Luet oppimateriaalin englanninkielistä versiota. Mainitsit kuitenkin taustakyselyssä osaavasi suomea. Siksi suosittelemme, että käytät suomenkielistä versiota, joka on testatumpi ja hieman laajempi ja muutenkin mukava.
Suomenkielinen materiaali kyllä esittelee englanninkielisetkin termit.
Kieli vaihtuu A+:n sivujen yläreunan painikkeesta. Tai tästä: Vaihda suomeksi.
Chapter 2.2: Inside an Object

Introduction
In this chapter, we’ll use Scala to define the behavior of individual objects. As it turns out, this endeavor calls for skills that you already have. This is because an object definition has two main parts:
An object’s methods are functions attached to the object. To define these functions, we can use techniques that are largely familiar from earlier chapters.
An object needs a way to to keep track of its attributes. We can do this with another familiar construct: variables.
What’s new here is how we attach functions and variables to an object.
Our Goal: An Employee Object
Let’s create a singleton object that represents an individual employee in an (imaginary) accounting system. But first, let’s look at how we’ll use the object once we have it.
An employee has attributes such as a name and a monthly salary. The code that defines the object also defines the values of these attributes. We can request those values from the object:
employee.nameres0: String = Edelweiss Fume employee.monthlySalaryres1: Double = 5000.0
The effectful method raiseSalary
takes a number as a parameter. This number is a
multiplier that is applied to the old salary. For instance, the following command, gives
the employee a ten-percent raise:
employee.raiseSalary(1.1)
That command changed the object’s state, which we can confirm:
employee.monthlySalaryres2: Double = 5500.0
The effect-free method ageInYear
takes a year as a parameter. It sends back a return
value that lets the caller know how old the employee will be in that year. The employee
object knows its year of birth and uses it to compute the age:
employee.ageInYear(2025)res3: Int = 60
The object has a working time, which is expressed as a decimal number. A value of 1.0 means full-time work (i.e., 100% working time):
employee.workingTimeres4: Double = 1.0
We can adjust the working time simply by assigning a new value to the attribute. (This is similar to what we did in the radio example from Chapter 2.1.) In effect, we’re sending the object a message: “Set your working time to 0.6.” The value 0.6 indicates part-time work — 60% of a full-time hours:
employee.workingTime = 0.6employee.workingTime: Double = 0.6
The effectful monthlyCost
method determines the employee’s monthly cost to their
employer. Our object computes this cost as the product of the monthly salary (now 5500
euros), the working time (now 60%), and a multiplier to cover additional costs. The
multiplier is provided as a parameter; in the example below, it is 1.3:
employee.monthlyCost(1.3)res5: Double = 4290.0
Finally, the description
method returns a string that summarizes the employee’s main
characteristics in English. This effect-free method takes no parameters, so we can call
it without round brackets (just as we didn’t when we asked the object for its name and
salary above). Here, we ask the object for its description and print what we get:
println(employee.description)Edelweiss Fume (b. 1965), salary 0.6 * 5500.0 e/month
Defining an Object and Methods in Code
The employee object: how it looks on the inside
Here’s the code that defines our employee object. You can also find the code in
employee.scala
within the IntroOOP module.
Let’s begin with an overview before we look at each method in detail.
object employee:
var name = "Edelweiss Fume"
val yearOfBirth = 1965
var monthlySalary = 5000.0
var workingTime = 1.0
def ageInYear(year: Int) = year - this.yearOfBirth
def monthlyCost(multiplier: Double) = this.monthlySalary * this.workingTime * multiplier
def raiseSalary(multiplier: Double) =
this.monthlySalary = this.monthlySalary * multiplier
def description =
this.name + " (b. " + this.yearOfBirth + "), salary " + this.workingTime + " * " + this.monthlySalary + " e/month"
end employee
Optionally, we can mark the end of the object definition with an end marker. It is customary to do so unless the definition is very short and has no blank lines. So we do that here.
Between the first and the last line, we define the object’s
variables; their definitions look familiar. This is where
we assign (initial) values to the variables. The value
of an object’s val
variable can only be examined (as in
employee.yearOfBirth
), but a var
variable can be assigned
a new value, as we did with the employee’s working time in the
REPL.
Then we have the object’s methods, each defined with the def
keyword. There is no rule in Scala that requires us to write
the variables above the methods, but many programmers prefer to
write them in that order. More on the methods below.
Indentations matter in object definitions, too. Each of the
object’s variables and methods has been indented deeper than the
object
and end
lines. And any multi-line methods’ bodies are
indented one step further to the right.
The employee object: how it works on the inside
The employee’s methods in detail
def ageInYear(year: Int) = year - this.yearOfBirth
def monthlyCost(multiplier: Double) = this.monthlySalary * this.workingTime * multiplier
def raiseSalary(multiplier: Double) =
this.monthlySalary = this.monthlySalary * multiplier
def description =
this.name + " (b. " + this.yearOfBirth + "), salary " + this.workingTime + " * " + this.monthlySalary + " e/month"
Scala’s keyword this
means “the object whose method is being
executed”. Or, from the object’s perspective: “I myself”. Follow
the word with a dot, and you can refer to members of the object.
As shown in the animation, this
is basically a parameter
variable that works just like other parameter variables do.
It receives its value “from the left of the dot” in each
method call.
The code instructs the object: “When your method ageInYear
is
called, respond with a number that you get by subtracting the
value of your own yearOfBirth
variable from the given year.”
“Multiply your own monthly salary, your own working time, and the given multiplier (the last of which is stored in a local parameter variable during the method call).”
“Multiply your own monthly salary with the given multiplier and assign the result to be your monthly salary (replacing the old value).”
Chapter 1.7 introduced some rules and conventions for defining functions. They apply to methods, too. Don’t forget those equals signs!
description
takes no parameters and doesn’t even have a
parameter list.
More about this
In O1, we’ll use the word this
pretty much every time we wish to
refer to the members of the object that is executing a method.
Technically, though, there is no requirement to use the word as
often as we do.
Sometimes it is necessary to use this
. As an example, below is
a different version of the employee object that differs from the
earlier one in just a single variable name:
object employee:
var name = "Edelweiss Fume"
val year = 1965
var monthlySalary = 5000.0
var workingTime = 1.0
def ageInYear(year: Int) = year - this.year
// etc.
In this version, the year of birth is
stored in a variable called simply year
,
not yearOfBirth
as in the original.
As a result, the object’s variable has the
same name as ageInYear
’s parameter variable.
The name year
without a preceding this
means the year given as a parameter.
By writing this.year
, we specify that we
mean the object’s variable, not the parameter.
If we were to leave out this
word, the method
would subtract its parameter value from that
very same value, and would thus always return
zero.
In our original employee object, we could have omitted every this
prefix, because none of the local variables had the same name as
the object’s variables.
Even when it’s not required, the word this
helps clarify that
you’re using an object’s variables rather than local ones. We
recommend that you always use this
when referring to an object’s
own variables, because it makes the code easier to read and
understand.
To an extent, this is a matter of taste. If you wish — and if
you know what you’re doing — go ahead and leave out any this
keywords that don’t need to be there. Outside O1, such omissions
are (unfortunately?) very common.
Careful with Indentations and Punctuation
When you define an object, you’ll need to pay attention to punctuation (special characters). You’ll also need to pay still more attention to indentations now that we have method definitions nested within object definitions.
Soon you’ll get to write an object of your own, but let’s warm up to that first. In the short assignment below, you’ll read some object definitions and assess whether they work or have an error.
Each question below presents a definition for an object named testObject
— or at
least an attempt at such a definition. This object doesn’t do anything interesting; in
this assignment, we’ll focus on the formalities of writing code.
The test object should have a method named calculate
, which takes in a number and
computes and returns another number, like this:
testObject.calculate(100)res6: Int = 204
The object should also have a multiply
method that takes in a string and returns a
longer one that contains the original several times:
testObject.multiply("Yay")res7: String = YayYayYayYay
Answer the questions below. (One of the questions has two correct answers; pick either one of them.)
Your Turn: Create an Object
Next, you’ll get to write an object that represents a bank account. The object should work as shown in the following example.
The account object: an example scenario
An account has a balance (in euro cents) and an account number. We can ask the object to report this information:
account.balanceres8: Int = 0 account.numberres9: String = 15903000000776FI00
We can deposit money in the account. Here, we choose to represent sums of money as integers that correspond to euro cents. Let’s deposit 200 euros and review the balance:
account.deposit(20000)account.balanceres10: Int = 20000
Depositing a negative sum doesn’t affect the balance:
account.deposit(-1000)account.balanceres11: Int = 20000
The withdraw
method takes money from the account and returns the amount that was
successfully withdrawn:
account.withdraw(5000)res12: Int = 5000 account.balanceres13: Int = 15000
Withdrawals that would result in a negative balance aren’t allowed. Below, we get only 150.00 euros as we empty the account:
account.withdraw(50000)res14: Int = 15000 account.balanceres15: Int = 0
Your assignment
Write an object account
that works precisely as described above. To summarize the main
points:
It has a number,
"15903000000776FI00"
.It has a balance that is initially zero but may change.
It has an effectful method
deposit
that adds a given amount of money to the account (as long as the given parameter value is positive) and doesn’t return anything.It has another effectful method,
withdraw
, which reduces the account’s balance by a given amount, or empties the account if the given parameter is greater than the current balance.The
withdraw
method not only reduces the account’s balance but also returns the amount that was successfully withdrawn (as in the REPL examples above).(In this assignment, you’re not required to consider the possibility that a negative number might be passed to
withdraw
. But if you want, you can write the method to leave the account untouched in such cases.)
Write your code within the file o1/singletons/account.scala
in IntroOOP. There’s a
comment in the file that shows where exactly.
How to go about it
We suggest the following approach:
Study the example scenario in detail. Note the names and types of each variable!
Find the marked spot in
account.scala
. An outline for the object definition is already there.Define the object’s variables by assigning values to them. Indent your code with two space characters per line.
See if it works. Fire up your REPL in the IntroOOP module and try the expressions
account.balance
andaccount.number
.Write the methods
deposit
andwithdraw
. Use themin
andmax
you know from earlier chapters.The algorithm you need for
withdraw
is familiar from Chapter 1.8’spenalty
function. If you struggle to makewithdraw
return the right value, review your solution to thepenalty
assignment (or see the example solution).
Reset the REPL session and test your methods with different parameter values. (Reminder: you may find it convenient to use the Rerun button
in the REPL’s top-left corner.)
Submit your code only once you’re convinced that your object works as specified.
A+ presents the exercise submission form here.
Something wrong?
Once you’re done with the assignment, take a moment to reflect on the object you just defined.
Did you define a var
variable named balance
for your account
object? If you did, that’s all good. But there’s something a bit
questionable about this variable that might have already occurred
to you.
We took it upon ourselves to create an account object whose balance
is modified through deposit
and withdraw
. These method apply
due diligence and prevent the balance from becoming negative.
But right now, there’s nothing stopping us from commanding the
object to set its balance to a negative value like this:
account.balance = -100000
Obviously, this is no problem if nobody ever issues such a command. We could say that assigning a negative balance counts as an error on the part of whoever uses the account object. But there are many programmers who agree that programs should designed to minimize the risk of such mistakes.
Soon enough, in Chapter 3.2, you’ll learn how to restrict the operations on an object’s variables. Right now, you don’t need to worry about the matter.
There are styles of programming where it wouldn’t be considered problematic to make such an inappropriate command available. Scala programmers, however, tend to be among those who argue that there should be mechanisms for reducing such opportunities for error. That makes programming more productive (especially when working on large programs), and the resulting software is more reliable.
Summary of Key Points
Some of the objects in Scala programs are singleton objects: objects defined on an individual basis.
The definition of a singleton object contains variable definitions and method definitions.
You can define a variable to be part of an object. Such a variable can be assigned values, just as we’ve done with other variables.
You can define methods for an object, just as we’ve defined other functions before.
It’s extremely common that a method needs to use one or more of the object’s own variables or other methods. You can use Scala’s keyword
this
to make an object refer to itself and its own components.Links to the glossary: object, singleton object;
this
.
An updated concept map:
Feedback
Please note that this section must be completed individually. Even if you worked on this chapter with a pair, each of you should submit the form separately.
Credits
Thousands of students have given feedback and so contributed to this ebook’s design. Thank you!
The ebook’s chapters, programming assignments, and weekly bulletins have been written in Finnish and translated into English by Juha Sorva.
The appendices (glossary, Scala reference, FAQ, etc.) are by Juha Sorva unless otherwise specified on the page.
The automatic assessment of the assignments has been developed by: (in alphabetical order) Riku Autio, Kai Bukharenko, Nikolas Drosdek, Kaisa Ek, Rasmus Fyhrqvist, Joonatan Honkamaa, Antti Immonen, Jaakko Kantojärvi, Onni Komulainen, Niklas Kröger, Kalle Laitinen, Teemu Lehtinen, Mikael Lenander, Ilona Ma, Jaakko Nakaza, Strasdosky Otewa, Kaappo Raivio, Timi Seppälä, Teemu Sirkiä, Onni Tammi, Joel Toppinen, Anna Valldeoriola Cardó, and Aleksi Vartiainen.
The illustrations at the top of each chapter, and the similar drawings elsewhere in the ebook, are the work of Christina Lassheikki.
The animations that detail the execution Scala programs have been designed by Juha Sorva and Teemu Sirkiä. Teemu Sirkiä and Riku Autio did the technical implementation, relying on Teemu’s Jsvee and Kelmu toolkits.
The other diagrams and interactive presentations in the ebook are by Juha Sorva.
The O1Library software has been developed by Aleksi Lukkarinen, Juha Sorva, and Jaakko Nakaza. Several of its key components are built upon Aleksi’s SMCL library.
The pedagogy of using O1Library for simple graphical programming (such as Pic
) is
inspired by the textbooks How to Design Programs by Flatt, Felleisen, Findler, and
Krishnamurthi and Picturing Programs by Stephen Bloch.
The course platform A+ was originally created at Aalto’s LeTech research group as a student project. The open-source project is now shepherded by the Computer Science department’s edu-tech team and hosted by the department’s IT services; dozens of Aalto students and others have also contributed.
The A+ Courses plugin, which supports A+ and O1 in IntelliJ IDEA, is another open-source project. It has been designed and implemented by various students in collaboration with O1’s teachers.
For O1’s current teaching staff, please see Chapter 1.1.
Additional credits appear at the ends of some chapters.
The word
object
marks the start of a singleton object’s definition. The next word is a name that the programmer chose for referring to the object. Notice the colon at the end of the line, too.