亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關于我們
? 蟲蟲下載站

?? ch3.htm

?? Java游戲開發
?? HTM
?? 第 1 頁 / 共 3 頁
字號:
in.
<P>
<I>Class data</I> is data that is maintained on a class-wide basis,
independent of any objects that have been created.
<P>
There is only one instance of class data in memory no matter how
many objects are created from the class. Class data is typically
used to store common information that needs to be shared among
all instances of a class. A common example of class data is a
count of how many instantiated objects exist of a particular class.
When a new object is created, the count is incremented, and when
an existing object is destroyed, the count is decremented.
<P>
Objects provide the benefits of modularity and information hiding,
whereas classes provide the benefit of reusability. Just as the
builder reuses the blueprint for a house, the software developer
reuses the class for an object. Software programmers can use a
class over and over again to create many objects. Each of these
objects gets its own data but shares a single method implementation.
<H3><A NAME="Encapsulation"><B>Encapsulation</B></A></H3>
<P>
<I>Encapsulation</I> is the process of packaging an object's data
together with its methods.
<P>
A powerful benefit of encapsulation is the hiding of implementation
details from other objects. This means that the internal portion
of an object has more limited visibility than the external portion.
<P>
The external portion of an object is often referred to as the
object's interface, because it acts as the object's interface
to the rest of the program. Because other objects must communicate
with the object only through its interface, the internal portion
of the object is protected from outside tampering. And because
an outside program has no access to the internal implementation
of an object, the internal implementation can change at any time
without affecting other parts of the program.
<P>
Encapsulation provides two primary benefits to programmers: 
<UL>
<LI>Implementation hiding
<LI>Modularity
</UL>
<P>
<I>Implementation hiding</I> refers to the protection of the internal
implementation of an object.
<P>
An object is composed of a public interface and a private section
that can be a combination of internal data and methods. The internal
data and methods are the sections of the object that can't be
accessed from outside the object. The primary benefit is that
these sections can change without affecting programs that use
the object.
<P>
<I>Modularity</I> means that an object can be maintained independently
of other objects.
<P>
Because the source code for the internal sections of an object
is maintained separately from the interface, you are free to make
modifications and feel confident that your object won't cause
problems. This makes it easier to distribute objects throughout
a system, which is a crucial point when it comes to Java and the
Internet.
<H3><A NAME="Messages"><B>Messages</B></A></H3>
<P>
An object acting alone is rarely very useful; most objects require
other objects to really do anything. For example, the car object
is pretty useless by itself with no other interaction. Add a driver
object, however, and things get more interesting! Knowing this,
it's pretty clear that objects need some type of communication
mechanism in order to interact with each other.
<P>
Software objects interact and communicate with each other via
<I>messages</I>. When the driver object wants the car object to
accelerate, it sends a message to the car object. If you want
to think of messages more literally, think of two people as objects.
If one person wants the other person to come closer, they send
the other person a message. More accurately, one might say to
the other person &quot;come here, please.&quot; This is a message
in a very literal sense. Software messages are a little different
in form, but not in theory; they tell an object what to do. In
Java, the act of sending an object a message is actually carried
out by calling a method of the object. In other words, methods
are the mechanism through which messages are sent to objects in
the Java environment.
<P>
Many times, the receiving object needs more information along
with a message so that it knows exactly what to do. When the driver
tells the car to accelerate, the car must know by how much. This
information is passed along with the message as message <I>parameters</I>.
<P>
From this discussion, you can see that messages consist of three
things.
<OL>
<LI>The object to receive the message (car)
<LI>The name of the action to perform (accelerate)
<LI>Any parameters the method requires (15 mph)
</OL>
<P>
These three components are sufficient information to fully describe
a message for an object. Any interaction with an object is handled
by passing a message. This means that objects anywhere in a system
can communicate with other objects solely through messages.
<P>
Just so you don't get confused, understand that &quot;message
passing&quot; is another way of saying &quot;method calling.&quot;
When an object sends another object a message, it is really just
calling a method of that object. The message parameters are actually
the parameters to a method. In object-oriented programming, messages
and methods are synonymous.
<P>
Because everything that an object can do is expressed through
its methods (interface), message passing supports all possible
interactions between objects. In fact, interfaces enable objects
to send messages to and receive messages from each other even
if they reside in different locations on a network. Objects in
this scenario are referred to as <I>distributed objects</I>. Java
is specifically designed to support distributed objects.
<H3><A NAME="Inheritance"><B>Inheritance</B></A></H3>
<P>
What happens if you want an object that is very similar to one
you already have, but with a few extra characteristics? You just
derive a new class based on the class of the similar object.
<P>
<I>Inheritance</I> is the process of creating a new class with
the characteristics of an existing class, along with additional
characteristics unique to the new class.
<P>
Inheritance provides a powerful and natural mechanism for organizing
and structuring programs.
<P>
So far, the discussion of classes has been limited to the data
and methods that make up a class. Based on this understanding,
you build all classes from scratch by defining all of the data
and all of the associated methods. Inheritance provides a means
to create classes based on other classes. When a class is based
on another class, it inherits all of the properties of that class,
including the data and methods for the class. The class doing
the inheriting is referred to as the <I>subclass</I> (child class)
and the class providing the information to inherit is referred
to as the <I>superclass</I> (parent class).
<P>
<CENTER><TABLE BORDERCOLOR=#000000 BORDER=1 WIDTH=80%>
<TR><TD><B>Note</B></TD></TR>
<TR><TD>
<BLOCKQUOTE>
Child classes are sometimes referred to as <I>descendants</I>, and parent classes are sometimes referred to as <I>ancestors</I>. The family tree analogy works quite well for describing inheritance.
</BLOCKQUOTE>

</TD></TR>
</TABLE></CENTER>
<P>
<P>
Using the car example, gas-powered cars and cars powered by electricity
can be child classes inherited from the car class. Both new car
classes share common &quot;car&quot; characteristics, but they
also have a few characteristics of their own. The gas car would
have a fuel tank and a gas cap, and the electric car might have
a battery and a plug for recharging. Each subclass inherits state
information (in the form of variable declarations) from the superclass.
Figure 3.3 shows the car parent class with the gas and electric
car child classes.
<P>
<A HREF="f3-3.gif" ><B>Figure 3.3 : </B><I>Inherited car objects.</I></A>
<P>
The real power of inheritance is the ability to inherit properties
and add new ones; subclasses can have variables and methods in
addition to the ones they inherit from the superclass. Remember,
the electric car has an additional battery and a recharging plug.
Subclasses also have the capability to override inherited methods
and provide different implementations for them. For example, the
gas car would probably be able to go much faster than the electric
car. The accelerate method for the gas car could reflect this
difference.
<P>
Class inheritance is designed to allow as much flexibility as
possible. You can create inheritance trees as deep as necessary
to carry out your design. An inheritance tree, or class hierarchy,
looks much like a family tree; it shows the relationships between
classes. Unlike a family tree, the classes in an inheritance tree
get more specific as you move down the tree. The car classes in
Figure 3.3 are a good example of an inheritance tree.
<P>
By using inheritance, you've learned how subclasses can allow
specialized data and methods in addition to the common ones provided
by the superclass. This enables programmers to reuse the code
in the superclass many times, thus saving extra coding effort
and therefore eliminating potential bugs.
<P>
One final point to make in regard to inheritance: It is possible
and sometimes useful to create superclasses that act purely as
templates for more usable subclasses. In this situation, the superclass
serves as nothing more than an abstraction for the common class
functionality shared by the subclasses. For this reason, these
types of superclasses are referred to as <I>abstract classes</I>.
An abstract class cannot be instantiated, meaning that no objects
can be created from an abstract class. An abstract class cannot
be instantiated because parts of it have been specifically left
unimplemented. More specifically, these parts are made up of methods
that have yet to be implemented, which are referred to as abstract
methods.
<P>
Using the car example once more, the accelerate method really
can't be defined until the car's acceleration capabilities are
known. Of course, how a car accelerates is determined by the type
of engine it has. Because the engine type is unknown in the car
superclass, the accelerate method could be defined but left unimplemented,
which would make both the accelerate method and the car superclass
abstract. Then the gas and electric car child classes would implement
the accelerate method to reflect the acceleration capabilities
of their respective engines or motors.
<P>
<CENTER><TABLE BORDERCOLOR=#000000 BORDER=1 WIDTH=80%>
<TR><TD><B>Note</B></TD></TR>
<TR><TD>
<BLOCKQUOTE>
The discussion of inheritance naturally leads to the concept of <I>polymorphism</I>, which is the notion of an object having different forms. Using polymorphism, it is possible to have objects with similar interfaces but different responses to method 
calls. In this way, an object is able to maintain its original interface within a program while taking on a different form.
</BLOCKQUOTE>

</TD></TR>
</TABLE></CENTER>
<P>
<H2><A NAME="OOPandGames"><B><FONT SIZE=5 COLOR=#FF0000>OOP and
Games</FONT></B></A></H2>
<P>
So far, I've talked a lot about the general programming advantages
of using objects to simplify complex programming tasks, but I
haven't talked too much about how they specifically apply to games.
To understand how you can benefit from OOP design methods as a
game pro-grammer, you must first take a closer look at what a
game really is.
<P>
Think of a game as a type of abstract simulation. If you think
about most of the games you've seen or played, it's almost impossible
to come up with one that isn't simulating something. All the adventure
games and sports games, and even the far-out space games, are
modeling some type of objects present in the real world (maybe
not <I>our</I> world, but <I>some</I> world nevertheless). Knowing
that games are models of worlds, you can make the connection that
most of the things (landscapes, creatures, and so on) in games
correspond to things in these worlds. And as soon as you can organize
a game into a collection of &quot;things,&quot; you can apply
OOP techniques to the design. This is possible because things
can be translated easily into objects in an OOP environment.
<P>
Look at an OOP design of a simple adventure game as an example.
In this hypothetical adventure game, the player controls a character
around a fantasy world and fights creatures, collects treasure,
and so on. You can model all the different aspects of the game
as objects by creating a hierarchy of classes. After you design
the classes, you create them and let them interact with each other
just as objects do in real life.
<P>
The world itself probably would be the first class you design.
The world class would contain information such as its map and
images that represent a graphical visualization of the map. The
world class also would contain information such as the current
time and weather. All other classes in the game would derive from
a positional class containing coordinate information specifying
where in the world the objects are located. These coordinates
would specify the location of objects on the world map.
<P>

?? 快捷鍵說明

復制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
成人黄色av电影| 在线观看成人免费视频| 成人黄色小视频| 欧美日韩成人在线一区| 亚洲国产精品成人综合| 日本伊人午夜精品| 在线亚洲精品福利网址导航| 日韩一级高清毛片| 国产精品久久免费看| 麻豆精品久久精品色综合| 91在线视频网址| 国产人成一区二区三区影院| 五月天久久比比资源色| 99久久精品免费精品国产| 精品99999| 青青草国产精品亚洲专区无| 在线一区二区三区| 国产精品你懂的在线| 国产馆精品极品| 日韩精品最新网址| 日av在线不卡| 日韩一区二区视频| 日本伊人色综合网| 91麻豆精品国产综合久久久久久| 一区二区三区日韩精品| 91色乱码一区二区三区| 国产三级一区二区| 国产精品亚洲视频| 国产日产精品一区| 波多野结衣在线aⅴ中文字幕不卡| 精品国一区二区三区| 欧美aaa在线| 日韩欧美一区中文| 免费成人在线影院| 欧美一区二区三区在线看| 青青草原综合久久大伊人精品优势| 欧美色图12p| 五月综合激情网| 欧美综合久久久| 亚洲午夜电影在线观看| 欧美狂野另类xxxxoooo| 日韩精品久久久久久| 欧美一级欧美三级| 国产一区中文字幕| 亚洲国产高清aⅴ视频| 99国产精品久| 亚洲一区二三区| 欧美一区二区免费观在线| 久久99国产精品尤物| 久久人人97超碰com| 成人高清在线视频| 亚洲综合色在线| 制服丝袜日韩国产| 激情欧美一区二区| 亚洲免费观看在线视频| 欧美日韩午夜在线视频| 美国av一区二区| 国产欧美一区二区在线观看| 91欧美一区二区| 日日夜夜精品视频免费| 欧美酷刑日本凌虐凌虐| 国产成人综合亚洲网站| 亚洲欧美成aⅴ人在线观看| 欧美视频一区二区三区在线观看| 日韩国产欧美在线播放| 久久久久久久久久久久久久久99 | 中文字幕精品一区| 在线免费观看一区| 美女视频第一区二区三区免费观看网站| 欧美精品一区男女天堂| 99国产精品国产精品毛片| 日本成人在线网站| 国产精品嫩草99a| 7777精品伊人久久久大香线蕉超级流畅| 国内精品不卡在线| 亚洲国产综合人成综合网站| 精品国产一二三区| 日本道在线观看一区二区| 久久aⅴ国产欧美74aaa| 一区二区久久久| 久久精品这里都是精品| 欧美日韩国产一级二级| 99视频超级精品| 精品亚洲欧美一区| 亚洲午夜久久久久| 国产亚洲综合性久久久影院| 欧美午夜在线一二页| 国产激情一区二区三区桃花岛亚洲| 亚洲一区二区三区四区的| 国产欧美va欧美不卡在线| 555夜色666亚洲国产免| 日本韩国精品在线| 懂色av中文一区二区三区| 裸体健美xxxx欧美裸体表演| 亚洲码国产岛国毛片在线| 久久久久99精品国产片| 日韩欧美高清一区| 欧美高清视频一二三区| 91国偷自产一区二区三区观看| 国产乱码精品一区二区三区五月婷| 一区二区三区欧美激情| 中文字幕av一区二区三区| 精品理论电影在线| 日韩视频免费观看高清完整版 | 亚洲综合激情网| 国产欧美综合在线观看第十页| 欧美一区二区日韩一区二区| 欧洲av一区二区嗯嗯嗯啊| 99re66热这里只有精品3直播 | 欧美一区二区人人喊爽| 欧美性欧美巨大黑白大战| 色综合咪咪久久| 91在线你懂得| 色综合久久久久网| 色婷婷激情综合| 色噜噜狠狠色综合中国| 91视频com| 91精品办公室少妇高潮对白| a亚洲天堂av| 91女神在线视频| 色呦呦国产精品| 91国内精品野花午夜精品| 在线观看欧美精品| 欧美蜜桃一区二区三区| 4438x成人网最大色成网站| 91精品国产综合久久香蕉的特点| 91精品国产综合久久久久久久| 69堂成人精品免费视频| 欧美成人伊人久久综合网| 久久先锋资源网| 中文字幕亚洲一区二区va在线| 日韩毛片精品高清免费| 亚洲裸体xxx| 视频在线观看国产精品| 蜜桃视频免费观看一区| 国产又黄又大久久| 9人人澡人人爽人人精品| 色一区在线观看| 91精品国产综合久久蜜臀 | 国产专区综合网| 成人av在线电影| 欧美在线观看禁18| 精品国产乱码久久| 国产精品蜜臀在线观看| 亚洲综合一区二区| 蜜桃av噜噜一区| 成人av在线资源网站| 在线观看视频一区二区欧美日韩| 欧美一区二区久久久| 久久久精品tv| 亚洲一区二区三区视频在线播放| 免费不卡在线观看| 97se亚洲国产综合自在线观| 欧美情侣在线播放| 国产午夜精品福利| 亚洲成a人片综合在线| 国产精品自拍在线| 欧美日本国产一区| 国产精品美女久久久久久| 午夜视频久久久久久| 国产精品1区2区3区| 欧美无人高清视频在线观看| 久久在线观看免费| 亚洲免费电影在线| 激情综合色丁香一区二区| 91在线一区二区三区| 精品福利一区二区三区| 亚洲精品成人a在线观看| 国精产品一区一区三区mba视频 | 国产宾馆实践打屁股91| 欧美日韩成人综合天天影院| 国产欧美精品一区二区三区四区| 天天av天天翘天天综合网| 成人午夜激情在线| 久久女同互慰一区二区三区| 亚洲v日本v欧美v久久精品| 国产91富婆露脸刺激对白| 欧美一级爆毛片| 亚洲国产三级在线| www.亚洲精品| 国产婷婷精品av在线| 久久se精品一区二区| 欧美日韩大陆一区二区| 樱花影视一区二区| 91丨porny丨最新| 国产精品欧美久久久久无广告 | 国产一区在线观看视频| 欧美日韩美少妇| 亚洲色图欧美激情| 99精品国产99久久久久久白柏| 精品国产乱码久久久久久免费| 视频一区欧美日韩| 欧美日韩国产在线观看| 亚洲一区在线观看免费观看电影高清 | 欧美大胆人体bbbb| 日韩精品色哟哟| 欧美美女网站色| 日韩国产一二三区| 91麻豆精品91久久久久久清纯| 亚洲国产精品尤物yw在线观看|