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Java™ How To Program (Early Objects), Tenth Edition
book

Java™ How To Program (Early Objects), Tenth Edition

by Paul Deitel, Harvey Deitel
February 2014
Beginner
1248 pages
62h 25m
English
Pearson
Content preview from Java™ How To Program (Early Objects), Tenth Edition

Space Objects in a Video Game

Suppose we design a video game that manipulates objects of classes Martian, Venusian, Plutonian, SpaceShip and LaserBeam. Imagine that each class inherits from the superclass SpaceObject, which contains method draw. Each subclass implements this method. A screen manager maintains a collection (e.g., a SpaceObject array) of references to objects of the various classes. To refresh the screen, the screen manager periodically sends each object the same message—namely, draw. However, each object responds its own way, based on its class. For example, a Martian object might draw itself in red with green eyes and the appropriate number of antennae. A SpaceShip object might draw itself as a bright silver flying saucer. A ...

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Publisher Resources

ISBN: 9780133813036