Modeling objects you want to present in a program (in order to solve some problem) is one thing, coding is another story. In your code, I think essentially it's inappropriate to model a garage using array. Arrays shouldn't be often considered as objects, although they do appear to be, usually for the sake of self-contained-ness sort of integrity of a language and providing some familiarity, but array as a type is really just a computer-specific thing, IMHO, especially in Java, where you can't extend arrays.
I understand that correctly modeling a class to represent a garage won't help answer your "cars in a garage" question; just a piece of advice.
Head back to the code. Other than getting some hang to OOP, a few questions would be helpful creating a scene hence to better understand the problem you want to resolve (assuming there is one, not just "getting some hang"):
- Who or what wants to understand
carIsAutomatic
?
- Given
carIsAutomatic
, who or what would perform doSomeCarStuff
?
It might be some inspector, or someone who knows only how to drive auto-transmission cars, etc., but from the garage's perspective, all it knows is it holds some vehicle, therefore (in this model) it is the responsibility of this inspector or driver to tell if it's a car or a boat; at this moment, you may want to start creating another bunch of classes to represent similar types of *actor*s in the scene. Depends on the problem to be resolved, if you really have to, you can model the garage to be a super intelligent system so it behaves like a vending machine, instead of a regular garage, that has a button says "Car" and another says "Boat", so that people can push the button to get a car or a boat as they want, which in turn makes this super intelligent garage responsible for telling what (a car or a boat) should be presented to its users; to follow this improvisation, the garage may require some bookkeeping when it accepts a vehicle, someone may have to provide the information, etc., all these responsibilities go beyond a simple Main class.
Having said this much, certainly I understand all the troubles, along with the boilerplates, to code an OO program, especially when the problem it tries to resolve is very simple, but OO is indeed a feasible way to resolve many other problems. From my experience, with some input providing use cases, people start to design scenes how objects would interact with each other, categorize them into classes (as well as interfaces in Java), then use something like your Main class to bootstrap the world.