Section 2.1 Introduction
This chapter introduces some more of the basic principles of object-oriented programming. We begin by looking at some examples of creating and using objects of type
String
and Graphics
. Then, we examine how user defined classes are used by doing a detailed walk-through of the Riddle
class we saw in Chapter 1. We focus on the basic Java language elements involved. By the end of these sections, you should know how to identify the key elements that make up a Java program.We then present a detailed example of the programming development process by designing a class that models a certain two person game and implements the class. The design is represented using UML notation.
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