Using ArrayLists¶
In these notes you will learn:
- How to define
ArrayLists. - How to add objects to an
ArrayList. - How to use for-loops to process each element of an
ArrayList. - How to store integers and floating point numbers in an
ArrayList.
Introduction¶
We saw in the previous notes how to use objects
to make one ball bounce around the screen. As long as you only want a few
balls on the screen, it worked great. But if you want lots of balls at the
same time, say 100, then we’d have to declare 100 different named variables.
Creating and using that many variables is extremely tedious, and so in these
notes we will see how to store multiple objects in an ArrayList and then
process them using a loop.
Defining ArrayList Variables¶
An ArrayList is a special kind of object that can store other objects.
It’s known as a container object, or sometimes a collection object.
For instance, to store multiple BouncingBall objects at the same time, we
can store them in an ArrayList. The first step is to create an
ArrayList variable:
ArrayList<BouncingBall> ballList; // ballList is null initially
By default, ballList is initialized to the special value null. A
null value indicates that the variable does not yet point to any object.
ArrayList variables can be defined to hold any type of object. For
example:
ArrayList<String> names; // names is null initially
Note
Processing also has arrays, which is another way to hold
collections of values. Arrays are a lower-level feature as compared to
ArrayLists, and so can sometimes be a little more efficient. But the
main difficulty with arrays is that they are fixed in size, and so require
that you know the maximum number of items they will contain ahead of time.
In contrast, you can add as many items as you need to an ArrayList at
any time you need to add them. An ArrayList automatically expands it
size as needed.
Creating ArrayList Objects¶
To actually create an ArrayList object, we use new:
ArrayList<BouncingBall> ballList; // ballList variable is null initially
void setup() {
// ...
ballList = new ArrayList<BouncingBall>();
}
Here’s how you could initialize an ArrayList of Strings:
ArrayList<String> names; // names is null initially
void setup() {
// ...
names = new ArrayList<String>();
}
Note
Technically, the angle-brackets at the end of an ArrayList
declaration are optional, e.g. you can write code like this:
ArrayList ballList; // bad: no object type given!
ballList = new ArrayList();
The problem with this is that the ArrayList does not know
anything about the type of objects that can be stored in it. You can
add any type of object to such an ArrayList, e.g.:
ArrayList ballList; // bad: no object type given!
ballList = new ArrayList();
ballList.add(randomBouncingBall());
ballList.add("this is not a ball");
Now ballList contains a BouncingBall ball object and a
String object. While this is occasionally useful, in practice
mixing different types of objects in the same ArrayList tends to
cause subtle bugs.
So in this course, we will never use ArrayList without the
angle-brackets declaring what type of object it can contain.
It is unfortunate that Processing (and Java) allow both forms. Processing even recommends this second form in some of its documentation. However, the version without the angle-brackets is a legacy feature that is rarely useful.
Adding Elements to an ArrayList¶
The add function is used to append new elements to the end of an
ArrayList:
ArrayList<BouncingBall> ballList; // create an initially null variable
ballList = new ArrayList<BouncingBall>(); // create an initially empty
// ArrayList of BouncingBall
// objects
ballList.add(randomBouncingBall()); // add some BouncingBall
ballList.add(randomBouncingBall()); // objects
ballList.add(randomBouncingBall());
Here’s how we could use names to store names as strings:
ArrayList<String> names; // create an initially null variable
names = new ArrayList<String>(); // create an initially empty ArrayList
// of strings and assign it to names
names.add("Julius Caesar");
names.add("William Shakespeare");
names.add("Tony Clifton");
ArrayLists can contain as many objects as you add to them (within the
memory limits of your computer, of course). They start out empty and then
expand in size as needed.
Processing an ArrayList with a For-each Loop¶
The simplest way to process an ArrayList is to use a for-each loop
to run the same block of code on every object within it:
for(BouncingBall b : ballList) { // for-each loop
b.render();
b.update();
}
Inside a loop like this, the : is read as “in”, and so the statement
for(BouncingBall b : ballList) is read “for each bouncing ball b in
ballList, do the following”.
The variable b declared inside the header of the for-each loop is
automatically set to refer to each object of ballList, one object at a
time. After b is set, the code in the body of the loop is called.
Here’s another example with names:
for(String s : names) { // for-each loop
println(s);
}
This prints every name in the names ArrayList on the screen, one name
per line.
Multiple Bouncing Balls¶
We now know enough to write a program that displays some bouncing balls. Every time you click the mouse, a new one is added:
ArrayList<BouncingBall> ballList; // initially null
void setup() {
size(500, 500);
// create the initially empty ArrayList of BouncingBall objects
ballList = new ArrayList<BouncingBall>();
}
void draw() {
background(255);
// render and update all the balls
for (BouncingBall b : ballList) {
b.render();
b.update();
}
}
void mousePressed() {
BouncingBall b = randomBouncingBall();
b.x = mouseX;
b.y = mouseY;
ballList.add(b);
}
Using ArrayLists with Primitive Types¶
Due to a quirk of Java, an ArrayList can’t contain basic built-in types
like int, float, or char. For example, both of these lines cause
compiler errors:
ArrayList<int> ages; // error: can't make an ArrayList of ints
ArrayList<float> temps; // error: can't make an ArrayList of floats
The problem is that int and float are not object types like
String and BouncingBall are, and an ArrayList can only contain
object types.
Fortunately, there is a relatively simple work-around. Use Integer instead
of int when declaring an ArrayList. e.g.:
ArrayList<Integer> ages;
ages = new ArrayList<Integer>();
ages.add(18);
ages.add(19);
ages.add(11);
for(Integer n : ages) {
println(n);
}
Similarly, use Float instead of float when working with ArrayLists.
What’s going on here is that Integer is a wrapper class for int. An
Integer object essentially contains a regular int, but because it is
in an object it can be used in an ArrayList and similar containers.
Note
Historically, basic types like int and float were not
implemented as objects due to performance concerns, i.e. when Java
was originally implemented the designers felt it would be too slow
to make int and float full- blown objects.
Summary: Using ArrayLists¶
In general, to use an ArrayList, you need to do the following:
Declare the
ArrayListvariable, e.g.:ArrayList<String> names; // initially null
Create the
ArrayListobject, e.g.:names = new ArrayList<String>(); // initially empty
Notice that we used the same type,
ArrayList<String>, in both the declaration of the variable and the create of theArrayListobject.Use
addto append objects to the end of theArrayList, e.g.:names.add("Sammy"); names.add("Andie"); names.add("Nelly");
Use a for-each loop to run a block of code on each element of an
ArrayList, e.g.:for(String n : names) { println(n); }
Notice that the type of the variable
nisString, which is the same as the type of object of that theArrayListnamescontains.For-each loops are simple and useful, but not very flexible. For instance, if you only want to process some of the elements in an
ArrayList, the for-each loop can’t help you: it always loops through all the element.
Questions¶
What happens if you run this code in Processing?
ArrayList<String> names; names = new ArrayList<BouncingBall>();
What does this code print?
ArrayList<String> names; for(String s : names) { println(names); }
Suppose
namesis anArrayList<String>object. Write a fragment of code that prints (usingprintln) the length of each string in it.Suppose you have a class called
Hopperfor animating hopping frogs. To create a single frog you can do this:Hopper frog = new Hopper();
Hopperobjects also have arender()function for drawing, and anupdatefunction for updating their state.Answer each of the following questions:
- Define a new variable called
pondthat can refer to anArrayListofHopperobjects. Just create the variable, not theArrayList. - Using the
pondvariable from the previous question, create a newArrayListthat can contain justHopperobjects. It should be initially empty. - Write code to add three new
Hopperobjects topond. - Write a for-each loop that renders and updates all the
Hopperobjects inpond.
- Define a new variable called
Suppose
numsis anArrayList<Float>containing some numbers. Write a fragment of code that prints the sum of all the numbers innums.Suppose
numsis anArrayList<Float>containing some numbers. Write a fragment of code that prints (usingprintln) the number values innumsthat are greater than 0.For example, if
numscontained the values{6.4, -14. 0, 8, -2}, then your should print 6.4 and 8.Suppose
namesis anArrayList<String>with at least 100 elements in it. Write a fragment of code that:- Swaps the element at position 4 with the element at position 5.
- Swaps the element at position 10 with the element at position 2.
Sample Code¶
class Sprite {
float x;
float y;
float dx;
float dy;
void update() {
x += dx;
y += dy;
}
}
class BouncingBall extends Sprite {
float diam;
color fillColor;
void render() {
pushMatrix();
noStroke();
fill(fillColor);
ellipse(x, y, diam, diam);
popMatrix();
}
void update() {
x += dx;
y += dy;
// hit top?
if (y - diam / 2 < 0) {
y = diam / 2;
dy = -dy;
}
// hit bottom?
if (y + diam / 2 > height) {
y = height - diam / 2;
dy = -dy;
}
// hit left?
if (x - diam / 2 < 0) {
x = diam / 2;
dx = -dx;
}
// hit right?
if (x + diam / 2 > width) {
x = width - diam / 2;
dx = -dx;
}
}
}
BouncingBall randomBouncingBall() {
BouncingBall ball = new BouncingBall();
ball.x = random(100, 200);
ball.y = random(100, 200);
ball.dx = random(-3, 3);
ball.dy = random(-3, 3);
ball.diam = random(50, 150);
ball.fillColor = color(random(255),
random(255),
random(255));
return ball;
}
ArrayList<BouncingBall> ballList; // initially null
void setup() {
size(500, 500);
// create the initially empty ArrayList of BouncingBall objects
ballList = new ArrayList<BouncingBall>();
}
void draw() {
background(255);
// render and update all the balls
for (BouncingBall b : ballList) {
b.render();
b.update();
}
}
void mousePressed() {
BouncingBall b = randomBouncingBall();
b.x = mouseX;
b.y = mouseY;
ballList.add(b);
}