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Chap 1

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0% found this document useful (0 votes)
16 views50 pages

Chap 1

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 50

Introduction to Java Programming

1-1
Focus of the Course
• Object-Oriented Software Development
 problem solving
 program design, implementation, and testing
 object-oriented concepts
• classes
• objects

1-2
Introduction

The Java Programming Language


Program Development
Object-Oriented Programming

1-3
Introduction
• One characteristic that is constant in the software
industry today is the “CHANGE”.

• Change is one of the most critical aspects of


Software Development and Management.

• Since the invention of the Computer, many


programming approaches have been tried. Such
as modular programming, top-down programming,
bottom-up programming and structured
programming.

© 2004 Pearson Addison-Wesley. All rights reserved 1-4


JAVA
• A programming language specifies the words and
symbols that we can use to write a program
• A programming language employs a set of rules
that dictate how the words and symbols can be
put together to form valid program statements
• The Java programming language was created by
Sun Microsystems, Inc.
• It was introduced in 1995 and it's popularity has
grown quickly since

1-5
JAVA
• Like C, C++ etc. Java is another computer
language but with a difference.

• Java’s designers have borrowed the best features


of many existing language such as C and C++ and
added a few new features to form a simple
language.

• One of the important reason for java’s success is


the amazing functionality it adds to the WWW.

© 2004 Pearson Addison-Wesley. All rights reserved 1-6


• Java has two lives, one as a stand-alone computer
language for general purpose programming and
the other as a supporting language for Internet
programming.

• The general purpose programs are known as


applications and the programs written for internet
are known as applets.

© 2004 Pearson Addison-Wesley. All rights reserved 1-7


Java Program Structure
• In the Java programming language:
 A program is made up of one or more classes
 A class contains one or more methods
 A method contains program statements

• These terms will be explored in detail throughout


the course
• A Java application always contains a method
called main

1-8
Hello.java
class abc
{
public static void main (String[] args)
{
System.out.println (“hello world");
}
}

1-9
Java Program Structure
// comments about the class
public class MyProgram
{
class header

class body

Comments can be placed almost anywhere


}

1-10
Java Program Structure
// comments about the class
public class MyProgram
{

// comments about the method


public static void main (String[] args)
{
method header
method body
}

1-11
• Public:- The keyword ‘public’ is a access
specifier that declares the main method
as unprotected and therefore making it
accessible to all other classes.

• Static:- Next appears the keyword ‘static’, which


declares this method as one that belongs
to the entire class and not a part of any
object of class. The main must always be
declared as static since the interpreter
uses this method before any objects are
created.

© 2004 Pearson Addison-Wesley. All rights reserved 1-12


• Void:- This type modifier ‘void’ states that the
main method does not return any
values.

• All parameters to a method are declared inside a


pair of parentheses. Here, String args [ ] declares a
parameter named args, which contains an array of
objects of the class type String.

© 2004 Pearson Addison-Wesley. All rights reserved 1-13


Lets see what happens at runtime:-

© 2004 Pearson Addison-Wesley. All rights reserved 1-14


Comments
• Comments in a program are called inline
documentation
• They should be included to explain the purpose
of the program and describe processing steps
• They do not affect how a program works
• Java comments can take three forms:

// this comment runs to the end of the line

/* this comment runs to the terminating


symbol, even across line breaks */

/** this is a javadoc comment */

1-15
Identifiers
• Identifiers are the words a programmer uses in a
program
• An identifier can be made up of letters, digits, the
underscore character ( _ ), and the dollar sign
• Identifiers cannot begin with a digit
• Java is case sensitive - Total, total, and
TOTAL are different identifiers
• By convention, programmers use different case
styles for different types of identifiers, such as
 title case for class names - hello
 upper case for constants - MAXIMUM

1-16
Reserved Words
• The Java reserved words:

abstract else interface switch


assert enum long synchronized
boolean extends native this
break false new throw
byte final null throws
case finally package transient
catch float private true
char for protected try
class goto public void
const if return volatile
continue implements short while
default import static
do instanceof strictfp
double int super

1-17
Outline
The Java Programming Language
Program Development
Object-Oriented Programming

1-18
Program Development
• The mechanics of developing a program include
several activities
 writing the program in a specific programming language
(such as Java)
 translating the program into a form that the computer can
execute
 investigating and fixing various types of errors that can
occur

• Software tools can be used to help with all parts of


this process

1-19
Programming Languages
• Each type of CPU executes only a particular
machine language
• A program must be translated into machine
language before it can be executed
• A compiler is a software tool which translates
source code into a specific target language
• Often, that target language is the machine
language for a particular CPU type
• The Java approach is somewhat different

1-20
Java Translation
Java source
code Java
bytecode

Java
compiler
Bytecode
compiler

Machine
code

1-21
Development Environments
• There are many programs that support the
development of Java software, including:
 Sun Java Development Kit (JDK)
 Sun NetBeans
 IBM Eclipse
 Borland JBuilder
 MetroWerks CodeWarrior
 BlueJ
 jGRASP

• Though the details of these environments differ,


the basic compilation and execution process is
essentially the same

1-22
Syntax and Semantics
• The syntax rules of a language define how we can
put together symbols, reserved words, and
identifiers to make a valid program
• The semantics of a program statement define what
that statement means (its purpose or role in a
program)
• A program that is syntactically correct is not
necessarily logically (semantically) correct
• A program will always do what we tell it to do, not
what we meant to tell it to do

1-23
Errors
• A program can have three types of errors
• The compiler will find syntax errors and other
basic problems (compile-time errors)
 If compile-time errors exist, an executable version of the
program is not created

• A problem can occur during program execution,


such as trying to divide by zero, which causes a
program to terminate abnormally (run-time errors)
• A program may run, but produce incorrect results,
perhaps using an incorrect formula (logical errors)

1-24
Basic Program Development

Edit and
save program
errors

errors
Compile program

Execute program and


evaluate results

1-25
Outline
The Java Programming Language
Program Development
Object-Oriented Programming

1-26
Problem Solving
• The purpose of writing a program is to solve a
problem
• Solving a problem consists of multiple activities:
 Understand the problem
 Design a solution
 Consider alternatives and refine the solution
 Implement the solution
 Test the solution

• These activities are not purely linear – they


overlap and interact

1-27
Problem Solving
• The key to designing a solution is breaking it
down into manageable pieces
• When writing software, we design separate pieces
that are responsible for certain parts of the
solution
• An object-oriented approach lends itself to this
kind of solution decomposition
• We will dissect our solutions into pieces called
objects and classes

1-28
Object-Oriented Programming
• Java is an object-oriented programming language
• As the term implies, an object is a fundamental
entity in a Java program
• Objects can be used effectively to represent real-
world entities
• For instance, an object might represent a
particular employee in a company
• Each employee object handles the processing and
data management related to that employee

1-29
Objects
• An object has:
 state - descriptive characteristics
 behaviors - what it can do (or what can be done to it)

• The state of a bank account includes its account


number and its current balance
• The behaviors associated with a bank account
include the ability to make deposits and
withdrawals
• Note that the behavior of an object might change
its state

1-30
Classes
• An object is defined by a class
• A class is the blueprint of an object
• The class uses methods to define the behaviors of
the object
• The class that contains the main method of a Java
program represents the entire program
• A class represents a concept, and an object
represents the embodiment of that concept
• Multiple objects can be created from the same
class

1-31
Data and Expressions
Character Strings
Variables and Assignment
Primitive Data Types
Expressions
OOP

1-32
Character Strings
• A string of characters can be represented as a
string literal by putting double quotes around the
text:
• Examples:
"This is a string literal."
"123 Main Street"
"X"
• Every character string is an object in Java, defined
by the String class
• Every string literal represents a String object

1-33
The println Method
• In the hello program studied earlier, we invoked
the println method to print a character string
• The System.out object represents a destination
(the monitor screen) to which we can send output

System.out.println (“hello world");

object method
information provided to the method
name (parameters)

1-34
The print Method
• The System.out object provides another service
as well
• The print method is similar to the println
method, except that it does not advance to the
next line
• Therefore anything printed after a print
statement will appear on the same line

1-35
Countdown.java
public class Countdown
{
//-----------------------------------------------------------------
// Prints two lines of output representing a rocket countdown.
//-----------------------------------------------------------------
public static void main (String[] args)
{
System.out.print ("Three... ");
System.out.print ("Two... ");
System.out.print ("One... ");
System.out.print ("Zero... ");

System.out.println ("Liftoff!"); // appears on first output line

System.out.println ("Houston, we have a problem.");


}
}

1-36
String Concatenation
• The string concatenation operator (+) is used to
append one string to the end of another
"Peanut butter " + "and jelly"
• It can also be used to append a number to a string
• A string literal cannot be broken across two lines
in a program

1-37
Facts.java
public class Facts
{
public static void main (String[] args)
{
// Strings can be concatenated into one long string
System.out.println ("We present the following facts for your "
+ "extracurricular edification:");

System.out.println ();
// A string can contain numeric digits
System.out.println ("Letters in the Hawaiian alphabet: 12");

// A numeric value can be concatenated to a string


System.out.println ("Dialing code for Antarctica: " + 672);
System.out.println ("Year in which Leonardo da Vinci invented "
+ "the parachute: " + 1515);
System.out.println ("Speed of ketchup: " + 40 + " km per year");
}
}

1-38
String Concatenation
• The + operator is also used for arithmetic addition
• The function that it performs depends on the type
of the information on which it operates
• If both operands are strings, or if one is a string
and one is a number, it performs string
concatenation
• If both operands are numeric, it adds them
• The + operator is evaluated left to right, but
parentheses can be used to force the order

1-39
Addition.java
public class Addition
{
//-----------------------------------------------------------------
// Concatenates and adds two numbers and prints the results.
//-----------------------------------------------------------------
public static void main (String[] args)
{
System.out.println ("24 and 45 concatenated: " + 24 + 45);

System.out.println ("24 and 45 added: " + (24 + 45));


}
}

1-40
Escape Sequences
• What if we wanted to print a the quote character?
• The following line would confuse the compiler
because it would interpret the second quote as the
end of the string

System.out.println ("I said "Hello" to you.");

• An escape sequence is a series of characters that


represents a special character
• An escape sequence begins with a backslash
character (\)

System.out.println ("I said \"Hello\" to you.");

1-41
Escape Sequences
• Some Java escape sequences:

Escape Sequence Meaning


\b backspace
\t tab
\n newline
\r carriage return
\" double quote
\' single quote
\\ backslash

1-42
Roses.java
public class Roses
{
//-----------------------------------------------------------------
// Prints a poem (of sorts) on multiple lines.
//-----------------------------------------------------------------
public static void main (String[] args)
{
System.out.println ("Roses are red,\n\tViolets are blue,\n" +
"Sugar is sweet,\n\tBut I have \"commitment issues\",\n\t"
+
"So I'd rather just be friends\n\tAt this point in our " +
"relationship.");
}
}

1-43
Variables
• A variable is a name for a location in memory
• A variable must be declared by specifying the
variable's name and the type of information that it
will hold
data type variable name

int total;
int count, temp, result;

Multiple variables can be created in one declaration

1-44
Variable Initialization
• A variable can be given an initial value in the
declaration
int sum = 0;
int base = 32, max = 149;

• When a variable is referenced in a program, its


current value is used

1-45
PianoKeys.java
public class PianoKeys
{
//-----------------------------------------------------------------
// Prints the number of keys on a piano.
//-----------------------------------------------------------------
public static void main (String[] args)
{
int keys = 88;

System.out.println ("A piano has " + keys + " keys.");


}
}

1-46
Assignment
• An assignment statement changes the value of a
variable
• The assignment operator is the = sign
total = 55;

• The expression on the right is evaluated and the


result is stored in the variable on the left
• The value that was in total is overwritten
• You can only assign a value to a variable that is
consistent with the variable's declared type

1-47
Geometry.java
public class Geometry
{
public static void main (String[] args)
{
int sides = 7; // declaration with initialization
System.out.println ("A heptagon has " + sides + " sides.");

sides = 10; // assignment statement


System.out.println ("A decagon has " + sides + " sides.");

sides = 12;
System.out.println ("A dodecagon has " + sides + "
sides.");
}
}

1-48
Constants
• A constant is an identifier that is similar to a
variable except that it holds the same value during
its entire existence
• As the name implies, it is constant, not variable
• The compiler will issue an error if you try to
change the value of a constant
• In Java, we use the final modifier to declare a
constant
final int MIN_HEIGHT = 69;

1-49
Constants
• Constants are useful for three important reasons
• First, they give meaning to otherwise unclear
literal values
 For example, MAX_LOAD means more than the literal 250

• Second, they facilitate program maintenance


 If a constant is used in multiple places, its value need
only be updated in one place

• Third, they formally establish that a value should


not change, avoiding inadvertent errors by other
programmers

© 2004 Pearson Addison-Wesley. All rights reserved 1-50

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