What is object class in android

What is object class in android

The actual result type is Class where |X| is the erasure of the static type of the expression on which getClass is called. For example, no cast is required in this code fragment:

Number n = 0;
Class c = n.getClass();

hashCode

The general contract of hashCode is:

  • Whenever it is invoked on the same object more than once during an execution of a Java application, the hashCode method must consistently return the same integer, provided no information used in equals comparisons on the object is modified. This integer need not remain consistent from one execution of an application to another execution of the same application.
  • If two objects are equal according to the equals(Object) method, then calling the hashCode method on each of the two objects must produce the same integer result.
  • It is not required that if two objects are unequal according to the equals(java.lang.Object) method, then calling the hashCode method on each of the two objects must produce distinct integer results. However, the programmer should be aware that producing distinct integer results for unequal objects may improve the performance of hash tables.

As much as is reasonably practical, the hashCode method defined by class Object does return distinct integers for distinct objects. (This is typically implemented by converting the internal address of the object into an integer, but this implementation technique is not required by the Java TM programming language.)

equals

The equals method implements an equivalence relation on non-null object references:

  • It is reflexive: for any non-null reference value x , x.equals(x) should return true .
  • It is symmetric: for any non-null reference values x and y , x.equals(y) should return true if and only if y.equals(x) returns true .
  • It is transitive: for any non-null reference values x , y , and z , if x.equals(y) returns true and y.equals(z) returns true , then x.equals(z) should return true .
  • It is consistent: for any non-null reference values x and y , multiple invocations of x.equals(y) consistently return true or consistently return false , provided no information used in equals comparisons on the objects is modified.
  • For any non-null reference value x , x.equals(null) should return false .

The equals method for class Object implements the most discriminating possible equivalence relation on objects; that is, for any non-null reference values x and y , this method returns true if and only if x and y refer to the same object ( x == y has the value true ).

Note that it is generally necessary to override the hashCode method whenever this method is overridden, so as to maintain the general contract for the hashCode method, which states that equal objects must have equal hash codes.

clone

By convention, the returned object should be obtained by calling super.clone . If a class and all of its superclasses (except Object ) obey this convention, it will be the case that x.clone().getClass() == x.getClass() .

By convention, the object returned by this method should be independent of this object (which is being cloned). To achieve this independence, it may be necessary to modify one or more fields of the object returned by super.clone before returning it. Typically, this means copying any mutable objects that comprise the internal «deep structure» of the object being cloned and replacing the references to these objects with references to the copies. If a class contains only primitive fields or references to immutable objects, then it is usually the case that no fields in the object returned by super.clone need to be modified.

The method clone for class Object performs a specific cloning operation. First, if the class of this object does not implement the interface Cloneable , then a CloneNotSupportedException is thrown. Note that all arrays are considered to implement the interface Cloneable and that the return type of the clone method of an array type T[] is T[] where T is any reference or primitive type. Otherwise, this method creates a new instance of the class of this object and initializes all its fields with exactly the contents of the corresponding fields of this object, as if by assignment; the contents of the fields are not themselves cloned. Thus, this method performs a «shallow copy» of this object, not a «deep copy» operation.

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The class Object does not itself implement the interface Cloneable , so calling the clone method on an object whose class is Object will result in throwing an exception at run time.

toString

The toString method for class Object returns a string consisting of the name of the class of which the object is an instance, the at-sign character ` @ ‘, and the unsigned hexadecimal representation of the hash code of the object. In other words, this method returns a string equal to the value of:

notify

The awakened thread will not be able to proceed until the current thread relinquishes the lock on this object. The awakened thread will compete in the usual manner with any other threads that might be actively competing to synchronize on this object; for example, the awakened thread enjoys no reliable privilege or disadvantage in being the next thread to lock this object.

This method should only be called by a thread that is the owner of this object’s monitor. A thread becomes the owner of the object’s monitor in one of three ways:

  • By executing a synchronized instance method of that object.
  • By executing the body of a synchronized statement that synchronizes on the object.
  • For objects of type Class, by executing a synchronized static method of that class.

Only one thread at a time can own an object’s monitor.

notifyAll

The awakened threads will not be able to proceed until the current thread relinquishes the lock on this object. The awakened threads will compete in the usual manner with any other threads that might be actively competing to synchronize on this object; for example, the awakened threads enjoy no reliable privilege or disadvantage in being the next thread to lock this object.

This method should only be called by a thread that is the owner of this object’s monitor. See the notify method for a description of the ways in which a thread can become the owner of a monitor.

The current thread must own this object’s monitor.

This method causes the current thread (call it T ) to place itself in the wait set for this object and then to relinquish any and all synchronization claims on this object. Thread T becomes disabled for thread scheduling purposes and lies dormant until one of four things happens:

  • Some other thread invokes the notify method for this object and thread T happens to be arbitrarily chosen as the thread to be awakened.
  • Some other thread invokes the notifyAll method for this object.
  • Some other thread interrupts thread T .
  • The specified amount of real time has elapsed, more or less. If timeout is zero, however, then real time is not taken into consideration and the thread simply waits until notified.

The thread T is then removed from the wait set for this object and re-enabled for thread scheduling. It then competes in the usual manner with other threads for the right to synchronize on the object; once it has gained control of the object, all its synchronization claims on the object are restored to the status quo ante — that is, to the situation as of the time that the wait method was invoked. Thread T then returns from the invocation of the wait method. Thus, on return from the wait method, the synchronization state of the object and of thread T is exactly as it was when the wait method was invoked.

A thread can also wake up without being notified, interrupted, or timing out, a so-called spurious wakeup. While this will rarely occur in practice, applications must guard against it by testing for the condition that should have caused the thread to be awakened, and continuing to wait if the condition is not satisfied. In other words, waits should always occur in loops, like this one: (For more information on this topic, see Section 3.2.3 in Doug Lea’s «Concurrent Programming in Java (Second Edition)» (Addison-Wesley, 2000), or Item 50 in Joshua Bloch’s «Effective Java Programming Language Guide» (Addison-Wesley, 2001).

If the current thread is interrupted by any thread before or while it is waiting, then an InterruptedException is thrown. This exception is not thrown until the lock status of this object has been restored as described above.

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Note that the wait method, as it places the current thread into the wait set for this object, unlocks only this object; any other objects on which the current thread may be synchronized remain locked while the thread waits.

This method should only be called by a thread that is the owner of this object’s monitor. See the notify method for a description of the ways in which a thread can become the owner of a monitor.

This method is similar to the wait method of one argument, but it allows finer control over the amount of time to wait for a notification before giving up. The amount of real time, measured in nanoseconds, is given by:

In all other respects, this method does the same thing as the method wait(long) of one argument. In particular, wait(0, 0) means the same thing as wait(0) .

The current thread must own this object’s monitor. The thread releases ownership of this monitor and waits until either of the following two conditions has occurred:

  • Another thread notifies threads waiting on this object’s monitor to wake up either through a call to the notify method or the notifyAll method.
  • The timeout period, specified by timeout milliseconds plus nanos nanoseconds arguments, has elapsed.

The thread then waits until it can re-obtain ownership of the monitor and resumes execution.

As in the one argument version, interrupts and spurious wakeups are possible, and this method should always be used in a loop: This method should only be called by a thread that is the owner of this object’s monitor. See the notify method for a description of the ways in which a thread can become the owner of a monitor.

The current thread must own this object’s monitor. The thread releases ownership of this monitor and waits until another thread notifies threads waiting on this object’s monitor to wake up either through a call to the notify method or the notifyAll method. The thread then waits until it can re-obtain ownership of the monitor and resumes execution.

As in the one argument version, interrupts and spurious wakeups are possible, and this method should always be used in a loop: This method should only be called by a thread that is the owner of this object’s monitor. See the notify method for a description of the ways in which a thread can become the owner of a monitor.

finalize

The general contract of finalize is that it is invoked if and when the Java TM virtual machine has determined that there is no longer any means by which this object can be accessed by any thread that has not yet died, except as a result of an action taken by the finalization of some other object or class which is ready to be finalized. The finalize method may take any action, including making this object available again to other threads; the usual purpose of finalize , however, is to perform cleanup actions before the object is irrevocably discarded. For example, the finalize method for an object that represents an input/output connection might perform explicit I/O transactions to break the connection before the object is permanently discarded.

The finalize method of class Object performs no special action; it simply returns normally. Subclasses of Object may override this definition.

The Java programming language does not guarantee which thread will invoke the finalize method for any given object. It is guaranteed, however, that the thread that invokes finalize will not be holding any user-visible synchronization locks when finalize is invoked. If an uncaught exception is thrown by the finalize method, the exception is ignored and finalization of that object terminates.

After the finalize method has been invoked for an object, no further action is taken until the Java virtual machine has again determined that there is no longer any means by which this object can be accessed by any thread that has not yet died, including possible actions by other objects or classes which are ready to be finalized, at which point the object may be discarded.

The finalize method is never invoked more than once by a Java virtual machine for any given object.

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Any exception thrown by the finalize method causes the finalization of this object to be halted, but is otherwise ignored.

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What is Class and Object in Java OOPS? Learn with Example

Updated October 7, 2021

First, let’s understand what they are,

What is Class in Java?

Class are a blueprint or a set of instructions to build a specific type of object. It is a basic concept of Object-Oriented Programming which revolve around the real-life entities. Class in Java determines how an object will behave and what the object will contain.

Syntax

What is Object in Java?

Object is an instance of a class. An object in OOPS is nothing but a self-contained component which consists of methods and properties to make a particular type of data useful. For example color name, table, bag, barking. When you send a message to an object, you are asking the object to invoke or execute one of its methods as defined in the class.

From a programming point of view, an object in OOPS can include a data structure, a variable, or a function. It has a memory location allocated. Java Objects are designed as class hierarchies.

Syntax

What is the Difference Between Object and Class in Java?

A Class in object oriented programming is a blueprint or prototype that defines the variables and the methods (functions) common to all Java Objects of a certain kind.

An object in OOPS is a specimen of a class. Software objects are often used to model real-world objects you find in everyday life.

Click here if the video is not accessible

Understand the concept of Java Classes and Objects with an example.

Let’s take an example of developing a pet management system, specially meant for dogs. You will need various information about the dogs like different breeds of the dogs, the age, size, etc.

You need to model real-life beings, i.e., dogs into software entities.

Moreover, the million dollar question is, how you design such software?

Here is the solution-

First, let’s do an exercise.

You can see the picture of three different breeds of dogs below.

Stop here right now! List down the differences between them.

Some of the differences you might have listed out maybe breed, age, size, color, etc. If you think for a minute, these differences are also some common characteristics shared by these dogs. These characteristics (breed, age, size, color) can form a data members for your object.

So far we have defined following things,

  • Class – Dogs
  • Data members or objects– size, age, color, breed, etc.
  • Methods– eat, sleep, sit and run.

Now, for different values of data members (breed size, age, and color) in Java class, you will get different dog objects.

You can design any program using this OOPs approach.

While creating a class, one must follow the following principles.

  • Single Responsibility Principle (SRP)- A class should have only one reason to change
  • Open Closed Responsibility (OCP)- It should be able to extend any classes without modifying it
  • Liskov Substitution Responsibility (LSR)- Derived classes must be substitutable for their base classes
  • Dependency Inversion Principle (DIP)- Depend on abstraction and not on concretions
  • Interface Segregation Principle (ISP)- Prepare fine grained interfaces that are client specific.

Classes and Objects in Java Example Programs

Output:

Java Object and Class Example: main outside class

In previous program, we are creating main() method inside the class. Now, we create classes and define main() method in another class. This is a better way than previous one.

Output:

Summary:

  • Java Class is an entity that determines how Java Objects will behave and what objects will contain
  • A Java object is a self-contained component which consists of methods and properties to make certain type of data useful
  • A class system allows the program to define a new class (derived class) in terms of an existing class (superclass) by using a technique like inheritance, overriding and augmenting.

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