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Introduction to
Object Oriented Programming 2E
Timothy A. Budd
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Chapter 6
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Case Study: A Billiards Game
Purpose of Chapter
The purpose of this chapter is to once again illustrate the design of a program as a universe of interacting agents working together to produce the desired outcome.
Picture of Billiards Table
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Graphical Object Class
Every graphical object has a link field and a region of space.
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Objects must be initialized
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Graphical Objects can Draw themselves
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Objects can be Hit
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Balls move when updated
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Reaction to Mouse Down Events
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Using Inheritance
The program can be greatly simplfied by making all graphical objects inherit from a common base class.
We will have much more to say about inheritance, and the power that comes from the use of inheritance, in subsequent chapters.