]]
 
[[Image:CourseUseCase.png]]
  
==Home work==
 
Toastable project in moodle
 
  
-->
+
Use Cases often get translated in to sequence Diagrams
 +
 
 +
http://www.agilemodeling.com/artifacts/sequenceDiagram.htm
 +
 
  
 
<!--Finish the consumable example. Make Beverages Consumable by dogs and humans.
 
<!--Finish the consumable example. Make Beverages Consumable by dogs and humans.
Line 185: Line 453:
 
<!--
 
<!--
  
<csharp>
+
<syntaxhighlight lang="csharp">
 
  private void addCourseToolStripMenuItem_Click(object sender, EventArgs e)
 
  private void addCourseToolStripMenuItem_Click(object sender, EventArgs e)
 
         {
 
         {
Line 193: Line 461:
  
 
         }
 
         }
</csharp>
+
</syntaxhighlight>
<csharp>
+
<syntaxhighlight lang="csharp">
 
using System;
 
using System;
 
using System.Collections.Generic;
 
using System.Collections.Generic;
Line 267: Line 535:
 
     }
 
     }
 
}
 
}
</csharp>
+
</syntaxhighlight>
</csharp>
+
</syntaxhighlight>
  
 
-->
 
-->
 +
 +
==Home work==
 +
Toastable project in moodle : Toaster should be able to toast (cook) any number of Itoastable object with the strategy pattern
 +
 +
[[File:ToastableStrategy.PNG]]
 +
 +
http://lms.colum.edu/mod/assign/view.php?id=161796
 +
 +
Make one of your classes sortable by implementing IComparable : Modify one of you classes to implements IComparable so that you objects may be sorted. Create an Array or LIst of you objects and demonstrate sorting them.
 +
 +
http://lms.colum.edu/mod/assign/view.php?id=161799

Latest revision as of 16:31, 10 June 2019


Interfaces Part2

There are many interfaces in the .net framework. Some that we have been working with are the [ICollection https://msdn.microsoft.com/en-us/library/system.collections.icollection(v=vs.110).aspx] [IList https://msdn.microsoft.com/en-us/library/system.collections.ilist(v=vs.110).aspx] and [IEnumerable https://msdn.microsoft.com/en-us/library/system.collections.ienumerable(v=vs.110).aspx]

These interfaces allow us to use methods in a List and Array.

Here is an example of sorting a list of ints or an int[]

            int[] ints = new int[] { 5, 4, 2, 3, 1 };
            foreach (var number in ints)
            {
                Console.Write(string.Format("{0}\t", number));
            }
            Console.WriteLine();

            Array.Sort(ints);   //Sort ints... they a primitive types so c# already knows how to sort them
            foreach (var number in ints)
            {
                Console.Write(string.Format("{0}\t", number));
            }
            Console.WriteLine();
            
            ints = ints.Reverse().ToArray();
            foreach (var number in ints)
            {
                Console.Write(string.Format("{0}\t", number));
            }
            Console.WriteLine();

            //mess it up again
            ints = new int[] { 5, 4, 2, 3, 1 };

            ints = ints.OrderBy(i => i).ToArray();
            foreach (var number in ints)
            {
                Console.Write(string.Format("{0}\t", number));
            }
            Console.WriteLine();

            //mess it up again
            ints = new int[] { 5, 4, 2, 3, 1 };

            //last way slightly uses agregate function to Order array by int, turns array into list so we can call foreach
            ints.OrderBy(i => i).ToList().ForEach(ii=>Console.Write(string.Format("{0}\t", ii)));
            Console.WriteLine();

Demo that we can do the same thing with lists with List

Some other ICollection Types that have more structure. These are known as Data Structures

 //Colllection Types
            List<int> ints = new List<int> { 5, 3, 4, 2, 1 };

            Stack<int> intStack = new Stack<int>();

            intStack.Push(1);   //We push new item onto a stack
            intStack.Push(2);
            intStack.Push(3);

            Console.WriteLine(intStack.Pop());  //We pop items off of a stack
            Console.WriteLine(intStack.Pop());
            Console.WriteLine(intStack.Pop());

            Queue<int> intQueue = new Queue<int>();
            intQueue.Enqueue(1);
            intQueue.Enqueue(2);
            intQueue.Enqueue(3);

            Console.WriteLine(intQueue.Peek());
            Console.WriteLine(intQueue.Dequeue());
            Console.WriteLine(intQueue.Dequeue());
            Console.WriteLine(intQueue.Dequeue());

            Dictionary<string, string> States = new Dictionary<string, string>();
            States.Add("AL", "Alabama");
            States.Add("AK", "Alaska");
            States.Add("AR", "Arizona");

            foreach (var item in States)
            {
                Console.WriteLine(string.Format("{0} {1}", item.Key, item.Value));
            }


            SortedList<int, string> StatesSorted = new SortedList<int, string>();
            StatesSorted.Add(1, "Delware");
            StatesSorted.Add(2, "Pennsylvania");
            StatesSorted.Add(3, "New Jersey");

            foreach (var item in StatesSorted)
            {
                Console.WriteLine(string.Format("{0} {1}", item.Key, item.Value));
            }

            Console.ReadKey();

Now lets sort some dogs

class Dog : IComparable
    {
        public string Name;
        protected int age;

        public int Age { get { return age; } set { age = value; } }

        public int Weight;
        public string BarkSound;

        public Dog()
        {
            this.Name = "fido";
            this.BarkSound = "woof!";
            this.Weight = 1;
        }

        public string About()
        {
            return string.Format("Hello my name is {0}. I'm {1} years old. I weigh {2} lbs", this.Name, this.Age, this.Weight);
        }



        public int CompareTo(object obj)
        {
            if (obj is Dog)
            {
                if (this.Age > ((Dog)obj).Age) return 1;
            }
            return 0;
        }
}

and finally override some operators

public static int Compare(Dog left, Dog right)
        {
            if (object.ReferenceEquals(left, right))
            {
                return 0;
            }
            if (object.ReferenceEquals(left, null))
            {
                return -1;
            }
            return left.CompareTo(right);
        }

        public static bool operator <(Dog left, Dog right)
        {
            return (Compare(left, right) < 0);
        }
        public static bool operator >(Dog left, Dog right)
        {
            return (Compare(left, right) > 0);
        }

Strategy Pattern

Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.

http://www.dofactory.com/Patterns/PatternStrategy.aspx

strategy.gif

Create Characters class and weapons class that uses the strategy pattern


http://iam.colum.edu/oop/classsource/ConsoleApplicationCharacters.zip

browser http://iam.colum.edu/oop/browser/browser.aspx?f=/classsource/ConsoleApplicationCharacters/ConsoleApplicationCharacters/ConsoleApplicationCharacters

Weapons

CharactersStrategy.PNG

public abstract class Weapon : IWeapon
    {
        protected string name, verb;
        protected int damage;

        public Weapon()
        {
            this.verb = "uses";
        }
        
        #region IWeapon Members

        public string Name
        {
            get
            {
                return this.name;
            }
            set
            {
                this.name = value;
            }
        }

        public string Verb
        {
            get
            {
                return this.verb;
            }
            set
            {
                this.verb = value;
            }
        }

        public int Damage
        {
            get
            {
                return this.damage;
            }
            set
            {
                this.damage = value;
            }
        }

        public string Use(Character c)
        {
            return c.TakeDamage(this.damage).ToString();
        }

        #endregion
    }
public interface IWeapon
    {
        string Name
        {
            get;
            set;
        }

        int Damage
        {
            get;
            set;
        }

        string Verb { get; set; }

        string Use(Character otherCharacter);

       
    }
public abstract class HandToHand : Weapon
    {
        public HandToHand()
        {
            this.verb = "swings";
        }
    }
public class Hands : Characters.HandToHand
    {
        public Hands()
        {
            this.Name = "Hands";
            this.verb = "punches";
            this.damage = 1;
        }
    }
public class Sword : HandToHand
    {
        public Sword()
        {
            this.Name = "Sword";
            this.Damage = 7;
        }
    }

Characters

CharacterStrategy.PNG

public abstract class Character : IDamagable
    {
        protected IWeapon currentWeapon;
        protected int hp;
        public string Name;

        public Character()
        {
            this.Name = "Character";
            this.hp = 100;
            this.currentWeapon = new Hands();
        }
        
        public int HP
        {
            get
            {
                return this.hp;
            }
            set
            {
                this.hp = value;
            }
        }

        public IWeapon CurrentWeapon
        {
            get
            {
                return this.currentWeapon;
            }
            set
            {
                this.currentWeapon = value;
            }
        }

        public string About()
        {
            //TODO write about
            return string.Format("About Character");
        }

        public string Attack(Character otherCharacter)
        {
            return string.Format("{0} {1} with {2} at {3} -{4} HP",
                this.Name, currentWeapon.Verb, this.currentWeapon.Name,  
                otherCharacter.Name, this.currentWeapon.Use(otherCharacter));
        }

        public int TakeDamage(int damage)
        {
            this.hp -= damage;
            return damage;
        }
    }
public interface IDamagable
    {
        int HP
        {
            get;
            set;
        }

        int TakeDamage(int damage);
    }

Than a specific character

public class Troll : Character
    {
        public Troll()
        {
            this.Name = "Troll";
            this.currentWeapon = new WarHammer();
        }
    }
public class SpaceMarine : Character
    {
        public SpaceMarine()
        {
            this.Name = "Master Chief";
            this.currentWeapon = new BFG();
        }
    }
 public class Knight : Character
    {
        public Knight()
        {
            this.Name = "Sir Lancalot";
            this.currentWeapon = new Sword();
        }
    }

Notice the IWeapon becomes a specific interchangeable weapon.

Use Case

http://en.wikipedia.org/wiki/Use_case

Diagrams

http://en.wikipedia.org/wiki/Use_case_diagram

Windows Course App Use Case

Actors

particiant outside of the system

Actor.png

Activity

something an actor does

Activity.png

Restaurant-UML-UC.png

Version 1 breif use case

Actor Admin

Course
#Add a course to the system
#Delete a course to the system
Student
#Add a student to the system
#Delete a student to the system
#Student add a course
#Student remove a course


CourseUseCase.png


Use Cases often get translated in to sequence Diagrams

http://www.agilemodeling.com/artifacts/sequenceDiagram.htm



Home work

Toastable project in moodle : Toaster should be able to toast (cook) any number of Itoastable object with the strategy pattern

ToastableStrategy.PNG

http://lms.colum.edu/mod/assign/view.php?id=161796

Make one of your classes sortable by implementing IComparable : Modify one of you classes to implements IComparable so that you objects may be sorted. Create an Array or LIst of you objects and demonstrate sorting them.

http://lms.colum.edu/mod/assign/view.php?id=161799