The primary object-oriented construct in Java is the class, which is a combination of data (fields) and behavior (methods). The fields and methods of a class are known as its members.
Access to members can be controlled through access modifiers, the two most common ones being:
public
: the member can be accessed by any code (no restrictions).private
: the member can only be accessed by code in the same class.You can think of a class as a template for creating instances of that class.
To create an instance of a class (also known as an object), the new
keyword is used:
class Car {
}
// Create two car instances
Car myCar = new Car();
Car yourCar = new Car();
Fields have a type and a name (defined in camelCase) and can be defined anywhere in a class (by convention cased in PascalCase):
class Car {
// Accessible by anyone
public int weight;
// Only accessible by code in this class
private String color;
}
One can optionally assign an initial value to a field. If a field does not specify an initial value, it will be set to its type's default value. An instance's field values can be accessed and updated using dot notation.
class Car {
// Will be set to specified value
public int weight = 2500;
// Will be set to default value (0)
public int year;
}
Car newCar = new Car();
newCar.weight; // => 2500
newCar.year; // => 0
// Update value of the field
newCar.year = 2018;
Private fields are usually updated as a side effect of calling a method.
Such methods usually don't return any value, in which case the return type should be void
:
class CarImporter {
private int carsImported;
public void importCars(int numberOfCars)
{
// Update private field from public method
carsImported = carsImported + numberOfCars;
}
}
In this exercise you'll be playing around with a remote controlled car, which you've finally saved enough money for to buy.
Cars start with full (100%) batteries. Each time you drive the car using the remote control, it covers 20 meters and drains one percent of the battery.
The remote controlled car has a fancy LED display that shows two bits of information:
"Driven <METERS> meters"
."Battery at <PERCENTAGE>%"
.If the battery is at 0%, you can't drive the car anymore and the battery display will show "Battery empty"
.
You have six tasks, each of which will work with remote controlled car instances.
Implement the (static) ElonsToyCar.buy()
method to return a brand-new remote controlled car instance:
ElonsToyCar car = ElonsToyCar.buy();
Implement the ElonsToyCar.distanceDisplay()
method to return the distance as displayed on the LED display:
ElonsToyCar car = ElonsToyCar.buy();
car.distanceDisplay();
// => "Driven 0 meters"
Implement the ElonsToyCar.batteryDisplay()
method to return the battery percentage as displayed on the LED display:
ElonsToyCar car = ElonsToyCar.buy();
car.batteryDisplay();
// => "Battery at 100%"
Implement the ElonsToyCar.drive()
method that updates the number of meters driven:
ElonsToyCar car = ElonsToyCar.buy();
car.drive();
car.drive();
car.distanceDisplay();
// => "Driven 40 meters"
Update the ElonsToyCar.drive()
method to update the battery percentage:
ElonsToyCar car = ElonsToyCar.buy();
car.drive();
car.drive();
car.batteryDisplay();
// => "Battery at 98%"
Update the ElonsToyCar.drive()
method to not increase the distance driven nor decrease the battery percentage when the battery is drained (at 0%):
ElonsToyCar car = ElonsToyCar.buy();
// Drain the battery
// ...
car.distanceDisplay();
// => "Driven 2000 meters"
car.batteryDisplay();
// => "Battery empty"
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