Keyword final
is used when you want to allow to assign value only once at construction time.
public class Person {
public final String name;
public Person(String name) {
this.name = name;
}
}
Person p = new Person("a");
p.name = "newName"; // COMPILE ERROR name is marked as "final" thus can not be changed.
when you would need final int x instead of static final int x?
Consider these classes:
public class OriginConstants {
// static final fields allows to access constants via class accessor i. e. OriginConstants.x (no need to create instance)
public static final int x = 0;
public static final int y = 0;
}
public class ImmutablePoint {
public final int x;
public final int y;
public Point(int x, int y) {
this.x = x;
this.y = y;
}
}
public class MutablePoint {
public int x;
public int y;
public Point(int x, int y) {
this.x = x;
this.y = y;
}
}
Examples of usage
// create immutable point shifted from coordinate system origin by 5
ImmutablePoint ip = new ImmutablePoint(OriginConstants.x + 5, OriginConstants.y + 5);
// updating point coordinate by 10
ip.x += 10; // COMPILE ERROR
ip.y += 10; // COMPILE ERROR
// we cannot modify final fields, but we can create new instance with shifted coordinates
ImmutablePoint shiftedIp = new ImmutablePoint(ip.x + 10, ip.y + 10);
// create mutable point shifted from coordinate system origin by 5
MutablePoint mp = new MutablePoint(OriginConstants.x + 5, OriginConstants.y + 5);
// updating point coordinate by 10
ip.x += 10; // OK
ip.y += 10; // OK
I would use immutable points for some coordinates that can not be changed in time. Suppose, we have canvas with height = 100, width = 100. We can create helper constant points as follows:
public class Canvas {
public static final int HEIGHT = 100;
public static final int WIDTH = 100;
// anchor points
public static final ImmutablePoint topLeft = new ImmutablePoint(0,0);
public static final ImmutablePoint topRight = new ImmutablePoint(Canvas.WIDTH, 0);
public static final ImmutablePoint bottomLeft = new ImmutablePoint(0, Canvas.HEIGHT);
public static final ImmutablePoint bottomRight = new ImmutablePoint(Canvas.WIDTH, Canavas.HEIGHT);
}
This way we can be sure, that topLeft
is always 0,0 and can not be changed by some mistake.