By Gerard Huet
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Extra info for Logical foundations of functional programming
Close the figures project if you still have it open, and open the project called house. 13 Open the house project. Create an instance of class Picture and invoke its draw method. Also, try out the setBlackAndWhite and setColor methods. 14 How do you think the Picture class draws the picture? Five of the classes in the house project are identical to the classes in the figures project. But we now have an additional class: Picture. 9. 9. Instead, we create a class that does it for us. This is the Picture class.
A few questions may help us to make a decision. What color is a car? How fast can it go? Where is it right now? You will notice that we cannot answer these questions until we talk about one specific car. The reason is that the word “car” in this context refers to the class car; we are talking about cars in general, not about one particular car. 4 | Chapter 1 ■ Objects and classes If I speak of “My old car that is parked at home in my garage,” we can answer the questions above. That car is red, it doesn’t go very fast, and it is in my garage.
In the following sections, we shall see how the constructor and methods use those fields to implement the behavior of naïve ticket machines. 12 What do you think is the type of each of the following fields? 13 What are the names of the following fields? 13 would you say are class names? 15 In the following field declaration from the TicketMachine class private int price; does it matter which order the three words appear in? Edit the TicketMachine class to try different orderings. After each change, close the editor.