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Recommended Books:: Applications, Not Applets Text Output, Not Graphical

The document provides recommendations for introductory Java textbooks and discusses the differences between Java applets and applications. It recommends the books "Java Programming: from Problem Analysis to Program Design" by Malik & Nair and "Core Java 2: Fundamentals" by Horstmann and Cornell. It notes that applets are programs embedded in web pages that run in a browser, while applications are standalone programs that can utilize Java class libraries for GUI, graphics, networking, and database connectivity. The document states that for this module, applications rather than applets will be written.

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Subash_Saradha
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0% found this document useful (0 votes)
48 views

Recommended Books:: Applications, Not Applets Text Output, Not Graphical

The document provides recommendations for introductory Java textbooks and discusses the differences between Java applets and applications. It recommends the books "Java Programming: from Problem Analysis to Program Design" by Malik & Nair and "Core Java 2: Fundamentals" by Horstmann and Cornell. It notes that applets are programs embedded in web pages that run in a browser, while applications are standalone programs that can utilize Java class libraries for GUI, graphics, networking, and database connectivity. The document states that for this module, applications rather than applets will be written.

Uploaded by

Subash_Saradha
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 36

Recommended books:

 "Java Programming: from Problem Analysis to


Program Design", Malik & Nair, 2003
Course Technology ISBN 0-619-06497-8
 "Core Java 2: Fundamentals" Horstmann and Cornell,
The Sun Microsystems Press Java Series, 2002.
 or any other introductory Java text
 applications, not applets
 text output, not graphical

1
Applets vs. applications
 Java applets
 a program embedded into a web page

 download and run on user's browser (or applet viewer)

 internet programming

 Java applications
 stand-alone programs – Java is a fully-fledged programming

language
 many Java class libraries for

 GUI, graphics, networking


 data structures
 database connectivity
 we will be writing applications in this module.

2
First, a bit of background…
 1st Generation – machine language
 (raw machine code – lots of binary 0100101010001000111)

 2nd Generation – assembly language


 (mnemonic representation – short series of chars to represent binary)

 3rd Generation – structured programming


 (e.g. Pascal, C, C++, Java)

 4th Generation – application specific


 (SQL, Mathematica, RPG II, PostScript)

 5th Generation – combining artificial intelligence


 (best not mentioned…)

 The aim is to have a programming language that is as close as possible to


natural speech – a bit like in ‘Star Trek’.

3
The Software Crisis
 The “software crisis”, recognized c.1969. - threatened
the progress of the computer industry.
 People-time was and still is relatively expensive,
machine-time is now very, very cheap.
 Programming was and still is very time intensive.
 Products need support - this is probably more than ever
 Software is complex; imagine creating a car with no
drawings, specifications or planning.
 Amazingly, this is how a lot of the software in the past
was created (some of it still is)!
 This situation had to end…

4
Towards Structured Programming
 As computer programs become larger and more complex, more errors are
introduced.
 It has been estimated that there are 15 bugs in every 1000 lines of
commercial code.
 Windows 2000 had 40 million lines of code!
 Most bugs are caused by poor memory management.
 Clearly there is a need for a structured programming language that helps in
reducing the number of errors and speeds development for programming
teams.
 C  C++  Java
 Functional Programming  Object Orientation
“C makes it easy to shoot yourself in the foot; C++ makes it harder,
but when it happens you tend to take off the whole leg!”

5
What is Object-Oriented code?
 Procedural coding is just a list of instructions.
 Object-oriented code has a lot of similarity with code from
other procedural languages.
 Basically, a lot of the ‘words’ are the same but the way the
words are put together (the structure) is different.
 Object-oriented coding does also contain lists of instructions
but these lists are bound to specific objects.
 What an object actually represents is up to the programmer.

6
Simple Example
 A car is an object (in the real world) and in our program we can
make a software object to represent it.
 Fundamentally, an object contains data and methods which can act
on that data.
 The data we might want to have in our ‘software’ car could be
things like: body colour, engine size, current speed, whether it has
electric windows etc. Basically it’s up to you.
 The methods we might want our ‘car’ to have could be things like:
accelerate, brake, respray body, open passenger window etc. Again,
it’s up to you.
 Whatever you need your software car to model from the real world
object must be present in your code.
 The OO syntax enables you to do this intuitively.

7
What technology does it replace?

 Procedural programming (C, Visual Basic, Fortran etc.)


 In procedural programming, functions were the most
important part of the software.
 Where and how the data was stored was secondary (at best).
 Procedural code is process-oriented, OO code is data-
oriented.
 In procedural programming, if your code is in error then it is
relatively easy to fix but incorrect data may be impossible to
fix!

8
Java (why use it?)
Advantages over C & C++

 WORA - Write Once, Run Anywhere (portable).


 Security (can run “untrusted” code safely).
 Robust memory management (opaque references, automatic garbage
collection)
 Network-centric programming.
 Multi-threaded (multiple simultaneous tasks).
 Dynamic & extensible.
 Classes stored in separate files
 Loaded only when needed
 Can dynamically extend itself to expand its functionality (even over a
network and the Internet!)

9
How does it help?
 Large projects can be broken down into modules more easily.
 Aids understanding.
 Groupwork is easier.
 Less chance of data corruption.
 Aids reusability/extensibility.
 Maintaining code is far easier.
 Hides implementation details (just need to know what
methods to call but no need to understand how the methods
work to use them).

10
Programming vs Puzzle Solving
 With any programming language, there are concepts and some
terminology to learn.
 It takes time for these things to sink into your brain.
 Rule #1 – Do not panic!
 Like driving a car, you cannot learn in a day and it takes practice with a
lot of trial and error.
 This is normal. You can only learn by experience.
 Programming is very similar to solving puzzles.
 Solving any complex puzzle (Su Doku, Rubik’s Cube, Mah-jong etc.)
requires you to think and trying out ideas until you finally (hopefully)
solve the puzzle.
 The only difference is that with programming you have to translate your
ideas into code before you can test your solution.

11
Applets
 embed into web page using applet tag
 <APPLET src = "myprogram.class" width = "100"
height = "100"> < /APPLET>
 source code extends Java Applet class
 has skeleton user interface
 programmer can add code to be executed when
applet is initialised and painted
 programmer can easily add GUI components
such as buttons, labels, textfields, scrollbars….
and respond to their events

12
Example
applet -
ManySpikes
 set up label
and textfield in
init() method
 draw the spikes
in the paint()
method
Java applications
 stand-alone programs
 not GUI by default
 text input and output to a console
 can add user interface components
 execution always starts at a main() method
 analogous to init() method of applet

14
A simple Java application
import corejava.Console;
public class Hello {
public static void main(String args[])
{
String name; // this declares the variable “name”
name = Console.readString ("What is your name? ");
System.out.println("Hello, " + name);
}
} /* end of program */
15
The Hello class and its method
 name of class is same as name of file (which
has .java extension)
 body of class surrounded by { }
 this class has one method called main
 all Java applications must have a main method in one
of the classes
 execution starts here
 body of method within { }
 all other statements end with semicolon ;

16
Java keywords
 keywords appear in bold
 reserved by Java for predefined purpose
 don’t use them for your own variable, attribute or
method names!
 public
 visibility could be private
 static
 the main method belongs to the Hello class, and
not an instance (object) of the class
 void
 method does not return a value
17
Comments
 important for documentation!!!!
 ignored by compiler
// single line (or part of line)

/* multiple line comments go here


everything between the marks
is ignored */

 useful to ‘comment out’ suspect code or make notes

/**
* These are used by the javadoc utility to create HTML
* documentation files automatically.
*/

18
Variables and data types
 name is a variable of type String
 we have to declare variables before we use
them
 unlike C, variables can be declared anywhere
within block
 use meaningful names numberOfBricks
 start with lower case
 capitalise first letter of subsequent words

19
Data types
 int 4 byte integer (whole number)
 range -2147483648 to +2147483648

 float 4 byte floating point number


 decimal points, numbers outside range of int

 double 8 byte floating point number


 15 decimal digits (float has 7) so bigger precision

and range
 char 2 byte letter
 String string of letters
 boolean true or false (not 1 or 0)

20
Console input
 data input is difficult in Java
 methods for input in the library class
corejava.Console
 we have to import corejava.Console to use it
 each book has its own methods for input!
 Malik and Nair "Java programming" book uses raw Java
which is difficult to read

21
Console methods
 general form:
myVariable = Console.readType("Put a prompt
here");
 Console.readString("prompt")

 Console.readInt("prompt")

 Console.readDouble("prompt")

 Console.readWord("prompt")

 gives error message if wrong type is input.


 Handy!

22
System output
 Java provides print methods in the class
System.out (don’t need to import)
 println(name);
 prints out what is stored in name, then goes to a
new line
 print(name);
 prints out what is stored in name, but does not
start a new line
 print("My name is " + name);
 put text in quotes
 use + to print more than one item
23
Methods in Java
 methods break down large problems into
smaller ones
 your program may call the same method
many times
 saves writing and maintaining same code
 methods take parameters
 information needed to do their job
 methods can return a value
 must specify type of value returned

24
Example method
signature

public static int addNums(int num1, int num2)


{
int answer = num1 + num2;
return answer;
}

body
25
Method signature
visibility [static] returnType methodName(parameterList)
 visibility:
 public
 accessible to other objects and classes
 protected
 accessible to classes which inherit from this one
 private
 static keyword:
 use when method belongs to class as whole
 not object of the class
26
Method signature
visibility [static] returnType methodName(parameterList)
 return type:
 specifies type of information returned
 can be a simple type
 int, float, double, char, String, boolean
 or a class
 if nothing returned, use keyword void
 method name:
 use meaningful name which describes what method does!

27
Method signature
visibility [static] returnType methodName(parameterList)
 parameter list:
 information needed by method
 pairs of type name
 examples:
addNums(int num1, int num2)
drawPerson(boolean isBald, String name, int numEarrings)
 use empty brackets if method has no parameters
printHeadings()

28
Method body
signature

public static int addNums(int num1, int num2)


{
int answer = num1 + num2;
return answer;
}

body
29
Method body
 use curly brackets to enclose method body
 all your code goes in here
 write it so the method does what you intended
 last line should return a value of appropriate type
 must match type in method header
 nothing is executed after return statement
 if method returns void, can omit return statement
 method will automatically return at closing }

30
Calling a method
 methods will not run unless called from elsewhere
 a statement in main() method could call another

method
 this method could call a third method .....

 class methods are called with the form:


ClassName.methodName(parameters);
 omit ClassName if called in same class

 method name and parameters must match the


method signature
 if the method returns a value, it can be stored in a
variable or passed to another method
31
Calling methods
public static void main(String args[])
{
int input;
input = Console.readInt("Number? ");
System.out.print("Your number plus 3 is ");
System.out.println(addNums(input, 3));
}

32
Calling methods
 the previous example uses four methods
 from class Console:
public static int readInt(String prompt)
 store returned integer in variable input

 from System.out:
public void print(String s)
public void println(int x)
 no returned value (void)

33
Calling methods
 from class JavaTest:
public static int addNums(int num1, int num2)
 pass returned integer to println() method

 gets printed to screen

 could also store it in another variable

int answer = addNums(input, 3);

34
Summary
 reviewed Java basics
 applications vs. applets
 class declaration, main method
 Java keywords
 comments
 data types, variables
 input and output
 writing and using methods
 Tutorial
 write a calculator application which takes input
from the user, calls methods and output answers
35
Reading
 Malik and Nair
 Chapter 1 (Review)

 An overview of Computers and Programming

Languages
 Chapter 2

 Basic Elements of Java

 skip sections on Arithmetic Operators,

Expressions, Type Conversion, The class String


 remember the book does not use Console

methods for input


 Chapter 7

 section on "User-Defined Methods" only

36

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