Java Class Inheritance
Written by Mike James   
Article Index
Java Class Inheritance
Super and Object
Is Inheritance Bad?

Working with classes and objects is a very sophisticated approach to programming. You can't expect to absorb all of its implications in one go. We have already looked at the basics of class and objects. Now we need to look at encapsulation, constructors, overloading and inheritance.

Modern Java
With NetBeans And Swing



  1. Why Java?
  2. Getting started with Java
  3. Introducing Java - Swing Objects
  4. Writing Code
  5. Command Line Programs
  6. User Interface - More Swing
  7. Working With Class
  8. Java Class Inheritance
  9. Java Data Types - Numeric Data
  10. Java Data Types - Arrays And Strings
  11. Building a Java GUI - Containers
  12. Advanced OOP - Type, Casting, Packages
  13. Value And Reference 
  14. Java Lambdas, SAMs And Events


Working with classes and objects is a very sophisticated approach to programming. You can't expect to absorb all of its implications in one go. In the previous chapter we looked at the basics of class and objects - now we need to look at some of the slightly more advanced ideas.

In this chapter we will learn about encapsulation, constructors, overloading and inheritance.

One of the problems in convincing any beginner that class and object are worth the effort, is that they lack the experience of programming without such ideas.

In the early days of programs were written as large blocks of code with little or no structure. They were essentially long outpourings of logic and to understand what is going on you had to understand it all. later we learned that it was better to divide a program up into small units called functions or procedures. This worked reasonably well but it didn't treat the data that the program worked on in the same way and there was the problem that functions tended to work in groups to get tasks done with the same sort of data.

The solution to the problem was to invent a second level of grouping. A class and the object it creates is a grouping of functions and data as methods and properties and this idea brings us to our first topic - encapsulation.


Encapsulation is the jargon word for keeping the inner workings of a class hidden from the outside world.

Why would you want to do this?

A class does a particular job and it is used by other parts of the program and perhaps other programmers to get that job done. If the internal workings of the class are accessible perhaps you or some other programmer will make use of them in ways not originally planned. If you then change the way the class works then things fail.

As a general principle it is much better to keep the interactions between different parts of a program to well defined areas. In this way you can make changes to the internals without having to worry about other parts of the program.

You get some aspects of encapsulation more or less automatically when you use classes.

For example, any variable you declare within a method isn't accessible from out side of the class.

However, when it comes to member variables and member functions, i.e. properties and methods, you actually have to make some decisions.

So far we have used the keyword public in front of member declarations but there is also the choice of declaring them private.

A public member is accessible from other classes but a private member can only be used by other members of the class.

Get/Put Properties

Clearly all of the internal workings of a class should be declared as private but there is a lot of argument over what constitutes the internal workings of a class.

In the strictly orthodox approach you should declare all data variables as private. In other words, our approach to properties, outlined in the previous chapter, i.e. just declaring public variables, is not good enough.


Simply because allowing another class direct access to a variable or any data gives it the right to do anything at all to it. It also means that if you decide to alter the way the property is implemented then this will possibly invalidate code that makes use of them.

The alternative is to make make all variables private and provide access member functions which allow other objects to set and get the values.

The advantage of get and set functions is that they can include code to check that the value is legal and perform whatever data conversion is necessary to change from an external to an internal representation. You can also arrange for other things to be updated if a property changes its value. For example, if you allow the code to set a value you can keep a record of the maximum value used over time without the code having to be modified to explicitly make note of the maximum. 

Set and Get are usually referred to as "mutators and accessors" because the modify and retrieve the property values.

So using this approach for example, the point  class  used in the last chapter would be written

public class Point {   
 private int X;
 private int Y;
     public void setX(int x) {
          X = x;
    public void setY(int y) {
         Y = y;
    public int getX() {
        return X;

    public int getY() {
        return Y;

    public void Swap() {
        int temp;
        temp = X;
        X = Y;
        Y = temp;

Now if you want to set an x,y value you would use:


Assuming that the instance of the class was called Current.

To print the values you would use