Chapter 7: Problem 29
For a class Animal, write a method sleeps() that uses only one instance variable of Animal. The code Animal a = new Animal ("fido","woof"); a.sleep(); causes the output fido is sleeping
Short Answer
Expert verified
Create an Animal class with a sleeps method that prints "name is sleeping."
Step by step solution
01
Understand the Problem
The problem asks us to write a method that, when called, will print out a statement indicating that the instance of `Animal` is sleeping. This should use only one instance variable.
02
Identify Relevant Information
We need to focus on the information provided, which suggests that the class `Animal` has an identifier like a name for the instance, which is used in the `sleeps` method to generate the output.
03
Create the Animal Class
First, create the `Animal` class with necessary instance variables. It seems from the input that the name of the animal is important for the output, so we include a single instance variable to store it.
04
Define Constructor for Animal
Write a constructor for the `Animal` class that initializes the instance variable with the provided value. Based on the input code, the constructor should likely take two parameters, but only one (the name) is relevant for our task.
05
Implement the sleeps Method
Write the `sleeps` method that accesses the instance variable and prints out the required message in the format: `name is sleeping`. This uses the instance variable to identify the name of the `Animal` instance.
06
Review the Output Requirement
Ensure that the `sleeps` method aligns with the required output format by matching the name given to the `Animal` instance with the printed message.
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Key Concepts
These are the key concepts you need to understand to accurately answer the question.
Java Classes
In Java, classes serve as blueprints for creating objects. These objects can represent real-world entities such as animals, cars, or books. A class in Java encapsulates both data (fields) and behavior (methods) that an object can have. It defines the properties and actions available to all instances of that class.
For example, when you define a class `Animal`, you can describe what characteristics all animal objects will have, like name or sound. You can also specify actions, such as sleeping, eating, or making noise. This allows you to create numerous animal objects from this single `Animal` blueprint.
For example, when you define a class `Animal`, you can describe what characteristics all animal objects will have, like name or sound. You can also specify actions, such as sleeping, eating, or making noise. This allows you to create numerous animal objects from this single `Animal` blueprint.
- Classes are defined using the keyword `class`.
- They must include a name, which should start with a capital letter.
- They can contain fields, methods, and constructors.
Instance Variables
Instance variables store data unique to each object created from a class. They are defined within a class, and each object created from the class can have its own unique values for these variables. This means that while the structure of data is shared among all objects of a class, the actual data held can vary from one object to another.
In the `Animal` class, an example of an instance variable is the `name` of the animal, which distinguishes one animal object from another. Instance variables are often declared private to enforce encapsulation, a key OOP principle. This means they can only be accessed or modified indirectly through methods.
In the `Animal` class, an example of an instance variable is the `name` of the animal, which distinguishes one animal object from another. Instance variables are often declared private to enforce encapsulation, a key OOP principle. This means they can only be accessed or modified indirectly through methods.
- Instance variables are declared inside the class but outside any method.
- They are initialized when an object is created, using a constructor or directly during declaration.
- Instance variables have default values if uninitialized, e.g., integers default to 0.
Method Implementation
Method implementation in Java refers to writing down the specific tasks or activities that a method will perform. A method within a class allows you to define behavior for the objects of that class. When implementing a method, you specify the method's return type, name, parameters, and body (the code that defines what the method does).
For the `sleeps` method in the `Animal` class, its task is to output a string that states the animal is sleeping. This is achieved by accessing the instance variable, such as `name`, and using it in the output statement. Methods can return values (like integers or strings) or simply perform actions, as is the case with `sleeps`.
For the `sleeps` method in the `Animal` class, its task is to output a string that states the animal is sleeping. This is achieved by accessing the instance variable, such as `name`, and using it in the output statement. Methods can return values (like integers or strings) or simply perform actions, as is the case with `sleeps`.
- Method signatures must specify if a method returns a value or not (e.g., `void` for no return).
- Methods can be overloaded to accept different parameters.
- Good practice involves using clear and concise names for methods to reflect their functionality.
Java Constructors
Constructors in Java are special methods that initialize new objects of a class. They have the same name as the class and do not have a return type. The primary role of a constructor is to prepare an object for use, usually by initializing its instance variables with specific values.
In the `Animal` class, the constructor initializes the object's `name` by taking a parameter value. When creating an animal object like `Animal a = new Animal("fido","woof");`, the constructor receives the parameters and assigns them to the instance variables, setting up the object for further interaction.
In the `Animal` class, the constructor initializes the object's `name` by taking a parameter value. When creating an animal object like `Animal a = new Animal("fido","woof");`, the constructor receives the parameters and assigns them to the instance variables, setting up the object for further interaction.
- There are two types of constructors: default and parameterized.
- Constructors can be overloaded, meaning a class can have multiple constructors with different parameter lists.
- They cannot be called explicitly but are invoked when a new instance is created using the `new` keyword.